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XCOM is a notoriously punishing series of strategy games, from the 90s originals up through Firaxis’ fantastic reboot, and XCOM 2 is no different. In many ways it’s significantly harder than its predecessor, Enemy Unknown. While the in-game tutorials do a good job of laying out the basics of how it works, there is an immense amount of second-order knowledge that has to be earned in the field. Veterans have now had over a year to master its intricacies, including its very own Long War mod, but Advent has thrown a wrench into our hard-earned strategies with the eponymous elites in the War of the Chosen expansion. Fortunately some powerful new rebel factions have joined the fight on our side to even the scales. Alongside our general guide for the base game, we’ve added some pointers to help you get the most out of these new additions, and take on the Chosen. These should be useful to both series veterans and fresh-faced recruits alike. If you just want the WotC-specific tips, skip to last page.
General tactics
Look at all of your options before making a move
Since XCOM is a turn-based game, you have the luxury of unlimited time to make each move. Every turn, you should start off by cycling through your whole team to assess their options, rather than just taking actions in the automatic order. With a finite number of actions, you want to make sure that every move is as efficient and effective as possible. War of the Chosen has added a clutch feature that many players had already modded in, which is the ability to preview available targets when deciding where to move your units. Holding left alt will bring up all of the targets your soldier will be able to shoot from the tile you’re highlighting, taking out all the guesswork and making it much easier to plan your turns precisely.
If you have time, take it
XCOM 2 does a great job of mixing up mission parameters so you are forced to vary your tactics as the situation demands. Many missions have time constraints forcing you to plow ahead. For missions that do not, though, you should take as much time as you need to scope out the scene and set up to engage the enemy on your terms.
Concealment is a new mechanic that allows your squad to get the drop on unaware enemies. Until concealment is broken, the enemies have a smaller radius of awareness, which is clearly telegraphed so you can maneuver freely around them. Take the time to position your troops with cover and high ground to do the most damage, then set all but one member of your squad to overwatch. Attack the unsuspecting aliens with the last soldier and enjoy the ensuing slaughter.
Watch out for Sectoids
The cute, little, bobble-headed grunts of the first game have grown up. In addition to being larger and generally more intimidating, the infusion of human DNA into the sectoids has greatly enhanced their psionic capabilities and made them a far greater threat in the field. sectoids can now attack your soldiers psionically, causing negative effects that range from disorienting or incapacitating your troops for a turn to outright taking control over them, which can be a brutal swing in the alien’s favor depending on your positioning when it happens. They can also revive fallen foes as zombie puppets.
Although scarier than their predecessors, the sectoids’ AI can be gamed to your favor once you’ve figured out how they work. Sectoids are frequently deployed with a few Advent soldiers. If you can kill at least one of these before the sectoid has a chance to act, it will almost certainly spend its turn reviving it as a zombie. Because zombies and mind-controlled soldiers don’t act on their first turn, this can buy you time to kill the sectoid itself, which will in turn free anyone under its control.
Lead with explosives
Armor works a bit differently in XCOM 2 than its predecessor. The yellow lozenge at the end of a character’s health bar acts as a constant reduction on all damage taken. However, armor can be “shredded” by explosives (or normal grenadier attacks with certain upgrades), which permanently removes it for all subsequent attacks. Furthermore, many of the cover-providing environmental elements can be destroyed by grenades. Accordingly, it is often best to lead a round of attacks with explosives, which will shred armor, destroy cover, and generally make enemies more vulnerable to attacks from the rest of your squad, ensuring the most value for your actions. This is especially pertinent for ambushes from concealment, when unwitting enemies are more closely clustered than they will be once engaged.
Grow the resistance early and often
While the geoscape strategic metagame is certainly much more interesting in XCOM 2 than building satellites in Enemy Unknown, there are certain similarities to how your should approach it. The game will present you with lots of tempting options for ways to spend your time in the Avenger, picking up valuable resources or recruits. Focus on expanding the resistance early in the game, contacting new regions, and building radio towers in regions you own, once you have researched them. Both of these will increase your monthly supply income, which is critical to your long term success.
Radio towers also have the added bonus of reducing the intel cost of contacting new regions, which is based on the distance to the nearest tower. Global access becomes increasingly important as the game goes on and you are prompted to investigate alien facilities around the world. Having to spend weeks contacting multiple new regions in order to access a critical story mission or Avatar Project facility on the other side of the world can completely kill your momentum.
Don’t stress too hard about the Avatar Project
The Avatar Project–Advent’s menacing master plan–looms over the strategic layer and sets the overall tempo for the game as it ticks down towards your loss. Seeing that ominous red bar fill steadily up can apply a lot of pressure, and especially for new players can make the situation seem more dire than it actually is. In reality you can be a little more lax about letting the Avatar project fill up than the game wants you to think. There are no scaling consequences as the clock advances, so all that matters is that you hold off total defeat. Even when the meter runs to completion, that still gives you a generous 20 days to respond. It’s often better to let the Avatar meter tick up quite a bit early on, spending that time building out your team and developing a strong, economic foundation for the rest of the game. Once you’re in a good position, it’s not too hard to push it back by hitting a few Avatar facilities in quick succession, which should be easier to do than if you tried while earlier and less well equipped. Covert actions from the resistance ring in War of the Chosen also sometimes let you knock the Avatar Project back a few notches, letting you avoid dangerous raids even longer.
WotC compatibility: you don't need this mod with WotC DLC. I don't own WotC myself, but others report that WotC already has this functionality.
DESCRIPTION:
Allows for flexible configuration of tactical mission timers via ini: disable timers, set fixed value, set random value, add or subtract turns globally or per mission type. Use it if you are familiar with ini editing or don't mind to learn about it.
By default mod simply adds 4 turns to every timer. There are a lot of examples in ini file to help you with your own personal configuration.
XComTacticalMissionTimers.ini file should be located either under your [Path To Steam Library]XCOM 2XComGameModsConfigurableMissionTimersConfig or [Path To Steam Library]steamappsworkshopcontent268500618055274Config). In case of any problems you can switch the mod off via same ini (make it do nothing by removing all entries).
IMPORTANT: timer won't be adjusted for existing tactical saves, but it'll work for new missions.
NOTE: mods do not disable achievements in XCOM2.
DISCLAIMER: since XCOM2 mods do not have reliable uninstall mechanism and I don't have Firaxis size QA department, I can't guarantee any of my mods are 100% bugs free, so use them at your own risk. I do play with all of them and I will release fixes or at least workarounds if bugs/problems are discovered.
DESCRIPTION:
Allows for flexible configuration of tactical mission timers via ini: disable timers, set fixed value, set random value, add or subtract turns globally or per mission type. Use it if you are familiar with ini editing or don't mind to learn about it.
By default mod simply adds 4 turns to every timer. There are a lot of examples in ini file to help you with your own personal configuration.
XComTacticalMissionTimers.ini file should be located either under your [Path To Steam Library]XCOM 2XComGameModsConfigurableMissionTimersConfig or [Path To Steam Library]steamappsworkshopcontent268500618055274Config). In case of any problems you can switch the mod off via same ini (make it do nothing by removing all entries).
IMPORTANT: timer won't be adjusted for existing tactical saves, but it'll work for new missions.
NOTE: mods do not disable achievements in XCOM2.
DISCLAIMER: since XCOM2 mods do not have reliable uninstall mechanism and I don't have Firaxis size QA department, I can't guarantee any of my mods are 100% bugs free, so use them at your own risk. I do play with all of them and I will release fixes or at least workarounds if bugs/problems are discovered.
Completed missions can be checked from the menu located on the bottom of the screen.
Story missions, those which must be completed in order to push the story forward work in quite a peculiar way in XCOM 2. There's no real route here, requiring you to complete them in a strict order (aside from the few last missions) - often you will have at least two missions available at the same time, which don't really interact with each other in any way. It means that missions will be unlocked in a semi-random way, probably differing from the order proposed in this chapter.
Note: your current objectives can be checked on the left side of the screen, and places in which you can complete them (aside from those requiring you to complete a specific research, or to build a facility) are always marked on the map - you just have to click on the flashing icon (while on the world map) located on the bottom of the screen, which will transfer you to the destination.
Contact the Resistance in the Blacksite Region
Main objective: Contact the Resistance in the Blacksite Region
Sub objective: Research Resistance Communications
Your task is to research the 'Resistance Communications' technology and then initiate contact with the only available at the moment resistance cell, which will unlock the next mission.
Investigate the ADVENT Blacksite
Main objective: Investigate the ADVENT Blacksite
Sub objective: Complete the ADVENT Blacksite Mission
A new location will appear on the map, allowing you to initiate the mission. Your task here is to reach the facility of the enemy, inside of which you will find the vial (ADVENT Blacksite Vial) that must be collected (by activating the marked terminal). Afterwards you just have to call in the Skyranger and evacuate your units.
Examine the ADVENT Officer Corpse
Main objective: Examine an ADVENT Officer Corpse
Sub objective: Complete the ADVENT Officer Autopsy Research
To be able to complete this mission, you must first defeat a specific enemy (ADVENT Officer) to acquire his corpse. When this happens, you must start and complete the 'ADVENT Officer Autopsy' research, after which the mission will be done.
Research Alien Encryption
Main objective: Research Alien Encryption
Sub objective: Complete the Alien Encryption Research
A mission similar to the one described above, the only difference being the type of research you must complete - in this case the 'Alien Encryption'.
Access the Alien Network
Main objective: Access the Alien Network
Sub objective: Construct the Proving Ground Facility
Sub objective: Complete the Skulljack Project in the Proving Ground
First things first, you must construct a new facility - Proving Ground. Afterwards, you must start and compete the project available via the newly constructed facility - 'Skulljack'. When it's done, construct the item you've just researched and equip it to one of your soldiers. Now you must send your squad (with the soldier wielding the Skulljack) on a mission and use the new ability (Skulljack) which should now be on the action bar on one of the enemy ADVENT Officers.
Summon and Eliminate a Codex
Main objective: Summon and Eliminate a Codex
Sub objective: Kill a Codex
This mission is closely related to the one described above. As soon as you use the Skulljack on an enemy officer, a new enemy will appear on the battleground - the Codex. You must now defeat the new alien to finish the mission.
Build the Shadow Chamber
Main objective: Build the Shadow Chamber
Sub objective: Construct the Shadow Chamber facility
To complete it, you must construct a new facility, the Shadow Chamber, which is required to complete a small number of story missions.
Examine the recovered Blacksite Vial
Main objective: Examine the recovered Blacksite Vial
Sub objective: Complete the Blacksite Vial Shadow Project
To be able to complete this mission, you must first construct the Shadow Chamber facility. Afterwards, you must order a new research project, called the 'Blacksite Vial Shadow Project', which will complete the mission and unlock the next one.
Investigate the Blacksite Vial Coordinates
Main objective: Investigate the Blacksite Vial coordinates
Sub objective: Complete the Blacksite Vial Coordinates Mission
After completing the 'Examine the recovered Blacksite Vial' mission, a new icon will appear on the map. You must complete a relatively easy task, requiring you to storm the alien facility, just like you did during the 'Investigate the ADVENT Blacksite' one.
Examine the Codex Brain
Main objective: Examine the Codex Brain
Sub objective: Study the Codex
Sub objective: Decrypt Codex Data
To complete this quest, you must acquire the Codex Brain, which can be done by defeating one of the enemies - the Codex. After getting your hands on the item, you must complete two projects in the Shadow Chamber facility - first the 'Codex Brain', and afterwards the 'Encrypted Codex Data'. Afterwards the mission will be done.
Investigate Codex Brain Coordinates
Main objective: Investigate the Codex Brain coordinates
Sub objective: Complete the Codex Brain Coordinates Mission
After completing the 'Examine the Codex Brain' mission, a new icon will appear on the map. You will have to assault another alien facility, similarly to the two previous missions ('Investigate the Blacksite Vial Coordinates' and 'Investigate the ADVENT Blacksite'). During the mission you will acquire an item (Psionic Gate) that will be required for the next mission.
Examine the Psionic Gate
Main objective: Examine the Psionic Gate
Sub objective: Upgrade the Shadow Chamber
Sub objective: Complete the Psionic Gate Shadow Project
A mission very similar to the 'Examine the Codex Brain' one. First you must collect the required item, Psionic Gate (which can be done during the 'Investigate the Codex Brain Coordinates'), then upgrade the Shadow Chamber facility and finally complete the 'Psionic Gate' project inside of the facility to complete the mission.
Breach the Alien Network
Main objective: Breach the Alien Network
Sub objective: Use the Skulljack on a Codex
The mission can be done at any time when your soldiers are on the battlefield. You just have to use the Skulljack item on one of the Codex enemies. You should prepare for the task, as the Avatar is the most powerful enemy in the game and can easily wipe out your party if they are not prepared.
A good tactic is to surround the Codex with your whole team (it can be done by stunning the Codex by using the Stasis ability of the Psi Operative), set most of your team in the Overwatch and use the Skulljack on the Codex. As soon as the Avatar appears he will try to get away into cover, activating Overwatch shots, which should be enough to eliminate the enemy.
Summon and Eliminate an Avatar
Main objective: Summon and Eliminate an Avatar
Sub objective: Neutralize the Avatar
The mission is closely connected to the one described above ('Breach the Alien Network') and requires you to eliminate the Avatar.
Investigate the ADVENT Forge
Main objective: Investigate the ADVENT Forge
Sub objective: Complete the ADVENT Forge Coordinates Mission
Another mission requiring you to assault an alien facility. However, it differs slightly from the ones you've done in the past, as you will be facing an absurd amount of enemies here, in almost every form possible (aside from the Avatar) - Sectopods and Andromedons included.
After reaching the facility, enter the specified room, activate the marked terminal and pick up the prototype item. Afterwards, you just have to call in the Skyranger and evacuate your troops with the acquired item.
Examine the Advent Stasis Suit
Main objective: Examine the ADVENT Stasis Suit
Sub objective: Complete the Stasis Suit Shadow Project
To complete this mission, you must first acquire the prototype from the 'Investigate the ADVENT Forge' mission and then finish the Shadow Chamber facility project - 'Stasis Suit'.
Examine the Recovered Avatar Corpse
Main objective: Examine the Recovered Avatar Corpse
Sub objective: Complete the Avatar Autopsy Shadow Project
To unlock this mission you must complete all the projects from the Shadow Chamber facility, as well as all the previously described missions. Afterwards, you must complete the last Shadow Chamber research, the 'Avatar Autopsy'.
Assault the ADVENT Network Tower
Main objective: Assault the ADVENT Network Tower
Sub objective: Complete the ADVENT Network Tower Mission
A relatively easy mission, requiring you to assault the enemy communication tower. Additionally, the missions is also one of the most unique ones, as it allows you to purchase additional, randomly generated bonuses. Out of the four available, two will always be the same - the possibility to take an extra soldier on the mission and concealment for each of your soldiers individually.
You should purchase all the bonuses, which, unfortunately, requires quite a sum of Intel (about 170). It is, however, well worth the price, as you can only bring 3 operatives on the mission and every additional help counts. Update r version.
You should send a team consisting of a pair of Psi Operatives and a Specialist - the fourth one (provided that you've purchased the bonus) is optional. Psi Operatives will allow you to seize control over two Andromedons - those can be used as tanks, soaking up all the damage coming from the aliens. The Specialist can be used to hack devices, like the Turret, which you will stumble upon here.
Your main task is to get to the other side of the facility and hack the terminal located there, after which the mission will be automatically completed.
Assault the Alien Fortress
Main objective: Assault the Alien Fortress
Sub objective: Complete the Alien Fortress Mission
The mission becomes available as soon as you complete all the previous tasks. A new icon will appear on the map, allowing you to send your team on the mission. Download the last empress. Note that this is the last mission in the game and completing it will finish the game itself - before sending your team make sure that you've equipped them with the best possible gear, weapon upgrades and Personal Combat Sims.
As you've probably guessed, this mission will be the longest one in the game, and during it you will eliminate dozens of enemies (a lot more than the information from the Shadow Chamber indicates). You should take at least two fully developed Psi Operatives on this mission.
The reason for that is quite simple - the ability to seize control over two enemy units, which can be used as meat shields, taking damage instead of your soldiers. You should Mind Control a Gatekeeper and an Andromedon, which have the highest defensive stats from all the non-mechanized units. Remember that you can heal them with your Specialist, if needed.
The mission is divided into two stages. During the first one you will have to storm through dozens of alien units while venturing further and further into the enemy territory. If possible, try to conserve as many grenades and / or heavy weapons as possible, as the end of the mission takes part in an arena flooded with aliens.
The arena-like room is where the main objective becomes active- you need to defeat 3 Avatars. What makes the mission difficult are the 4 portals scattered around the room (2 on each side), from which a group of enemies will emerge, almost each round, for the duration of the encounter. Various types of enemies will come through the portal, such as: Faceless, Viper, Muton, Codex, Sectoid, Archon. To make this encounter a little easier you should stick your team together and send the mind controlled enemies to the frontlines - enemies will focus fire on them, while your soldiers will eliminate the aliens.
The time is definitely against you here - the longer the encounter takes, the more enemies will come through the portals. As soon as you complete the main objective and all 3 Avatars will be no more, the mission will be completed, activating a series of cutscenes and the game will end.
Please note the following:
- You should take at least two Psi Operative soldiers on this mission and use them to mind control the heaviest armored units of the aliens - like the Gatekeeper and the Andromedon. Additionally, those soldiers are extremely effective against enemy Avatars because of their Null Lance ability, which can take out 1/3 of the Avatar's health bar, hitting the enemy even behind the best cover.
- Try to conserve as many items as possible, so that you can use them during the last encounter - the enemies will be numerous, so you will have plenty of opportunities to make good use of them.
- Use the aura of the Psi Operatives, which gives immunity to psi-oriented status effects to all the soldiers standing in the area of effect. Thanks to that you will protect your soldiers from mind control abilities of Avatars and Sectoids.
- A perfect item for this mission is the Mimic Beacon, allowing you to divert the attention of enemy troops from your soldiers to a decoy.
- During the mission you will have access to the 7th soldiers - an Avatar-like unit controlled by the commander. Use the powerful abilities of the unit to cause chaos on the battlefield. Note that the mind controlling ability of the unit lasts only 2 rounds.
In Enemy Unknown/Within, using explosives liberally would decrease the amount of alloys and elerium gathered from downed UFO missions, as well as reduce the number of other useful/expensive items like Flight Computers and Power Sources and Alien Entertainments and Surgery.
Is there a similar downside to using explosives on downed UFO maps in XCom-2?
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1 Answer
The primary risk with explosives is losing a yellow timed-drop reward by getting the killing blow on an enemy with one - similar to losing weapon fragments in the first game. (Not all enemies will drop rewards at all, and killing one which would have triggers a 'loot destroyed' popup on the lower left, so if you don't mind save-scumming you can entirely avoid this and still blow up ADVENT left right and center.)
There are also supply raid missions which give an explicit objective to 'not destroy critical supplies'. Central calls out specific cover items the first time you encounter them in one of these missions - similar to the 'please don't break that' messages for Power Cores/Flight Computers in EU/EW - which look like some kind of glowing crate in a metal frame. I presume that they function similarly to any other cover object in terms of being destroyed (i.e. both explosives and stray weapons-fire can potentially break them), and further presume that any which are destroyed will decrease your end-of-mission reward. However, I've never actually blown one up to test that.
Otherwise, there appears to be no downside to reckless explosive use. XCOM has actually grown more hard-hearted about such things over the past two decades: these days, the maps haven't had all the civilians conveniently evacuated beforehand and collateral damage is still not a concern..
(Incidentally, I believe it was merely a rumour that explosives reduced UFO rewards in EU/EW (other than the actual object-on-the-map items like Flight Computers, Power Sources, etc.). I can't find a solid source for that, but personal experience and the wiki both indicate that they didn't reduce alloy/elerium rewards in the Long War.. and I find it hard to believe that vanilla was more hard-core than the mod.)
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XCOM 2 Walkthrough
The XCOM 2 walkthrough will guide you through the beginning to ending moments of gameplay with strategy tips for this turn-based strategy tactical game on the PC, Mac & Linux.
XCOM 2 is the sequel to XCOM: Enemy Unknown, the 2012 award-winning strategy game of the year. Welcome back, Commander!
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Let’s start the XCOM 2 walkthrough with an introduction video!
Please note that viewers must be at least 16 to watch, so no harm comes to those with innocent eyes. This game includes Blood, Use of Tobacco, Violence.
Table of Contents
- Work-In-Progress
Index of XCOM 2 Guides:
- This Page: XCOM 2 Walkthrough
- Next Page: XCOM 2 Cheats
- Next Page: XCOM 2 Weapons Guide
- Next Page: XCOM 2 Achievements Guide
Earth has changed. Twenty years have passed since world leaders offered an unconditional surrender to alien forces. XCOM, the planet’s last line of defense, was left decimated and scattered. Now, in XCOM 2, the aliens rule Earth, building shining cities that promise a brilliant future for humanity on the surface, while concealing a sinister agenda and eliminating all who dissent from their new order.
Only those who live at the edges of the world have a margin of freedom. Here, a force gathers once again to stand up for humanity. Always on the run, and facing impossible odds, the remnant XCOM forces must find a way to ignite a global resistance, and eliminate the alien threat once and for all.
Key Game Features:
- XCOM ON THE RUN: Take command of the Avenger, an alien supply craft converted to XCOM’s mobile headquarters. New open-ended gameplay lets you decide where to guide your strike team, how to grow popular support, and when to combat enemy counter-operations.
- RECRUIT RESISTANCE FIGHTERS: Five soldier classes, each with its own skill tree, let you create specific soldiers for your tactical plan.
- TACTICAL GUERRILLA COMBAT: New gameplay systems offer more tactical flexibility in combat. Use concealment to ambush enemy patrols. Loot enemies for precious gear and artifacts. Rescue VIPs and save fallen comrades by carrying them to the extraction point.
- A NEW BREED OF ENEMY: A diverse cast of enemies from powerful new alien species to the ADVENT, enforcers of the alien regime, offer a distinct tactical challenge.
- RESEARCH, DEVELOP AND UPGRADE: Configure and build rooms on the Avenger to give XCOM new capabilities on the battlefield. Use your Scientists and Engineers to research, develop and upgrade weapons and armor to fit your preferred tactics.
- EACH MISSION IS A UNIQUE CHALLENGE: Go on missions around the world, from wildlands to the heart of the alien-controlled megacities, to the depths of alien installations. There are virtually infinite combinations of maps, missions and goals.
- CREATE CUSTOM MODS: Community-focused tools allow you to create your own campaign, tactical gameplay, aliens, classes, strategy game features, and share within the Steam Workshop.
- ENGAGE IN HEAD-TO-HEAD MULTIPLAYER: Mix-and-match squads of humans and aliens and battle head-to-head on randomly-generated maps.
Intro & FAQ
Welcome to the XCOM 2 walkthrough!
Get ready for XCOM 2 as we fill you in on everything that you need to know, including what actually happened in the dark days between XCOM: Enemy Unknown and XCOM 2!
XCOM 2 Frequently Asked Questions:
Here’s a brief training program before battlefield deployment. Carefully consider these tips before engaging ADVENT forces for the first time.
1. How to acquire valuable Intel on – and off – the battlefield?
Gathered Intel provides invaluable resources for XCOM’s efforts. Scan for Intel at Resistance Headquarters in between combat, and be sure to take advantage of Guerilla Ops missions that reward you with extra Intel simply for completing objectives. If you find yourself running low on Intel, consider researching Decrypt Alien / ADVENT Datapads. Intel will help the war effort in several ways:
* Expanding the resistance network.
* Use on the Black Market to acquire items and personnel staff for your base, the Avenger.
* Reveal upcoming Dark Events activity of ADVENT forces.
* Use on the Black Market to acquire items and personnel staff for your base, the Avenger.
* Reveal upcoming Dark Events activity of ADVENT forces.
2. How to deal with Dark Events and hobble ADVENT activity?
Xcom 2 Ufo Hunt
As XCOM continues to chip away at ADVENT, Dark Events are alien counter-operations running in the background. If unchecked, ADVENT will turn up the search intensity and make XCOM’s tasks even harder.
Dark Events range from something as small as improving ADVENT soldiers’ gear in the field to more dramatic gameplay changes like deploying a UFO that will hunt the Avenger.
3. When to carry unconscious soldiers to safety?
If the objective of a map is to kill all enemies, make sure downed soldiers are in a secure, safe location – they will be retrieved once the mission has been accomplished. If, however, you must reach an evac zone, all unconscious personnel must be carried to the exfil point. Failure will result in their capture by ADVENT troops.
You may have opportunities to recover captured units in later VIP missions.
4. How to share your XCOM troops with other Commanders?
We need to increase XCOM’s ranks. If you want to share your XCOM forces with allied Commanders, simply consult your tactical computer to locate data files for active units. By default, the “Character Pool” folder can be found in the following directory:
My GamesXCOM2XComGameCharacterPoolImportable
Inside is the Character Pool file. Transmit this file to friends, which they can deploy into the same folder on their system to use in-game.
Important: Be sure not to rename the file in Windows, as that can lead to the Character Pool not working in-game.
Important: Be sure not to rename the file in Windows, as that can lead to the Character Pool not working in-game.
5. How to make the most of proper concealment?
ADVENT troops on a mission map aren’t always aware of your team’s presence… at least, not at first. Whenever the opportunity arises, take your time. Set up triangulations of fire whenever possible and properly prioritize your fire teams’ targets well ahead of time. When you attack or enter an enemy’s field of vision, you will lose your concealment.
Some missions will have your team starting in concealment, while others will have your team coming in hot. In the latter cases, ADVENT is ready for you. Properly trained Rangers can earn the ability to be manually concealed, which means they can flank the enemy. Press the advantage however you’re able, Commander.
6. How can I get more scientists and engineers?
Certain VIP missions will task you with rescuing/recruiting a VIP who can be added to your scientific or engineering staff. Otherwise, when you’re at your home base there is an option to buy new staff and soldiers with Supplies.
Scientists provide passive bonuses to research; the more you have on your team, the faster your research progresses. You can’t assign them to different tasks/rooms like you can with engineers.
How to raise my specialist’s tech score? Specialists can permanently raise their tech score through successfully hacking ADVENT terminals and turrets, though these increases are not provided following every successful hack and will only come up sporadically.
7. If you collected some loot on a mission, what can you do with it?
Xcom 2 Ufo Attack
Modular weapons research is required to equip any collected attachments, though it should be noted that you can collect attachments before you research the tech to use them.
There’s different types of loot. Are some more rare than others? Yes! As is often the case in video games, loot in XCOM 2 comes in different rarities. The rarer the item, the more of a bonus it will provide when it’s attached to a soldier’s weapon.
8. Does calling in the Skyranger mid-mission let me extract my soldiers?
On missions where you have the ability to call for EVAC, you can prematurely call for extraction and forego any potential loot, experience or mission success parameters in order to safely pull your troops out and try another day.
How do I use my available scientists? I am using my engineers to build things and work in facilities, but I can’t figure out what to do with my science team.
How do I use my available scientists? I am using my engineers to build things and work in facilities, but I can’t figure out what to do with my science team.
9. How do I Rank up Psi Operatives?
They don’t seem to advance no matter how many enemies they kill.
That’s because Psi Operatives only rank up through additional training in the Psi Lab.
That’s because Psi Operatives only rank up through additional training in the Psi Lab.
My Ranger didn’t fire when they were on Overwatch and the rest of the team lost Concealment during an ambush.
If you chose the Phantom ability for the Ranger they will stay Concealed when the rest of the team loses Concealment. Make sure to account for that when planning your Ambush and can have them be the unit that initiates the attack in order to get them to join in the fun.
If you chose the Phantom ability for the Ranger they will stay Concealed when the rest of the team loses Concealment. Make sure to account for that when planning your Ambush and can have them be the unit that initiates the attack in order to get them to join in the fun.
Tutorials
Chris will be your voice-over commentator showing you around the game’s areas, starting with these tutorials.
Facilities Base Management Overview:
This video is to share some insights about the various facilities available to be built inside the Avenger. I’ll be covering all of the available facilities which include the Psi Lab, Defense Matrix, Guerilla Tactics School, Advanced Warfare Centre, and…The Shadow Chamber.
How The Character Pool Works:
This video guide aims to explain how the Character Pool works, how to share your files, and import files from your friends.
Need more starter tips? Check out our XCOM 2 Tips and Tricks and the XCOM 2 Weapons Guide.
Mission 1: First Class (Tactical Tutorial)
This begins the XCOM 2 campaign walkthrough on on Legend Ironman-enabled difficulty level.
This first mission’s video guide includes the opening story cinematics, the tactical tutorial, first mission gameplay, character pool entries, the 3 mods from the Long War Studios team and much more!
Tip: Always attempt to flank enemies before attacking them. They will be easier to hit and score critical hits against.
Mission 2: Download Equipment Allocations
Let’s bring our new rookie out on a dangerous mission to hack and download some equipment allocations. We also learn more about Tygan’s involvment with the chip that was planted in our head.
Mission 3: Extract The VIP
We need to rescue one of our XCOM soldiers who is trapped in an Advent cell… and he has company. Do we get him out, though?
Xcom 2 Mission Names
Mission 4: Retaliation, Operation WAR Hound
We need to stop the Advent retaliation!
Mission 5: Destroy the Alien Relay
We need to destroy an Alien relay inside of… you guessed it… a church.
XCOM 2 Walkthrough continues on Page 2 with Mission 6: Supply Raid Boom.
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