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. 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: Die 5 besten Tipps und Tricks für EinsteigerDieser Guide zu XCOM 2 geht genauer auf die Aliens ein, die die Erde in Beschlag genommen haben. Wir zeigen euch die passende Strategie. In diesem XCOM 2-Guide zum rundenbasierten Strategiespiel verraten wir die besten Tipps, Tricks und Taktiken für Einsteiger und. Bei XCOM 2 handelt es sich um ein komplexes Strategiespiel, an das sich Neulinge erst nach einer gewissen Zeit gewöhnen. Tipps und Tricks.
X Com 2 Tipps Tipps und Tricks für den Einstieg in XCOM 2 VideoXCOM 2 - Tipps für den Spieleinstieg
You can also take soldiers out of commission for a few days to retrain their abilities instead of learning new ones, which will refund their personal AP but not any XCOM AP you spent on them.
This is also where you train soldiers to upgrade their bonds past the first level. Watch out for Sectoids The cute, little, bobble-headed grunts of the first game have grown up.
Stay classy — Character roles and builds Grenadier 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.
Heavy Gunner , on the other hand, emphasizes the cannon and shredding armor through direct fire. Rupture remains a key skill, too, especially for huge enemies like sectopods.
Armor-melting acid grenades are particularly synergistic with what grenadiers are already trying to do. Untouchable is key for survival if you go this route, along with any equipment and PCS upgrades that improve durability.
As a largely stationary position, it can be tricky for them to keep up with the rest of the squad and remain useful in timed missions that force you to keep moving.
Auto-loaders, repeaters, and expanded magazines can all help extend the chain of a Serial or Kill Zone attack. Gunslingers , on the other hand, are much better at maintaining pressure while staying on the move, reserving rifle shots for more specialized situations.
Experimental ammo from the proving grounds is most effective here, with their bonuses stacking for every shot. Enemy armor, however, stings much more when applied to numerous, smaller hits, so be sure to come prepared with a Grenadier capable of clearing it first.
Keep in mind that weapon upgrades only apply to the sniper rifle, and cannot be used for the pistol. Combat Hackers become more important as the game goes on and you encounter some of its nastier robots, such as the advanced MECs and the towering sectopods.
This damage increases substantially as you upgrade the gremlin. Because Specialists benefit the most from medkits or the hacking-aiding skulljacks, they are particularly well-served by the additional utility item slot in the basic Predator and Warden Armors.
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 : Make sure all of your engineers are always busy.
Shen reminds you when they are totally idle, but be mindful of ones that might be staffed in inactive rooms like a proving ground with no project or the advanced warfare center with no injured soldiers.
Exposed power coils are randomly distributed with as far as we have seen two in the lower half of the grid.
These either reduce the power cost of rooms built on them, or increase the output of power relays. The latter is ideal for getting the most use out of them.
In general, you will rarely want to build more than one of any given facility, upgrading those you have instead of redundant expansion.
Clearing out rooms comes with the added bonus this time around of giving you valuable supplies and alien resources for your trouble.
Barring anything in particular you need them to do, this is the best default task for your engineers to be doing.
Guerrilla Tactics School The guerrilla tactics school serves two functions. Advanced Warfare Center Removed in War of the Chosen 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.
Workshop The workshop essentially gives you two engineers for one. Resistance Comms Unlocked early in the course of the story, this is a critical facility that lets you maintain more regions on the map as part of your rebellion, which in turn increases your monthly income.
Psi Lab Unlike the four standard classes, the psi operative can only be trained in the psi lab. Laboratory Scientists, rather than engineers, can be staffed here to boost Dr.
Proving Ground This engineering facility lets you build special projects and unique equipment, sometimes with a bit of randomness. Lost and gone forever A zombie by any other name would smell as putrid.
Believe in the power of friendship Your soldiers can now form relationships from fighting alongside one another, called Bonds.
Maximize your AP Rather than unlocking new abilities once per level, your soldiers now purchase them with a system of earned ability points.
You can name your saves in XCOM 2 , which can be useful for keeping everything organized. Most importantly, turn off v-sync or switch to adaptive v-sync.
It still works. Build a couple Resistance Comms early, and always have one in the pipeline. Gobs more HP and another item slot? This is a godsend for troop survivability, and it applies to your entire character roster.
Focus on researching and building armor upgrades early. So: Build the Shadow Chamber. Build the Shadow Chamber in the Avenger. Construct the Shadow Chamber Facility.
The most important things in your base are your Resistance Comms stations and your power stations. You can also upgrade your existing stations to save space, either increasing their output outright or opening up a second space so you can temporarily assign another engineer and increase output that way.
Engineers are crucial for maintaining a healthy base and infantry. Whenever possible, whether through a mission reward or a monthly recruitment, get additional engineers.
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.
Preferably with that cover between you and your enemies. Try to always have Flashbang Grenades and at least a single Mimic Beacon at your disposal.
Picking the proper type of ammo can significantly increase the effectiveness of your soldiers when dealing with certain types of enemies.
You should be the most interested in A. Rounds, Bluescreen Rounds and Talon Rounds — more on them can be found in the chapter about ammunition.
As far as the latter goes, those are simply bonus health points, but the armor itself is a thing you should be extremely cautious about — each point of armor decreases the damage your soldiers deal by 1.
By doing so you can easily fall into a group of enemies, completely unprepared. A Viper can easily pull a soldier to himself across the whole screen, enemy reinforcements or a disguised as a civilian Faceless might appear very close to a lone soldier.
This is especially important for sharpshooters, as this class is not the most effective one in close combat.
Try to move your soldiers in pairs, so that you always have someone to help out. Try not to clump up your entire team.
Same with Codexes: the ammo drain attack will knock Specialists out for a turn, but a Ranger can charge it with a sword, a Grenadier can launch a grenade, and a Sharpshooter can use her pistol.
Be Careful Using the Skulljack. Speaking of the Codex, the first time you meet it will likely be during the plot mission to use the Skulljack.
Same with the Avatar, later in the game. This is cool to watch, for sure, as plasma weapons and grenades knock walls and cover down.
Open gaping holes in fortified alien positions, and send your squaddies through. One of my favorites: when alien turrets are on top of roofs, a single grenade will make them fall and immediately be destroyed.
Hold Rangers In Reserve. This is why keeping a Ranger around to charge and slash any stragglers is incredibly helpful.
The Ranger class, especially at early levels, can be difficult to keep alive if you use them as vanguards, charging every new enemy.
But if you use them as backup, mopping up weakened aliens? Aliens Are Aggressive.Research Hybrid Materials 8. If you have 2 Specialists, let one have Restoration while the other have Capacitor Wetten Englisch. More Top Stories. The Alien Facility lead will grant you access to a Main Event Alien Facility mission without needing to Make Contact with that country. Never double move dash up a rooftop.