XCOM 2
fitzifatz May 3, 2018 @ 1:55am
Keep Psi-Lab?
I am somewhere mid-/endgame and have two maxed out psi-operatives. Question is: Do I still need the psi-lab, or can I scrap it to save costs and space?
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phillip_lynx May 3, 2018 @ 2:17am 
You can scrap it. But if you loose one PSI Op and want 2 you have to rebuild it.
Last edited by phillip_lynx; May 3, 2018 @ 2:17am
red255 May 3, 2018 @ 3:17am 
why not just make more psi ops? I generally make 6.

lose a maxed psi-op? what sort of situation of events would cause that?
What's wrong son? Don't you want to field a full squad of maxed out Psi-Ops for when you storm the Elders water world tomb?
fitzifatz May 3, 2018 @ 4:17am 
My Psi-Ops hardly ever get fired upon, as I try to keep them in the second row so they are not exposed. Also, if they ever are in danger of being overmanned, I just use domination or other skills to distract the enemy and focus on something else, giving the Psi-Op time to move to a better position. So two Ops are enough, I think. Also, and this may earn me some solid hate, I tend to save a lot...
Potatoes gonna potate.

But to get back to the question at hand: Storywise the lab is not required, right?
Last edited by fitzifatz; May 3, 2018 @ 4:17am
Eggy May 3, 2018 @ 4:28am 
You are correct you do not need the psi-lab to progress. I also manage to complete playthroughs with a max of 2-3 psi ops. Sometimes I dont bother with any. PSis made the last level much easier in vanilla but with the wotc weapons its a faceroll with any classes.
red255 May 3, 2018 @ 5:08am 
PSI-ops were strong in vanilla because they could take all the perks of both sides of their tree.
in WotC every class can do that.

PSI-ops have useful abilities, the ability to cancel mind control by standing next to a unit, (making them immune to mind control themselves) Immunity to explosions, Void Rift. Null lance.

they get killed they get spared by stasis, after which you can use a medkit and then soul steal for like 11 health back.

they can cast stasis on anything that isn't a chosen to turn it off for a turn and then mind spin something else to take out 2 units in one turn or good roll on a void rift can wipe a pod off the map.
SamBC May 3, 2018 @ 12:52pm 
Standing next to a unit isn't enough to break MC/panic in WotC, it's not a passive ability any more.
red255 May 3, 2018 @ 1:04pm 
standing within two tiles of a unit with solace breaks Daze, Mind control and disorient.

In War of the chosen. you need to have solace of course.
gimmethegepgun May 3, 2018 @ 1:07pm 
Originally posted by SamBC:
Standing next to a unit isn't enough to break MC/panic in WotC, it's not a passive ability any more.
The description for Solace hasn't changed, and would indicate that it works that way. Did they change how it works without changing the description?

I guess that wouldn't be too terribly surprising considering they nerfed Rapid Fire but didn't put the cooldown in the show info screen.
SamBC May 3, 2018 @ 1:57pm 
Originally posted by gimmethegepgun:
Originally posted by SamBC:
Standing next to a unit isn't enough to break MC/panic in WotC, it's not a passive ability any more.
The description for Solace hasn't changed, and would indicate that it works that way. Did they change how it works without changing the description?

I guess that wouldn't be too terribly surprising considering they nerfed Rapid Fire but didn't put the cooldown in the show info screen.
Well, they showed in videos before release that Solace was no longer passive...

Unless I'm terribly confused. That's been known to happen.
Last edited by SamBC; May 3, 2018 @ 1:57pm
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Date Posted: May 3, 2018 @ 1:55am
Posts: 10