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Questions for those whom completed Xcom 2 on Commander+ ironman mode and Legend mode


wackt1

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'How did you did it' is kind of a vague question. I guess everybody has a slightly different style, depending on which type of soldier you prefer and what type of research you prioritize. What you need to do is to survive the first few months until you are able to compete with the aliens. After that, the game gets significantly easier, especially with Psy Soldiers. Just don't expect it to happen in your first ironman game.

 

I prioritize Mag weapons and see that I don't lose soldiers. Rather lose a mission or two than to lose a sergeant and his promotion boni. I build a Ranger so he stays stealthed when the squad gets revealed so I can scout more safely, and I rely on a good sniper or two. Ask someone else, and he'll probably tell you that you'll have to do it differently if you wanna survive. There are only a few things every XCOM player will agree on: Don't activate pods with your last move, and use full cover whenever possible.

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On 12/2/2017 at 6:48 AM, Rally-Vincent--- said:

'How did you did it' is kind of a vague question. I guess everybody has a slightly different style, depending on which type of soldier you prefer and what type of research you prioritize. What you need to do is to survive the first few months until you are able to compete with the aliens. After that, the game gets significantly easier, especially with Psy Soldiers. Just don't expect it to happen in your first ironman game.

 

I prioritize Mag weapons and see that I don't lose soldiers. Rather lose a mission or two than to lose a sergeant and his promotion boni. I build a Ranger so he stays stealthed when the squad gets revealed so I can scout more safely, and I rely on a good sniper or two. Ask someone else, and he'll probably tell you that you'll have to do it differently if you wanna survive. There are only a few things every XCOM player will agree on: Don't activate pods with your last move, and use full cover whenever possible.

So you proritized weapons and psy soldiers. Would Grenadier make a good spot fob my team for armor shredding?

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Legend is not very hard, just painfully slow. The most important thing there is to not ignore avatar project and keep at least one alien facility in your territory.

I did Ironman+Speedrun, worked pretty well for me, since I was done with Ironman quickly, although first few missions were painful. Reloaded maybe in ten situations during campaign and about 20 times in the last mission. I'm pretty autistic when it comes to (not) losing soldiers, so if you're fine with casualties you won't need to reload that much.

 

You should ignore autopsies, unless it's Muton (grenade launchers, plasma grenades), MEC (gremlin upgrade) or Faceless (Mimic Beacon). Avatar stuff goes first (including officer autopsy), then weapons, armor after that. For resources, prioritize Engineers > Scientists > Intel > Supplies.

I used 2 ranger+2 specialist+2 grenadier team composition. You can replace one specialist with grenadier or ranger. I really dislike snipers, they kinda suck. Plus, researching and buying snipers+pistols for one guy is a waste.

I strongly recommend to use bluescreen rounds, talon rounds on one ranger, at least one EMP grenade (+volatile trait) for Codex stacks.

Be aware that gremlins break windows and see enemies, thus trigger enemy stacks.

In kill order prioritize Andromedons, Gatekeepers, MECs, Berserkers, Cryssalids, Mutons, Lancers, Sectopods, Officers and Faceless, because Soldiers, Codex and Sectoids very often end up not damaging you at the end of their turn. Be aware that a number of enemies, especially Archons, have evade ability, and often take minuscule damage even if you land a hit.

Two misc tips that may also help: you can hack second Andromedon form and Berserkers sometimes attack their allies when enraged.

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1 hour ago, wackt1 said:

So you proritized weapons and psy soldiers. Would Grenadier make a good spot fob my team for armor shredding?

 

Not all weapons per se - I prioritzed Mag Weapons to be able to kill aliens quickly in the early game. The regular weapons are too weak. I do the Avatar stuff after Mag weapons. Plasma weapons come way later, after Mag weapons I have to catch up with all the stuff you need to contact other regions and the AVatar stuff. Psy Soldiers are more of a late-game thing, but they are very useful, especially with Dominate and Mind control.

 

A Grenadier on a mission is a must for me, not only for shredding, but for the Grenades to destroy cover.

 

Snipers are great for certain types of mission if you combine them with a concealed Ranger to scout. I usually train one sniper as sharpshooter and one as gunslinger (both with lightning hands, though). Faceoff can come in pretty handy if your damage output isn't high enough yet.

 

The best thing to do, though, is to find a squad that suits your style best, as you can see from the post above that there are different approaches to win the game.

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  • 3 weeks later...

 I play randomly. Depending on how the game is going.  I tend to make 2 medics 1-2 rangers / grenaders and 1 sniper per mission.

 

 I try to keep snipers on hand as there squad sight is amazing for missions that have you defending xcom's battleship.  Eather with a concealed ranger. Or the sniper chick from the chosen add-on. You can snipe the relay/power source ect with no issue. As destructibles such as mission obj. And or explosives are 100% chance to hit. ( thou dead eye can make the shot miss. As this has just happened to me 4x on one of the defence missions) 

 

Research wise i go magnetics > project related >  plasma. > armor- with misc disections / data pads. In between. At times ill pause a research just to pick up something thats <4 days. If i feel could be beneficial ( basic to t2 armor is decent enough as long as your not hit.. With high ground. High cover. Upgraded weapons w mods. ( scope / repeater hair trigger extra/extended mag )  you should be able to drop 1 pod apon ambush and. Every future pod in 2-3 turn. If its not a giant sectoid robot ( blue rounds save your life vs any robot)

 

For foundry / projects lab. Skull jack > skull miner > ( try to get the advent officer and 1st codex done asap)  > blue screen rounds / ap. Rounds > experimental weapons / exos / grenades 

 

Late game when you've plasma weapons predator armor.

 

 Training 4-6 psi operatives turns the game into easy mode.  The psi unit psi lance x4 ~6 can devastate pods.

 

Granted unsure how well it works with the chosens stanama system as turtleing up becomes far less effective as units become fatigued.

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