XCOM 2
Mightynubnub Feb 15, 2016 @ 10:31am
Advanced warfare center?,,,, have i missed something?
okay so i havent got one of these facilities and already have a troop at max rank.... am i missing out on something great? or is it not that big of a deal
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Showing 1-15 of 18 comments
Pagrek Feb 15, 2016 @ 10:35am 
Oh my, you are missing out.

What the AWC does is every so often give a soldier a random ability from any class tree. It's up to luck what you get, but you can potentially get colonel level perks for free. It's random at what rank the soldiers get the new ability though, so you want it early.
Morty Jhones Feb 15, 2016 @ 10:35am 
the advanced warfare center is better the erlyer you get it.

IF staffed.

I hallves the time troopers take to heal.

and

when your troops level up there is a 20% chance that they will get a skill NOT related to there class.

so YES you have missed out on the chance to have a grenader with run and gun for example. but nothing worth worying about.
Mightynubnub Feb 15, 2016 @ 10:36am 
ahhhh okay so nothing to big then, so far i've not needed to heal my troops, and i'll get one built and hope for the best xD
Englishchannel Feb 15, 2016 @ 10:37am 
AWC give you a random ability as long as you check soldier abilities quite often. It is totally random which characters get which ability for instance i got hail of bullets on my specialist!........
now that was pretty awesome really helped with finishing off a gatekeeper or a sectopod!

Each soldier must achieve a required rank before they get it and like i typed it is totally random as one of my soldier never got his bonus ability (:

It also helps with healing especially when playing on Legend or commander ironman mode where having soldier out for 14 days without it can be a nightmare.
It's not that big a deal to be honest. Getting the extra perk is good, but you have no control over what that perk will be so you can get some duds.

It's also hard to evaluate in a vaccuum. Generally, if you don't build the AWC early that probably means your resources went into something else, which may have provided a whole different slew of benefits earlier to you.
yuri simp Feb 15, 2016 @ 10:42am 
For people worrying that you missed the bonus perk from AWC, there is a mod on the Workshop that helps out.

Also, if you don't like mods, I've heard that retraining your soldiers through the AWC rerolls your chances.
✚ Mariel ✚ Feb 15, 2016 @ 10:47am 
Experimental grenades are awesome. As usual they do guaranteed damage so you can rely on them. Fire disables abilities and does damage over time, gas does damage over time and drops aim by 30, acid does the same damage as normal grenades, it doesnt do terrain damage, it bypasses armour, it shreds 2 points of armour and does extra damage per turn. The upgraded versions do even more damage, acid for instance with a captain grenadier can do 7 damage plus 3 at the start of every enemy turn (so its essentially 10 damage that ignores and shreds armour) with 4 shredding and a massive AoE, and you can get this in May. You can also get plasma grenades after you autopsy a muton, these do 5 damage usually but 7 on a captain grenadier with amazing cover destruction. You only need to make one plasma grenade and they replace your frag grenades. All the other ones are reuseable but you only get one, though you can put it in the special grenade slot of a Lieutenant Grenadier for 2 shots. Special grenades don't destroy items, so its a way for the massively overpowered grenadiers to also farm items!

Experimental ammo is awesome when you have the extra slot at predator armour. The damage applies on each hit, so a pistoleer with dragon rounds and a mag pistol can do 9 damage per shot to organic targets providing he doesnt crit, or 9 screen per shot vs mechanical enemies with bluescreen ammo. So long as you have a mix you can do a ton of extra damage vs enemies

EXO suits are awesome, but a waste of cores that you will need for WAR suits. It might be nice to get 2 EXO suits early if you are struggling, as the rockets are a free 6 damage and cover destruction which can be used on non-grenadiers like specialists who struggle to do much damage, or rangers who need to get close usually, and risk pulling new contact

Honestly I feel its worth it for the grenades alone, but the suits and ammo are wonderful as well. I delay comms to get a PG very early because you can autopsy mutons so early, and grenades are one of the only consistently reliable combat methods which are extremely useful for harder difficulties
Cougar Feb 15, 2016 @ 10:52am 
Originally posted by jenniferthomas28:
Experimental grenades are awesome. As usual they do guaranteed damage so you can rely on them. Fire disables abilities and does damage over time, gas does damage over time and drops aim by 30, acid does the same damage as normal grenades, it doesnt do terrain damage, it bypasses armour, it shreds 2 points of armour and does extra damage per turn. The upgraded versions do even more damage, acid for instance with a captain grenadier can do 7 damage plus 3 at the start of every enemy turn (so its essentially 10 damage that ignores and shreds armour) with 4 shredding and a massive AoE, and you can get this in May. You can also get plasma grenades after you autopsy a muton, these do 5 damage usually but 7 on a captain grenadier with amazing cover destruction. You only need to make one plasma grenade and they replace your frag grenades. All the other ones are reuseable but you only get one, though you can put it in the special grenade slot of a Lieutenant Grenadier for 2 shots. Special grenades don't destroy items, so its a way for the massively overpowered grenadiers to also farm items!

Experimental ammo is awesome when you have the extra slot at predator armour. The damage applies on each hit, so a pistoleer with dragon rounds and a mag pistol can do 9 damage per shot to organic targets providing he doesnt crit, or 9 screen per shot vs mechanical enemies with bluescreen ammo. So long as you have a mix you can do a ton of extra damage vs enemies

EXO suits are awesome, but a waste of cores that you will need for WAR suits. It might be nice to get 2 EXO suits early if you are struggling, as the rockets are a free 6 damage and cover destruction which can be used on non-grenadiers like specialists who struggle to do much damage, or rangers who need to get close usually, and risk pulling new contact

Honestly I feel its worth it for the grenades alone, but the suits and ammo are wonderful as well. I delay comms to get a PG very early because you can autopsy mutons so early, and grenades are one of the only consistently reliable combat methods which are extremely useful for harder difficulties

Nice novel but thats the proving ground not awc!
Cougar Feb 15, 2016 @ 10:54am 
Although I agree with it all, proving grounds stuff is awesome, I made huge use of acid bombs on my first playthrough.
Mosey Feb 15, 2016 @ 10:57am 
The only way you wouldn't need the AWC is if you're either:

A) Playing on Rookie

B) None of your soldiers get shot.

Halving the time it takes them to heal is critical IMO, even before you consider the massive boost they could get from bonus class skills.

Now, if you didn't build one and have some soldiers you'd like to run through for a chance at bonus skills I'm pretty sure that if you respec those soldiers, even if you choose the same skills, they can retroactively gain non-class skills although I could be wrong on that point. I'm 90% sure I did that with one of my Col. and he gained a skill afterwards.
Mightynubnub Feb 15, 2016 @ 11:01am 
Originally posted by Tallahassee:
The only way you wouldn't need the AWC is if you're either:

A) Playing on Rookie

B) None of your soldiers get shot.

Halving the time it takes them to heal is critical IMO, even before you consider the massive boost they could get from bonus class skills.

Now, if you didn't build one and have some soldiers you'd like to run through for a chance at bonus skills I'm pretty sure that if you respec those soldiers, even if you choose the same skills, they can retroactively gain non-class skills although I could be wrong on that point. I'm 90% sure I did that with one of my Col. and he gained a skill afterwards.

im playing on verteran and so far none of my soilders have been shot (alot of relaoding accomplished this xD)

but if thats true that'd be awesome! so i can retrain my max soilders as i have a spare lower rank one to replace them for now
Last edited by Mightynubnub; Feb 15, 2016 @ 11:02am
Black Raven Feb 15, 2016 @ 11:07am 
AWC is not just about e heals its the extra skill that can really make difference, but they bit of glitch, of you get it too late your troop might not get a skill at all.

They is a mod for true retroactive AWC, which I would recommend as it removes the pentaly for building it later in game basically
✚ Mariel ✚ Feb 15, 2016 @ 11:09am 
Originally posted by Cougar:

Nice novel but thats the proving ground not awc!


Oh damn! My mistake I didnt read the title properly! Yeah I tend to leave AWC til June/July since my guys hardly ever get shot at anyway let alone injured, its only terror missions that get them hurt because of those damn faceless, and sometimes later game beacon defense since the HP doesnt scale up and you have 3 turns to bolt across the map and clear up the enemies fast!
Mosey Feb 15, 2016 @ 11:11am 
Originally posted by Mightynubnub:
Originally posted by Tallahassee:
The only way you wouldn't need the AWC is if you're either:

A) Playing on Rookie

B) None of your soldiers get shot.

Halving the time it takes them to heal is critical IMO, even before you consider the massive boost they could get from bonus class skills.

Now, if you didn't build one and have some soldiers you'd like to run through for a chance at bonus skills I'm pretty sure that if you respec those soldiers, even if you choose the same skills, they can retroactively gain non-class skills although I could be wrong on that point. I'm 90% sure I did that with one of my Col. and he gained a skill afterwards.

im playing on verteran and so far none of my soilders have been shot (alot of relaoding accomplished this xD)

but if thats true that'd be awesome! so i can retrain my max soilders as i have a spare lower rank one to replace them for now

Fair enough, although with an AWS and the base scanning upgrade to lessen healing times soldiers are never out for longer than a week tops. (Although you trade intel gathering which...not sure if it's worth the trade. Sometimes, maybe.)

If you're going for a flawless campaign, I wish you luck sir. That will take some time.
Black Raven Feb 15, 2016 @ 11:13am 
Rapid Fire on Sniper thanks to AWC, very useful heehee
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Date Posted: Feb 15, 2016 @ 10:31am
Posts: 18