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at first you may want some spare soldiers because its XCOM, the beginning is always a pain, so a few might die, just replace the rookies one by one, dont recruit too much and run out of supplies
intel is gold! dont spend them like crazy on the black market and always leave a small margin for an eventual facility in an region where you have not unlocked yet, the first blacksite, I only went it when i had mag weapons and predator armor, you cant afford to fail those.
to make sure of that, don't panic, let avatar progress a little, contact all regions with blacksites so you can attack them whenever avatar 4-3 blocks away from getting ready, this will give you some room for prepping up your best squads.
again, intel is gold, if you dont urgelly need any of the other 'loot' sites, stay at HQ for extra intel, those superior scopes you can buy at black market later will make the difference.
one last thing too, always bring 2 specialists with a medkit each in early game with a squad of 5, once someone get field medic you can focus on one person being healer, but always bring heals!
As for researches, it's recommended to go Modular Weapons first, Alien Biotech second and the Research comm thingy third so you can slow down the Avatar Project. Then the lasers research (or wahtever the name is).
Building a lab allows you to boost your research speed further.
Personally, I haven't found a lab to be important in the early game. Getting a GTS, AWC and Proving Grounds are more important. Of course, my opinion might change as I play the game more.
Never had this happen, so I don't know.
Personally I've been waiting until I have mag weapons and plated armour before hitting the first blacksite. Again, this could change as I play more, but it's been working so far.
And yes, completing a blacksite mission always reduces Avatar progress, including the first one. (Or at least it has for me so far.)
1 - Have a large roster of troops. I have 3 teams. Team 1 and 2 I rotate every mission and Team 3 is replacement (i.e if it's Team 1's turn and one of them is injured, a member from T3 replaces them). That way you have a large pool of experienced troops and can absorb losses easier.
2 - Build Resistance Radio - need this to unlock more regions
3 - The AWC center when staffed allows you to cut your healing time down by half and also has a chance to give your troops a random skill every time they level up.
1. Build Guerilla Tactics (squad size) and Communicaton Room asap
2. Research the Predator Armor before you research weapons (much cheaper and every soldiers gets the advantage)
3. Go for the first Base as soon as you unlocked the first Magnet Weapons
4. wait until you see the second base before you get new territories
5. Always keep around 100 intel to unlock the extra Advent advantage. Can break your neck if you miss out 2 or more Advent Advantages the do progress for the Avatar Project. The other Advantages you can handle, a full Avatar Bar you can't handle.
But I'm not sure it worth the hassle to hurry struggle against the first timer.
It really depends on what difficulty you play on I think. If you are on an easier difficulty then its not a huge issue to get bigger squad/healing. I went through probably half the game before I upgraded from having 4 soldiers.
When you start you have 3 comm points 1 of which is used by your home region you are forced to take 1 additional region fairly early in order to progress which means you only have a single region spare when you want to expand and increase your supply.
The issue here is if you need to slow down the AVATAR clock you often need to expand 2 regions at least to reach a facility. The other issue is that only having limited number of regions heavily reduces your supply income which makes it harder to keep up with the aliens tech/army upgrades.
Eh I have to disagree intel seemed kinda useless to me but thats probably because I had (as earlier mentioned) expanded my territory early for the additional supply which you definitely need in late game as some upgrades (plasma weapons) can cost 250-300 supply per upgrade and you need to do that for all types of weapons (swords, rifles, sniper, shotgun, chaingun/gatling gun thing) I would definitely say that the blacksite missions are fairly easy in comparison due to no time limit forcing you to take risks.
Definitely agree here. AVATAR clock isnt a huge deal as long as you keep on top of it. Letting it advance because you can already reach the facility is fine but leaving it to get more supplies or research can bite you in the ass if you don't prepare for the push
As you say most of the loot sites are actually not amazingly helpful. I would definitely say grab supplies whenever they pop and engineers as well. Scientists are useful but i never found you needed more than about 3 or 4 whereas even if you use gremlins you need like 4 or 5 engineers in order to adequately staff facilites.
Don't bother with alien alloys or Elerium crystals unless you need them for research. As long as you are completing missions you should have enough of these resources without making an effort to find extra. Definitely get any lott drops that increase regions income as they can make the difference in the long run.
2. Engineers seem to be very important, especially when excavating or staffing facilities.
3. Stun Grenades (flashbangs) are a gift from heaven.
4. Have a dedicated medic and dedicated hacker (ie, the other specialist tree). The Gremlin zapper is great for taking out those high threat aliens with just a few hit points left.
5. Comms are vital. Without comms, you can't expand and you can't hit those Black Sites.
6. Any solder skill that procs off a hit; give them a gun with a stock for that guranteed 1 point of damage.
7. Frag Grenades are the least useful grenades, except when blowing a hole in the floor and watching those high threat enemies fall to their doom.
8. Supplies > Intel? Intel seems to be for buying items, whereas supplies are vital for any you upgrade or manufacture.
9. Choose carefully which secret objectives you want to prevent. I've got a UFO trying to hunt me down, which means I have to travel one region at a time so I can lay low if the bugger is in th area. Meanwhile, I'm not getting blasted by venom rounds.
10. You should build up a core of 8 soldiers, two of each type, each of which is upgraded using mostly skills from one upgrade tree. Then you need a backup of each class that can fill the gaps when your first team members are injured.
11. Rookies are great. Use them to draw fire, soak up bullets or hail mary to the objective. If they survive, then that's a bonus :)
12. Swallow your pride from time to time - save the game (particularly battles) to experiment with new equipment or test theories. It took me ages to realise that you can 'rope out' whenever you're in the extraction zone without having to wait for the rest of your squad as in XCOM. Also, you can use both your actions to get to the extraction zone as roping out is a free action - that also took me a long time to realise.
13. Go to town on the soldier editor - more options are unlocked at Sergeant and Lt (or Captain, I can't remember). The more you invest in the personality of your soldiers, the more you'll develop their individual play style. Eventually, you'll stop looking at their stats on the battlefield and know instictively which soldier you need in whatever situation you're dealing with. Uncovered some aliens whilst regrouping? Get 'Daisycutter' to launch a stun grenade at them whilst you reorganise. Need to draw the aliens into an ambush? Get 'JJ' to move out, pop the easiest target then use his free move after a kill to suck those aliens into your trap.
Seriously, individualise your troops, it will help on the battlefield.
14. Pick up supplies whilst waiting for research or items to be manufactured. You pick up supplies from a depot/drop every day, not just when the timer has reached zero days.
15. Go to the XCOM 2 website and look at the stats. You'll see that the biggest killer of troops is environmental damage. Take heed.
15. Missions are so much more fun than in XCOM. Some of them you can overwatch/turtle like in XCOM, but many require different tactics due guerilla warfare nature of the XCOM organisation in this game. There's a huge 'puzzle' element in the missions now, by which I mean, you really have to think hard about positioning and timing; often using one action point at a time, rather than one soldier at a time.
16. The ignore overwatch skill of the Ranger works differently to the original XCOM. In the original, they would trigger overwatch, which would then miss. This time, they don't trigger it at all, which means the aliens still get to shoot at whoever moves. Use a rookie or a stun grenade to remove the aliens overwatch.
17. I've got to go now... I could write loads more.