XCOM 2
MythN7 May 30, 2019 @ 7:01am
Any rooms that you can destroy early from finishing it?
I have no rooms left, but do not have a few other rooms I could make use of.
currently, the proving grounds dont anything really left, and the garilla school, has no training items left either.
the shadow chamber has been destroyed, from the one story event.

any non spoiler tips on if any rooms are safe to remove?

Also, is it better to use some rooms needing high power on the one one room power room type instead of the power relay there?
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Showing 16-28 of 28 comments
Zeonista May 30, 2019 @ 3:48pm 
The defense array is definitely expendable, since once you do the Avenger defense mission it's invariably redundant. (Or if you are like me and don't build one half the time. :P) The laboratory is helpful early on, but later on when there are 5-6 scientists and the basic research has been done, it can be expendable. Do not get rid of the Shadow Chamber, since it is needed to finish the game and it lets you see the potential enemies for missions.
Gracey Face May 30, 2019 @ 3:54pm 
Fill your entire avenger with defense arrays and then fly right into the enemy mothership.
Zeonista May 30, 2019 @ 4:04pm 
Originally posted by Bert Sampsen:
Fill your entire avenger with defense arrays and then fly right into the enemy mothership.
Sadly there is no ship to ship combat, which would be cool and give a chance to set up for a crashed UFO attack mission instead of an Avenger defense mission. Despite the intimidating intro, the Avenger defense mission has become my "rack up kills for promotion" mission.
Gracey Face May 30, 2019 @ 4:05pm 
Originally posted by Zeonista:
Originally posted by Bert Sampsen:
Fill your entire avenger with defense arrays and then fly right into the enemy mothership.
Sadly there is no ship to ship combat, which would be cool and give a chance to set up for a crashed UFO attack mission instead of an Avenger defense mission. Despite the intimidating intro, the Avenger defense mission has become my "rack up kills for promotion" mission.

I was thinking more;

https://www.youtube.com/watch?v=PirVtiJuvDs
Perplex May 31, 2019 @ 4:41am 
Destroy the workshop. (you also just need 1 power station if you build the shadowchamber and psi-ops at the exposed power coils). I always end up with 1 plot left over with no use as i never build the workshop at all. (i never upgrade the infirmary either)
MythN7 May 31, 2019 @ 8:57am 
Originally posted by Perplex:
Destroy the workshop. (you also just need 1 power station if you build the shadowchamber and psi-ops at the exposed power coils). I always end up with 1 plot left over with no use as i never build the workshop at all. (i never upgrade the infirmary either)
So, the extra power from building a power relay on one is not worth it?
cause you get 10 power with relay as base on a conduit, where the psi chamber only takes 5 power to build it says.
Rez Elwin May 31, 2019 @ 9:50am 
Originally posted by MythN7:
Originally posted by Perplex:
Destroy the workshop. (you also just need 1 power station if you build the shadowchamber and psi-ops at the exposed power coils). I always end up with 1 plot left over with no use as i never build the workshop at all. (i never upgrade the infirmary either)
So, the extra power from building a power relay on one is not worth it?
cause you get 10 power with relay as base on a conduit, where the psi chamber only takes 5 power to build it says.

Base is 5 but a fully upgraded Psi Lab takes 10.
MythN7 May 31, 2019 @ 10:40am 
Originally posted by Rez Elwin:
Originally posted by MythN7:
So, the extra power from building a power relay on one is not worth it?
cause you get 10 power with relay as base on a conduit, where the psi chamber only takes 5 power to build it says.

Base is 5 but a fully upgraded Psi Lab takes 10.
right, but you can put 2 engineers in it for 10 more. making it double the energy the lab takes, no?
Rez Elwin May 31, 2019 @ 10:55am 
Originally posted by MythN7:
Originally posted by Rez Elwin:

Base is 5 but a fully upgraded Psi Lab takes 10.
right, but you can put 2 engineers in it for 10 more. making it double the energy the lab takes, no?

A power relay would give you 7, plus 10 with two engineers, however a psi lab negates the cost of ten leaving you with +7. However if you build a Psi Lab it then cost nothing so you essentially are getting +10 power.
Gracey Face May 31, 2019 @ 11:34am 
Originally posted by Rez Elwin:
Originally posted by MythN7:
right, but you can put 2 engineers in it for 10 more. making it double the energy the lab takes, no?

A power relay would give you 7, plus 10 with two engineers, however a psi lab negates the cost of ten leaving you with +7. However if you build a Psi Lab it then cost nothing so you essentially are getting +10 power.


Base avenger power is 6 (nominally 12 but 6 is reserved).

Power draw needed is;

Res Ring: 7
Training Center: 3
Infirmary: 3
GTS: 3
PG: 3
Laboratory: 6
Psi Lab: 10
Shadow Chamber: 9

So you need 38 power.

2 power relays on exposed power coils is (10+4+10+6)*2, or 60 power.

If you build the psi lab and the shadow chamber on exposed power coils then you only need 19 power, which is a single power relay's worth of power.

However if you want to fully kit out your avenger (which isn't really necessary), then you'll need to build 2 power relays, at which point you may as well stick them both on exposed power coils for flavour.
Last edited by Gracey Face; May 31, 2019 @ 11:35am
MythN7 May 31, 2019 @ 2:36pm 
right, but as a more simple concept to what i said previous.
power relay on a exposed node gives 10 as base, then you can put 2 engineers in it as well.

So, it would seem like this is a good choice for 1 power relay for sure, as it would give more power when staffed than the power you are saving by putting even the most expensive thing on it is how i see it.
Only thing is you need to tie up 2 engineers to really make it happen as such im guessing.

So, it might be a early game vs late game choice of which way to go maybe?

Also, the DLC adding in 2 more room types, or is it 3? but the 2 i can think of off hand, are pretty key to have.

On top of the update dident add in any more blocks to work with, so this makes your base planning harder.

I also, am not happy they took away linked effects from adjacent rooms of similar type that was in the 1st xcom.
Last edited by MythN7; May 31, 2019 @ 2:39pm
Gracey Face May 31, 2019 @ 2:50pm 
Originally posted by MythN7:
right, but as a more simple concept to what i said previous.
power relay on a exposed node gives 10 as base, then you can put 2 engineers in it as well.

So, it would seem like this is a good choice for 1 power relay for sure, as it would give more power when staffed than the power you are saving by putting even the most expensive thing on it is how i see it.

No, because you can put 2 engineers in any power relay. All you are getting from putting a power relay on an exposed power coil is an extra 7 power, and that is less than the cost of the psi lab or shadow chamber.
MythN7 May 31, 2019 @ 2:50pm 
Originally posted by Bert Sampsen:
Originally posted by MythN7:
right, but as a more simple concept to what i said previous.
power relay on a exposed node gives 10 as base, then you can put 2 engineers in it as well.

So, it would seem like this is a good choice for 1 power relay for sure, as it would give more power when staffed than the power you are saving by putting even the most expensive thing on it is how i see it.

No, because you can put 2 engineers in any power relay. All you are getting from putting a power relay on an exposed power coil is an extra 7 power, and that is less than the cost of the psi lab or shadow chamber.

ahh ic what you mean.

so shadow chamber on exposed, makes all power from normal relay avail, so its 7 less than nomral, but that value is way higher than the 7 you are missing, since the shadow is not useing any power, gotcha.

only works for realy high cost rooms tho.
Last edited by MythN7; May 31, 2019 @ 2:52pm
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Date Posted: May 30, 2019 @ 7:01am
Posts: 28