XCOM 2
XCOM 2 > General Discussions > Topic Details
Rougesu11ie Feb 15, 2016 @ 10:22pm
Every mission is either "difficult" or "very difficult"
I'm on veteran difficulty and I haven't seen anything below "difficult" since june. It has made it impossible to train up anyone below Lt rank so I think I'm screwed. What I want to know is this normal or not?
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Showing 1-15 of 19 comments
gimmethegepgun Feb 15, 2016 @ 10:24pm 
It's normal.
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)
Acken Feb 15, 2016 @ 10:25pm 
After a while you only get these missions yes. You should however have a good team by then. Bringing a low level guy shouldn't be a problem among veterans.
Rougesu11ie Feb 15, 2016 @ 10:30pm 
The problem is that about half of the enemies are the toughest ones i've come across so far. Such as the gatekeeper that will generally mess up most of my squad and take very little damage, and god forbid I have to use Lt's and below against a sectopod.
Last edited by Rougesu11ie; Feb 15, 2016 @ 10:31pm
Rougesu11ie Feb 15, 2016 @ 10:34pm 
I ain't no ♥♥♥♥♥, I'll do what I can to not fail.
gimmethegepgun Feb 15, 2016 @ 10:34pm 
Originally posted by Rougesu11ie:
The problem is that about half of the enemies are the toughest ones i've come across so far. Such as the gatekeeper that will generally mess up most of my squad and take very little damage, and god forbid I have to use Lt's and below against a sectopod.
Again, difficulty rating has nothing to do with how strong the enemies in the mission are. It's only how many enemies there are.
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.
project_mercy Feb 15, 2016 @ 10:37pm 
It's always been an issue with XCOM. It's why it's best to cycle through your troops as you're going. Due to needing ranks for the gurilla warfare room, you sort of need to level one soldier early on in every mission to unlock squadsize upgrades, but otherwise I find it's best to keep 3-4 of each class around (except for possibly sharpshooters as they don't tend to take much damage and they're not all that great anyway). Long War sort of trained people to do this with the fatigue mechanic. I know why it wasn't included here, but there are some aspects of it that nudged people towards better troop usage.

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.
Rougesu11ie Feb 15, 2016 @ 10:55pm 
I'm already in power armor with plasma guns, I guess what I would like to know at this point is got any tips other than lowering my difficulty (I won't do that) about how to deal with sectopods and gate keepers?
gimmethegepgun Feb 15, 2016 @ 11:03pm 
Originally posted by Rougesu11ie:
I'm already in power armor with plasma guns, I guess what I would like to know at this point is got any tips other than lowering my difficulty (I won't do that) about how to deal with sectopods and gate keepers?
Open with an Acid Bomb to melt 4 of their armor off.
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)
Garto Feb 15, 2016 @ 11:12pm 
You can reliably take 2 recruit every mission once you unlock the warden armor.

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.
Rougesu11ie Feb 15, 2016 @ 11:12pm 
I've usually do the acid bomb followed by throwing a shredder cannon shot at it and the rest of its pod (usully 2 achrons) and hope that i can kill them all quick. I didn't know flashbangs can affect them. Thanks for the advice.
Uziel Feb 15, 2016 @ 11:13pm 
Blue Screen rounds and EMPs deal with Sectopods handily. There's a mod in the workshop which makes both of these items better, so you might also want to look into that. A good hacker with Haywire Protocol also makes disabling MECs and Sectopods for a couple of rounds fairly easy (my main hacker has a 98 percent chance to stun them with the best Gremlin, although I did get him the extra hacking terminal bonus once + he always has a skulljack equipped as it boosts the hacking ability).

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.
Last edited by Uziel; Feb 15, 2016 @ 11:14pm
gimmethegepgun Feb 15, 2016 @ 11:15pm 
Originally posted by Uziel:
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.
Yeah but if they open it means they just blew you up with psionics.
Dorok Feb 15, 2016 @ 11:20pm 
You could try level up few psi they feel like difficulty changer. But I didn't tried myself soon so I don't know if it's a burden to try build the facility and 2 psi rather soon.
C4Warr10r Feb 15, 2016 @ 11:20pm 
Originally posted by Rougesu11ie:
I'm already in power armor with plasma guns, I guess what I would like to know at this point is got any tips other than lowering my difficulty (I won't do that) about how to deal with sectopods and gate keepers?

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.
Uziel Feb 15, 2016 @ 11:21pm 
Originally posted by gimmethegepgun:
Originally posted by Uziel:
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.
Yeah but if they open it means they just blew you up with psionics.

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.
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XCOM 2 > General Discussions > Topic Details
Date Posted: Feb 15, 2016 @ 10:22pm
Posts: 19