Dieser Guide erleichtert euch den Einstieg in das Spiel und erklärt euch alle grundlegenden Begriffe. Außerdem erhaltet ihr wertvolle Tipps für. XCOM 2: Verdammt noch mal! Hat sich schon wieder einer dieser Kopflenker euren Ranger geschnappt und den Grenadier in Panik versetzt? Mit XCOM 2 bringt Feral Interactive den bekannten Strategie-Klassiker vom PC aufs Smartphone und Tablet. Wir geben dir wertvolle Tipps für.
XCOM 2 - Tipps und Tricks, Basisbau, Avatar-ProjektBei XCOM 2 handelt es sich um ein komplexes Strategiespiel, an das sich Neulinge erst nach einer gewissen Zeit gewöhnen. Tipps und Tricks. Dieser Guide zu XCOM 2 geht genauer auf die Aliens ein, die die Erde in Beschlag genommen haben. Wir zeigen euch die passende Strategie. 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.
X Com 2 Tipps Search form VideoCrashkurs: XCOM 2 - Tutorial (1) [deutsch] XCOM 2 has some performance problems on PC at the moment, and while we’re waiting for Firaxis and 2K to release a patch, there are some things you can do to improve performance. Lower. 6/10/ · Here are the best Xcom 2 tips to make you Earth's hero and stop the AVATAR project in its tracks. Good luck, commander. AVATAR Project: There are a total of 12 bars in the Avatar Project. Once it fills up, the doom timer starts. 2/16/ · Strategic Tips. Don’t Panic About the Avatar Project. Your main goal in XCOM 2 is to stop the mysterious “Avatar Project,” which is represented by a meter at the top of the strategic map Author: Rowan Kaiser.
Each class, and many of the subclasses, can be tremendously useful, and absolutely necessary in certain situations.
Sharpshooters can tear through multiple weak enemies, while sword-focused Rangers can single-handedly win missions where the aliens deploy Chrysalids.
Having, and knowing, all the classes and subclasses can be critical. Making one of each of the eight subclasses should be enough to do that, but especially….
Use Specialist Medics. Being able to send a drone across the map to heal any unit, four times per mission, will prove essential.
Two early enemies, Sectoids and Codexes, will drop Psionic attacks on your troops. This is scary! Sectoids will mind control your squaddies, or make them panic, while Codexes will drain their ammo in a psychic exploding whirlwind.
Use that. If Sectoids are using Mind Control or Panic, aggressively take them out as quickly as possible. 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.
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.
The guerrilla tactics school serves two functions. For this alone, the GTS should be an early priority to build.
Its secondary benefit is also extremely useful, however. Rookies can train here to take on a new class of your choosing, rather than by random assignment from leveling up in the field.
This lets you proactively fill any staffing holes by training whatever class you need the most. 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.
Its second function is a little less clear, but can be game-changing. After the AWC is built, every soldier is secretly assigned a rank at which they will acquire a random out-of-class skill along with their standard choice.
Soldiers already past this rank will not retroactively acquire the additional skill, so building the AWC as early as possible ensures that the maximum number of soldiers will receive their bonus.
Like the GTS, the AWC offers two useful functions that you want to utilize early and often to get the most bang for your buck, so it should likewise generally be a priority to build.
The workshop essentially gives you two engineers for one. Staffing it provides two engineer drones that can be assigned to rooms adjacent to the workshop.
To ensure the most flexibility, we recommend building it in one of the two central rooms. Note that it only works with vertical and horizontal adjacency, and not diagonal.
You can, however, upgrade it to allow another engineer to operate two more gremlins. This is the one facility where position really matters, so be sure to surround it with rooms you will want to staff with Engineers, such as resistance comms, the psi lab, power relays, and the infirmary.
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.
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.
Auf letzterem sind die hochqualifizierten Mitarbeiter teuer, sodass ihr insbesondere zum Einstieg in XCOM 2 nach Missionen suchen solltet, die euch mit einem Ingenieur belohnen.
Ein weiterer Trick ist der Bau einer Werkstatt , aus welcher Drohnen in angrenzende Räume entsendet werden und jeweils die Funktion eines Ingenieures übernehmen.
Die Werkstatt baut ihr im mittleren Raum in der zweiten Etage eurer Basis, um den bestmöglichen Effekt zu erzielen.
Bis dahin gibt es jedoch wichtigere Räume, die ihr schnellstmöglich errichten solltet. Dadurch schaltet ihr das Testzentrum frei und könnt die Umgebung eurer Basis erforschen.
Es ist empfehlenswert, dass ihr euch nach der Widerstandskommunikation zunächst auf die Erforschung neuer Rüstungen fokussiert. Dabei habt ihr die Wahl zwischen Modular-Waffen und Hybridmaterialien.
Stürzt euch zunächst auf letzteres Thema, um Rüstungen mit Plattenpanzerung nutzen zu können. Ein wichtiger Trick ist es, nicht zu lange mit dem Bau der Schattenkammer zu warten, da sich die Forschung im Endgame an diesen Ort verlagert.
Denn die Aliens schlafen nicht und wenn ihr die falsche Taktik beim Bauen wählt, fehlen euch schnell die Ressourcen, um den Avatar-Fortschritt zu stoppen.
Reload even if your soldier has only fired a single time. You must be logged in to post a comment. We compiled a list of tips for use when starting out a game, to give you the best possible advantage going in.
There are tips here for everyone, and if you have your own, feel free to click that edit button and share it with your fellow XCOM players!
How many missions are in XCOM 2? Can you mod XCOM 2 on ps4? What month does XCOM 2 start? The console versions of the game were developed by The Workshop.
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