XCOM 2 - Tipps für den Kampf. Die Advent-Koalition beherrscht also unangefochten die Welt, was? Nicht, wenn wir uns unsere Soldaten ein. Bei XCOM 2 handelt es sich um ein komplexes Strategiespiel, an das sich Neulinge erst nach einer gewissen Zeit gewöhnen. Tipps und Tricks. XCOM 2: Verdammt noch mal! Hat sich schon wieder einer dieser Kopflenker euren Ranger geschnappt und den Grenadier in Panik versetzt? <
XCOM 2 - Tipps für den KampfBei XCOM 2 handelt es sich um ein komplexes Strategiespiel, an das sich Neulinge erst nach einer gewissen Zeit gewöhnen. Tipps und Tricks. Dieser Guide zu XCOM 2 geht genauer auf die Aliens ein, die die Erde in Beschlag genommen haben. Wir zeigen euch die passende Strategie. Mit XCOM 2 bringt Feral Interactive den bekannten Strategie-Klassiker vom PC aufs Smartphone und Tablet. Wir geben dir wertvolle Tipps für.
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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.
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. While all of your soldiers can carry grenades into battle, grenadiers specialize in raining down explosive destruction on the battlefield, and accordingly can carry more with them than anyone else.
Propelled by a specialized launcher, their grenades fly further and hit for more damage over a wider radius. Their biggest change this time around is enhanced synergy with the new concealment mechanics.
Sharpshooters focus on damage from a distance, either concentrated into powerful, single attacks with the sniper rifle, or spread out through a series of rapid pistol shots.
Having at least one specialist focused on healing with you at all times is practically a requirement for keeping your squad alive as the game goes on.
Because the two skill trees fill such different roles, doubling up on Specialists can be one of the best ways to capitalize on the increased squad size bonuses from the guerrilla tactics school.
Instead of gaining promotions through field experience, Psi operatives level up through training in a specialized facility on the Avenger.
Moreover, rather than progressing linearly through a sequence of choices for new abilities, psi operatives choose each successive ability to train from a random selection, meaning they can get access to their most powerful abilities from the beginning, or learn both abilities from the same tier.
These powers can be extremely impactful on the field, so it behooves you to get a jump on training your psi operatives as early as possible, which is easy with some focused research.
In order to access psi operatives, first kill a Sectoid in the field. Instructing Dr. Befitting the smaller, scrappier scale of your operation this time around, however, the grid is half the size at three by four rooms.
That many fewer decisions makes each one all the more important, so here are some tips for getting the most out of your base, and details on each room you can construct in rough order of suggested build priority :.
The guerrilla tactics school serves two functions. For this alone, the GTS should be an early priority to build. Its secondary benefit is also extremely useful, however.
Rookies can train here to take on a new class of your choosing, rather than by random assignment from leveling up in the field. This lets you proactively fill any staffing holes by training whatever class you need the most.
The primary effect of the advanced warfare center is that it decreases the healing time of your injured soldiers when staffed, which can be critical for maintaining a viable, field-ready squad at all times.
Its second function is a little less clear, but can be game-changing. After the AWC is built, every soldier is secretly assigned a rank at which they will acquire a random out-of-class skill along with their standard choice.
Soldiers already past this rank will not retroactively acquire the additional skill, so building the AWC as early as possible ensures that the maximum number of soldiers will receive their bonus.
Like the GTS, the AWC offers two useful functions that you want to utilize early and often to get the most bang for your buck, so it should likewise generally be a priority to build.
The workshop essentially gives you two engineers for one. Staffing it provides two engineer drones that can be assigned to rooms adjacent to the workshop.
To ensure the most flexibility, we recommend building it in one of the two central rooms. Note that it only works with vertical and horizontal adjacency, and not diagonal.
You can, however, upgrade it to allow another engineer to operate two more gremlins. In XCOM 2 , once you research it, you only have to buy it once.
One purchase, and every squaddie has Predator armor; another, and every rookie has a magnetic assault rifle. Get Special Grenades and Ammo.
In particular, look for stuff that will help you bust through alien armor. Armor Piercing ammo and Acid Grenades are great for this. Also, once you do the Faceless autopsy, you can build Mimic Grenades.
These can save your ass. Take at least one on every mission. Use Every Class. Resist this urge. Each class, and many of the subclasses, can be tremendously useful, and absolutely necessary in certain situations.
Sharpshooters can tear through multiple weak enemies, while sword-focused Rangers can single-handedly win missions where the aliens deploy Chrysalids.
Durch diesen Trick steigert sich die Energieversorgung eurer Basis ohne dass ihr zusätzliche Ingenieure benötigt, vorausgesetzt ihr habt den vorhergehenden Tipp zum Werkstattbau berücksichtigt.
Dabei ist das Flankieren eine der besten Taktiken, die zum Erfolg einer Mission führen kann. Wichtig ist, dass ihr eure Charaktere nicht zu nah beieinander stehen, um Flächenschaden durch gegnerische Granaten zu vermeiden.
Mit dem letzten Helden eröffnet ihr das Feuer auf euren Wunschgegner, woraufhin der Rest der Truppe aus dem Feuerschutz erwacht und das Feuer eröffnet.
In der Regel ist es damit bereits um den Gegner geschehen. Achtet jedoch sicherheitshalber darauf, dass sich eure Einheiten in Deckung befinden, damit sie vor gegnerischen Treffern geschützt sind, falls sich die Situation einmal nicht nach euren Vorstellungen entwickelt.
Besonders gut eignet sich ein Ranger, um den Angriff mit einem Nahkampfangriff zu eröffnen. Da die riesigen Robotergegner über eine starke Panzerung, jede Menge Lebenspunkte sowie die Fähigkeit zwei Angriffe pro Runde auszuführen verfügen, solltet ihr Sektopoden immer zuerst ausschalten.
Eine der besten Taktiken, um die stählernen Kolosse zu besiegen ist das Hacken. Denn durch diesen Trick senkt ihr die Hack-Abwehr des Sektopoden und euer Kampfhacker kümmert sich mit der Fähigkeit Übernahmeprotokoll um alles Weitere.
Lets do this. This is a very basic tip, but: Under no circumstances should you leave an XCOM soldier out in the open. Preferably with that cover between you and your enemies.
In XCOM 2 , characters get two big actions per turn, which usually consist of moving and attacking. If you combine those skills, you can theoretically take four actions in a single turn.
XCOM 2 offers a variety of different classes you can bring with you into the field. Among them are Sharpshooters, AKA snipers, and they are absolutely crucial to battlefield dominance.
You can mix and match the other classes, but you should always bring at least one sniper. Have one well-versed in sniper skills, another with a mix of sniper and pistol skills lightning hands is awesome and frequently put both on overwatch.
Be sure to give them weapon upgrades that increase their accuracy. It can be tempting to settle into having a favorite squad and taking the same troops on every single mission, but XCOM 2 is a lot more ruthless with its mission variety than XCOM 1 was.
Once you finish one firefight, take a turn and allow everyone on your team to reload. Reload even if your soldier has only fired a single time.
As you progress through a level, try to keep everything orderly and move in groups. Small maps on timed missions would mean you probably have to deal with groups of aliens at one time.
You can get a sense of the map size by scrolling to the end of the map. Flashbangs will cause Aliens to be disoriented.
Aliens cannot use special abilities and grenades when disoriented. Use your grenades to break enemy cover. Use high ground to your advantage.
This also works against you. Every point of armor reduces damage by 1. If you hit a Gatekeeper for 10 damage, and it has 7 armor, it will only take 3 damage.
Shredding does not ignore armor. In your initial attacks to shred armor, every point of armor will still block damage. Attacks that ignore armor include: EMP only against mech units Psionic like Null Lance Armor piercing rounds ignores 5 points of armor Gas, fire, and acid grenades do not break enemy cover.
Be very careful of positioning your soldiers closely together. Aliens and MECs will use grenades if you have 2 soldiers close to one another. This can be a deadly mistake especially on rooftops.
Use grenades only if you absolutely have to. Grenades can destroy valuable loot which aliens are carrying.
Take your time and be very cautious in non-timed missions. There is no timer, no urgency, and you want to make sure all your soldiers are in the best possible positions.
Abuse overwatch and advance slowly to get aliens walking into your overwatch trap. Gas grenades are extremely effective against organic targets.
Easy: 6- 8 Aliens, 3 groups of aliens. Moderate: Aliens, with 4 groups of aliens. Difficult: Aliens, with 5 groups.
Very difficult: Aliens, with 6 — 8 groups of aliens. Weapon upgrades are carried forward from one tier to the next. If you have a scope equipped on your assault rifle, it will be carried forward to your magnetic rifle.
Autoloader and expanded magazines are great for Snipers especially early game. They will need high aim to reliably shred and deal damage in mid to late game.
Do not excessively Overwatch in timed missions. You want to keep advancing forward and kill off each group of aliens as fast as possible. In mid to late game, you need enough firepower to be wiping out 1 group of Alien every 2 turns.
In concealment, it is not a good idea to skip packs of aliens while moving forward to the objective. Always move in 2 separate steps.
Blue, then yellow. Moving only one step at a time will let you to retreat into a better position, hunker down, or Overwatch if you bump into Aliens.
Appoint one soldier to scout ahead. This soldier should be the one with higher HP, armor or dodge. The rest of your team should advance behind him and go on Overwatch.
As your scout advances one blue move at a time, make sure he has high cover preferably to move into. Concealment will not break if there is no window or if you open the door first manually.
If you Evac a Psi operative who is mind controlling an Alien, the Alien will stop being mind controlled and will attack you.
Always use full cover when possible. In concealment, end your move with each soldier behind cover. This will prevent alien patrols from spotting you.
Alien patrols can only spot you if they flank you. Make sure your soldiers are always in cover.
Think twice before accepting a timed VIP mission. It might cost you the game if your highest ranking soldiers cannot evac in time and are captured during the VIP mission.
If a soldier is poisoned or burning and about to die, call down an Evac to save them. In Alien Hunter, You can no longer place down evacs on units.
So place down the evac first and then have your unit run into it the evac zone. This way, he can still attack and evac.
Just plan where to put the evac in advance. Emp grenades and bombs are extremely effective against Gatekeepers, Codexes, Mecs, and Sectopods.
They do up to 10 damage with a chance of shutting down enemies for 2 turns. Keep a wary eye on rooftops.
Never double move dash up a rooftop. If a unit's turn is over, you can still place the evac on them and evacuate. Couple this technique with a sniper's squadsight to pick aliens off from distance.
Aliens will not engage your soldiers if they are distanced enough.