XCOM 2
ORK Mar 5, 2016 @ 3:59am
Advanced warfare center
I wonder what I have missed out because I havent seen any bonus perk so far. I have beated game once and tryed retrain all my troops (did build AWC on late game) but still nothing. At new game I did build it really first building but still haven't got any bonus perk.
Would be nice to see some different builds. I did take from workshop show me the skills mod but that have not done anything on game.
Is there some other mod that could help me?
Trying to reinstall game if that would make any difference.
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Showing 1-15 of 28 comments
Morty Jhones Mar 5, 2016 @ 5:36am 
Th e chance of a skill is random 10% per level up. if you build it late game then it's not realy gona help..

the shame is that you only start with anough power to power 1 extra room. untill you get a exsposed core open so you can build a power node on it (IMO building them in an normal room dosn't give you a decent return vs cost.

http://steamcommunity.com/sharedfiles/filedetails/?id=620586407

and

http://steamcommunity.com/sharedfiles/filedetails/?id=625272665

might help
Ender Mar 5, 2016 @ 5:37am 
Weird. It definitely works and you don't have to do anything to get the bonuses. They are pretty darn common too. I always build it very early, maybe it is bugged if you build it late.
Ender Mar 5, 2016 @ 5:39am 
Originally posted by Morty Jhones:
Th e chance of a skill is random 10% per level up. if you build it late game then it's not realy gona help..

the shame is that you only start with anough power to power 1 extra room. untill you get a exsposed core open so you can build a power node on it (IMO building them in an normal room dosn't give you a decent return vs cost.

http://steamcommunity.com/sharedfiles/filedetails/?id=620586407

and

http://steamcommunity.com/sharedfiles/filedetails/?id=625272665

might help
never wait for the exposed coil for your first relay. Other buildings are more efficient use of coil than the relay. Psi lab is for sure and I think one other is. I usually build one normal relay and one shielded relay and then stick psi lab on other coil.
Dorok Mar 5, 2016 @ 6:09am 
Originally posted by Morty Jhones:
the shame is that you only start with anough power to power 1 extra room...
You can build 2 before build any power, GTS AWC Power is a possible start. I plan try that in my next play if I play once more. I'll stop try around workshop soon I think it's not really useful.
Fringehunter7719 Mar 5, 2016 @ 6:14am 
Originally posted by Morty Jhones:
Th e chance of a skill is random 10% per level up. if you build it late game then it's not realy gona help..

As your link indicates, it's not 10% per level up.

Each soldier gets 1 AWC ability and a rank between corporal and colonel rolled (either when the AWC is built, or when the soldier is recruited, if recruited with an AWC in place already). You need to go into their abilities tab at any time they are exactly the rank that was rolled. That means that unless you run the AWC mod to make the game less challenging, it's very important that you cycle through the abilities tabs of all your soldiers before they level up again, or you might miss out (this goes for psi ops doubly as well since they never level up conventionally).


Originally posted by kpaxriding:
never wait for the exposed coil for your first relay. Other buildings are more efficient use of coil than the relay. Psi lab is for sure and I think one other is. I usually build one normal relay and one shielded relay and then stick psi lab on other coil.

Good advice. Power relays are only the 4th best choice to place on a coil, Psi Lab, Shadow Chamber and Resistance Communications are all strictly better choices, granting you 10, 9 and 7 bonus power respectively, and doing so instantly, instead of having to wait for a construction to complete.
ORK Mar 5, 2016 @ 6:15am 
Originally posted by Morty Jhones:
Th e chance of a skill is random 10% per level up. if you build it late game then it's not realy gona help..

the shame is that you only start with anough power to power 1 extra room. untill you get a exsposed core open so you can build a power node on it (IMO building them in an normal room dosn't give you a decent return vs cost.

http://steamcommunity.com/sharedfiles/filedetails/?id=620586407

and

http://steamcommunity.com/sharedfiles/filedetails/?id=625272665

might help

Then I may just been extremely unlucky. Need to test those mods at somepoint. I did look that retroactive mod before but if it gives all perks as random and it might confuse gameplay.
Dorok Mar 5, 2016 @ 6:17am 
Originally posted by kpaxriding:
never wait for the exposed coil for your first relay. Other buildings are more efficient use of coil than the relay. Psi lab is for sure and I think one other is. I usually build one normal relay and one shielded relay and then stick psi lab on other coil.
Not really, +11 Power bonus for a Power with upgrades, -10 Power for Psi Lab upgraded. But for 1pwr point it's for sure a good option for Psi Lab.
Last edited by Dorok; Mar 5, 2016 @ 6:18am
Dorok Mar 5, 2016 @ 6:19am 
Originally posted by Fringehunter7719:
Good advice. Power relays are only the 4th best choice to place on a coil, Psi Lab, Shadow Chamber and Resistance Communications are all strictly better choices, granting you 10, 9 and 7 bonus power respectively, and doing so instantly, instead of having to wait for a construction to complete.
Except that Power relay can bring +11 Power bonus or is there something wrong in my math?
Ender Mar 5, 2016 @ 6:57am 
Originally posted by Dorok:
Except that Power relay can bring +11 Power bonus or is there something wrong in my math?
A power relay built on a normal tile gives +3 power so you have to subract that 3 power to find how much better it is on a coil.
SamBC Mar 5, 2016 @ 7:09am 
Originally posted by Dorok:
Originally posted by Fringehunter7719:
Good advice. Power relays are only the 4th best choice to place on a coil, Psi Lab, Shadow Chamber and Resistance Communications are all strictly better choices, granting you 10, 9 and 7 bonus power respectively, and doing so instantly, instead of having to wait for a construction to complete.
Except that Power relay can bring +11 Power bonus or is there something wrong in my math?
Power relay on shielded coil gives 7 more power than it normally would, whatever upgrades it gets (the information shown when upgrading it is wrong, somehow). Power relay on anything else makes it draw zero power, whatever upgrading is done.
Tamiore Mar 5, 2016 @ 7:19am 
General consideration:
Unless you have power coil above row 3 you can (and, arguably, SHOULD) build GTS, AWC, PG and upgraded psi lab within the slots in rows 1-2 with one fully upgraded and staffed power relay as power source.
Waiting extra time to dig out power coil to build psi on it might save you some supplies and manpower, but it will cost you time — something more valuable than supplies in the long run.
Ender Mar 5, 2016 @ 7:26am 
I never prioritize psi so I can always wait. There is no reason to worry about psi until late game since they just steal xp from your squad. It takes very little time to max out psi in the big picture.
Last edited by Ender; Mar 5, 2016 @ 7:27am
Fringehunter7719 Mar 5, 2016 @ 9:32am 
Originally posted by st88:
General consideration:
Unless you have power coil above row 3 you can (and, arguably, SHOULD) build GTS, AWC, PG and upgraded psi lab within the slots in rows 1-2 with one fully upgraded and staffed power relay as power source.
Waiting extra time to dig out power coil to build psi on it might save you some supplies and manpower, but it will cost you time — something more valuable than supplies in the long run.

You can get psi lab up just as fast on a power coil (at least in legendary, and at worst marginally slower in commander) if you dig straight towards the power coils and consider using the HQ construction boost for a few weeks in April as required.

Upgrading a power relay and staffing with 2 engineers is vastly expensive. You can get GTS, Proving Ground, AWC, Psi Lab and Upgraded Res Comms off a single unstaffed and unupgraded power facility (i.e. no engineer cost involved and no $100 + $10 a month upgrade fee on the power relay). 2 engineers committed to the essentially useless task of producing power that early in the game is going to be a massive drag on digging and base building.

The best approach to the early game strategic layer is making your supplies and engineers go as far as possible. That means minimising engineers assigned to anything other than digging (which is the only limiter on medium and long term base progression) and not wasting resources on unnecessary buildings like upgraded power relays and workshops.
Fringehunter7719 Mar 5, 2016 @ 9:39am 
Originally posted by kpaxriding:
I never prioritize psi so I can always wait. There is no reason to worry about psi until late game since they just steal xp from your squad. It takes very little time to max out psi in the big picture.

It takes over 6 months in Legend difficulty and 3 in commander. A campaign in total is somewhere around 10 months in Legend and 6 months in Commander. If you don't push to get them up within three months, you ain't getting maxed out psi ops unless you feel like a pointless end game grind dragging out time.

If you're being moderately cautious about not giving unnecessary kills to a psi op, then you're losing less than ~10% of your xp per mission (kills give 4x what assists do, apparently). When you can buy ~2 colonels a month for the last few months of your campaign, that have the equivalent of 20+ missions worth of experience as new, this is a far, far lower cost than dragging your heels getting psi ops.
Last edited by Fringehunter7719; Mar 5, 2016 @ 9:40am
Tamiore Mar 5, 2016 @ 10:41am 
Originally posted by Fringehunter7719:
Originally posted by st88:
General consideration:
Unless you have power coil above row 3 you can (and, arguably, SHOULD) build GTS, AWC, PG and upgraded psi lab within the slots in rows 1-2 with one fully upgraded and staffed power relay as power source.
Waiting extra time to dig out power coil to build psi on it might save you some supplies and manpower, but it will cost you time — something more valuable than supplies in the long run.

You can get psi lab up just as fast on a power coil (at least in legendary, and at worst marginally slower in commander) if you dig straight towards the power coils and consider using the HQ construction boost for a few weeks in April as required.

Upgrading a power relay and staffing with 2 engineers is vastly expensive. You can get GTS, Proving Ground, AWC, Psi Lab and Upgraded Res Comms off a single unstaffed and unupgraded power facility (i.e. no engineer cost involved and no $100 + $10 a month upgrade fee on the power relay). 2 engineers committed to the essentially useless task of producing power that early in the game is going to be a massive drag on digging and base building.

The best approach to the early game strategic layer is making your supplies and engineers go as far as possible. That means minimising engineers assigned to anything other than digging (which is the only limiter on medium and long term base progression) and not wasting resources on unnecessary buildings like upgraded power relays and workshops.
I fail to see how that can be a faster way on legend.
Digging out 2 slots in first row takes 20 engineer-days (one slot for AWC or PG, one for power relay).
Then — as two engineer dig out a slot in second row for 30 days — you build a power relay in row 1 slot.
In 40-50 days from start you start building psi lab in row 2.
You can't possibly start building psi lab in row 3 until day 60 — and that assuming perfect coil position.
Last edited by Tamiore; Mar 5, 2016 @ 11:24am
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Date Posted: Mar 5, 2016 @ 3:59am
Posts: 28