XCOM 2
Pippin123 Feb 22, 2016 @ 4:52am
Question on Final Mission
I was unprepared for the non stop reinforcements coming from the sides, and was a bit out of position during the fight.

This costed the life of my beloved sniper who bravely took the shot of the 3rd avatar instead of retreating before being surrounded, and got rushed by 4 aliens next turn (even in death, she managed to make them waste 4 actions through dodge and graze). The survivors avenged her in the next round.

My questions is : Are the aliens reinforcements unlimited ? The Elder does say "we can overwhelm you"

Is it better to set up a defensive killzone, letting them come at you until no one is left, or do you HAVE to rush in to dispatch the Avatars before it's too late ?
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Showing 1-15 of 19 comments
Colbert Feb 22, 2016 @ 5:16am 
I found it easier to take down the avatars quickly and deal with the other aliens as best as I could. I started out with the kill-zone approach, but once codexes turned up and start teleporting about and disabling weapons the plan had to change. I don't know if the reinforcements are unlimited or not, but they were still coming in after the last avatar had appeared for me. I'm not sure I could have survived more than a couple more turns by the time I finished.
KRON Feb 22, 2016 @ 5:23am 
Yeah, they are unlimited. You should kill avatars ASAP.
DEADPOO Feb 22, 2016 @ 6:02am 
Don't know about unlimited. My tactic was to kill enemies as fast as possible, so they couldn't take shots at me. I think i finished the last boss fight in 2, maybe 3 turns. Hint: Reaper and Face-Off skill was a big help.
Last edited by DEADPOO; Feb 22, 2016 @ 6:07am
Pippin123 Feb 22, 2016 @ 6:13am 
Originally posted by Jell-0 Snake:
Don't know about unlimited. My tactic was to kill enemies as fast as possible, so they couldn't take shots at me. I think i finished the last boss fight in 2, maybe 3 turns. Hint: Reaper skill was a big help.

In an earlier encounter, Bladestorm + Reaper allowed my ranger to dispatch 3 Berserkers that had cornered him. Awesome. But do they get Damage Bonus against Avatar ? I don't fancy the chances of my Ranger slashing his way through Muttons guards to get at him...

Like I said, my issue is that I was a bit out position, having entered the room by both sides, leaving the Sniper alone on the left. I prioritized getting rid of the Codex to avoid any nasty AOE, which gave time to the 2nd avater to MC my grenadier... It kind of snowballed from here, where I had to focus fire on priority targets (MCing Avater, Codex, etc...) leaving muttons, vipers and the like a free run.

I only made it because of a few timely hacks or Mind Control, and the sacrifice of the sniper, who had to maximize Damage Output vs. Survivibility.
Kukko Feb 22, 2016 @ 6:14am 
From my experience those alien are not unlimited. Btw if you dont alert them when they come out of those teleports they stack pile on that middle tower giving you an opportunity to kill ♥♥♥♥♥♥♥♥ of them in one turn.
PhilkIced Feb 22, 2016 @ 6:16am 
They are indeed unlimited and will keep coming more and more until you kill the avatars. Sometimes you have a little breathing room of a few turns without spawns, but they'll be back sooner or later.
Algol Feb 22, 2016 @ 6:16am 
It's a good idea to bring at least one other Psionic along with Commander's Avatar and mind-control two gatekeepers you encounter earlier. They will be able to hold off most of the enemy waves while you and the rest of your squad focus on the Avatars. A ranger with rapid fire, talon rounds and a laser sight on his shotgun will be able to kill them instantly.
100% damage sources (Psi, Grenades, Hail of Bullets, Abilities/WAR suit usage) is perhaps the easiest methods to one-turn-kill an Avatar. That's how I did it each time they popped up.
Trance Feb 22, 2016 @ 6:34am 
Enemy spawns are unlimited, they just keep coming every 2 rounds.
As for killzone: it doesn't work on the Avatar so i don't use it there.

Focus on the avatars and try to only "aggro" enemies that are near the avatar.
Save your grenades and don't waste them before the avatars. Psionics are the best units since they can bypass armor, followed by grenadiers but it can be done without psionics.

My favorite squad is double Grenadier, double specialist, ranger and sharpshooter. Grenadiers skilled for max grenade damage so i always take volatile mix over chain shot(it misses so often anyways).

Why 2 Specialists you might ask: Threat Assessement skill. It doesn't end the turn so you can use that on a soldier to give him a free overwatch and better cover and your specialist can still attack afterwards. I specced both specialists for max drone damage and of course hacking to shutdown robots. Gremlin heals aren't really needed. If you play carefully your soldiers shouldn't get hit. I still use the field medic skill for 2 extra medpacks tho.

Psionics are just awesome but it takes so long to train them (on legendary it takes 9 days for one ability) so i usually don't bother to get them.
DEADPOO Feb 22, 2016 @ 7:48am 
Originally posted by Pippin123:
But do they get Damage Bonus against Avatar ?
Yes, they do.
Which, leads me into another tip. When an Avatar takes damage, he teleport. This can be advantageous. You can kind of herd him around with that. Sometime, if you are lucky, you can herd him right smack in the middle of all your guns.

Originally posted by Pippin123:
Like I said, my issue is that I was a bit out position, having entered the room by both sides, leaving the Sniper alone on the left.
That there is the problem. Never, never leave a guy by himself. Always make sure he has support from at least one other unit. I'd imagine your sniper would still be alive now if only he had a buddy with him...
Scorrp10 Feb 22, 2016 @ 9:15am 
My squad never goes into that chamber, they chill near the bridge. I also typically have a dominated gatekeeper, and use Avatar MC to grab an Andromedon or some other tough mob (or spec's haywire on a Mec) and send it into portal chamber on a suicide run, with one goal: plant a hit on an Avatar. This causes Avatar to port somewhere near my squad and get dispatched real fast.
M a i d e N Sep 29, 2016 @ 11:25am 
Originally posted by Trance:
Enemy spawns are unlimited, they just keep coming every 2 rounds.
As for killzone: it doesn't work on the Avatar so i don't use it there.

Focus on the avatars and try to only "aggro" enemies that are near the avatar.
Save your grenades and don't waste them before the avatars. Psionics are the best units since they can bypass armor, followed by grenadiers but it can be done without psionics.

My favorite squad is double Grenadier, double specialist, ranger and sharpshooter. Grenadiers skilled for max grenade damage so i always take volatile mix over chain shot(it misses so often anyways).

Why 2 Specialists you might ask: Threat Assessement skill. It doesn't end the turn so you can use that on a soldier to give him a free overwatch and better cover and your specialist can still attack afterwards. I specced both specialists for max drone damage and of course hacking to shutdown robots. Gremlin heals aren't really needed. If you play carefully your soldiers shouldn't get hit. I still use the field medic skill for 2 extra medpacks tho.

Psionics are just awesome but it takes so long to train them (on legendary it takes 9 days for one ability) so i usually don't bother to get them.

Enemy aliens are NOT UNLIMITED at all. But you will have to kill as many as 75 to 80 enemies in that final room, until they stop coming (playing on commander difficulty).

My strategy to check how many aliens would come until they stop coming was going to the final mission with four full trained psionic soldiers and 2 snipers with Squad sight and Serial abilities. Also, the psionic soldiers must have high psionic points, so it will be possible for them to control gatekeepers during the mission.

In the final room part of the mission, you must try to kill the first 2 avatars as quickly as you can. And also avoid their psionic attacks, as well as the codex psionic attacks. To avoid these attacks, rely on the massive area attacks from your controlled gatekeepers (I got four on my squad, controlled by my psionic soldiers) and also the void rift ability from your psionic soldiers. Also, rely on the null lance ability to quickly drain the avatar’s hp, and if you are unable to kill them within one round from the moment they appear, make sure you disable them with the Stasis ability from the psionic soldiers. This is important, because without doing that, your squad will take severe damage from the avatar’s attacks.

Another tip is to use the massive psionic attacks described above to lower the enemy’s hp and then use the snipers Serial ability to kill all aliens in the room. (The serial ability grants the sniper another shot if the previous shot was a kill. It’s important to have the sniper’s weapon upgraded with the superior expanded magazine so it can shoot 6 shots in a row).

And remember that the void rift ability also grants (mostly all the times) you a mind controlling bonus for at least one enemy within the affected area.

Finally, WHEN THERE IS ONLY ONE AVATAR LEFT, you will use the STASIS ABILITY from your psionic soldiers to disable the avatar TO KEEP IT OUT OF THE FIGHT. By doing this, I was able to kill every horde of aliens which came from the portals (75 to 80 aliens). And after they stopped coming, I waited about 10 rounds continuing using the stasis ability on the last avatar, and really, no more aliens came from the portals.

Other interesting tips are:
Rely on the ability of the gatekeepers to regain HP. The best way to use this is with Beserkers, because there is a major bug in the game, which hinders the Beserkers from attacking gatekeepers. So feel free to position your gatekeepers next to Beserkers. By doing that, you can take damage from other sources during the alien’s round and then use the gatekeepers ability to drain the life of the Beserkers next to them. Another tip is that you can drain HP from the Commander Avatars as well. I actually did it two times with my Gatekeepers. Since the commander’s avatar regains about 5HP for each round, there is no problem at all in doing this. Just make sure that the commander’s avatar is not mind controlling any enemy, because if you drain its life, it will lose the mind control bound.

Also, rely on the psionic ability of Soul Fire combined with Soul Steal, so the psionic soldiers can regain HP if they are wounded during the mission.

By using this strategy I was able to have my squad with only 4 HP lowered, which I then regained with the soul steal ability. And unfortunately, I didn’t bring that life regaining vest to my snipers, so they remained with 4 hp lowered by the end of the mission.
Also, by using this strategy, I didn’t have to use any grenade or any heavy weaponry, like blaster launcher or shredstorm. So, I would recommend to bring other items, like vests and special ammo (blue screen ammo and armor piercing ammo are my favorites).
Last edited by M a i d e N; Sep 29, 2016 @ 11:36am
theworld (Banned) Sep 29, 2016 @ 12:48pm 
^Your strategy is obsolete, mate.

You can activate Avatars with your Avatar and then run back to the Sectopod balcony.

Avatars will always follow you on their own.

The rest rarely do. At most you will face like 3 pods sequentially while having easy overwatches on elevation.

Then once Avatar teleports closer to you, rush him with a dominated Viper and use Bind. Psi Inspire Viper if you need more actions to reach Avatars.

Avatars bound by Vipers cannot teleport and are target practice.
learnedhand Sep 29, 2016 @ 3:08pm 
I am just glad they fixed the grenade bug in the final room and of course the seizure light show.
M a i d e N Sep 29, 2016 @ 6:45pm 
Originally posted by TheWorld:
^Your strategy is obsolete, mate.

You can activate Avatars with your Avatar and then run back to the Sectopod balcony.

Avatars will always follow you on their own.

The rest rarely do. At most you will face like 3 pods sequentially while having easy overwatches on elevation.

Then once Avatar teleports closer to you, rush him with a dominated Viper and use Bind. Psi Inspire Viper if you need more actions to reach Avatars.

Avatars bound by Vipers cannot teleport and are target practice.

Wow, good idea! I'll try this tip with the Vipers! And sure mate, your strategy is of course way better then mine to win the mission. No doubt about it.

However, to find out how many hordes of aliens will come before they stop, I could only do by using my strategy and remaining inside the final room. I counted 70 to 80 aliens on commander difficulty in the final room..

ps. I also tried to rush back my squad to the Sectopd balcony, but the game crashed every time when the last avatar begun teleporting. It's a shame that this game has so many bugs. :(
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Date Posted: Feb 22, 2016 @ 4:52am
Posts: 19