This one's more opinion, but I find going early on Scientists and trying to get Magnetic Weapons as early as possible gives you a MASSIVE advantage early in the game. Huge AOE and your units won't be hit by them. Status ailments (disorientation especially) is a LOT more useful in this than I ever found it to be in the first game, so as someone else said: flashbangs are GREAT. It's also not likely something you'll be able to sustain very far into the map, so don't worry TOO much about trying to "play it stealthy."Ĭlear away debris ASAP from your HQ, it gets you resources and the LAST thing you want is to need to build something and not have room for it. ![]() Know that breaking concealment is something you only get once, so try and line it up as much as possible. Sorry I don't have more.still figuring most of this out myself! The tutorial tries to route you into building Proving Grounds first but I think Advanced Warfare Center is way more important up front (especially if you don't savescum to avoid injuries). I have always moved at my own pace despite the constraints instead of rushing and have usually still completed the objective on time. Grenadiers are great for destroying enemy cover and Rangers' melee attack is amazing (especially if you take the skill that makes even more powerful).ĭon't be afraid to set up advantageous tactical situations even when you're on a mission limited by turns, etc. This can make a tough match-up way easier.Įven if you heal someone with a medkit they will still be injured after a mission. Here's what I've learned in my short time:Īlways take time to set up ambushes from concealment when you can. I'm also pretty new to XCOM 2 (and also played a little bit of the first one).
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