XCOM 2
Toadman Jul 15, 2017 @ 8:36pm
Best squad layout?
OK, I have been struggling with differeent stats on this game for a while and inevitably I end up with not enough muscle to take f=down the armies once they get rampagers and those angel looking things. They start mixing them in with advent troops, the snakes and the sctoid guys.

Usually I only have 5 members in a squad and have not gotten my sixth yet. Not sure if that is a must?

I may have 1-2 xarmor and the spider suit. The rest in predator armor. And have a few gauss guns. On paper it looks good. But I am wondering if I don't have the best qsauade makeup and talents picked. I have not even gotten to the psi troops yet.

SO I guess what IYO is the best squade make up and what side of their telent trees do you recommend?
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Showing 1-15 of 82 comments
Mud Jul 15, 2017 @ 8:44pm 
What are you using to scout for alien pods?
Toadman Jul 15, 2017 @ 8:45pm 
Ranger
Roderick Jul 15, 2017 @ 10:37pm 
There is no best squad setup. I just chatted with one who told me, he is using only grenadiers, blasting way all armor and cover and hammering them down.
Someone told me, only the PSI-Ops make this game for him; I don't use PSI-Ops at all.

You have to find a combination you like. Take some good equip with you and combine the skills of you guys.
The flying archeons are hard to hit, so maybe you want to holo-target them first and use (with luck you have one) tracer rounds. Snipers with scopes and perception pcs will work too.
A PSI-Op would also help.
I for one only use standard armor for that extra item slot. Some special grenades, mimic beacon or even a random good armor works wonders sometimes.

As you are asking for my setup:
2x Grenadiers. Always shredding , holo targeting, demolition. They clear the way for my 2x Snipers or rescue the day with flashbang or Frostbomb. Later on, with their bullet storm (100% chance to hit) they inject fire and poison in the enemies. Poison lowers their aim and burning disables some abilities. Oh, and both do damage over time.

The Snipers always on Longwatch and that skill which does 50% more damage in exchange for 15% chance to hit. Both weapons with extended mag and scope. The extra slot of the armor is used for Bluescreen rounds. Their are instand-death for any mechanical beeing. The Killing Zone skill is laid on any pod the Ranger discovers. Sometimes, Pods don't even get to take their second step.

One Ranger on Blademaster and concealment. He is the hardest to level up because I keep him always in concealment, doing no damage, but providing line of sight for the snipers. With Blademaster and the hellweaver-vest, he is the bane for all meele attackers. With untouchable and Reaper he sometimes ends up between all enemies... still surviving.
(My personal joy: Placing him where enemy reinforcments arrive, giving a nice hit to everyone.^^)

Last but not least, the Specialist. Always on healing, the only one with a medkit. He is providing aid, when the Ranger ended in trouble again. But with the almost last ability, to have 50% chance to get a second overwatch shot if the first one hits, with scope and expended mag he can be devastating. Aid himself (+30% cover AND a second Overwatchshot) and put him on overwatch where he can see many aliens. You can be surprised that aspecialist may empty his whole mag in one round.) Don't forgett his captain upgrade in the GTS, giving him aditional 10% aim.

As you can see... no PSI-Ops, no Spark. I wonder wether I will use that new classes in the next DLC. xD
But try them out, read the skills, let your fantasy work on some combinations. Have fun! :sectoid:

Last edited by Roderick; Jul 15, 2017 @ 10:40pm
Gamefever Jul 15, 2017 @ 11:35pm 
Cant say there is a #1 team.

I really like to use Specialists,
All that Overwatch AIM stuff plus bot control.
Sometimes I get something cool like "Firing Zone" from the AWC building,
There is also a skill called Guardian and that also makes Specialists godly on Overwatch.

In their perk tree you can pick up "Ever-Vigilant" which allows a full dash move into Overwatch so basically these guys can flank someone easy.
talemore Jul 16, 2017 @ 12:08am 
spark is such a useless class. It's a hybrid of a ranger and a specialist but doesn't have any scanning protocol or stealth or strong enough hacking or ability to chain attacks indefinitely. If it wasn't for the specialists scanning protocol being too underwhelming in use I wouldn't used rangers like battlescanners and more like fieldmedics because enemies don't use AoE's as often if there's only one unit in sight.

Magic defeats everything and in xcom2 magic are abilities who can't miss.
Fringehunter7719 Jul 16, 2017 @ 1:40am 
So your constraints are:

- 5 man squad
- Mag gear
- No psi ops

In general the constraints on "optimal" squad setup, in my opinion are:-

- You need enough cover destruction, you've got 2x rockets from your EXO suits, so 2 grenadiers will be ample.
- Stealth scouting ability is extremely useful, so 1 ranger with phantom or conceal will be ample.
- Battle scanner or scanning protocol for retaliation missions.
- Specialist for hacking objective guerilla missions, or city missions in general (for powerful bonuses from the objective or less powerful bonuses from security lamppost thingies).

Personally I'm a big fan of sharpshooters, so I'd be taking one for my fifth squad member, they benefit more than other classes from ammo (especially bluescreen) and I find the abilities that provide extra shots the most powerful - lightning hands/quickdraw/faceoff/serial. They need the spider suit's grapple to be at their most effective.

If you didn't have any constraints then in general the strongest squad on paper is probably 6 psi ops. 6 dominations alone makes them incredibly overpowered as it provides more firepower and target dummies to soak up alien attacks as well as removing those aliens from play. Grenadier stacking is also viable, although you get diminishing returns after the first 2. Grenadiers are probably the second strongest class.

To be fair all classes get beastly with the right specs (and possibly AWC rolls). Even specialists who've managed to pick up 4-6 +20 hack rewards can take control of any mech, which becomes huge. Threat assessment(self used) + guardian + cool under pressure (GTS class ability) + expanded magazine + repeater makes specialists utterly lethal as they will take an average of something like 3.7 shots each with a chance of crit and outright execution on a self used threat assessment + overwatch turn, especially powerful out of concealment. If they get shredder on the AWC they are unstoppable, but getting shredder and that many hack rewards is rarer than hen's teeth.

PS: Sparks are indeed a liability as someone said above. They start fine and their ability tree is fine, but their low aim scaling, low HP scaling, expensive build, armor and weapon costs and late arrival to the squad (either completing the lost towers or building a Proving Ground) all conspire with their inability to use PCS, items and weapon mods to leave them in the dust in latter stages of the campaign.
Last edited by Fringehunter7719; Jul 16, 2017 @ 1:42am
Eggy Jul 16, 2017 @ 3:14am 
2 rangers specced for max damage and shotguns. dont bother using the melee at all.
2 grenadiers for removing cover and AOE specced to carry as many nades as possible. Save your best scopes for these guys. One specced for cover removal.
1 specialist specced for medic.
The last spot is always whats left.
A PSI for fun.
A specialist specced for tech and hacking.
A sharpshooter specced and geared for using the pistol as much as possible.
The entire team is based around getting the rangers into position to kill as much as possible.
Run and Gun, Implacable, Rapidfire.
This becomes even more powerfull setup if your using the Assault class from LW2.

After the early game I dont use snipers at all.
Concealment is only used for the first moves and then I ignore it.
Both snipers and concealment end up with me spending more time on positioning than on killing.

As someone else mentioned above. Stacking specialists with the ability to fire multiple times and on the aliens turn is also pretty good.
Last edited by Eggy; Jul 16, 2017 @ 3:14am
Roderick Jul 16, 2017 @ 3:17am 
Originally posted by Eggy:
A PSI for fun.
+1
That's my opinion on PSI in this game. :D
red255 Jul 16, 2017 @ 3:32am 
meh. Early on I'd go
1 ranger 1 sharpshooter 1 grenadier 1 spec. (with less use for the sharshooter early on)

ranger gets the sword skill and conceal (phantom is too much of a drop in your power level)
Untouchable and rapid fire are also good. the rest of the options aren't as essential I normally shadow strike them.

eventually he ends up in a warsuit with a blaster launcher, dodge module PCS and Dragon rounds. shotgun has a laser sight and autoloader.

the sharpshooter is going to get long watch, death from above, faceoff, serial, steady hands, lightning hands.
Ideally a wraith suit and bluescreen rounds with an aim PCS

the spec is medical protocol, haywire protocol, field medic, threat assesment, ever vigilant, cap discharge.
gear is a skull jack and medkit.

grenadier is shredder, suppression, heavy ordinance, volitile mix, salvo, rupture.
war suit, shredstorm cannon, acid bomb, proxy mine.

when I get 5 troops I generally step it up to 2 rangers.

6 troops is 2 sharpshooters.

psi troops removes one ranger for a psi trooper

Final mission would be 4 psi troopers and 2 sharpshooters.

psi trooper is just going take all the perks. put it in a war suit with plated armor and dodge module PCS. half of them with shred and have with blaster launchers I guess.

good AWC perks of note.

Ranger: Death from above, serial. also holo target, shredder ammo, blast padding.
Sharpshooter: Run and gun, rupture, holo target, shredder ammo, unplacable.
Grenadier: run and gun, rapid fire

a sharpshooter with run and gun and death from above can fire twice if they shoot and trigger death from above, and then trigger run and gun and shoot again.

a sharpshooter with unplacable can trigger serial, take a kill, then move to take flanking kills.

a sharpshooter with rupture can use rupture after moving, not at squadsight ranges though. few nice combos with it especially with death from above.

a grenadier with run and gun and salvo can fire 3 grenade objects a round.

a grenadier with rapid fire might consider being a bullet wizard instead of a typical grenadier. more useful on the longer missions (as on the campaign missions you'd have enough explosives to just blow everything up)

Unsure what a rampager is. Archons are something that die if you can hit them, and they don't dodge. can be frustrating. usually they use blazing pinions which is usually easy to avoid though. probably a gear check issue cuz you are still in mag weapons.

probably wouldn't have bothered with the EXO and spider suits. instead making ammo or grenades.

@edgy, what you say makes no sense, but you are using a cheaty mod so its basically playing a different game I suspect.

makes your advice useless though because its basically for a different game.

Ranger sword skill is a 100% chance to hit early game and will kill sectoids and most advent in one hit. mid game it has a stun ability which helps with archons TC was having trouble with, late game it burns and CAN kill a shieldbearer size enemy in a single hit, though has to roll kinda high, or crit.

so I would not say don't take it.

specialist guardian perk is ...well you could make it work, but its tactically inferior to ever vigilant.

PSI is broken as hell in this game, its only drawback is it takes so long to train up, minumum of 70 days on commander or below to train 2. 140 on legend.

but they do alot of guarenteed damage or disable, he uses insanity if it hits the guy is ruptured and takes a minumum of 6 damage from a sup stock, which is GG to archons

Sharpshooter....if you are using the pistol alot you are using him wrong.
Last edited by red255; Jul 16, 2017 @ 3:43am
Fringehunter7719 Jul 16, 2017 @ 3:49am 
I always make 2 EXO suits since rockets destroy all cover and shred 2 armor, like a plasma grenade, but are available way earlier.

A quick note about blazing pinions (also codex rifts), the AI will use AOE abilities such as these (or grenades) whenever it can hit 2 targets. You can bunch 3 targets together in line of sight of that alien and force them to use these non damaging abilities, just make sure you don't set them on fire or flashbang them - same with sectoids, you want them to use non damaging special attacks, so manipulating the AI by leaving the option open makes things much easier than eating a random crit when they choose to fire instead. Same goes for getting vipers to poison spit if you can group up several poison immune units (carrying medkit, wearing hazmat vest or psi op with fortress ability).

There are other tricks like that - berserkers and zombies have to use ladders but have no ranged attacks. When melee only units are around you don't need cover so simply climbing up a ladder and blocking it with a soldier usually makes you safe - just don't try it when there are also ranged enemies around, or jumping enemies like faceless or chryssalids.

Also bonus points if you can get a sectoid to disorient you while you have a specialist with revival protocol - you can take actions while disoriented and end your turn, then use revival and get a whole second turn. Don't know why, but it's quite amusing.
Last edited by Fringehunter7719; Jul 16, 2017 @ 5:15am
Ixal Jul 16, 2017 @ 3:50am 
I usually use a balanced group 1 Ranger, 2 Grenadiers (1 shooting, 1 exploding), 1 Sharpshooter (Deadeye!) and 1 Specialist. The last is a wildcard or Psi late in the game.
Fringehunter7719 Jul 16, 2017 @ 3:57am 
Originally posted by red255:
specialist guardian perk is ...well you could make it work, but its tactically inferior to ever vigilant.

Wait, what? It's one of the strongest talents in the whole game. It can chain trigger and specialists get bonus aim and can crit on overwatch from the GTS once they are captain rank. Overwatch shots are basically always flanks, so they crit A LOT. And the chain triggering of guardian means that you can empty an entire clip and will take an average of almost 2 overwatch shots per overwatch.

Since overwatches stack if you build a guardian specialist for threat assessment and put it on himself whenever you want to overwatch trap then he takes a minimum of 2 overwatch shots with a limit set only by his ammo capacity. With a superior expanded magazine so he can take 7 shots the average threat assessment + guardian fires ~3.7 shots. That's just average, it's not rare at all to see 5-7 shots. And unlike killzone it can fire multiple times at the same target.

Add a repeater into the mix and it's actually a better than 50% chance that you get at least 1 execution in most circumstances.

Guardian allows for insane power.

ETA: An example randomly found on Youtube:
https://www.youtube.com/watch?v=0nIKQtmm8_s
Note - this isn't even particularly rare with this build and requires no great luck.

Originally posted by red255:
Sharpshooter....if you are using the pistol alot you are using him wrong.

I disagree with that, although I'll admit it's more subjectlve. The advantage of the pistol is that you take more shots and get more benefit from ammo. Bluescreen in particular is amazing. Since the pistol doesn't eat into sniper rifle ammo it allows you to put together some stellar combos like lightning hands -> serial till out of ammo or targets -> quickdraw -> faceoff.
Last edited by Fringehunter7719; Jul 16, 2017 @ 4:25am
Dtothe3 Jul 16, 2017 @ 5:01am 
@Fringehunter, dear lord I will be using that in my next run through, absolutely incredible to see.

I am also a fan of the pistolier build. Although I raise multiple snipers as longshots before rebuilding them as pistoliers once an appropriate additional perk is unlocked. Shredder, Blast Padding or Rupture being my preferred options. I usually wind up with a pistolier with the beserker suit and plated vest for a heavily armoured frontline. The second one tends to become a shadowkeeper with poison ammo and the frost snake suit. Return fire with that dodge chance, ontop of faceoff to give them a dose of poison, or even when he is stealthed, crawl up and use faceoff, everybody loves poison.

Legitimately these guys become such insane fighters that losing one can turn a game on its head.

Finally thanks to the axe im fully in love with the sword build, especially when reinforcements come in and I simply sit him on the red marker, the troops get dropped and immediately each one gets an axe to the face. OK I've talked myself into it, I'm gonna go play.
paugus Jul 16, 2017 @ 5:04am 
I got guardian on one of my grenadiers. Robots beware.

Anyway, I've been doing a 3 grenadier/3 ranger run, and it's been smooth sailing the entire way. Rapid fire+run and gun+untouchable is amazing, especially when you've got crit bonuses stacked to the ceiling. It almost acts like a mimic beacon every round, because three of my team (who are usually positioned the most precariously) generally can't be hit by the first attack targetting them that round, and typically only one or two aliens ever luck out enough to survive my initial onslaught.
Last edited by paugus; Jul 16, 2017 @ 5:06am
76561198034396398 Jul 16, 2017 @ 5:11am 
2 Rangers 2 Grenadiers 2 Medics,once you hit a 6 man team,i only use Snipers in convoy raids,thier pretty usless in city evac/assin missions,don't even bother with Sparks
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Date Posted: Jul 15, 2017 @ 8:36pm
Posts: 82