XCOM 2
Element UK Mar 11, 2016 @ 11:27am
Final Mission Tactics
I done it 4 times now, Twice on Commander the first time being easier due to squad upgrades mod giving 2 extra soldiers. The second normalk squad numbers but got 3 mind controlled at the same time and lost. So far I've been cautious in entering the room...wondering how many of you take a more' rush into the room' approach. Coz on Commander the Avatar's don't teleport to silly places and hide more at the rear.
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Showing 1-15 of 26 comments
McZ Mar 11, 2016 @ 11:44am 
Mind control a gatekeeper as the meat shield and get some psy zombies. Concealed Ranger and open with sniper from the psyonic gate. Other teammates stay close the the psyonic gate where the sniper is and get high ground advantage once sniper open the fight. gatekeeper move in to draw attention. Use its psy ability when you don't have a clear shot on the Avatar to make him teleport. The gatekeeper mostly stay at the beginning high ground where the Avatar was to boots up its defense. The rest is mostly focus fire on the Avatar. That's all. Use grenade and AoE abilities on the Avatar when clear shots are not available.
Element UK Mar 11, 2016 @ 12:23pm 
So you've got a 1 in 6 chance of finding the right gate? Surely staying high left or right on their gates makes you vulnerable if anything comes through again adjacenty?
Can't say how the Commander difficulty compares to Veteran, but I had two Psi Ops (and the Commander) and I just used their psi abilities to lure in enemies and control some of the brutes like the Andromeda. Then I just relied on my sniper, psi ops and other two to wear them down or finish everything with no problems.
Last edited by Brian (The Schmaltzy Cynic); Mar 11, 2016 @ 12:32pm
wiredhands Mar 11, 2016 @ 12:41pm 
Originally posted by Brian C. (The Schmaltzy Cynic):
Can't say how the Commander difficulty compares to Veteran, but I had two Psi Ops (and the Commander) and I just used their psi abilities to lure in enemies and control some of the brutes like the Andromeda. Then I just relied on my sniper, psi ops and other two to wear them down or finish everything with no problems.
at least on hardest diff, the final mission is 'almost' a joke when i did it. Avatar guy mind controlled a gatekeeper, they have 7 or so armor and a ton of hp..the rest is just use the gatekeeper as tank/zombie creator, lure for the others and kill them with snipers and grenades..boom boom boom done. The only hard part is getting to that point since the mec packs before it can be a bit of a pain if you aren't lucky and they stack up so your 'avatar' can decimate them with his vortex
G-Man Mar 11, 2016 @ 1:03pm 
You need to focus fire on the Avatars, to a ridiculous degree. The enemies that come through the games are just the Avatar's meatshields. If you focus on them too much, you will be overcome and eventually lose.

Two psi-ops as well as the Commander are almost mandatory. Don't be afraid to use the Commander, remember it can't hurt you if it's dead. Mindcontrol a gatekeeper early in the mission. It's annoying to have to drag it all the way to the end, but it's your best choice. Treat it as basically expendable once you get there.

Use area attacks if the Avatar ends up somewhere awkward, which it will. Their guaranteed damage will force the Avatar to teleport, hopefully somewhere where you can blast it with something more powerful, such as a Rapid Fire shotgun. Null Lance is also amazing for killing Avatars. The Gatekeeper also has an area attack, just another reason to grab one beforehand.

You might need to use your heavy weapons earlier, but try and save a few until the end. Shredstorm cannons and blaster launchers help to clear the enemy hordes, plasma blasters should be aimed right at the avatars. Keeping a medic's final ability saved up is also a good idea. I didn't, and had one turn in particular where I wished I still had it.

Because the gates are constantly pouring more enemies on top of you, blitzkrieg/shock and awe tactics are your best bet. Unfortunately, it's a very big room so you might get bogged down trying to reach the Avatars. But hey, it's the final mission. Nobody said it would be easy.
Exarch_Alpha Mar 11, 2016 @ 1:52pm 
1- Try to send only colonels

2- Put Aim PCS on everyone

3- Research all weapons and armor from the lab. Do your best to have better heavy weapons as well. Plasma blaster and blaster launcher. Don´t bother with any flamethrower

4- Do a mixed team. Despite commander being Psi Op, do try to bring a second Psi Op. And also 2 grenadiers.

5- Kill the Avatars ASAP. It´s ok if you lose 3 soldiers and win the mission. The only one that NEEDS to be alive is the commander!
Last edited by Exarch_Alpha; Mar 11, 2016 @ 1:54pm
Element UK Mar 11, 2016 @ 2:16pm 
Don't evern talk about Veteran people, its silly easy. I reached Final mission on Commander twice losing 1 man. your all just covering basics and not what i asked at all. I've completed it 4 times. The Golf Ball doesn't even show up till mid fight so leave that out. I'm talking about the entry beyond their central wall...which apparently they can shoot through when they like now. As for Mind controling a golf ball, i got their too quick to even have a Psi Operative so that's out. Your Commander Avatar doesn't have that great a chance.
Last edited by Element UK; Mar 12, 2016 @ 2:36am
Exarch_Alpha Mar 11, 2016 @ 2:27pm 
I think everything I said to you still applies even to higher difficulty, and get offf the high horse, you are the one asking for help.
Element UK Mar 11, 2016 @ 2:33pm 
I NEVER asked for help did I, I merely asked what people tend to do !
I blindly ran in on L/I. I felt ready and appearantly was ready. Had 2 E.X.O suits, 1 W.A.R and 1 Wraith and no mimic beacons because sheer brokenness.

Main tactic is to safe your consumables, untill you reach that final area. Think I used the one blaster launcher cause I triggered 3 pods near the "living quarters". Obviously spread out your troops for codex rifts, in case 3 pops out and become 6. A reload can hurt you alot there (still a hooray for swords).

The tactic stays the same as always. Find high cover, find high ground (the pillars got both). Focus down the avatar, after that the thing that can hurt you the most and mindcontrol the thing that can tank the most. I ended up using 3 turns, no idea what happens if you stretch it out.

If you fancy it you could bring repeaters on everyone, but hey, where is the fun in that.
Element UK Mar 11, 2016 @ 3:57pm 
ty
Algol Mar 11, 2016 @ 5:00pm 
Did it on Commander Ironman with no squad size upgrades. Playing on Legend now I assume it will be no different. Get a colonel ranger with rapid fire, Implacable, run and gun and that ability that makes you immune from first enemy attack if you kill someone. Well, basically your shotgun ranger build, not the melee weapon one. Get superior movement PCS, superior laser sight and auto-loader on the shotgun. Talon rounds in utility slot, move to point blank range and your ranger will one-shot avatars with rapid fire.
TOG | Fulgrim Mar 11, 2016 @ 6:54pm 
Just beat it on Commander for the 2nd time, it's actually the first time I have taken a psi operative (Magus) in and I have to admit, so damn useful (guaranteed damage makes all the difference against avatars), wanted to choke the life out of my sharpshooter because she kept missing when it really counted, my rapid firing ranger was death on legs and I had 2 specialists with sup. repeaters (executing an archon and andromedon on overwatch will brighten anyone's day), lost my grenadier on the last turn due to an insane shot from the last avatar that crit'd and insta-killed, null lance from my commander, void rift and finally my ranger proved her awesomeness yet again by gutting the freak (14 damage crit). Felt dirty about my grenadier getting pasted, but his death set off vengeance buffs (+30 aim and will!), and he had just missed an 81% to hit chainshot on the avatar, so, not completely undeserved.
endurstonehelm Mar 11, 2016 @ 9:48pm 
Beat it on Commander Ironman (beat it previously on regular Commander as well).

My usual team for this mission is 2 psychics and 1 of each other class.

On Commaner Ironman, everyone had a heavy weapon/W.A.R. suit, healer specialist had a medkit, heavy had a grenade, others had ammo. All 1-shot items were pretty much used up before entering the final room except for psychic domination.

Used psychic domination on Andromedans in the room.

I kept my team mostly together on one side of the room and sent the dominated Andromedans into the other side of the room.

Focus fire the Avatar at all costs. 3rd Avatar drops and you win.

Yes, an Avatar can MC one of your guys. But nothing else the aliens have is likely to MC you. So be patient and kill the Avatar that MC'd your guy.







Pumapaw Mar 11, 2016 @ 10:12pm 
One long range sniper 2 shotgun rangers and 3 PSI Ops troopers all in war armour and maxed out with stasis vest. Works every time. Just concentrate on the 3 that need killed.
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Date Posted: Mar 11, 2016 @ 11:27am
Posts: 26