![]() When you make the training room you can set a rookie to be trained into a specific class if you end up having most of a specific type when you go through missions as you can't pick the class they get when they promote up to squaddie.ĭon't rush Into battle and use overwatch. Have at least 2 of every soldier type and rotate them. You cany predict every outcome but be prepared as best as you can. Try to figure out your own play style but be able to try other ways because you could just be your own enemy and doing things to make you fail. Learn from them and try to think a few steps ahead. On normal just use grenades a lot.īets bet is to start without the wotc add on so you can get a grasp of the game without all the extra. So don't run into the unknown while you're already engaged, this can end up in a disaster.īy the way the first mission (Gatecrasher) is a lot harder than typical early game missions, especially on higher difficulties. They're a lot harder than regular game.įor battles, the most common cause of getting your squad wiped is activating another group of aliens while already fighting one. ![]() If you want to experience just the battles first, without getting overwhelmed by strategic level, give them a go. It's also totally fine to reload missions and try another approach if you're really unhappy with how you did it, that's part of learning, as long as you don't overdo it.Īnd this is something almost nobody ever does, but XCOM2 comes with 4 mini-campaigns, of 7 battles each, with no strategic level (Tactical Legacy Pack DLC). Just keep playing until you actually lose. It will keep giving you second and third chances. XCOM2 will try its best to keep you in the fight, and it's quite hard to actually lose. The game DOES NOT feature a death spiral where one big loss can make the rest of the campaign nearly impossible, the way XCOM1 did. It's OK to lose soldiers, lose missions, even lose the whole squad. For your second campaign you can decide if you want it or not. Default turn timer is OK once you understand how game works, but it can be extremely frustrating at first, so they put it there for a reason. If it's your first time, go to advanced option, and turn double turn timer. If it worked on the Warlock, I'd be making flashbangs too. ![]() The actually dangerous early game mind control effect is from the Warlock, and he's immune to flashbang, and usually takes far longer than a turn to kill. In a typical campaign you might face mind control by Sectoid that isn't doomed to die right away zero times. Even if mind spin gets you mind controlled - a fairly low probability, you then have full turn to kill the sectoid, and regular grenades are great at it. They might even completely waste their turn on zombie reanimation. Early game there's at most one Sectoid per alien group, and none of their psionic attacks can cause damage, so you can just ignore them and kill the rest of their group. Technically true, but it's a lot more niche than it sounds. The enemy overwatched and you're pinned down? Flash grenade.Īny damage breaks overwatch, so a regular one would work as well, and in unmodded game on low dificulties alien overwatches are rare.Ī sectoid took over little Timmy's brain? Flash Grenade. I only played up to Commander difficulty, but I just never bothered with flashbangs.
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