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The rating doesn't have anything to do with the aliens in it though, it's all how many of them there are. On Veteran, Difficult means 11, Very Difficult means 13 iirc
Later months will always have the nastier aliens regardless of difficulty rating (and you can see this information if you make the Shadow Chamber)
The game date determines which enemies show up.
From the sounds of it you got your good soldiers murdered, so your best bet would be to go buy some veteran soldiers from HQ and the black market.
You can get leveled soldiers through scanning missions or from the black market or HQ sometimes if you need to replace a loss. If you're losing a lot of higher level troops in your game you probably have other issues that need addressing first.
On veteran it's pretty easy to prioritize magnetic weapons and plate armor early on. If you buy one of the rush options from the black market early on, you can get them both researched by the end of the month. You basically have 2 months of seal clubbing after that to level people up.
Flashbang works against Gatekeeper, which will lower their accuracy and prevent it from using its psionics to wreck you.
Meme Beacon will force either to attack that instead of your soldiers. It might even live through the first hit.
Stasis will always work to make them go away for a turn.
A psiop at Magi with the Alien Amp will get about a 60% chance to Dominate the Gatekeeper (not recommended if you don't have Alien Amp yet, because you need a Gatekeeper corpse to make it, which you won't get if you mind control them due to bug)
More tips:
1. Mimic Beacon. If you don't know how OP this item is, equip it, and watch the aliens AI fail.
2. AP ammo. Pierces up to 5 armor.
3. Never bring more than 1 Colonel Rank soldier unless its a crucial mission. They don't benefit from XP, and you always want to have soldiers than can rank up.
4. Overwatch but don't overdo it. Overwatch is significantly less useful in XCom 2. Timers are the reason for this.
5. Always go for the flank. It's better to lose 1 - 2 soldiers a mission than getting a squad wipe. This is where recruits/squaddies/sergents go to die.
As for Gatekeepers... well, they're kind of like Cyberdics from EU. If you wait for them to open up first, you can smash them in the teeth with a good shot while they have no armor.
I assume you're aware of most of these things, but just in case.
Hax and acid. Sectopods are LESS dangerous than ever before, because you can simply shut them down for two turns. And since every good Commander knows to bring along at least a few grenades or heavy weapons to destroy cover, just bring the acid versions. Then the thing practically kills itself.
Gatekeepers, on the other hand, are priority "DO NOT LET THEM MAKE ANY MORE MOVES" targets. Sometimes, you luck out and they raise a zombie. The rest of a time, they will **** your world up. Do NOT let them have a chance. Acid them, grenade them, shred their armor, and then pour ALL available fire into that damnable cacodemon of XCOM Doom until it is pieces. Then shoot the pieces for good measure.
Of course, you have other tools at your disposal Commander, most notably the infamously OP MImic beacon, which you can and should have long before you run into these monsters. For the price of two nigh-worthless Faceless corpses, you can create a regenerating inventory item that will draw ALL enemy fire for one turn. So long as it doesn't get killed.
If you've got a Sectopod, a Gatekeeper, or some other nasty that you just didn't have the firepower or position to deal with this turn, throw that Mimic out. You just saved at least one soldier from death or severe wounding.
Even better, Mimics don't just draw enemy fire, they draw enemies themselves, who seem hell-bent on physically beating the **** out of the thing like it just peed on their mother. Positioning is no longer a problem, they just walk out of cover to get at that mimic.
You ought have MORE than enough time and shots to deal with these enemies, whether you're an X-COM rookie or an old dog learning these new tricks. indeed, I don't blame Firaxis at all for including the mission timers people seem to hate. It's a balance for all the ways in which you can disable enemies when you screw up.
I usually prioritize them, so I'm not sure if they only open up when they do their area attack, or also if they do anything else? Usually I shred the balls out of them, but I assumed that this wasn't a particularly viable option (for whatever reason) for the original poster, as that is the most obvious way to deal with all of these tanky high level enemies.