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You probably don't fit in.Neither do we.Designed by special operators, hand-made in New York City, I brought a little piece of the war home.You're not like them - we know.This for you.' I grew up in the west Aussie desert, but found my purpose in the military. Special ops bought the dedication to excellence, training and discipline that I loved. The best teams, skills and missions on Earth.After 16 years in the army I came home, in search of a new mission.In the new search for meaning - I created KillKapture. Somehow Madison Avenue forgot to talk to real men.' - Mark Wales, FounderSo we built a new uniform, for men who refuse to hide what they truly are.
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Oh my goodness, XCOM 2 is hard. Harder than Enemy Unknown and wholly unfamiliar to boot. So hard, in fact, that you may need an XCOM 2 guide to help you. Because while you’ll want to save the surprise of which alien does what to the spleen of your colonel for the battlefield, it can’t hurt to know the particulars of the soldiers fighting on your side.Been clocking in the hours in your own campaign? Tell us what you think by submitting your ownEach new class has a direct analogue in Enemy Unknown, but can be turned to utterly different ends. Here’s the advice we would have given ourselves before starting a campaign for the first time. Before all those awful mistakes etched in the memorial wall.
Xcom 2 Capture Or Kill Vip
For each of the four fundamental classes, there are basic abilities your soldiers are given as soon as they leave rookiedom behind and become squaddies. Then, with every additional rank, you’re given a choice between two skills from parallel disciplines. The Sharpshooter can pull from the sniper and gunslinger skillsets; the Ranger from scout and assault; the Grenadier from demolitions expert and heavy gunner; and the Specialist from battle medic and combat hacker. XCOM 2 Sharpshooter guide. Squaddie – Fire Pistol; Squadsight: You can target enemies within squadmates’ sight, provided there is line of sight to the target.Sniper. Corporal – Long Watch: Allow Overwatch to trigger with Squadsight.
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Sergeant – Deadeye: Take a shot with a small aim penalty for a significant damage boost. Two turn cooldown. Lieutenant – Death From Above: Killing an enemy at a lower elevation with your sniper rifle costs only a single action and does not end your turn. Captain – Kill Zone: Take a reaction shot against any enemy that moves or attacks within a cone of fire. Three turn cooldown.
Major – Steady Hands: If you didn’t move last turn, gain +10 aim and +10 critical chance. Colonel – Serial: Each kill made with your sniper rifle completely restores your actions. With each consecutive kill you get a critical chance penalty.
Four turn cooldown.Gunslinger. Corporal – Return Fire: When targeted by enemy fire, automatically fire back with your pistol once per turn. Sergeant – Lightning Hands: Fire your pistol at a target. This attack does not cost an action.
Three turn cooldown. Lieutenant – Quickdraw: Firing your pistol with your first action no longer ends your turn. Captain – Faceoff: Fire once at every visible enemy with your pistol. Three turn cooldown. Major – Aim: Hunker Down now confers +20 aim to the first shot on the following turn. Colonel – Fan Fire: Fire the pistol 3 consecutive times at a single target. 3 turn cooldown.Bide your timeMost missions start in stealth mode, allowing your squad to get into position around an unsuspecting ADVENT patrol and take them out in two turns flat.
Or that’s the theory. When you’re not fighting against the clock, exploit the luxury of a spare turn – settle in to enjoy the extra aim endowed by Aim or Steady Hands.Make like U2 and get excited about elevationA rooftop vantage point has always been important in XCOM, and that’s doubly true for the sequel’s snipers.
Acquire Death From Above early and you can follow up a rifle kill with a good pistoling. If all goes to plan, you could be shooting twice as often in a turn. Speaking of whichPick the right mods (and we’re not talking about the Long War)Have you seen what Kill Zone can do? When you could be making four or five headshots per turn, the number of bullets in your clip becomes a matter of paramount importance. Mod your finest sniper’s weapon with an expanded magazine, readily available as a battlefield drop, and it might mean another yellow-blooded ragdoll splattering against the tiles.Bring up the rear – but don’t fall behindSquadsight was considered essential by veteran commanders of Enemy Unknown, and in apparent recognition of that fact Firaxis have granted it to sharpshooters as standard.
But bear in mind that many missions require you evac your squad in a hurry. If your crack sniper is perched in a tower on the wrong side of an ADVENT base, it doesn’t matter how many hit points she has – she’ll be left behind.
Apparently this is a bug that has been reported. A thread discussing it.Based on a post in that thread, it seems that this bug was introduced into the vanilla game alongside the patch that implemented Shen's Last Gift.However, it also seems like the bug is related to having your last soldier to be extracted also carry the VIP.I was just doing a vip kidnap/neutralize mission, and my last soldier still in play lifted out with the VIP.
I got an audio cue saying the VIP was killed (central on the radio), which I thought was weird. Then I see the VIP back at base in cuffs, and I thought well that was just a weird miscue, but then I got no intel and was told 'we can't get intel from a corpse.' So I reloaded my last autosave, from the last turn of the mission, and lifted off the VIP first- no problem.If you are able, I'd recommend reloading the last save (you should still have a save from that mission), and having the soldier who is carrying the VIP get extracted not last.another thread describing the same issue.
A comment recommends making sure to hear the entire 'extraction' dialogue prompt before tabbing to your next soldier (not sure if you did this, but seems worth mentioning).I think this happened to me when I interrupted the extraction of the VIP by tabbing to another unit and hitting the extract order for him too. Normally I can tab hit extract, tab hit extract, tab hit extract etc. But I think if you've got the VIP over your shoulder you need to wait till you hear the full VIP extracted prompt before tabbing to the next trooper.
As you might surmise from the thousands of words of detail below, gleaned from a massive, hour-long info dump from XCOM Creative Director Jake Solomon today, is a huge expansion. What it promises to revamp and layer on top of an already amazing tactical combat game makes me a little bit frightened at how much time I’m likely to sink into it when it comes out on PC, Xbox One, and PlayStation 4 at the end of August. Stay with me, because this gets kind of complex.First, a big issue for the existing XCOM 2 community: what’s to become of the Rulers, the absolutely vicious boss characters introduced in the Alien Hunters DLC? Once the ultimate threat to XCOM, they’ve been scaled back and reigned in.
With War of the Chosen installed, you’ll be notified that certain facilities are guarded by a Ruler; they won’t come after you until you’ve voluntarily attacked their hideout at the time of your choosing. However, once you’ve engaged them if they escape they’re free to pop up in any other mission as normal (unless that mission is also invaded by a Chosen). They’ll also be easier to manage: instead of reacting to every single action any XCOM soldier takes, they’ll now only get a free move for an attack or a movement, and even then only if it happens within the Ruler’s line of sight. That means things like reloads or certain special abilities won’t trigger them, which should give us a little more room to breathe when in combat. The role of showing up in random missions to ruin your day is now occupied by The Chosen, a trio of blue-skinned, white-haired alien siblings created by the Elders. (It’s not actually random - they each have an agenda behind the scenes.) The Hunter, the Assassin, and the Warlock each have what Solomon calls map behaviors, which means that as soon as you make contact with an enemy on a mission they’ll teleport in on the far side of the map and do their best to throw a wrench in your plans. The examples given were the Hunter, who can snipe you from across the map, and the Warlock, who can summon spectral enemies out of the ground.
Solomon says that in the case of the Hunter you’ll be warned when you’re targeted and it’ll be easy to get out of his line of fire, but that and the Warlock’s summoning will force you to move and change up the way you’d have played otherwise. This makes the Chosen effectively map modifiers, forcing you out of the rut of playing the same way every time even before you engage them in direct combat.Unlike the Rulers, the Chosen’s goal isn’t to kill soldiers - they’re trying to disable your troops and interrogate them in order to gain a resource called Knowledge, which will eventually lead them to the Avenger. So many of their attacks don’t even do damage, but instead inflicts a new “dazed” status that leaves XCOM soldiers temporarily vulnerable to interrogation - or worse, capture - if the Chosen can reach them before a teammate can move adjacent to them and snap them out of it. (Rescuing a captured soldier requires that you send your troops on a stealth mission.)The Chosen are also active on the strategic world map. At first, they’ll just attack the regions you control, damaging your income and gaining Knowledge.
But if they gather enough Knowledge they’ll begin sabotaging the Avenger, and they can start interfering with your Covert Actions (more on those in a moment), potentially resulting in your agents being captured. Eventually, they’ll attack the Avenger in their own special mission type that involves huge cannons trying to destroy the ship on the ground. (It doesn’t replace the existing one where you’re shot down by a UFO and have to defend - it’s a whole new threat on top of that.). But, importantly, the three Chosen characters are not working together - they’re in competition, racing to be the one to defeat XCOM and thus be left in control of Earth by the Elders. Each one controls their own territory and has their own knowledge meter, so those factors will influence which ones you attempt to track down and kill in their stronghold (they’ll teleport out if you defeat them on a normal mission). The way Solomon describes those stronghold raid missions sounds a lot like the alien base missions in XCOM: Enemy Unknown, where you fight through a linear series of chambers to reach a boss fight at the end.Allowed to run free, the Chosen will level up over time, gaining randomly selected strengths and weaknesses as they go.
They might acquire Shadow Step, making them immune to reaction fire, or be able to spot any concealed unit in their line of sight, or a weakness to psionics or start taking double damage from explosives. Some are more elaborate, says Solomon. “One of the interesting ones is that if you miss a shot against them they have a chance to return fire immediately. So now you have to be like ‘Oh, I shouldn’t take any low-percentage shots against this one.’ Or, when their turn ends, they go into Overwatch immediately. What they’re really supposed to do is modify how you approach that Chosen, and then they change because they pick up a new strength.” Notably, those traits are exposed to you, so you’re never going to find out the hard way that the characters you brought aren’t going to be effective against the potential Chosen threat.If this sounds similar to Middle-earth: Shadow of Mordor/War’s Nemesis system, that’s because Solomon says that game was the inspiration for the Chosen’s progression. (Which is fantastic - I’ve been saying every game should borrow from the Nemesis system since 2015, but disappointingly few have.) “That’s definitely what got me thinking along these lines, though it ended up being pretty different.
It would be really fun if we had enemies that actually had personality, but we would never want that to change what XCOM is.”Beyond progression, the Chosen inject personality by talking to you (one of whom is voiced by Nolan North, because he’s contractually obligated to participate in every video game). They’ll pipe up on the strategy layer or in combat to talk about things that happened on the last mission, such as gloating about capturing a soldier or stating they won’t be as easy to defeat as their sibling.
“That’s not influencing gameplay, but I’ve found that something I’ve missed in XCOM is that the strategy layer can feel a little cold,” says Solomon. “Especially mid-game when you get on a role, it’s nice to have the Chosen commenting on things.”But they’re not the only new voices we’ll hear in War of the Chosen. The new resistance faction leaders will comment as well, and we’ll get an earful of spin on our actions from both the Resistance Radio (hosted by Jacob Busey) and the Advent Speaker as we’re returning from missions. “It adds a lot of life to the game,” promises Solomon.In order to hunt down a Chosen, you’ll need to work with your targeted Chosen’s rival resistance faction, which is randomly paired each game. You’ll need to spend some of your Covert Action efforts with either the Reapers, the Templars, or the Skirmishers to pinpoint the location of the associated Chosen’s stronghold (and the Chosen will take more damage from that faction). Solomon says you don’t have to and probably won’t hunt down all the Chosen before you beat a game. However (minor spoiler alert!) any Chosen you don’t kill before reaching the final string of missions will face off with you at some point - all at once.
Also, there’s a whole new ending cinematic, too, so there’s something waiting for those of us who’ve already beaten it.The Chosen aren’t the only new enemy types, though. We’ll see two new Advent soldiers: the Priest, a psionic soldier who can mind control foes, buff enemies, and has a chance to put himself into stasis and revive if he’s killed; and the Purifier, a flamethrower trooper with incendiary grenades. There’s also a new alien in the Specter, a stealth enemy who can knock out one of your soldiers and replace them with a dark copy of that unit. Effectively, it’s a mind-control ability, except without the added pain of losing a soldier for good if you kill them.
Also, if you use a revive ability on the downed soldier, the dark copy will cease to exist.Finally, there’s an entirely new enemy faction, the Lost. Yes, they’re zombies - hordes of former humans, transformed into mindlessly aggressive husks by the green gas-spewing pods we first saw in Enemy Unknown. They come in numbers and are attracted by the sound of explosions, which discourages the use of everybody’s favorite area-of-effect attacks. However, they also have what Solomon calls a headshot effect. “There are a lot of Lost - so many that you couldn’t kill them in a single turn without headshots.
If you kill one, that’s a free action.” Basically, if you target the low-health zombies first and have a fair amount of ammo loaded into your guns, you can mow down a lot of them before they reach you, but it requires some thought in what order to take your shots. Also notable: if the Lost are on fire they’ll panic and run around, lighting other Lost on fire.
The Advent know this too; hence the Purifier.On the topic of the Lost, many missions will now have what Firaxis calls sitreps - mission-wide modifiers, which are visible when you’re choosing between mission options - that can drastically change the way you approach both new and old objectives. Here’s a list of the examples Solomon gave, which is by no means the complete set.High explosives - The map is littered with explosives that you or the AI can targetSurgical - You’re limited to just three soldiers (and the enemy is ramped down to compensate).Lost - There are lost here. They’re on all Abandoned City maps, but can also be on others. Every couple of turns these things are going to swarm you, and with every explosion that turn counter drops down.
You don’t want to use explosives against Lost.Horde - It’s all Lost - no Advent. You’re trying to reach an objective like destroy relay, but the map is flooded with zombies.Shadow Squad - Every member of your squad has the conceal ability.Savage - All beast enemies like transformed Faceless and Cryssalids.Which brings us to the new abilities XCOM will have to allow it to stand a chance against all of this.
Don’t worry: there’s quite a lot.Starting with the simple thing, SPARK units will be tougher, more accurate, and can add mods to their guns. But even so, they’re lightweights compared to the “hero” units we’ll get from the three resistance factions, the Scrappers, the Templars, and the Reapers.
Because of their wide range of powerful abilities, these units are hard to come by in numbers, but sound like they’ll be more than capable of turning the tide. You’ll get quick access to one (fully customizable) hero unit to start with, but signing on more won’t be easy or cheap (though if you lose one, replacing them won’t break the bank).The Reaper, for starters, is a stealth unit who can attack and, if he gets lucky, remain concealed. They also have an attack called the Claymore mine which they can throw out and then shoot in order to do damage with a guarantee of maintaining concealment (and, with the right ability, a kill with the Claymore can even put them back into stealth). On top of that, when they’re in stealth they’re 50% faster and the enemy detection radius is one square, giving them essentially free reign over the whole map. If fully leveled up, you can get access to abilities like Banish, which fires every bullet in your gun at a single target.
(Imagine what that’ll do when combined with a superior expanded clip.)Skirmishers come with a wrist-mounted grapple that can pull enemies to them, Viper-style, or pull themselves to enemies so they can finish the job with a melee kill. On the high end of their ability tree, they have skills like Battle Lord, which effectively turns them into an XCOM-controlled Ruler and allowing them an action for every enemy action taken within their line of sight. They also have Interrupt, which lets them take any action of your choosing as a reaction instead of simply firing their gun.Templars are psionic specialists.
Less is known about them right now, but on the high end of their tree, you’ll find an ability to create a clone of themselves or bring down lightning on every enemy in a radius around them. If they score a kill with that one their focus is fully restored.All of these soldiers have access to more abilities than the standard XCOM soldier, plus some of the same ones. The catch is that you have to buy them using skill points that come both from leveling up your heroes and from a shared pool of ability points that come from executing certain maneuvers in combat, such as flanking or killing from an elevated position. “Every time you do that, there’s a chance to earn points,” says Solomon.
Core soldiers can use ability points as well in the new Training Center facility - they can purchase from both branches of their tree or from other classes.That facility, in combination with the new Infirmary, replaces the Advanced Warfare Center (RIP). The main difference is that now instead of every soldier having a secret ability that’s uncovered at the AWC, everyone has a set of four possible abilities that you can unlock using ability points. If you want to put all your eggs in one basket, you can pour points into one soldier and unlock them all - though some will be more expensive than others. If you want to put Rapid Fire on a sniper, for example, it’s going to cost you.Cozying up to the three factions can bring you other extremely powerful perks. You have a limited number of slots to fill, but you’re presented with randomly available options like instant kills every time you hit a Lost, having Advent units defect to your side, reducing the Advent’s progress bar by one every month, doubling the resource rewards from investigating a rumor, and many more. Each faction has a completely different set, so there’s a lot to think about when choosing where to spend your resources.Now might be a good time to discuss Covert Actions, which are huge. They’re similar to what we saw in XCOM: Enemy Within with dispatching agents on time-based missions to hunt down Exalt bases.
But here we’re sending them off in pairs, with an option to attach an extra resource like a third soldier, an engineer or a scientist or a piece of equipment or some Intel to mitigate a hazard the covert team might face. (“But a lot of the time, as a player, I’m like, eh, they’ll be fine,” Solomon adds.) If you don’t spend the extra resource and your team has bad luck, they could be captured outright or it could trigger an Ambush mission in which you have to control them in a mission to try to sneak them out of danger from both Lost and Advent pursuers. From the sound of it there will be a lot of opportunities for Covert Actions, since they’ll be used to improve your relationship with the three other resistance factions. “You’re constantly juggling what you should be doing with Covert Actions,” says Solomon.
He adds that the Resistance Ring is a new facility that helps do Covert Actions fasterBut these Covert Actions should be well worth the risk and investment considering the benefits they bring. Most of your interactions with the resistance factions are done this way, as are your counters to the Chosen’s maneuvers. They also benefit from the bonding mechanic, which is still another thing we must discuss before I can go to sleep.Every soldier has randomly assigned compatibility with every other soldier, from low to very high. Sending them on tactical or covert missions together builds that relationship until you’re given the opportunity to level it up. (First one’s free, but increasing it requires a trip to the Training Center.) Solomon describes the process: “After the mission you’ll see a flyover on the soldiers, and the camera will zoom in and you’ll see those two soldiers having a beer together, or looking at a computer together, or at the rifle range shooting guns together, and Bradford will say ‘these two have enough compatibility to form a bond.’”At the lowest level you’ll see abilities like this: once per mission you can give up one soldier’s action to give the bondmate another action (this will work anywhere on the map). At bond level three, Solomon says, you can do that twice. Also at bond level three, there’s something called Dual Strike where you both shoot the same target at the same time and it doesn’t cost the bondmate an action.
There are abilities where all you have to do is run up next to your bondmate and it cleanses them of all negative mental effects, so it would be like a revive. Bondmates can also complete Covert Actions faster.It’s important to note that these factions don’t operate against Advent independently, and only enter combat when you take them with you, so they’re not competing with you for control of territory or attacking Advent on their own. However, Solomon says there are missions where you’ll have Resistance Soldiers on your side who will take a turn independently of yours.Another completely revamped system is Will. Before it only affected psionic abilities, but now it’s a full-on fatigue system that will force you to rotate your soldiers out of combat to let them rest, or face some pretty nasty consequences.The most basic are that as a soldier’s Will drops (which is accelerated by injury or exposure to large numbers of enemies) they’ll be more susceptible to mind control, stuns, and panic. It’s important enough that you’ll now see Will on a bar in the Tactical UI.Worse are the consequences of sending a soldier who’s already tired in for another round of combat.
You can do it if you need to, but if you do they’ll could potentially pick up negative traits such as Aggressive, where telling them to go on Overwatch might cause them to attack immediately. Another one causes the to want their weapon to be fully loaded, so sometimes when you move them they’ll automatically use their next move to reload their weapon. Others are more straightforward, like a fear of certain enemy types that cause them to go berserk and attack that unit or hunker down on sight of that enemy. Those traits only trigger a max of once per mission, and can be cured at the Infirmary.We’ll also get some nice new toys.
Reapers use Vector Rifle, Skirmishes use a Bullpup Rifle and a ripjack (can pull enemy to you or you to an enemy), Templars have the Shard gauntlets. For equipment, there’s a Lost Lure that can be used to make them attack where you want.
And, if you’re paranoid about losing a soldier, you now have an insurance policy: there’s a consumable Sustaining Sphere item, if a unit is killed while carrying it, it will prevent them from dying and bring them back with one hitpoint the next turn.Also, Killing a Chosen won’t just remove them from play; you’ll also get access to their weapons. The Hunter’s sniper rifle is called the Dark Lance, and it allows you to equip “a ton” of mods. It also only requires a single action to use, so a sniper can move and fire. Combined with Death from Above, it becomes even more powerful. You can also get the Warlock’s rifle and the Assassin’s blades.Meanwhile, research has a new angle to it in Breakthroughs and Inspirations, which are meant to tempt you away from your standard research path of choice. They appear randomly: Once you finish researching a tech, Tygon will sometimes offer you a one-time chance at researching a new tech that might offer bonuses like increasing all sniper rifle damage by one, or all conventional weapon damage by one, or halving the cost of a given facility.
Inspirations will give you one-time opportunities to research a tech at a discounted rate.With all of this, a game if XCOM 2: War of the Chosen is considerably longer to play than base XCOM 2 because of all the new content. Solomon says it’s generally around 10 to 15 missions longer. That’s no Long War 2, but it’s nothing to scoff at, either.Once you’re done with that, or if you only have a few minutes at a time to play, there’s the new challenge mode. These missions can be either hand-crafted by Firaxis or randomly generated, but either way we’ll take a group of units - both human and alien - into combat and see how we fare against others on a leaderboard. They give you updates as you go, saying things like “75% of people have lost a soldier by now.” Firaxis isn’t sure yet how frequently they’ll be available - maybe weekly.Firaxis hasn’t forgotten about those still experiencing technical issues with XCOM 2, says Solomon, and War of the Chosen will come with some engine fixes. “We’ve definitely made improvements to loading times, certainly to stability, steady state frame rate has gone up.
We have, right outside of my office, a bunch of machines running the game on a loop. It’s pretty fun, actually, because you can watch the AI play the game over and over, and there’s a performance monitor. They’ve done a lot of improvements, performance-wise.”On the possibility of XCOM on the Switch “I can truly say that I have no idea. I’d be happy, but I truly have not had that conversation, so I don’t know. Wait, what are you talking about, Mario+Rabbids, man!
I just saw Luigi take half-cover yesterday, so I dunno, they beat us to it, I guess. It was pretty cool.”And finally, I asked Solomon about his reaction to the announcement of Mario+Rabbids: Battle Kingdom. “Honestly, my jaw dropped a little when I saw it, but I thought it was pretty cool.
It can’t be a bad thing. I’m excited to see how they do it. My fellow designer said ‘I’m interested to see how they handle autopsies.”Obviously, you can expect to hear more about XCOM 2 in the next few months as we get closer to the August 29 release date.
Xcom 2 Capture Or Kill Enemy Vip
New factions, new bosses, new missions and new enemy types are all included in XCOM 2: War of the Chosen. There’s so much new, we couldn’t even fit every single updated thing in the following list. The Chosen, the big bad boss monsters that randomly appear in your missions? That’s just the start.You’ll have more unique soldiers thanks to the Soldier Bond system, tons of enhanced rooms to construct, more gear to research, and three Resistance Factions to keep happy with Covert Actions. Every aspect of XCOM 2 now features a whole lot more choice.More XCOM 2: War of the Chosen guides on Gameranx. #1: Be Prepared For The Chosen Hunter, Assassin & WarlockThe Chosen are an entire enemy faction unto themselves in XCOM: War of the Chosen.
These cunning predators appear at random to engage XCOM, and each one has a variety of boss-like abilities to terrorize, kill or capture members of your combat team. They are reoccurring opponents, and the only way to kill a Chosen is to track them down to their Citadel (using new strategy layer Covert Ops, we’ll talk about those later) and destroying their regeneration sarcophagus. There are three Chosen, champions of the alien faction that compete with one another. Each one wants to claim Earth for themselves, so you won’t see Chosen teaming up against you. But, they will appear during any regular mission, unexpectedly crashing the party and ruining your current strategy.Important Note: The real threat from all three Chosen is their capture ability. All three Chosen will attempt to capture members of your team, interrogate them, and reveal the location of the Avenger.
If the Avenger is located, the aliens will launch a devastating attack.The Chosen will resurrect after being killed, and each Chosen controls a random area of the map. When you enter these territories for a mission, there’s a much greater chance of a Chosen appearing. The Chosen will also cripple XCOM on the strategy layer. One of their negative affects is lowering earned income. The Chosen do have a weakness — each Chosen is vulnerable to one of the new three hero factions you can recruit.
We’ll talk about them later, but for now, let’s dive into another group of enemies you’ll have to deal with.#2: New Enemies Will Ruin Your Day Purifier, Priest & SpectreADVENT has acquired three new alien opponents, and all three are going to give XCOM problems. The Purifier is a heavy-duty ADVENT trooper armed with a flamethrower, the Priest uses a variety of psychic abilities to stun and disable your XCOM team, and the Spectre is a stealthy sniper that can disappear from the battlefield entirely or create shadow clones of your troopers. Purifier. Armed with a flame-thrower. Spreads fire in a wide area to “purify” Lost swarms, or when attacking settlements in terror missions. Also known to use incendiary grenades. Explodes on death, so stay back!
Keep your distance in general. Priest.
Armed with a Magnetic Rifle and lots of Psionic powers. Can Mind Control, Stasis, or mind merge with allies — killing the Priest will kill the enhanced soldier while mind merged. Sometimes, Priests can bounce back from the brink of death and re-shield themselves. Spectre. Uses Stealth to ambush with a Sniper Rifle, and can Vanish at will. At close range, will use Shadowblind ability to stunlock and create a shadow clone of the targeted XCOM soldier.
Have Lightning Reflexes on first Overwatch, and can heal themselves with the Horror ability at long range.These are three devastating opponents, but they’re not the only new enemies. The Lost are a mutant swarm you’ll encounter often — and they can help, or hinder, your enemies.#3: The Lost Are Mutant Threats That Attack Everything, Alien Or Human. The Lost are a pack of mindless zombies — byproducts of alien biological weapons. They don’t discriminate between targets, and will kill aliens just as fast as they kill humans. The Lost are drawn to loud noises, and they just keep coming. You can’t defeat a Lost swarm. You can run, but you’ll never win — eventually their numbers will overwhelm you.NOTE: When fighting the Lost, you earn a free action after every headshot kill.
You can continuously chain headshots to take down an entire group before you’re overrun, but you’ll want to watch your ammo count.That’s why you’ll want to divert Lost from your location and send them after the aliens instead. Grenades and other loud noises, including shots from ADVENT soldiers, will attract the Lost. TIP: Each faction provides a different bonus in the strategy layer.
Finding and unlocking a faction HQ gives additional intel (Reapers), heals your soldiers faster (Templars), or causes builds to complete faster (Skirmishers).There are three factions; the Reapers, the Templars, and the Skirmishers. They all have competing ideologies, but by providing them aid (completing missions for them), they can be convinced to work with XCOM. Send soldiers on Covert Ops or complete requests to improve your standing with one faction — which might hurt your standing in a different faction. It’s all about choice, and deciding which faction you want to go with first is an important first step in War of the Chosen. Here’s a few tips to help you make that tough decision.#5: Stay Stealthy With The Reapers Reaper Faction TipsThe Reapers are stealthy resistance soldiers dedicated to hunting the Chosen. They’re resourceful, and have a smaller detection radius when in stealth — they can also re-enter stealth after being spotted by the enemy. This allows the Reapers to scout ahead and continuously ambush opponents throughout a mission.
Reaper Tips. Reapers come equipped with a powerful sniper rifle that’s deadly accurate. Some abilities allow the Reaper to remain in stealth after a killshot.
Get only killshots, and you’ll stay in cover forever. Reapers can use Saboteur abilities to self-destruct cars, or drop extremely powerful Claymore explosives. You can even attach a Claymore to an enemy, giving another team member a 100% successful shot.#6: Gain Deadly CQC Momentum With Psi-Enhanced Templars Templar Faction TipsUnlike the Reaper, the Templar is a melee-focused soldier that’s the center of attention in any battle. They start under-powered, but gain Momentum as you begin killing enemies — using the Rend ability to kill gives the Templar another charge of “Focus” — as Focus is increased, Rend becomes more powerful, Templars gain more mobility, and all of their defensive stats increase. But, using the most powerful abilities requires Focus. Templar Tips. Because of their reliance on Focus, set up killshots for Templars early in a mission.
Damage enemies with other soldiers, then kill with the Templar. After building up Focus, the Templar becomes much, much more powerful. The Templar can swap locations with an enemy — use exchange to swap an enemy to the Templar’s location, then run back and stab them!
That way, you don’t have to run far away from your team to kill enemies in melee range. Templars can use their Parry skill to draw fire from enemies, and Deflect gives a high chance to completely block incoming attacks. Save powerful Templar AoE abilities for multiple killshots — you can restore all the Focus you just used up.#7: Control The Battlefield With Upgraded Alien Skirmishers Skirmisher Faction TipsThe Skirmishers are the most versatile of the new faction. These former ADVENT soldiers have escaped the alien’s evil clutches, and they’re seeking revenge. The Skirmishers are straight-up soldiers, and their default Assault Rifle can fire twice per turn, or use the deadly Ripjack melee weapon to devastate enemies at close-range. Their grappling hook makes them incredibly mobile, too. Skirmisher Tips.
Using the grappling hook is a free action. Use it to change positions and use all your actions for attacks, especially if you can zip straight into flanking shots. The Skirmisher’s melee ability has a high chance to stun targets. Useful for capturing or locking an annoying target. The insane Battlelord abilitiy is exclusive to the Skirmishers.
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When activated, you can take an action after every enemy action — just like the Alien Rulers.#8: Unlock Bonus Skills With The New Soldier Bond SystemThe Bond System is a complex addition to XCOM2 that makes your soldiers even more unique. If soldiers experience special, climactic events — like being the only two survivors in a squad, or if a soldier rescues another — they are far more likely to become bondmates. Every soldier has a basic compatibility, and the more soldiers work together, the more that compatibility will increase.
When two soldiers bond, they’ll appear in the bar getting drinks together, practicing at the shooting range, or a variety of other activities.That’s when you get bondmates. You’ll want to send bondmates out on missions together — as their bond increases, you’ll earn new abilities that are exclusive to the bondmates. Bondmates can grant additional action points to their bondmate, give bonuses to aim, restore negative mental effects, speed up Covert Actions, provide even more Action Points, or shoot enemies with a powerful Dual Strike.A bonded soldier cannot be bonded to any other soldier — until death — and if one bondmate witnesses the death of their fellow bondmate, they’ll fly into an uncontrollable rage. That’s just one negative side-effect, there are others#9: Send Soldiers On Covert Actions For A Variety Of Tactical BenefitsCovert Actions are a new addition to the tactical layer, allowing the Commander to send individual soldiers on non-combat missions with lots of incredibly useful benefits. Kms server installation windows 2016 free. You can rescue soldiers captured by the Chosen, uncover new recruits, soldiers, or resources — or track down the Chosen Citadels.
Covert Actions – Examples:. Hunt Chosen Strongholds. Rescue Soldiers Captured By Chosen. Locate Faction HQs. Counter Chosen Activity. Recruit Faction Soldiers. Unlock Resistance OrdersCovert Actions don’t always work out.
If a Covert Action fails, your soldier can return home wounded, or you’ll jump into a tactical map situation with only 2-3 soldiers, forced to extract before the aliens kill your team. You’ll be able to assign extra soldiers and staff to help increase the odds for a successful Covert Action.As a reward for Covert Actions, you can unlock Resistance Orders. These are special policies you can unlock, unique to each faction, that provide a variety of long-lasting benefits. The Reapers can slow mission timers, or summon extra Resistance Soldiers to help in battles.
Skirmishers increase facility construction and special explosive weapon breakthroughs. Templars can limit the negative effects of any status effects, or increase the chances for research breakthroughs.There’s more than that, but earning Resistance Orders will help your cause tremendously in the long run.#10: Take the Fight to the Chosen For Unique Weapon RewardsTo locate a Chosen Citadel, the Commander must complete three Covert Actions to find intel on the Chosen Citadel of your choice. After finished three intel-collecting Covert Actions, the Chosen Citadel itself will become available.Invading a Citadel and defeating a Chosen permanently will reward XCOM with unique weapons — each Chosen has two special weapons XCOM can collect and equip, and they’re all incredibly powerful. Here’s what class of weapon you’ll get for defeating each Chosen. Hunter: Sniper Rifle & Pistol. Assassin: Shotgun & Blade.
Warlock: Assault Rifle & Psi AmpKeep these rewards in mind before choosing which Chosen to takedown first. Pick the Chosen with the weapons you’re looking for!#11: Savescum! Save Often, Load OftenThis final tip is pretty self-explanatory — save often, load often. It isn’t the most honorable way to play XCOM, but if you’re struggling with the campaign and can’t handle losing soldiers you’ve invested in, there’s no reason to skip saving.XCOM 2, by default, will autosave after every turn. We recommend trying to move forward and complete missions, even if a particular turn doesn’t go in your favor — but it’s all up to you, and your skill level.
If the game is getting too tough, there’s no reason to lower the difficulty just yet. Go back and try again at the start of the mission to avoid losing those valuable troops you’ve spent so much time leveling up.NOTE: The term “savescumming” is a relic of the rogue-like community, even if these days most rogue-like games have removed the option entirely. Basically, it’s all about saving and loading until you get the most optimal result from your actions. Etc.Don’t be a total savescummer.
Do your best, keep some previous saves handy, but don’t be too quick to reload. Failure is part of the fun in XCOM.