XCOM 2
TamTroll Sep 25, 2018 @ 11:46am
how many resistance comms to get the whole world?
See title.

with so many different rooms to build, and so little real estate, i'm having trouble figuring out what goes where and when. How much of that real-estate am i going to need just to get each region?
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Showing 1-15 of 15 comments
Crypto Gamer Sep 25, 2018 @ 11:54am 
In WOTC if you go for lot of + resistance contact events and cover opts and or resistance orders then 1 is enough,otherwise you need 2.Fully staffed and upgraded.The whole word is 16 total contacts.
Last edited by Crypto Gamer; Sep 25, 2018 @ 11:54am
TamTroll Sep 25, 2018 @ 12:02pm 
Originally posted by Crypto Gamer:
In WOTC if you go for lot of + resistance contact events and cover opts and or resistance orders then 1 is enough,otherwise you need 2.Fully staffed and upgraded.The whole word is 16 total contacts.
i gotta start aiming for those upgrades then. thanks!
red255 Sep 25, 2018 @ 12:17pm 
there are 16 zones on an XCOM map.

you start with 3 zones, an upgraded Resistance comms is 2 Zones and 2 zones for the first engineer and 4 zones for the second slot engineer.

Space isn't that limited though. I generally have 2 slots at the end I fill with defense systems and Labs, neither of which provide that much use.

just don't build the workshop.

in the pre war of the chosen I built 2

which is 3+2+2+4+4 = 15 coverage and picking up the 16th slot by either attaching a 3rd engineer or picking it up from the world map.

in War of the chosen I generally build 1 which is 3+2+2+4 and picking up 5 from covert operations and the world map. Which considering there are resitance orders to add a few contacts in the meantime it works fine usually.

Originally posted by Crypto Gamer:
In WOTC if you go for lot of + resistance contact events and cover opts and or resistance orders then 1 is enough,otherwise you need 2.Fully staffed and upgraded.The whole word is 16 total contacts.

no. not fully staffed, just need 2 engineers to cover the whole world usually in Vanilla, sometimes 3. but never 4.
Last edited by red255; Sep 25, 2018 @ 12:18pm
TamTroll Sep 25, 2018 @ 12:26pm 
Originally posted by red255:
just don't build the workshop.

Yeah i've got one of those but i'm probably going to remove it soon.

it IS helpful early game when you're low on engineers, one engineer can clear out two areas at once, and two engineers can staff four systems like the medbay, psi-labs, power coil, and proving ground if you posistion it right.

but yeah, need a shadow chamber and i only have three rooms availible now. so i'll probably get rid of the workshop soon.
Crypto Gamer Sep 25, 2018 @ 12:35pm 
Workshops are a trap,even more so in WOTC(someone made calculations),99% of the cases they are not worth it.
Uncle Al Sep 25, 2018 @ 2:50pm 
Originally posted by Crypto Gamer:
Workshops are a trap,even more so in WOTC(someone made calculations),99% of the cases they are not worth it.

100%. You pay 250 supplies and lose the engineer days to dig out the space for it and build it. For that you get +1 engineer....who you then lose because you need to power the workshop.

Avoid like the plague.
gimmethegepgun Sep 25, 2018 @ 6:03pm 
Originally posted by Uncle Al:
Originally posted by Crypto Gamer:
Workshops are a trap,even more so in WOTC(someone made calculations),99% of the cases they are not worth it.

100%. You pay 250 supplies and lose the engineer days to dig out the space for it and build it. For that you get +1 engineer....who you then lose because you need to power the workshop.

Avoid like the plague.
It's a little better than you describe, but not much. An upgraded workshop costs 5 power and gives a 2 engineer surplus, so assigning one of those to power means that for the massive investment of time and money, and a hefty maintenance cost, you get 1 engineer.

Originally posted by red255:
which is 3+2+2+4+4 = 15 coverage and picking up the 16th slot by either attaching a 3rd engineer or picking it up from the world map.
To explain the seemingly-weird numbers here, note that the second engineer slot in resistance comms gives 4 contacts, unlike the first slot which gives 2, even if there's no engineer in the first slot.
Which really shouldn't be the case. They probably should've just made both of them give 3.
Pilgrim_Bear Sep 25, 2018 @ 7:02pm 
Woah, what's with the crusade against workshops? I haven't played WotC yet so I don't know if all the resistance covert ops give you that many engineers, but in vanilla the workshop really gets me out of the early game grind.

I'm on early May and I have reached the 3rd bottom layer and have 6 resistance comm uplinks up, 27 available power before the Elerium generator upgrade, and pump out Proving Ground projects bi-weekly. All because I have two extra engineers.

Admittedly, I didn't get the AWC up before mid April because I had mismanaged some space, by which point half my roster was gravely wounded and had band aids covering up amputated stumps. Must be nice having the infirmary in WotC.
gimmethegepgun Sep 25, 2018 @ 7:10pm 
Originally posted by ClericMatthew1517:
Woah, what's with the crusade against workshops? I haven't played WotC yet so I don't know if all the resistance covert ops give you that many engineers, but in vanilla the workshop really gets me out of the early game grind.
They're incredibly expensive for what they provide. Especially in vanilla, where you can buy an engineer for much cheaper at HQ.

Originally posted by ClericMatthew1517:
All because I have two extra engineers.
You have 1 extra engineer. The other one is needed to power the workshop.
Aranador Sep 25, 2018 @ 7:52pm 
Basically, what is being said is that there is only a marginal benefit, effectively one extra engineer, however this is, as always, the end game state. If you are still early game, and have few engineers, and have yet to hit power problems, then the value changes. On the other hand, if you have built your resistance ring, GTS, and training theater, then you have power problems unless you have been way lucky with events. So anyway, Workshop, if you know the right time to use it, then it is OK, otherwise, see how you go without it.
Mr. Nice Sep 26, 2018 @ 11:40am 
No, because the opportunity cost, ie taking up an excavated spot and building time and available power, outway that +1 engineer, always.
Last edited by Mr. Nice; Sep 26, 2018 @ 12:58pm
Pilgrim_Bear Sep 26, 2018 @ 3:55pm 
Originally posted by gimmethegepgun:
Originally posted by ClericMatthew1517:
Woah, what's with the crusade against workshops? I haven't played WotC yet so I don't know if all the resistance covert ops give you that many engineers, but in vanilla the workshop really gets me out of the early game grind.
They're incredibly expensive for what they provide. Especially in vanilla, where you can buy an engineer for much cheaper at HQ.

Originally posted by ClericMatthew1517:
All because I have two extra engineers.
You have 1 extra engineer. The other one is needed to power the workshop.
Yeah, I would have disputed that if I lucked out on a Power Coil under the workshop, but without the massive eco-friendly bs combo of Elerium Conduit+Power Coil, the workshop does seem a lot less economic.

I suppose I'm such a sucker for the extra engineer because of my poor management and rushed playstyle. I like to have all Mag weapons, plus some Proving Grounds stuff by early May, and that dips into your supplies big time. That, and I'm a radio relay junkie. By the end of most months, I'd have under 20 supplies. I once finished with 0 supplies after purchasing Gauss weapons.

Thanks for the advice though, I'll see what to improve next playthrough.
Last edited by Pilgrim_Bear; Sep 26, 2018 @ 4:00pm
red255 Sep 26, 2018 @ 4:14pm 
workshops are usually bad but I can see situations when they might come out ahead, but as mentioned at best you pay 3 engineers for 4 engineers and one facility space. (5 power = 1 engineer)

which is a hell of alot to pay. in vanilla you can just buy an engineer for 200 so it covers the cost of the workshop.

its just a bad investment.

Basically the workshop costs 1 facility slot, 2 engineers, 5 power and 180 money +35 upkeep.

for 4 engineers.

if 5 power = 1 engineer and 200 money = 1 engineer you are paying a facility slot for absolutely nothing.
Last edited by red255; Sep 26, 2018 @ 4:59pm
gimmethegepgun Sep 26, 2018 @ 6:56pm 
Originally posted by ClericMatthew1517:
Yeah, I would have disputed that if I lucked out on a Power Coil under the workshop, but without the massive eco-friendly bs combo of Elerium Conduit+Power Coil, the workshop does seem a lot less economic.
The tooltip for the upgrades of the power relay when built on a power coil are bugged. The upgrades give the same amount of energy as they would if it was built anywhere else. The only benefit of the relay being on the coil is that it gives 7 more power in total.

I suppose I'm such a sucker for the extra engineer because of my poor management and rushed playstyle. I like to have all Mag weapons, plus some Proving Grounds stuff by early May, and that dips into your supplies big time. That, and I'm a radio relay junkie. By the end of most months, I'd have under 20 supplies. I once finished with 0 supplies after purchasing Gauss weapons.
If you're that strapped for supplies then building a Workshop is an even WORSE idea, as it's a massive supply drain.
Mr. Nice Sep 27, 2018 @ 3:54am 
Yep, plus the engineer-hours it took to excavate the slot it's taking up, plus ~0.5 a slot worth for the 0.5 a power relay to keep it running, so you're actually net down in engineer-hours for so long that by the time your "in credit" due to the eventual +1 engineers worth, whatever engineer shortage you had earlier will be long gone...
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Date Posted: Sep 25, 2018 @ 11:46am
Posts: 15