XCOM 2
DrakenKin Sep 28, 2018 @ 4:12am
A clear explanation of what ends turns and the cost of each action?
I am still shaky on what each ability costs... So i can't plan accordingly. Are there simple rules you can follow to be able to tell if the ability uses one action or two, and if it ends your turn, and if it uses your movement point?

For example using the berserker king armor, i notice its melee attack uses no points at all and not even movement points, so rushing a target even at the edge you still get your movement points. Another example is which grenades end your turn? the rocket from the heavy armor (exo), the grenade from a grenadier, the one from a spark (playing vanilla here for now).

So are there simple rules to follow, or do you have to remember / memorize what each ability does?

Or asked a different way, knowing that using the main weapon always ends the turn, what are the exceptions? What are the rules for abilities like using gremlins, healing, etc etc?
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Showing 1-12 of 12 comments
DrakenKin Sep 28, 2018 @ 4:15am 
The reason it's hard to remember is that not everything follows the same rules... throwing a grenade uses a single action, but if i throw a mimic beacon my turn ends. Other "special" abilities like frostbite either have a cost or have none, but it's not consistent.

I'll probably memorize them all by the end of my run (still on my first) but in the meantime it would be good to have a general rule of thumb.
red255 Sep 28, 2018 @ 5:46am 
without modding actions that will end your turn have a >| symbol on them.

here I'll get a screenshot.
Abrakadabra (Banned) Sep 28, 2018 @ 5:53am 
Is only confusing the first few hours you play the game. After that youll know what takes one action or two and so on.
red255 Sep 28, 2018 @ 6:07am 
3
https://steamcommunity.com/sharedfiles/filedetails/?id=1524772225

the >| icon means the action ends the turn. as seen on this screenshot.
reubenmd12 Sep 28, 2018 @ 6:09am 
If in doubt, pause to look them up. After a while, this will get so annoying you'll find yourself learning them.
gimmethegepgun Sep 28, 2018 @ 6:12am 
Single-action abilities in vanilla: reload, aid protocol, hacking an objective or lamppost, scanning protocol, sensor beacon (or whatever it's called), medkit/stabilize, medical/stabilization protocol, revival protocol (I think?), berserker stims (I think?), putting down a carried soldier, EMP grenade (I think?), Stasis, Fanfire (I think it has this without Gunslinger, but I'm not positive), and if you miss with the Skulljack then it will use the amount of AP it cost to move there (so if it was within blue move then you'll have 1 left). Basically, the general rule is that if it doesn't deal damage or debuff an enemy then it costs 1, except for mimic beacon (it's ♥♥♥♥♥♥♥♥ enough already), smoke grenade (probably? I have literally never used one of these pieces of garbage), Inspire (I think?), and Restoration (I think?).

Things that cost 1 action point depending on soldier promotions: grenades and heavy weapons if the soldier has Salvo, things that use the pistol other than lightning hands (already free) and overwatch if you have Gunslinger, Repair (I think), and everything on Spark on the turn they use Overdrive (I'm uncertain how Strike works since I never use it but I'd guess it uses the amount of actions it takes to move to the target location).

Things that are free actions: free reloads using autoloaders (obviously), grappling hook, bulwark (that useless ability that turns a WAR armor user into a high cover element), wraith (not sure on name, the wraith suit ability), Lightning Hands, Conceal, Run and Gun, Overdrive, activating Serial and any killshots made while it's active, using a hack ability but cancelling it, the alien ruler armor abilities, throw axe, any shot taken with a gun when hair trigger activates, and picking up a soldier (I might have these reversed. One of them is definitely free and the other is definitely 1 ap).

Then there's Run and Gun, which prevents movement from ending your turn on its own (also it lets you fire a sniper rifle with 1 ap), and Implacable which will give you 1 ap that can only be used for moving if you kill something (if you want to stay where you are then you need to end the turn manually)

Everything else is turn-ending, though it's possible I may have forgotten something.
Last edited by gimmethegepgun; Sep 28, 2018 @ 6:12am
DrakenKin Sep 28, 2018 @ 6:41am 
Got it Gepgun, ty!

Mod is great but i like to keep my game clean when possible. Ill try it for a couple of missions and see if i run into any issues. I never noticed the >| somehow, good to know!

red255 Sep 28, 2018 @ 6:48am 
It never was explained, this topic has come up in the past though, and someone else explained it to me.

its just something some other user told me. and its correct. if you mouse over the icon, it says 'this action ends your turn' I believe.
Supa Sep 28, 2018 @ 7:09am 
Its really stupid how this game is missing some basic things like that and you need to download a mod for it when the rest of the game is very polished.
Last edited by Supa; Sep 28, 2018 @ 7:09am
red255 Sep 28, 2018 @ 8:08am 
you don't need a mod.
Mr. Nice Sep 28, 2018 @ 9:01am 
Only sniper rifles without mods costs 2 action points, it's either 1 or 0 otherwise. Free actions are always mentioned as being free in their description. If the action is turn ending (technically, it means it consumes all remaining action points not just it's base "cost"), you get the red -> symbol in the shot hud as mentioned above.
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Date Posted: Sep 28, 2018 @ 4:12am
Posts: 12