XCOM 2: Verdammt noch mal! Hat sich schon wieder einer dieser Kopflenker euren Ranger geschnappt und den Grenadier in Panik versetzt? In diesem XCOM 2-Guide zum rundenbasierten Strategiespiel verraten wir die besten Tipps, Tricks und Taktiken für Einsteiger und. Dieser Guide erleichtert euch den Einstieg in das Spiel und erklärt euch alle grundlegenden Begriffe. Außerdem erhaltet ihr wertvolle Tipps für.
XCOM 2 - Tipps und Tricks, Basisbau, Avatar-ProjektXCOM 2 - Tipps und Tricks: Alles zu Soldatenklassen, Waffen, Taktik, Strategie und den Cheats im Kampf gegen die Aliens. In unserer Lösung zu XCOM 2: War of the Chosen geben wir euch Hilfe bei den Missionen und Tipps zu den Fraktionen im DLC. Schon beim. XCOM 2: Verdammt noch mal! Hat sich schon wieder einer dieser Kopflenker euren Ranger geschnappt und den Grenadier in Panik versetzt?
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Think of it as your back line and your front line. Your front line pushes forward, and your back line follows more slowly, keeping Overwatch on.
Speaking of Overwatch It lets you set up a character to react to enemy movement by attacking, which is crucial for defending against flankers and setting up ambushes.
At first, try to end every turn with at least one of your soldiers on overwatch. It lets them pin down an enemy with fire regardless of any aim penalties.
Bonus: Suppression also knocks enemies out of overwatch. Putting jerk-ass enemies in unfair situations is delicious. Your Grenadiers may carry two weapons into every mission, but you should only be focusing on one of them.
Tougher enemies need their armour cracked before you can get their health down, and nothing does this better than a Grenadier or two raining plasma grenades down on them.
Lots of missions in XCOM 2 will start out out with your squad hidden, and will give you the opportunity to set up an ambush on an unsuspecting enemy patrol.
Practice working these out so that you can kill every enemy in a single turn. That usually means setting a variety of overwatch vectors and having a single character rush in and go weapons-hot.
When setting up an ambush, put the majority of your squad in overwatch. It sure is annoying when an enemy flanks you and still manages to cover up like a turtle.
Grenadiers are great for this. Be absolutely sure you can get everyone to the evac zone or otherwise achieve your objective with time to spare.
Sometimes that means making a dangerous run straight past an incoming alien dropship. Second, there are multiple ways to knock it down, most notably, completing plot missions in combat like using the Skulljack and also raiding enemy black sites.
On the other hand…. Best restart. Understand the Strategic Map. There are four things you can do on the strategic map: scan for resources, make connections to other regions, respond to alien missions, or do plot-critical missions.
From least to most useful: Scanning is mildly useful but not worth worrying about. You definitely need to expand when you have the Intel to do so.
Although you can mess it up easily, so also…. Keep Your Corpses. This is a bad idea, and if done to extremes, potentially game-ending.
See, you need those corpses for research and item-building — for example, Viper corpses are used to research the improved Nanomedikit. If you need the cash infusion, you can certainly sell those rotting bodies.
That gets better if you build a laboratory, but that requires money, space, and construction time — all of which are improved by engineers!
Build to Your Power Coils. In XCOM 1 , any time you researched a new kind of armor, you then had to spend time and money build it.
In XCOM 2 , once you research it, you only have to buy it once. 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.
This tactic can work well if you have 2 or more snipers on non-timed missions. Hacking the objective will immediately cause you to lose concealment and have a pack of aliens come and investigate your position.
Use your Grenadier's suppression skill to suppress deadly enemies who are likely to shoot with their main weapons e. The suppression ability also stacks.
Keep an eye on the timer. There are no second chances or bonus round when it expires. This is especially true on VIP missions where you can lose your whole team if you do not evac on time.
Focus on the puppet masters, not the puppets. Mind-controlled or reanimated units all return to their original state once they lose connection to the now dead PSi alien.
Alternatively, you can just kill the zombies for extra XP. Fight one pack of aliens at a time and ensure you don't pull other groups of aliens.
Sectoids are vulnerable to melee weapons. But be careful not to rush ahead. Use Hunker Down if a soldier is in a dangerous position or surrounded by many aliens.
Naturally, you would want to enter Overwatch or return fire on an alien, but you'll have a low defense on the enemy's turn and might be killed.
Use environmental destruction to cause additional damage to enemies. Destroy rooftops with multiple enemies to make for easy kills and quicker progress forward.
The same applies to exploding vehicles and barrels near enemies. Enemies take 2 damage per floor when falling, and 6 damage for car explosions.
If Aliens die from falling or environmental damage like exploding vehicles, you will not get any XP for the kill.
However, sometimes you just need to forego the XP. Keeping your soldiers alive and uninjured is always high on the priority list. Don't always think about looting.
The risk of injury or death far outweighs the potential of picking up a new weapon upgrade. However, you might want to risk it if the Aliens will not be able to kill any of your soldiers.
On non-timed missions and when out of combat, ensure that your soldiers are fully reloaded with full ammo before advancing further.
This does not apply on timed missions as you are sprinting through as quickly as you can. Research and Build Order This build will require you to keep soldier deaths and injuries at a minimum in early game.
Research Magnetic Weapons You dont need early mag when you have gas, incendiary and acid grenades with grenadiers Build Shadow Chamber Research Powered Armor by this time, you should already have 2 Psi-operatives with at least one of them having Domination This means if you have a total 12 soldiers, 6 of them should be Grenadiers.
The more Grenadiers you have, the better. They blow up enemy cover, do great AoE and single target damage, and shred armor You should have at least 3 Grenadiers on each mission if possible.
You may increase this to 4 on timed VIP missions as they make light work of clearing a path. The strongest squad setup would be 3 Grenadiers, 2 Psi-operatives and 1 Medical Specialist It is extremely important to keep your soldiers alive early game.
You need to gradually expand your soldier count and get a good team together of Grenadier and Medic Specialists. Once you have enough Grenadiers, train Specialists Have multiple soldiers of the same class but with a varied set of skills, load-outs and abilities.
For example: If you have 6 Grenadiers, 2 of them should have Volatile Mix and another 4 should have Chain Shot Make use of skills that give you more attack actions e.
If you can mind control an Andromedon or Archon early in a mission, its mostly gg for the aliens. Heal your mind controlled unit with your specialist and let them be on the frontlines Xcom 2 Builds The Best Xcom2 Grenadier Build Grenadiers are no doubt the strongest class throughout the game.
Pay extra attention on keeping them alive. You should aim to have Colonel ranked Grenadiers. What Grenadier abilities should you choose when leveling up?
Corporal: Your first 2 Grenadiers should learn Blast Padding. The extra point of armor is extremely strong early game and will improve survivability.
Starting from your 3rd Grenadier onwards, go for Shredder. When you reach mid or late game, retrain your Grenadiers to learn Shredder.
Sergeant: Always pick Suppression. Accordingly, you will want to build this early to expand your network as quickly as possible, because that early income will add up in the long run.
Mind your resources, plan ahead, and build relays proactively, rather than in response to your need, in order to avoid a situation where a lack of power acts as a bottleneck to your overall progress.
Build on top of exposed power coils whenever possible for maximum efficiency. Unlike the four standard classes, the psi operative can only be trained in the psi lab.
Classless rookies can be sent there to train, mastering one new ability at a time, chosen from a random sampling of all possible abilities regardless of level.
Psi operatives can be very powerful, however, and only level up through time, so building it earlier will ensure you the most powerful telepaths by the endgame.
Upgrading allows for two to be trained at once. Scientists, rather than engineers, can be staffed here to boost Dr.
Scientists currently have no other use, so building and upgrading the Lab relatively early can accelerate your research quite a bit in the long run.
This engineering facility lets you build special projects and unique equipment, sometimes with a bit of randomness.
It becomes available early in the story to facilitate constructing the skulljack, and allows you to also build things like specialized armor or randomized special ammo and grenades that are unique, rather than being available to all soldiers at all time like primary weapons and armor once constructed.
It has a useful secondary effect, however, of letting you know what enemies you will face in upcoming missions, which allows you to kit your team out accordingly.
You can load armor piercing ammo or EMP ammo if you will be facing a lot of robotic foes, for instance. Note that conducting shadow chamber projects suspends any other active research, since Dr.
Even then, the best course of action might still be to lay low and continue building what you would otherwise. The eponymous chosen are the headline feature of the new expansion, and accordingly you will want to prioritize dealing with them very highly.
They will start to show up during random missions early in the game to mess with you, but their harassment quickly extends to the strategic layer as well where they will clamp down on regions you control, steal from you, and eventually hunt you down.
You proactively take on the chosen with a series of three covert actions with each of their respective rival resistance factions which are randomly assigned each game , where completing the final action unlocks a conventional mission to raid their stronghold and destroy the regeneration device that keeps them coming back.
In addition to the reward of no longer having such a powerful enemy bothering you, each Chosen also rewards unique and powerful weapons when defeated, which will give you a major leg up for the rest of the game.
A zombie by any other name would smell as putrid. The Lost are another new and interesting threat that can seriously change up how you approach missions.
They show up in large groups that, in some missions, will simply spawn endlessly until you leave, making last stands a futile, losing proposition.
As long as they are otherwise in good health you can always bring tired soldiers along on missions, but it gives them a much better chance of developing negative personality quirks that can become a real headache for you down the road.
These include phobias of particular aliens, causing them to sometimes panic at the sight of sectoids or mutons, for instance, or compulsions that might cause them to act out of turn, like an obsessive-compulsive need to keep their ammo topped off, or a paranoia that leads them to hunker down sometimes on their second action.
This can be utterly devastating in later game missions where every action counts. You can mitigate this by avoiding bringing tired units along if you can.
Sometimes you need to bring a sleepy soldier along for a crucial mission, however, and even fully rested troops can develop neuroses. Your soldiers can now form relationships from fighting alongside one another, called Bonds.
Every member of your team has a compatibility rating with every other. Sending them out on missions together causes their Cohesion meter to fill, the rate at which it does depending on how compatible the soldiers are.
In addition to just going on missions together, soldiers grow closer for doing things like reviving one another from debilitating mental states, or surviving when the rest of the squad is wiped.
Bonds lets them do things like lend their actions to one another once or twice per mission, reduce the time spent on covert actions together, or eventually take simultaneous attack actions.
Rather than unlocking new abilities once per level, your soldiers now purchase them with a system of earned ability points.
In practice this works out the same in that you still pick one of several potential skills at each new tier, but now you can also go back and spend points on abilities from previous tiers as well, fundamentally changing the need to specialize your soldiers.
Furthermore, where building the advanced warfare center in the base game gave you a chance for each unit to pick up one random off-class ability, now you have a selection at random levels available for buying with points, opening up even more customization options.
These shared points are earned through several in-mission actions. Your soldiers taking shots from high ground, from a flanking position, or from concealment all have a chance to grant a single point to the shared pool, which increases in likelihood with higher combat intelligence.
Taking out the chosen during a mission will also net you five points for the organization. We recommend holding onto these for a little bit until you have a stand-out squad in which you are ready to start investing.
Beyond the chosen, Advent has also introduced a few new types of minions to complicate your missions.
The priest is primarily a support class, similar to sectoids in that they like to hang back and manipulate the battle with psychic powers such as mind controlling, freezing your troops, and buffing their allies.
Purifiers wield flamethrowers to blast out arcs of flame that seem particularly well suited for taking on hordes of Lost.
Spectres are a highly mobile pain in your butt that look like lithe humanoids but are actually an amorphous cloud of nanobots. You can revive them either by killing the clone or the Spectre itself, which will also take the clone down with it.In diesem XCOM 2-Guide zum rundenbasierten Strategiespiel verraten wir die besten Tipps, Tricks und Taktiken für Einsteiger und. XCOM 2 - Tipps und Tricks: Alles zu Soldatenklassen, Waffen, Taktik, Strategie und den Cheats im Kampf gegen die Aliens. Dieser Guide zu XCOM 2 geht genauer auf die Aliens ein, die die Erde in Beschlag genommen haben. Wir zeigen euch die passende Strategie. Dieser Guide erleichtert euch den Einstieg in das Spiel und erklärt euch alle grundlegenden Begriffe. Außerdem erhaltet ihr wertvolle Tipps für.