Why Is Xcom 2 So Difficult
XCOM 2 Errors are currently being reported by a lot of players on the. A lot of them are complaining about the fact that the game is poorly optimized and that it has performance issues like Freezes and Low FPS.XCOM 2 is the sequel to the award-winning strategy game, XCOM: Enemy Unknown. Twenty years have passed since humanity lost the war against the alien invaders and a new world order now exists on Earth. After years of lurking in the shadows, XCOM forces must rise and eliminate the alien occupation.The most common XCOM 2 issues that users mostly complained about are: Crashes, random crashes or crashes during the startup, Game Not Starting and Performance Issues like Stuttering, Freezes, and problems with the FPS. Below you can find these issues described and also at the end of the post a tutorial on how to fix them. Read below to fix the XCOM 2 errors:1) XCOM 2 Crashes, one the most common crash in the game is the crash during the startup or, from time to time, you might encounter random crashes while playing Xcom.
This week in XCOM 2, we all died. It was a horrible affair, the misaction of many a seperate commander that lead to the doom of the human race. Let this be a lesson: if PCGamesN is ever allowed to fall, that will be in for humanity. We are the last bastion against some unknown evil we don’t possibly have time to explain.
You can fix both of these crashes by following our solution below and applying our workarounds.“I pre-ordered and also pre-load the game. However, it’s been crashing on startup. Never got into the game once. Every time I press play on the launcher, the game just crashes and says XCOM2 has stopped working. When I tried to verify integrity, it keeps saying 2 files failed to validate and will be reacquired. However, once it was download, I will start the launcher only to crash on startup. Then when I tried to verify the integrity the second time, the 2 file is missing again.
It feels like starting up the game destroy the two files. I am running out of solution and can’t find any help on the forum or support. Can anyone please help me? Can anyone provide me with XCOM support team email address where I might be able to get help?
Thank you so much!”Solution: To fix the game crashes follow the tutorial at the end of the post on how to fix the major issues of the game. Go to the end of the post for more details!Also, you can apply the workarounds below. Install from the game folder: Head to your library Right click XCOM2 Local Files Browse Local Files CommonRedist DotNet 4.5.1 NDP451-KB2872776-x86-x64-AllOS-ENU.exe Restart your PC. Install via Add/Remove Features: System Control Add / Remove Features Install Microsoft Frameworks2) XCOM 2 No Save Location, some players are unable to save the game or when they try to load it they are getting an error that the save file is corrupt.
There a few solution to fix this issue, you will find all of them below. Apply each solution until your error is fixed!“My game won’t load save files. I’m aware of this being a problem in Xcom. When I play Xcom2 I can save a game and it tells me it’s been saved but when I try to load that save file it tells me the file is corrupt. Windows is installed on an SSD and the game is installed on an HDD.Documents are also moved to the HDD. I think this is relevant information based on the problem with Xcom. Anyone have any idea what I can do?”Solution 1:1) Manually create the XCOM2 Save location in your My Documents: DocumentsMy GamesXCOM2XComGameSaveData2) Make sure the user has full control over the XCOM folderSolution 2:The XCOM 2 saves are not in the normal XCOM: EU folder, all your saves are in “DocumentsMy GamesXCOM2XComGameSaveData”.3) XCOM 2 Not Starting, you might be unable to start the game, some players are encountering some code errors when they try to start the game and for some the game freezes at the intro.
To fix this issue you will need to apply our solution, you can find it below after the issue complaints.“I’ll start the game up and it’ll get into the company splash logos, but after that, it won’t respond, I can’t tab out, and nothing but what I assume is the background to the title screen will show. After that, all I can do is restart my computer.”“XCOM 2 won’t start. Verified integrity of game files, Re-installed couple of times, Disabled anti-virus(avast), Changed language options, and Cleaning up graphics driver and fresh new install won’t help either. Does anyone having similar issues?”Solution: To fix this issue you need to apply our patch to the game, it will optimize it and after that you will be able to start and play.
Check the tutorial at the end of the post for more details on how to fix the major issues of the game.4) XCOM 2 Performance Issues, a lot of players are encountering XCOM 2 Freezes and some of them have problems with the FPS like Low FPS and FPS Drops, also, a few of them encounter Stuttering during the game or during the cut scenes. To fix the performance issues of the game follow the quick solution below and you will be playing the game with constant FPS in just a few minutes!“Anyone experiencing low fps? I running anywhere from 25-36 FPS on the game and I’m pretty sure my GTX850M is much more capable than that O.o.”“I was getting 45-50fps during the tutorial mission but now that I’m back in my ship I’m getting 3-5fps. What’s going on?”The game randomly fails on start-up and when it does succeed, I get either a few minutes or maybe half an hour before it crashes and I need to restart my PC before it will play again. Rather frustrating. I have a GTX 970, i7-4790k and 16GB of RAM and judging by the performance when the game does play, I don’t think my system is the issue.”Quick Solutions: You can quickly fix the performance issues of the game by applying our patch, follow the tutorial below to see how to do that!.
Apply the following workaround too: Try to turn down your AA to FXAA you hardly notice the difference and it runs much MUCH smoother. Also, follow this guide to optimize your video settings for quality and performance.XCOM 2 Tutorial To Fix Major Issues:Our team of developers managed to release a patch that helps you fix the errors described above. You can see how our patch looks like below, where you can also find a tutorial on how to use it and a download link. Please follow the tutorial step by step before asking any questions regarding your issues.
I cannot get into the game either. Here are the exact steps and things that occur:1) I navigate to my library and double click on XCOM 2.2) The launch screen shows and I click on the “Play” button3) Almost immediately I get a “XCOM 2 has stopped working. Windows is looking for a solution” window followed by the “A problem caused th program to stop” window that means it didn’t find a solution with a close program button which I click.4) Immediately after I click close program a steam window pops up saying “Completing installation”. That window goes to 1% and then crashes out giving a new window with the message, “The Steam servers are too busy to handle your request for XCOM 2. Error Code (41)”.
I’ve been experiencing a strange issue. It started on the second tutorial mission (Power converter). When I threw a grenade, the game would freeze.
I’d have to force it to close. However, when trying to start it again it would freeze just after the splash logos as it tried to load the main screen. I’d have to verify the integrity of my game cache and it would then download something. I lowered my graphics settings and that seemed to help. However, after two missions I had the same issue though it happened when an enemy was taking an overwatch shot. Again it would not load the main menu.
Running a Ge-Force GTX 760 with AMD 6 core processor alongside 16gb ram.
You have a certain degree of control over the pace of XCOM, despite appearances. The game tries to trick you by labelling certain research or engineeering projects as 'PRIORITY', but you don't have to research those as soon as they become available - in fact, it's probably suicide if you do. If something else important is available (Laser/Plasma weapons, Carapace/Titan Armor, Firestorm, etc.) you should definitely focus on researching and implementing those before moving on with the 'priority' projects. I dont know why i find it so difficult the first few missions are easy then those arachnids/spider things show up with zombies show up barley an hour in gameplay and I always end up gettting killed i just feel the difficulty curve goes up what to quickly. Is this game hard or do i just suck at turn based combat?Keep your team close, Concentrate fire, get lasers, use explosives.Sending out your soilders by-themselves is like 'going it alone' in a horror movie, monster chow.You see a Chrysalid, you target that bastard with everything because due to its rapid movement it WILL get among your team and shred them to pieces.A standard rifle needs to hit three times to down a Chrysalid unless you use three of them. A Laser Rifle only requires 2 shots (unless the RNG hates your guts)Chrysalids don't have any items to loot so blowing them up doesn't destroy any weapon fragments.And yes the game is brutal.
I found that the difficulty curve for XCOM is perfectly good if you ignore chrysalids. Chrysalids are a massive spike on the curve though until you know how to deal with them. Snipers and assault are what you want to take them down - high burst. You should have a sniper at colonel rank with squad sight by the time they show up - since SS snipers shouldn't ever be able to be shot at - and In The Zone is devastating against chrysalids, since they don't take cover. Use other squadmates to weaken them then use the sniper to finish them off - especially deadly with Execution. Grenades (though I never use them) and the rocket launcher also weaken and grant LoS for the sniper to finish them off.
Also, you can't interrogate them, so don't try and arc thrower them.Also, don't do the assault the alien base until chrysalids are out of the standard rotation - My first game had my squad of 6 clear most of the base taking no injuries, and then no fewer than 11 chrysalids came at me. Got utterly destroyed, their movement is too high.I've taken down 6 at close range along with 2 of their zombies (terror mission obviously) with base weapons and not taking a hit the entire mission, with the chrysalids not killing anyone once on screen on classic difficulty - they force you to learn how to synchronise your squad and do tactics better, or wipe you out.
I found that the difficulty curve for XCOM is perfectly good if you ignore chrysalids. Chrysalids are a massive spike on the curve though until you know how to deal with them. Snipers and assault are what you want to take them down - high burst. You should have a sniper at colonel rank with squad sight by the time they show up - since SS snipers shouldn't ever be able to be shot at - and In The Zone is devastating against chrysalids, since they don't take cover. Use other squadmates to weaken them then use the sniper to finish them off - especially deadly with Execution. Grenades (though I never use them) and the rocket launcher also weaken and grant LoS for the sniper to finish them off.
Also, you can't interrogate them, so don't try and arc thrower them.Also, don't do the assault the alien base until chrysalids are out of the standard rotation - My first game had my squad of 6 clear most of the base taking no injuries, and then no fewer than 11 chrysalids came at me. Got utterly destroyed, their movement is too high.I've taken down 6 at close range along with 2 of their zombies (terror mission obviously) with base weapons and not taking a hit the entire mission, with the chrysalids not killing anyone once on screen on classic difficulty - they force you to learn how to synchronise your squad and do tactics better, or wipe you out.If you do the base early enough you won't see any, although you really need to be pushing for it to get it done before then.Of course then there are worse things that show up. I found that the difficulty curve for XCOM is perfectly good if you ignore chrysalids. Chrysalids are a massive spike on the curve though until you know how to deal with them. Snipers and assault are what you want to take them down - high burst. You should have a sniper at colonel rank with squad sight by the time they show up - since SS snipers shouldn't ever be able to be shot at - and In The Zone is devastating against chrysalids, since they don't take cover. Use other squadmates to weaken them then use the sniper to finish them off - especially deadly with Execution.
Grenades (though I never use them) and the rocket launcher also weaken and grant LoS for the sniper to finish them off. Also, you can't interrogate them, so don't try and arc thrower them.Also, don't do the assault the alien base until chrysalids are out of the standard rotation - My first game had my squad of 6 clear most of the base taking no injuries, and then no fewer than 11 chrysalids came at me. Got utterly destroyed, their movement is too high.I've taken down 6 at close range along with 2 of their zombies (terror mission obviously) with base weapons and not taking a hit the entire mission, with the chrysalids not killing anyone once on screen on classic difficulty - they force you to learn how to synchronise your squad and do tactics better, or wipe you out.If you do the base early enough you won't see any, although you really need to be pushing for it to get it done before then.Of course then there are worse things that show up.Cyberdisks are like plates made of nightmare!
I found that the difficulty curve for XCOM is perfectly good if you ignore chrysalids. Chrysalids are a massive spike on the curve though until you know how to deal with them. Snipers and assault are what you want to take them down - high burst. You should have a sniper at colonel rank with squad sight by the time they show up - since SS snipers shouldn't ever be able to be shot at - and In The Zone is devastating against chrysalids, since they don't take cover. Use other squadmates to weaken them then use the sniper to finish them off - especially deadly with Execution. Grenades (though I never use them) and the rocket launcher also weaken and grant LoS for the sniper to finish them off.
Also, you can't interrogate them, so don't try and arc thrower them.Also, don't do the assault the alien base until chrysalids are out of the standard rotation - My first game had my squad of 6 clear most of the base taking no injuries, and then no fewer than 11 chrysalids came at me. I dont know why i find it so difficult the first few missions are easy then those arachnids/spider things show up with zombies show up barley an hour in gameplay and I always end up gettting killed i just feel the difficulty curve goes up what to quickly. Is this game hard or do i just suck at turn based combat?Without knowing specifics of why you are struggling it's hard to say exactly where things are going bad for you, but I can try give you some general outlines for success.
This works on any difficulty level up to Classic Ironman (in fact, Classic Ironman is the ONLY difficulty level I've ever played). I can't help you if you're playing on Impossible.We'll cover strategic and tactical layers separately, keeping in mind that each informs the other, and dramatic failure on one will eventually result in failure on the other. If you are struggling, I recommend you engage the tutorial. It will help you plot out your base and make sensible early decisions. Most critically, you will receive a bonus satellite in the first month, which is a significant boost.2. The tutorial will lock you into NA or Europe. You will choose NA.
NA is the overall 'best' choice of start in the game due to the extra starting cash you get (and the savings via interceptors, although that tends to pay off later). A strong player can make good starts in Asia, Africa and SA as well, depending on their personal strategies, but Europe is all around terrible.3. PRIORITIZE SATELLITE COVERAGE. More Satellite uplinks is your #1 priority for months 1-3.
It does not mean it is your only priority, but you are aiming for as much satellite coverage as possible, to boost income and keep panic under control. You should be getting out at least one new uplink +3 satellites per month (and you should, of course, be building those uplinks beside one another for the bonus). Start building your satellites as soon as you are able, it doesn't matter if you have no uplink capacity yet. They take 20 days.4.
For early mission rewards take Engineers. On the rare occasion you can take cash, but not soldiers, and certainly not scientists. The only time you should deviate from this is if you absolutely have to do a mission in a particular location due to panic.5. Remember with abduction missions you get a reduction in the country you do the mission in, and an increase on the CONTINENT for the missions you ignore. Abduction missions will always result in a global panic increase until you can cover enough countries with satellites to cut down on the number of simultaneous missions you receive.6.
When placing satellites, think unlocking continent bonuses first, reducing panic second, unless you.need. to drop a satellite in order to keep a key country from leaving. You already have the US, so Canada and Mexico should be your last priorities. Unlock/give coverage to the following continents in order of priority: South America, Asia, Africa, Europe. SA for the instant interrogations (this will help tremendously, bootstrapping the research you've been neglecting to rush satellites/engineers), Asia for the OTS and Foundry upgrades, Africa for money.
Europe's bonus is negligible, so these countries (save for Russia) are safest to abandon to a grisly fate.7. Xenobiology is your first priority, for the arc thrower. Live captures of Sectoids and Floaters will give you Beam Weapon and Basic Armor research credits respectively, greatly reducing the research time on Lasers and Carapace Armor. Without these credits, you will research one or both AFTER your first terror mission, which can be problematic unless you are very comfortable with the tactical game.8. OTS Upgrades: Try to get the two squad size improvements and Iron Will as soon as possible. The rest are optional.9.
Foundry Upgrades: Increased Ammo, Improved Medkit, the pistol upgrades, stealth satellites.there's a lot of good stuff here. You can safely ignore anything to do with SHIVs. They're bugged, and even if they're fixed now, they're inferior to soldiers (save in very specific circumstances which we will cover later).10. Workshops.you will need 2-3. Try to build them together.11. You won't need any. If you are building labs, you are making an error.12.
Power supply. Build as necessary.
You'll usually need a couple + a thermo or two, or an elerium generator. If you have steam handy, try to group your power supplies around it.13. When shooting down UFOs, remember you can retreat with an interceptor and bring in a new one, and the damage on the UFO persists. 2-3 Interceptors with rubbish weapons can down larger UFOs. Not Battleships, you'll need the Firestorm for that.14. Getting Excellent in all 3 categories on a terror mission gives a global panic reduction. Worth shooting for, but don't get your squad killed chasing civilians around.15.
If you play your cards right and don't run around failing missions, you'll lose at worst 1-2 countries by the time you're ready to head into the alien base. Once the alien base is done (a global panic reduction of 2), that will usually be the end of your panic issues.
Xcom 2 Wiki
The tactical game gets some new wrinkles at this point, but the strategic layer goes on auto-pilot.16. Make good use of the grey market. Don't hoard anything save for weapon fragments, alloys, and elerium.
Early on you don't need those power sources and flight computers, so sell them. Anything broken, sell. Keep 4-6 corpses on hand for research, and then sell (not Chrysalid corpses). The early cash boost is extremely helpful.17. Prioritize the following research as soon as it becomes available.
Carapace Armor. Laser Sniper. Plasma Sniper.If you're struggling on the strategic layer, it usually comes down to one of two things. Either you're not pushing satellites early enough or often enough, or you're spending your money on the wrong things.
Rule of thumb #1. Be very, very careful with dashing. I won't say never dash, because sometimes dashing is appropriate. Most properly, don't dash like an idiot. Don't dash into 'fog of war'. Don't dash ahead with the last guy on your turn. If you CAN move slowly from solid cover to solid cover without dashing, that's what you should be doing.
No one ever died from moving too slowly and carefully.2. Rule of thumb #2. Don't overwatch spam. Specifically, don't a move a guy into cover and then immediately spam overwatch. Once your turn is done and no aliens have been uncovered, then go around and overwatch everyone. Nothing is worse than having 80% of the team overwatched when a run and gun or smoke grenade could've made a difference. The only exception to this rule is squad sight snipers with opportunist.3.
Rule of thumb #3. Half cover is no cover at all. Full cover is a 40% accuracy reduction. If an alien has an 85% chance to hit you, he now has a 45% chance to hit you. Half cover is 20% reduction.
That alien now has a 65% chance to hit you. Are you comfortable with that?
Neither am I.4. Rule of thumb #4. Fall back, don't charge forward. If you've engaged enemies and your best options are A) a risky charge forward or B) a careful retreat, choose B 100% of the time.
Careful retreats do not uncover the fog of war and trigger 3 new monster closets. Pull enemies BACK into your trap, don't bull rush into theirs.5. Don't stand around taking low% shots unless there's literally nothing else sensible you can be doing. If aliens are not on overwatch, you can move to a better position. If you're playing on Classic, the alien has a better shot% than you do, and you will eventually lose the war of attrition on those long range battles. Flanking alone gives you huge to hit bonuses, if you can do it intelligently (note.charging into the fog of war or into a no/low cover area just to get a flank is not intelligent).6.
Use grenades and rockets for more than just killing aliens. Blowing out their cover can expose them to fire from the rest of the team. If you don't have a clear shot, sometimes you can turn it into a clear shot. Grenades are also excellent softening tools to get aliens under 3 health for capture without risking a lucky critical on a pistol.7. Pistols are your friend, especially once upgraded. They don't burn ammo and they're incredibly accurate at short and long range.8. Open doors, don't boot through them.
Opening doors doesn't make noise and expose your position.9. Overwatch, on everyone but opportunist snipers, is horribly inaccurate. It has its uses, but do not over-rely on it. You're better off taking high% shots on your turn than waiting to take low% shots on theirs.
That all overwatching soldiers will fire at the same target if it enters all of their LOS first is another reason to avoid this.10. Monster closeting (enemy reaction/scatter upon discovery) seems annoying, but it's a huge tactical edge for you.
The enemy will NEVER attack during a reveal, they will only take cover. This means you always have the ability to alpha strike them BEFORE they can return fire. Take advantage of this. Burn down new aliens as fast as possible. A dead alien does no damage.11. You should always be taking squad sight, and always be taking opportunist.
Everything else is optional depending on your preference. A squad sight sniper is your most dangerous weapon and will likely lead your team in kills. Find them a spot with good sight lines, flush enemies with a spotter, and pick them off. Use a scope, and either Skeleton or Archangel armor once available.
Snipers are the only class where low will isn't usually a problem.12. I recommend taking Holo-Targeting, HEAT Ammo, Suppression, Mayhem, and Danger Zone. Heavies can take a while to develop, but the above described Heavy makes an excellent team support unit.
Suppression cannot miss, and upgraded with Mayhem and HEAT ammo a single burst of suppression will badly damage a Cyberdisk along with killing all its drones. This makes the Heavy extremely effective at shutting down Disks and Sectopods.two of the most dangerous enemies you'll face. The alternative heavy makes use of shredder rocket, grenadier and rockeeter in order to become a breach/cover removal specialist.
I do NOT recommend taking bullet swarm or using your heavy as a fire-focused character, as even with a scope equipped their accuracy is poor enough to give you fits.13. You can take your Assault one of two ways.either as a high defense scout, or a high offense flanker. I prefer the former, but the latter can work well in lieu of a 2nd sniper if you're struggling with offense. Once they get resilience your Assault is probably the most durable character you have, and with Titan armor and Chrysalid chitin plating you shouldn't be afraid to take some risks with run and gun.
Assault should have high will, especially if used as recon. All Assault should take 'Lightning Reflexes', as they're the only unit you have that can safely burn an enemy overwatch.14. A good recon alternative to Assault, especially if it's early game and you're being cautious. Sprinter makes your Support the most mobile unit on the field, so they can cover a lot of ground easily, and retreat just as easily if they don't like what they see.
ALWAYS take Field Medic and Savior with your Support. If you use them for recon, they should have high will.
You shouldn't need more than one support once you have a sergeant or higher.15. These guys are likely to be the biggest stumbling block you face in the game, due to when they appear.
Don't bother suppressing them, as they'll just spit on you. The first council mission where it's 100% Thin Men is usually the failure point for many aborted Iron Man games on Classic and above. Squad sight snipers are effective here, and make sure you stay in the heaviest cover possible, as they're extremely accurate.16.
Suppression can be risky with Mutons as they are not shy about using grenades.17. If you haven't researched Carapace Armor or Lasers by the time these guys show up, they can be a little intimidating, but they're manageable. They're a relatively low HP unit, and they have no ranged attack. Bait them out and gang up on them with snipers and grenades, and you'll be alright. The major issue with Chrysalids is that they make getting Excellent on terror missions near impossible unless you take care of them very early on.18. Sectoid Commanders/Ethereals. This is where a SHIV can come in handy, as it cannot be mind controlled.
It makes a good spotter for your snipers. Alternatively, if you don't want to use a SHIV, you can use a high will soldier as a scout, or a soldier with ghost armor. If you have no LOS for snipers you can MAKE one with a rocket, and if all else fails you can bunch up and blitz the room with everyone at once and try to alpha strike them down. Do be aware that anything. Just out of curiosity, since this is a thread full of Xcom players, is this game in any way similar to Fire Emblem but with guns and aliens? I've only seen a little gameplay of the original, and none of the new one.
Just wondering if I could get a comparison.From the snippets I've heard, it puts me in mind of Fire Emblem and Advanced Wars, but more robust. Is this accurate or am I not seeing it correctly?Sorry to the OP for posting this unrelated to the OT, but I didn't want to make a new thread just to ask this question. Snipers and assault are what you want to take them down - high burst.
You should have a sniper at colonel rank with squad sight by the time they show upProblem with this plan is you NEED a colonel sniper, and you have to be lucky enough to have him set up in the right position, 1 floater flanking your sniper and you are basically buggered. If its possible I strongly suggest you take along 2 heavies, even at lower ranks bullet storm and plenty of missiles will make short work of the chrysalids.I've now gotten 4 playthroughs were my sniper reached colonel no problem, way before chrysalids show up, I've found this to be the best plan. Find a raised area if possible, otherwise somewhere with reasonable lanes of sight, and fuck everything up that comes into anyone's line of sight. A floater needs to teleport to flank my sniper, and then I can either a) own them with the sniper rifle, get and move on, b) run behind them and own them with a pistol shot (especially with Absolutely Critical - flanking shots having 100% critical chance) or c) get my assault to run and gun them. I've also dealt with chrysalids just fine without a colonel sniper, it just means I can't take out overwhelming numbers in one turn.I don't find heavies all that useful, and will use 1 maximum for the rocket, for taking out cover so my sniper can start chain killing. Support is a more valuable spot with their 3 medkits.The only time I get into trouble is if I'm in a very enclosed space - 11 chrysalids in a small area, the construction site where tons of mutons will rush me with grenades on the enemies first turn, those sort of things. That time is the only time a chrysalid has actually attacked me, excluding my early attempts of trying to arc thrower one.
It's good that you can have squads based around the (in my opinion) OPness of In The Zone and ones that aren't heavily sniper based both viable though.Cyberdisks are like plates made of nightmare!I've never had a problem with them. I always have two snipers (1 with squad sight, 1 with snap shot) so they die on the turn they appear. Now sectopods on the other hand, fuck those guys.If you like Snipers, Sectopods shouldn't be a problem. Disabling Shot for the win.The RNG hates me using disabling shot, I've only hit one out of 5 times with it.
Also, I like making big numbers with headshot, /preconditioned from WoW.Go get the Warspace extension mod or the Anti-cheat mod. Makes it more fair, relies more on tactics and if you fuck up you feel the effect rather than the game just dicking you over.Yeah, Anti-cheat mod classic, especially with Absolutely Critical is really fun and fair and tactical, vanilla classic is a rage inducing experience. You have a certain degree of control over the pace of XCOM, despite appearances. The game tries to trick you by labelling certain research or engineeering projects as 'PRIORITY', but you don't have to research those as soon as they become available - in fact, it's probably suicide if you do. If something else important is available (Laser/Plasma weapons, Carapace/Titan Armor, Firestorm, etc.) you should definitely focus on researching and implementing those before moving on with the 'priority' projects.This is what's getting me right now! Having only played the demo of this game and never the original, I'm still learning all the ends and outs of the game. I really enjoy it despite not being too kind to newcomers.
I'll try ignoring the 'priority' stuff and see if I get further. Just out of curiosity, since this is a thread full of Xcom players, is this game in any way similar to Fire Emblem but with guns and aliens? I've only seen a little gameplay of the original, and none of the new one. Just wondering if I could get a comparison.From the snippets I've heard, it puts me in mind of Fire Emblem and Advanced Wars, but more robust. Is this accurate or am I not seeing it correctly?Sorry to the OP for posting this unrelated to the OT, but I didn't want to make a new thread just to ask this question.There are certainly some similarities, but guns do really change up how the battles go. The global strategy part mixes things up as well. Still, I used Fire Emblem as the basis for my strategy early on, and it served me well enough.
Just out of curiosity, since this is a thread full of Xcom players, is this game in any way similar to Fire Emblem but with guns and aliens? I've only seen a little gameplay of the original, and none of the new one. Just wondering if I could get a comparison.From the snippets I've heard, it puts me in mind of Fire Emblem and Advanced Wars, but more robust.
Is this accurate or am I not seeing it correctly?Sorry to the OP for posting this unrelated to the OT, but I didn't want to make a new thread just to ask this question.There are certainly some similarities, but guns do really change up how the battles go. The global strategy part mixes things up as well. Still, I used Fire Emblem as the basis for my strategy early on, and it served me well enough.Oh right. I forgot that it was a Global thing isn't it?Still, if it's similar to Fire Emblem then I might consider it; the fact that I suck at Fire Emblem notwithstanding. Do you have lasers?You need to keep up with the alien threat in terms of firepower or risk being outgunned even more than you usually do.Lasers take down chrysallids easier. Much easier than the original where they were walking tanks.Chryssalids are pretty wimpy in my book.
While they do move quickly, they cannot double move and attack. So as long as you don't find them at the end of your turn, in which case sorry. Also remember to switch to pistols if you only need to deal 1 damage as it helps save ammo. Also to give your assault soldiers with shotgun weapons plasma pistols to provide them with a solid ranged weapon. Thats some high quality advice from Guppy.I got a few comments myself as a supplement.4. For early mission rewards take Engineers.
On the rare occasion you can take cash, but not soldiers, and certainly not scientists. The only time you should deviate from this is if you absolutely have to do a mission in a particular location due to panic.One thing worth keeping in mind before embarking on a mission, is that you can safely exit the mission screen and come back if you need to check up on something or build some instant gear. I like to take a look at the situation room before embarking on an abduction mission.
As long as you don't advance time with the scan button, the mission will still be there when you return to mission control.You can do the same on the loadout screen. If you find that you are short on gear while equipping your soldiers, you can exit the screen build the gear and come back. The game will even save the changes you made to the loadout.12. Power supply. Build as necessary.
You'll usually need a couple + a thermo or two, or an elerium generator. If you have steam handy, try to group your power supplies around it.I generally find that the benefit of the advanced power generators is too small to warrant the large initial investment.
They do save some expenses in digging and access lifts, so late game they have some use but early on go for the cheapest ones and link them if possible.It's possible to tweak some effeciency out of the base building by planning in advance and making sure the power is there when you need it. If I have some spare cash at the end of the month I usually use it to dig or make a power generator so I can get started on necessary structures as soon as the cash is available.16. Make good use of the grey market. Don't hoard anything save for weapon fragments, alloys, and elerium. Early on you don't need those power sources and flight computers, so sell them.
Anything broken, sell. Keep 4-6 corpses on hand for research, and then sell (not Chrysalid corpses). The early cash boost is extremely helpful.I like to hoard a few floater corpses myself. The dodge consumable for interceptors is excellent when using inferior interceptors against a better opponent.
You only need to keep one or two dodge consumables in storage for emergencies. Make more as you spend them.Most other corpses can be sold after the initial research.You don't need a whole lot of power sources and flight computers, but you do need some and supply can be low.
I don't sell them unless I know for certain that I have more than I need.1. Rule of thumb #1. Be very, very careful with dashing. I won't say never dash, because sometimes dashing is appropriate. Most properly, don't dash like an idiot. Don't dash into 'fog of war'.
Don't dash ahead with the last guy on your turn. If you CAN move slowly from solid cover to solid cover without dashing, that's what you should be doing. No one ever died from moving too slowly and carefully.When cover is sparse and I need to dash, I like to use bounding overwatch. Some soldiers will dash to the next cover, others will stay back for overwatching. But don't put them on overwatch until the end of the turn in case the dashers spot something.Dashing can also be handy for triggering overwatch since you get a defensive bonus when dashing.Guppy is right though, making one move should be the standard procedure. Only use dashing with caution.3. Rule of thumb #3.
Half cover is no cover at all. Full cover is a 40% accuracy reduction. If an alien has an 85% chance to hit you, he now has a 45% chance to hit you. Half cover is 20% reduction. That alien now has a 65% chance to hit you.
Are you comfortable with that? Neither am I.When forced to use low cover, supplement with smoke. Smoke basically turns low cover into high cover. Then proceed to find better cover next turn.9. Overwatch, on everyone but opportunist snipers, is horribly inaccurate.
It has its uses, but do not over-rely on it. You're better off taking high% shots on your turn than waiting to take low% shots on theirs. That all overwatching soldiers will fire at the same target if it enters all of their LOS first is another reason to avoid this.This is one of the few points where I slightly disagree with Guppy. Overwatch does incur a penalty to accuracy, but overwatch fire almost always trigger on enemies out of cover. In practice overwatch fire is more accurate than firing at enemies in full cover.
And the same as firing at enemies in soft cover. In addition overwatch can force enemies to stay in cover as a sort of suppression, or force them to sprint when they move. The AI does pay attention to what you do. You probably wont hit a sprinting enemy with overwatch, but the enemy wont fire at you either.Overwatch is great for locking down the centre when trying to flank, or to delay the enemy if you need a turn to get ready.There are some cases where overwatch is a very bad idea. When facing enemies with AE attacks like grenades from mutons and cyberdisks or poison from thin men.
Those enemies love it when you dig in behind cover using overwatch or suppression. In those cases well timed aggression is the best approach.14. A good recon alternative to Assault, especially if it's early game and you're being cautious. Sprinter makes your Support the most mobile unit on the field, so they can cover a lot of ground easily, and retreat just as easily if they don't like what they see. ALWAYS take Field Medic and Savior with your Support. If you use them for recon, they should have high will.
You shouldn't need more than one support once you have a sergeant or higher.Support may seem weak when looking at their skill tree, but I love them. They are basically the Jack of all trades that becomes good because squad size is so limited. The extra move makes them able to reach a hot spot quickly, or get to cover that others can't reach. Extra medkits is a life saver, and smoke is great as a get-out-of-jail-free card. When getting laser or plasma tech, they even have weapons that kill stuff. I generally find that the benefit of the advanced power generators is too small to warrant the large initial investment. They do save some expenses in digging and access lifts, so late game they have some use but early on go for the cheapest ones and link them if possible.On a cost per power basis, they're a fair improvement over the normal ones.
You won't even have access to them until you're on the 2nd tier of your base though, so it's not like you're going to blow your satellite money on an expensive Elerium generator to give you power you don't need. Realistically I think you can get by with 3 normals + one Thermo or one Elerium. Any more than that is likely overkill, unless you've been spamming workshops for some reason.It's possible to tweak some effeciency out of the base building by planning in advance and making sure the power is there when you need it.Yeah I never really covered base building efficiency. I like to have 4 linked uplinks on the left side, along with either power or supplemental stuff like Alien Containment or OTS, depending on where my steam is. Right side is for workshops and other sundry items.I like to hoard a few floater corpses myself. The dodge consumable for interceptors is excellent when using inferior interceptors against a better opponent. You only need to keep one or two dodge consumables in storage for emergencies.
Make more as you spend them.You don't need a whole lot of power sources and flight computers, but you do need some and supply can be low. I don't sell them unless I know for certain that I have more than I need.There's a fixed amount of corpses you need for specific research, but I couldn't remember them offhand. I believe it's 4-6 Thin Men corpses for medpacks, and I know floaters are used for advanced flight.For flight computers you're absolutely correct, you eventually need some for Firestorms, but in the early days when you're struggling to choose between a satellite and a squad size upgrade and you're digging in the couch for quarters, you sell those motherfuckers as fast as you get them and never look back. Realistically, for plot purposes you only NEED one Firestorm.I hate the one shot consumables, but I know some people swear by them.When forced to use low cover, supplement with smoke. Smoke basically turns low cover into high cover. Then proceed to find better cover next turn.Indeed.
I like to think of it as 'low cover = this guy is exposed, he needs smoke!' And 'no cover = I've made a terrible mistake, that guy is dead'.This is one of the few points where I slightly disagree with Guppy.
Overwatch does incur a penalty to accuracy, but overwatch fire almost always trigger on enemies out of cover. In practice overwatch fire is more accurate than firing at enemies in full cover. And the same as firing at enemies in soft cover. In addition overwatch can force enemies to stay in cover as a sort of suppression, or force them to sprint when they move.
The AI does pay attention to what you do. You probably wont hit a sprinting enemy with overwatch, but the enemy wont fire at you either.I should clarify here.I overwatch constantly. I mean, if your turn is over, what else are you going to do, really? Of course you overwatch.
What I read about though, is people setting up 'overwatch traps'. Like this one guy talked about a time he set up an overwatch trap for an Outsider, and it ran out, everyone missed, and it gibbed his Assault. I don't like that kind of passive game play, and I think it leads you down an ugly road, especially on Classic, where it falls into the 'don't get suckered into trading low% shots' rule. Taking active shots, making use of suppression and run and gun flanking.this is always preferable to me than blowing a turn on overwatch.
Overwatch is sort of the 'I have nothing else to do here' solution. Whenever I've lost a guy, it was almost always because either A) I recklessly charged ahead to make a critical kill, activating new enemies in the process, or B) I sat around like a toadstool overwatching and got flanked or missed when my shot came.Opportunist snipers, of course, have excellent accuracy in overwatch, and using two snipers on overwatch and one flushing unit is extremely effective for breaking monster closets.Support may seem weak when looking at their skill tree, but I love them. They are basically the Jack of all trades that becomes good because squad size is so limited. The extra move makes them able to reach a hot spot quickly, or get to cover that others can't reach. Extra medkits is a life saver, and smoke is great as a get-out-of-jail-free card.
When getting laser or plasma tech, they even have weapons that kill stuff.I love them too, but even with Plasmas they have piss poor offensive potential. I like an aggressive up-tempo approach to combat.
If you kill all the aliens, there are no aliens left to make you flip out at the random number generator. By the time your support is carrying a Plasma rifle, you could have a Colonel assault packing an alloy cannon critting for 20 damage on a flank, or a Squad Sight Sniper with In The Zone killing 5 aliens on a single turn, or a Heavy with a blaster launcher and area suppression. Support is vital, but they're punchless.I do like them a lot on long missions like Battleships or the Alien Base though, just because you almost always end up taking some unavoidable incidental damage on those. I should clarify here.I overwatch constantly. I mean, if your turn is over, what else are you going to do, really? Of course you overwatch.
What I read about though, is people setting up 'overwatch traps'. Like this one guy talked about a time he set up an overwatch trap for an Outsider, and it ran out, everyone missed, and it gibbed his Assault. I don't like that kind of passive game play, and I think it leads you down an ugly road, especially on Classic, where it falls into the 'don't get suckered into trading low% shots' rule. Taking active shots, making use of suppression and run and gun flanking.this is always preferable to me than blowing a turn on overwatch. Overwatch is sort of the 'I have nothing else to do here' solution. Whenever I've lost a guy, it was almost always because either A) I recklessly charged ahead to make a critical kill, activating new enemies in the process, or B) I sat around like a toadstool overwatching and got flanked or missed when my shot came.Opportunist snipers, of course, have excellent accuracy in overwatch, and using two snipers on overwatch and one flushing unit is extremely effective for breaking monster closets.I should probably clarify as well, but I think we were talking about the same situation. There are times when it matters to make a deliberate choice between taking a poor shot or using overwatch.
In some of those cases overwatch makes sense. If it's a 1v1 situation in cover with more soldiers ready to fire next turn, the overwatch is often the better choice. If the alien moves you get a free shot out of cover.
If the alien fires he gets one more attack than you, but with a low hit chance. If he sprints you get one more attack with a low hit chance. But in every case you win some time for the the rest of the squad to get in position.If you fired the shot, the alien would have had an opportunity to withdraw or get in a better position. It's basically another way to apply a supression effect.You will often see the AI use the same tactic. If you surprise a single sectoid he will often overwatch behind cover to wait for his pals to help him.The example you mention sounds like bad luck more than poor tactics. There's no point in blowing turns with overwatch if everyone is in the best position possible, but sometimes waiting moves can be beneficial to gain an advantage next turn.
But it's important to try to judge which side gets the biggest advantage of the delay.But a lot of this is situational and personal style matters as well. A squad that is very mobile with several assaults should be more offensive. A slow squad with several heavies should play more defensively and cautious.
I say focus on armor first for your troops. Keeping men alive is invaluable.
'The best defense is a good offense' doesn't really apply, because you will occasionally run into shit luck in XCOM. Good armor lets you survive such situations.Secondly: Two snipers. You can do three if you want, though I have the most success with two. Organize your push forward around your snipers' locations.
If they aren't in a position to cover you, just stay put. Overwatch, reload, hunker down. Do whatever, but just have your snipers ready before anyone else. It will make your missions last longer due to the slow pace, but you will run into fewer surprises that you can't handle. And this is especially true if you supplement this approach with Battle Scanners. Positioning is everything, and your snipers are the ones you should structure that positioning around.Third: Have a tank.
A guy who can run in the doorway and survive most anything. My main shotgunner has been with me almost from the beginning like this. He's equipped with Titan Armor and Chitin plating, is immune to critical hits, and has Lighting Reflexes (makes the first enemy reaction shot miss).
If I'm not feeling good about a door and can't open it from cover (I still have no clue why you can open some doors but not others from cover), I send him in. He also has the Run and Gun skill, so I make it so he can find cover and maybe even take out one enemy when he enters.
I also will always have every other squad member Overwatching when I do this (except the Heavy. She has that defensive Psionic ability, so I'll use that instead.
She misses 99% of reaction shots anyway)Some questions:-Does anyone else feel that Plasma Rifles are just not worth taking? The accuracy falloff seems as bad as the Alloy Cannon, but the latter does more damage and crits more often.-Seriously, why can I open some doors and not others from cover?-Is there any way to capture/turn a Sectopod? I was keeping an Arc Thrower on my Ghost Armor soldier.
One time I stood cloaked right next to a low-health Sectopod, but neither the Droid Hack nor the regular Arc Stun were available to use. Seriously, why can I open some doors and not others from cover?The only doors I've experienced that I couldn't open when standing one square to the side were doors in the last mission.
All others open fine, but sometimes my stupid soldiers prefer to jump through the window.;-)Maybe the map is showing the wrong level? One some maps the game switches levels eratically, some of the big UFOs is especially prone to this.To open a door I select the soldier next to the door, and left-click the floor tile next to him. You need to have the right soldier selected, but you don't need to have any moves left. Does anyone else feel that Plasma Rifles are just not worth taking?
The accuracy falloff seems as bad as the Alloy Cannon, but the latter does more damage and crits more often.No. Plasma Rifles are significantly better/more accurate at range than Alloy Cannons. The only time you want to use a Shotgun is if you're going for a full on offensive flanker with your Assault. If I've gone more defensive/recon with mine, I usually give them a rifle so they can hit the broad side of a barn.Alloy Cannons with all the offensive traits in the Assault tree are fun though.-Seriously, why can I open some doors and not others from cover?Because XCOM is a treasure trove of bugs and interface screwiness.-Is there any way to capture/turn a Sectopod? I was keeping an Arc Thrower on my Ghost Armor soldier.
One time I stood cloaked right next to a low-health Sectopod, but neither the Droid Hack nor the regular Arc Stun were available to use.Hahahahaha. Nor Chrysalids.Forcing you to reduce/stun a Sectopod would've been unusually cruel.