XCOM 2
Viper Feb 13, 2016 @ 3:15pm
Codex
Kill these things as quickly as possible ..that is the one and only strategy. Don't let them start multiplying.
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Showing 1-9 of 9 comments
Roderick Feb 13, 2016 @ 10:31pm 
If they multiplay they losse health. I like it when a codex clones to four and one ranger can reaper em all in a single run.
Darren Feb 13, 2016 @ 11:49pm 
Flashbangs prevent them from teleporting and cloning. As does the Specialists Capacitor discharge (or anything else that disorients, so some psychic powers can assist as well).
Bluescreen rounds increase damage against Codex (as well as robots), allowing for one shotting quite comfortably.
Cloned versions have half the remaining hitpoints of the original, they rarely have enough lifepoints to clone twice.
Their first action will be the death ball (as long as there is only one left) so if you have auto-loaders it's basically just a waste of their turn (apart from making you move).

There are a number of strategies as a result.
Last edited by Darren; Feb 13, 2016 @ 11:50pm
Jester Feb 14, 2016 @ 12:13am 
Originally posted by Darren:
Flashbangs prevent them from teleporting and cloning. As does the Specialists Capacitor discharge (or anything else that disorients, so some psychic powers can assist as well).
Bluescreen rounds increase damage against Codex (as well as robots), allowing for one shotting quite comfortably.
Cloned versions have half the remaining hitpoints of the original, they rarely have enough lifepoints to clone twice.
Their first action will be the death ball (as long as there is only one left) so if you have auto-loaders it's basically just a waste of their turn (apart from making you move).

There are a number of strategies as a result.
did know disorient can stop teleport and cloning. I wonder, since burning also disables lots abilities, will it also stop it from cloning and teleporting.
theworld (Banned) Feb 14, 2016 @ 12:16am 
Thank you Captain Obvious, here have this Millon of Internet Dollars in gratitude.
Joikax Feb 14, 2016 @ 12:19am 
Burning seems to affect mostly melee abilities and since Codexes are immune to hazzards it doesn't even matter mentioning it.

Disorient (Flashes/CapDischarge) also prevents Sectoids from doing their mind stuff, if they got a mindcontrolled unit they lose control after being disoriented; Should work on Avatars aswell. Works also on Gatekeepers with their mass zombeh armies
Mashpit Feb 14, 2016 @ 12:22am 
Originally posted by Joikax:
Burning seems to affect mostly melee abilities and since Codexes are immune to hazzards it doesn't even matter mentioning it.
Burn disables all abilities, you can test this by walking through a fire with your soldiers and they won't even be able to reload.
Btw, what abilities does an avatar even have? I over-prepared for the first time I came across one, and I kinda killed it in one turn. Turns out that even avatars aren't tanky enough to survive 5 XCOM colonels + a hacked andromedon. Haven't seen one since, but I'm guessing I should probably find out what its abilities are and how to counter them before they start showing up en masse.
Last edited by Mashpit; Feb 14, 2016 @ 12:23am
gimmethegepgun Feb 14, 2016 @ 12:26am 
Originally posted by Mashpit:
Burn disables all abilities, you can test this by walking through a fire with your soldiers and they won't even be able to reload.
Not quite ALL abilities. A few enemy abilities can still be used (well, the only one I know of is Shielbearers' area shield), and Medkit and Medical Protocol can be used as well (to put out the fire on yourself)

Codex is immune to burning though. It's an unusual case though, as it's affected by EMP grenade and bluescreen rounds, but also disorient and all mental psionic skills.
HubHikari Feb 14, 2016 @ 12:36am 
Originally posted by Mashpit:
Originally posted by Joikax:
Burning seems to affect mostly melee abilities and since Codexes are immune to hazzards it doesn't even matter mentioning it.
Burn disables all abilities, you can test this by walking through a fire with your soldiers and they won't even be able to reload.
Btw, what abilities does an avatar even have? I over-prepared for the first time I came across one, and I kinda killed it in one turn. Turns out that even avatars aren't tanky enough to survive 5 XCOM colonels + a hacked andromedon. Haven't seen one since, but I'm guessing I should probably find out what its abilities are and how to counter them before they start showing up en masse.

Avatars have three devastating abilities: they can project a Dimensional Rift, a large AOE attack that deals high damage and explodes next turn for even more damage.

They can project a Null Lance, a devastating beam of psionic power that ignores cover and armor, dealing massive damage.

Their most terrifying ability is a 100% mind control for five turns.
theworld (Banned) Feb 14, 2016 @ 5:02am 
5 turns?

chek yourself before you rek yourself
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Date Posted: Feb 13, 2016 @ 3:15pm
Posts: 9