Xcom 2 Windows PC Game Guide Unofficial Copyright 2017 by The Yuw Third Edition, License Notes Presented by HiddenStuffEntertainment.

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Xcom 2 Windows PC Game Guide Unofficial Copyright Info: Copyright 2017 by The Yuw Third Edition, License Notes This ebook is licensed for your personal enjoyment only. This ebook may not be resold or given away to other people. If you would like to share this book with another person, please purchase an additional copy for each recipient. If you re reading this book and did not purchase it, or it was not purchased for your use only, then please return and purchase your own copy. Thank you for respecting the hard work of this author. Legal Info: This product is not associated, affiliated, endorsed, or sponsored by the Original Copyright Owner(s), nor have they been reviewed, tested or certified by either. This is an unofficial guide. This guide is to be used as a reference. This does not modify or alter the game in any way and is not a software program. Presented by HiddenStuffEntertainment.com

Table of Contents Xcom 2 Windows PC Game Guide Unofficial Preface Introduction General tactics Stay classy Character Roles and Builds Guerrilla Tactics School Advanced Warfare Center Workshop Power Relay Quick Tips Strategies Conclusion Free Bonus for our Readers

Stay classy Character Roles and Builds Grenadier While all of your soldiers can easily carry any grenades they want into battle, Grenadiers often specialize in raining down explosive destruction on the battlefield, and accordingly can easily carry on more with them than anyone else. Propelled by a specialized launcher, their grenades fly further and hit for more severe damage over a wider radius. Because so many have the cover-providing environmental elements in XCOM 2 are destructible and explosives can shred armor, Grenadiers serve primarily as a control class, reshaping the battlefield in your favor. The Demolitions Expert skill tree mainly focuses on the former, with skills like Heavy Ordinance, Volatile Mix, and Salvo allowing for grenade fire to be more frequent and effective. Given how much AoE damage and environmental destruction this basic skill package provides, Suppression and Rupture from the opposing tree stand out as particularly useful over their somewhat redundant counterparts in Demolition and Saturation Fire. EXO/WAR Suits from the Proving Ground are particularly effective, as the additional armor stacks with Blast Padding to make Grenadiers into tough tanks, and the suit-mounted heavy weapons benefit from bonuses like Salvo.

Heavy Gunner, on the other hand, emphasizes the cannon and shredding armor through direct fire. Shredder, Holo Targeting, and Chain Shot can easily wreak havoc on the highly armored robotic enemies encountered later in the game, so you need to start ripping through armor and then quickly setting up fellow squad mates to finish the job fast. And Rupture do remains a key skill, too, especially for the huge enemies like Sect pods. Salvo from Demolitions Expert can be more tactically disruptive than the guaranteed hit from Hail of Bullets, so it s often better to compensate for the Grenadier s diminished aim through weapon modules and PCS upgrades instead. Autoloaders and Expanded Magazines also help compensate for the aggressive ammo expenditure of the Heavy Gunner s more powerful abilities. All of the Grenadier s grenade-related bonuses really apply to all grenades, such as the defensive Smoke Grenade or the various Experimental Grenades from the Proving Grounds. Armor-melting Acid Grenades are often particularly synergistic with what Grenadiers are already trying hard to do. Ranger Like the Enemy Unknown s Assault class, Rangers are often very up-close-andpersonal heavy damage dealers. Their biggest change this time around is enhanced by just synergy with the new concealment mechanics. This is able to dish out plenty huge damage in single shots, and Rangers are very perfect for finishing off the most imminently threatening all the enemies on the field.

The Scout tree focuses on stealth, Is responsible for allowing your Rangers to widely extend and abuse the tactical advantage granted by concealment. You need to know that Rangers with the Phantom ability always start missions in concealment even when the rest of the squad does not, you need to start making them perfect for scouting ahead to determine the enemy locations or just to quietly completing the mission objectives while their colleagues distract Advent. Even used purely for combat, the combination of Phantom, Shadow Strike, Conceal, and Rapid Fire can allow for catch enemies unaware multiple times per mission with a devastating flanked attack from the shadows. Implacable and Untouchable together allow for Rangers to remain relatively safe even after sneaking up closely for a surprise kill. Assault instead emphasizes the Ranger s new sword for melee attacks. Blade master, Shadow step, and Reaper can also combine into a nasty devastating chain attack that rapidly finishes off a group of aliens that has already been softened up, such as by a Grenadier s bombardment. Untouchable is the key for survival if you ever go this route, along with any equipment and PCS upgrades that improve durability. Vital tech upgrades to the sword can be built only after the Stun Lancer and Archon autopsies. Both builds are greatly supported by the Spider/Wraith Suits from the Proving Ground and the enhanced mobility that they provide. Sharpshooter You need to redesigned from Enemy Unknown s Sniper class, the Sharpshooter s

name change will reflects a more robust support for their secondary weapon, the pistol. Sharpshooters mainly focus on damage from a distance, either concentrated into powerful, single attacks with the sniper rifle, or just spread by out through a series of rapid pistol shots. The Sniper tree supports the traditional role of a high damage dealer who then provides real cover for the rest of the squad from a distance. Ideally you then want to place all Snipers in one, elevated position that covers a wide swathe of the level. As a largely stationary position, it can be very tricky for Snipers to keep up with the rest of the squad and remain useful in timed missions that force you to keep moving. The Spider/Wraith Suit from the Proving Grounds can help with this, particularly with the ability to easily grapple up to high ground. Even if focusing on the powerful Sniper abilities at the top of the tree, quickly Return Fire and Lightning Hands that can add up to a lot of damage in the long run and allow for greater flexibility. Tracer Rounds, Scopes, and the Perception PCS all help mitigate the aim penalty from Squad sight. 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, so you need to start reserving rifle shots for the more specialized situations. Lightning Hands, Quick draw, and also Fan Fire can easily stack to allow more damage done in a single turn than nearly any other class in the game. Experimental ammo from the Proving Grounds is most effective here, with their bonuses stacking for every shot. Dragon and Venom rounds are particularly good, immediately adding +1 damage in addition to sustained burning or poison damage. 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. Please note that weapon upgrades will only apply to the sniper rifle, and it cannot be used for the pistol.

Specialist A flexible support class, Specialists primarily act through their flying GREMLIN drones, which then later heal and protect their squad mates or harass and disable robotic foes. They also specialize in another of XCOM 2 s new mechanics if you never know, hacking. Having at least one Specialist that is mainly focused on healing with you at all times is practically a requirement for keeping your squad alive as the game goes on. So because the two skill trees fill such different roles, then doubling up on Specialists can be one of the best ways to capitalize on the increased squad size bonuses from the Guerrilla Tactics School. Battle Medic skills always tends to do exactly what you would expect, allowing for the Specialist to always keep their squad mates fresh with Medical and Revival Protocols and also Field Medic. You need to know that if you re not bringing along a hacking-focused Specialist, then Haywire Protocol and Capacitor Discharge can be very powerful abilities to balance out their utility. Combat Hackers has become more important as the game goes on and you encounter some of its nastier robots, such as the Advanced MECS and the towering Sect pods. Combat Protocol may be slightly underwhelming at first, but don t underestimate its ability to do guaranteed damage that ignores cover and armor, particularly against robots. This damage increases substantially as you upgrade the GREMLIN. Note that all of the GREMLIN s Protocol abilities really require a single action and do not end the turn, allowing for immense flexibility in how Specialists conduct their turns.

Because Specialists benefit the most from med kits or the hacking-aiding Skull jacks, and they are particularly well served by the additional utility item slot in the basic Predator and Warden Armors. Psi Operatives The fifth soldier class that was introduced in XCOM 2, the Psi Operative, works very differently from the others. Instead of gaining any promotions through field experience, Psi Operatives level up through training in a specialized facility on the Avenger. Moreover, rather than just progressing linearly through a sequence of choices for new abilities, Psi Operatives choose each successive ability to train from a random selection, meaning they can easily get access to their most powerful abilities from the very beginning, or to just learn both abilities from the same tier. These powers can be extremely impactful on the field, so it behooves you to get a jump on training your Psi Operatives as early as possible as you can, which is easy with some focused research. In order to access Psi Operatives, first kill a Sectoid in the field. Instructing Dr. Tygan to complete the Sectoid Autopsy will unlock the Psionics research project, which will in turn let you build the Psi Lab. Stick a fresh recruit in there and start them training, and you ll be mind-controlling aliens in no time. Staffing the Lab with an engineer or GREMLIN substantially accelerates the training process.

At the very first glance, your base inside the mobile Avenger will looks similar to the side-on view of your underground facility in Enemy Unknown a bisected grid of stacked rooms reminiscent of Fallout Shelter or The Life Aquatic. Befitting the smaller, scrappier scale of your operation this time around, however, the grid is half the size at three by four rooms. 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): Please to make sure all of your engineers are always busy. Shen will reminds you when they are totally idle, but please be very 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 can 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. Similar to Steam Vents in Enemy Unknown, so you need to plan your base accordingly. Unlike in Enemy Unknown, adjacent rooms of the same type no longer confer any bonus to efficiency, and thus should not factor into your layout decisions. In general, you will rarely want to build more than one of any given facility, upgrading all those you have instead of redundant expansion. Clearing out all the rooms will definitely 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, you need to know that this is

the best default task for your engineers to be doing.

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