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XCOM 2 (War of the Chosen)
🤓 GUIDES AND REVIEWS 🤓
This playlist contains guides and reviews about XCOM 2, its classes, combat system, geoscape, strategy layer as well as technology tree. Each guide will focus on a specific topic.
Submit requests for further topics in the comment section below.
XCOM2, xcom 2, Legendary, Ironman, Guide, Build order, how do I beat L/I
See other Tips articles
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Nguồn:https://handmadebrigadeofoc.com/
bruh i suck at this game it took me 32 tries to beat the game on this setting, and even then i started cheesing with the boltcaster so i stopped dying out by the 10th mission 2/3 of the time.
Learning that the training center allowed you to make every specialist have both skill trees [in the 24th campaign i learned this, didn't watch any guides smh] ended up making the most difference (trial by fire became god tier ability after that), the 2nd key piece is to get the extra units up ASAP (Proving ground by 5/1, Psilab by 8/1), and the 3rd key piece is to get the Mag weapons damage +1 breakthrough as that allows you to basically disregard the DUMMY expensive beam weapons and focus on warden armor, facilities and other side pieces. Assault rifles +1 also stacks allowing the specialists to become the most OP shots in the game. In the game I won pretty much all my rangers died and I couldn't give less of a shit when all my specialists were on that double tree grind and did 8-10 damage. Having some grenadiers get the lightning reflexes also made the rangers an afterthought. The infirmary doesn't seem to be a priority until you are close to hitting full tilt (less than 10 viable soldiers) which usually happens around 9/15 whenever things don't go tits up in the first 10 missions. After the new year the squad is basically OP, to the point where my top 5 guys got murked by the Hunter (SPARK died before I could park it behind the chamber … ) and I still managed to kill the other two bosses within 45 days.
I still don't think i've made a workshop in this game and i don't even know what is does. Having more than 7 engineers seems pointless, and having more than 7 scientists doesn't seem to make much difference either. Having more than 11 resistance contacts seems dumb as well. I don't activate the alien rulers until I have a 15% repeater, perhaps in a couple years I will try it again with them included from the jump. Either way in my winning run I lost 46 people in total and still was able to keep up the pressure by buying guys from the market and winning the GO's with personnel reward. My top 3 tips for other trash players are:
> If Your Templar Don't Have Bladestorm, He Is A Mark And Should Be Sacrificed
> If You Fail The Second Mission, Don't Even Bother Going Forward
> Always Have One Alien Facility Ready To Hit, The Ring And The Story Objectives Won't Always Save Your Ass
Can anyone point me to the original xcom 2 guide?
Any PS4 Xcom 2 players in 2020?
Thanks so much for this great effort. Getting further into my legend play throughs thanks to your vids!
You should mention this is not a vanilla xcom guide.
I had been watching your guides for a bit, and that inspired me to finally get around to playing XCOM in ironman mode. So I played EW in normal ironman, and the run was a complete success. Therefore, I decided to up the difficulty for my WOTC ironman run to Commander.
So how did the run go? Well, despite some early loses in the combat layer, I think I adjusted well there. However, it was the strategy layer that was going great, as I was getting lucky with a lot of ideal breakthroughs, rewards and whatnot. So, imo my WOTC ironman run was going better than expected….. That was until my game crashed!
Thats right, during a Lost mission my game just up and crashed and it sent me to the dashboard. Then when I rebooted the game again, my save file was completely gone! It wasnt there anymore! I looked online for solutions, but there was none, only a lot of people with the same issue. So idk how many hours I lost here, but goddamnm, that bs just killed the enthusiasm I had for doing ironman runs. Never again.
I thought this was a good video. However this is for computer I believe. Things are different somewhat for PS4 console. You don't have alot of the abilities the the computer version has ( just not enough memory )
Alien Biotech
Modular Weapons
Resistance Coms (Asap when available)
Modular Weapons
(if available) Advent Trooper Research (to gain battle scanner very soon)
(if available) Faceless Research (to gain Mimic beacons)
Magnetic Weapons
Gauss Weapons
Hybrid Materials
This partial list is from your guide. I have a couple questions…1: Why is Modular Weapons listed twice? Did you mean Experimental Weapons for the second? 2: Considering I don't see AWC in your video above, is Alien Biotech still the best first choice for research? Do you have an updated list to go with this rooms guide?
If you want to be like me, with zero soldiers lost, then perform the same .ini tweaks I did so I could make this video and appear to be some kind of XCOM god. Sorry mate, EVERYONE loses soldiers on L/I mode. Everyone. No exceptions.
Stop tweaking your .ini files and learn to play the game.
ah, that guy from the forum 😛
If you want a challenge, go play X-Piratez, a mod to UFO Defence 😛 oh and make a Let's play of it. I may watch it.
As long you don't try to compare Xcom2 Battle and geoscape with Ufo defence you should be fine 😛 Both plays and work differently and give a unique expierence.
(I mention this, because you said the .. pod mechanic works better than how it is done in the original games. Issue is, pods don't work very well with the mechanics of the og and the roaming-aliens don't work in the newer games :P)
ehhh all private videos
Yay the Guide update is comming 😀
Love the video keep it up. If I may offer my own personal insight and my own personal build order. I've grown quite fond of 2 openers personally. Since this seems the most fitting place to put it. Been dying to speak up since the campaign. lol
Before I start disclaimer that there is no "wrong" way to play the game. War of the chosen especially offers up a great deal of variety on how to progress and there's a great deal of viable options all fairly equal in power level. The openers I've grown fond are as follows
1. Resistance ring > GTS > building based on your current campaign (Proving grounds, coms, infirmary, training center – more on this one later.)
Alternatively2. Laboratory > Ring > GTS* > Power (now this might seem odd but I'll touch on this)
To start with my preferred method as of now is method 2. However I'd suggest newer players go for a more conventional GTS/Ring type of opener as you are completely without funds if you start with the Lab no longer giving you the ability to pick up something like a med kit or flash bangs. Both of which are very helpful at the beginning.
To break down the logic further for Opener #1 the resistance ring start in short the ring opener gives you very fast early access to covert actions. Which can bring you into a strong starting point with things that grant +HP//Aim/Soldier Promotion*(the best early one in a lot of scenarios for me as it offers you quicker access to your abilities, potentially faster GTS upgrades for squad size and the ability to chase the chosen down hard if they're giving you problems… which they very likely will), more breakthroughs and the other hero units. All 3 of which are very powerful in their own regards though personally I'm not big on the skirmisher vs the other 2 but that's a topic for another time. The ring also offers you the ability to safely train rookies without them dying on you on a mission guaranteeing a squaddie promotion upon success. 1 pro to this is often times 2 or even 3 soldiers can go on a mission at a time. Training 2 or 3 rookies in the time it takes to do about 1 and a half rookies via the GTS. The downside to this is that you can't control what the rookies become and are at the mercy of RNG. Which can be a very big detriment. This should be used in conjunction with the GTS to fill in the gaps.
The GTS is my #2 or even #3 building now for 1 major reason. You can't rely on "the A team". The one soldier to babysit to captain for the squad size upgrade at a reasonable time due to the will drain and the tired status. Injuries also are very costly and the infirmary may not be your third building due to a variety of scenarios such as not being offered Resistance Contacts from the Ring or Geoscape to cite one example. These things greatly slow down the trip to captain and delay the squad size upgrade longer.
The third building is really up to how comfortable you feel within the campaign and what you're finding you need on a player level. There's quite a few ways to go about it and none of them are "wrong". I'd suggest the infirmary #3 as a safe option but that's not set in stone. Amount of engineers at that point in the game can impact your decision making greatly. Coms is another viable alternative if you're looking to expand fast and hard for a strong bonus on your starting continent.
To talk about my preferred opener, option #2 it boils down to research. Due to everything being slower this time around the lab start accomplishes 2 big things for me. the first. is improving the research speed of the early game, this makes rushing towards early magnetic tier weapons much more viable than it would be prior. This also opens up my expansion options more based on how the campaign is going should I not decide on magnetic or a breakthrough/inspirationchanged my mind. The second thing the lab accomplishes directly relates to that. In war of the chosen the laboratory increases the chances for breakthroughs to happen. and being offered something like "rifles damage +1" early on is tremendous and completely tips the scales of the war Exceptionally early. Basically turning your conventional weapons into almost magnetic tier in at the very least 1/4th the time and no additional supply/alloy investment. Completely game changing. With that said it's not a guarantee. However the boons don't stop there. Modular weapons are big offering more upgrade slots on your guns, instant excavations which is HUGE when you've only got that one weenie engineer running around trying to get the job done the best he can, armor Health increases just to cite a few. The options it offers you and the adaptive playstyle it grants is not only big but also very versatile to whatever the game throws at you. However it does come with it's drawbacks. It costs legitimately 100% of your starting funds. So no flash bangs, no med kits, and pending on how the odds roll your second building may also be delayed though that is improbable. On top of this your rookie training slows down significantly along with global expansion though I personally like to hunker down early on to limit modifiers I need to worry about there is the income issue to work around. So it's not the perfect start. But even with these set backs I love this starter.
The ring is my go-to second pick for the reasons I mentioned above. You simply will not have a captain by the time the GTS is done or near done. The GTS is also not required to train a soldier to out of squaddie tier leaving the GTS at a lower priority to me and there mostly to fill in the gaps and not there specifically to get the rookies out of dumpster tier range. Ring offers up just a great deal of boons I simply can't ignore vs the GTS. Especially when I have 0 money to spend on the GTS and it's upgrades at that point regardless.
The GTS is my usual third building but this one is really dependant on the campaign, research, the starting chosen, the starting faction and so on. However the GTS at this point is much more appealing because a captain very possibly will be propping up very soon, especially with ring bonuses, and on top of that most of my rookies would be squaddie at this point and the rookies I have left are there to fill in what I need. More rangers, more genadiers, and so on.
Power being the 4th slot is simply because… I need it. You will be 100% out of power if you choose anything but power for that third building. After power it's really up to the campaign and what it is you need. Missions, avatar facility spawns, wounded soldiers, research. There's way too many ways to go about it to really say something is definitive or even safe. Proving grounds are possibly the closest I can get to that but it's not set in stone. Ammo is good and if you have the shen's last gift DLC the Spark units are Fantastic this time around. They're basically a mix between a grenadier and a specialist. They're not broken overpowered but they have great action economy for that point in the game and a remarkable health pool. They also never get tired and can be taken out while wounded should the group really NEED what they offer. They can be built to sponge up damage for your team or they can be set up in such a way where they can flat delete something you need gone. Their gun also comes with shredder built in. Unlike in the base game they also can have their weapons modified. While in the base game I thought they were complete garbage they're actually much more competitive now. They do fall behind normal soldiers late game for me however. The inability to use ability points and PCS upgrades hurts them. Their entry cost is also a little steep for the proving grounds.
Lastly 2 things to touch on. First the training center. Yes, the training center is great, getting abilities that your soldier normally couldn't have or doubling up on something a soldier has a 2 tiers is phenomenal beyond words. However there's 2 parts of this that I can't justify for a row 1 building. The first part is ability points and how they work. If you simply have a massive amount of "standard" soldiers then your AP won't grow very quickly regardless and unless you slammed a bunch of AP bonuses in the ring you likely won't be able to branch out too much anyway to make it meaningful for more than 1 or 2 missions at a time before 2 missions of a cooldown while they're not tired. Abilities are random so what you see your A-team getting may simply just not be impressive. I don't know about you but I really don't care if my sniper has salvo or not. On top of that not only will your AP numbers not be generally high enough but also your soldiers simply aren't high enough in level to monopolize on it. Such as quick draw and death from above or Heavy Ordinance and Holo targeting. So this building is often delayed to the end of row 2 and even down to row 3 at times.
The second thing is the chosen and hero units at the start if you turn off the lost and abandoned tutorial mission. The game will start you off on gatecrasher with 3 rookies and a squaddie (they only come that way) hero unit. They will be selected randomly unless you activate one in one of the bonus options at game boot up. Assuming you let the game roll the dice all 3 of them are fantastic. The skirmisher basically fills the ranger roll and offers a clean way of killing the 4 health troopers on legend and still take a gunshot at some poor bastard giving you effectively 5 actions with 4 units. The templar offers guaranteed damage and at full focus can almost (might be able to) one-shot a sectoid. The reapers are unparalleled in scouting. information is the #1 resource in any game. Especially strategy games. The chosen is random and will 100% show up on the first retaliation mission. The assassin or warlock can be campaign ending if handled poorly.
Good luck commander.