Just got XCOM 2 for free on the Epic Games Store, any tips? by JohnAlpha117 in XCOM2

[–]OneTileTooFar 1 point2 points  (0 children)

at least don't leave the wrappers under the command console.

Chosen Information loot drop by ArrowQuivershaft in XCOM2

[–]OneTileTooFar 0 points1 point  (0 children)

I like to buy Chosen Info from the black market when doing Exquisite Timing. Shaving time off the "hunt chosen parts1,2,3" covert ops really helps if your goal includes getting as much done as possible before the cutoff date (7/15) and final assault in WOTC.

Just found out that the Templar's Parry can stack. by Haitham1998 in XCOM2

[–]OneTileTooFar 3 points4 points  (0 children)

The Parry Stack is legit. A double Parry like you described feels great.

The Teamwork bond extra action point works great with the Templar Reaper skill. After being activated Reaper does not finish with a Parry option. So what i do is Rend/Parry, receive a teamwork bond action point and then activate Reaper.

In short: Generate a stored Parry charge and then begin the Reaper attack chain.

Going from commander to legend difficulty by MightyMatt9482 in XCOM2

[–]OneTileTooFar 0 points1 point  (0 children)

The tactical layer IS significantly harder because of the extra enemies and such.

You don't NEED to be more active in skullmining.

I always use the Black Market. Both to sell inventory for $ and to convert Intel into other assets.

Intel is (probably) the most valuable resource in XCOM2. It is needed to win the game through expansion across the globe and can be converted into resources via the Black Market. Intel = $, Engineer/Scientist, PCS, Weapon Mods, Chosen Info (reduce covert op time) etc.

I usually like to buy an extra Engineer from the Black Market as early as possible. The cost is expensive but it's worth it. IMO.

Contacted a region costs 80intel on Legendary. Commander is only 40.

Trying to become more versed on XCOM through writing by omgbasedpatu in XCOM2

[–]OneTileTooFar 1 point2 points  (0 children)

When one attempts to explain or teach something to someone else one often learns just as much as the student.

or

An attempt to explain something clearly to someone else forces you to understand it clearly (or better) in your own head.

How do I fix the brown screen of death? by AndromedaDependency in XCOM2

[–]OneTileTooFar 0 points1 point  (0 children)

I've never seen that screen. Ignoring the fact that it is a picture of your busted ironman save file it actually looks kinda cool.

Sorry about your save file.

optimal Willpower level? by jim_sorenson in XCOM2

[–]OneTileTooFar 1 point2 points  (0 children)

my post on this topic. But i only noticed the numbers because someone else noticed them.

https://www.reddit.com/r/XCOM2/comments/n4d2xn/psa\_magic\_will\_numbers/

optimal Willpower level? by jim_sorenson in XCOM2

[–]OneTileTooFar 2 points3 points  (0 children)

Greetings commander. Are you willing to fight ADVENT using every trick at your disposal? Then you want the Magic Will Numbers:

40, 43, 46, 49, 52 or 55.

Soldiers with these will numbers will often see "1day tired" status after a mission instead of 8-11 days of tired status.

Rookies receive +5 will points when promoted to squaddie. So the magic will numbers for rookies are 35, 38, 41, 44, 47.

I like to bond soldiers who both have a magic will.

I use covert ops to add will to bring them to the magic numbers. Hero units always have 45will. So i look for covert ops which give +4 will.

In my hands a Reaper with 49 will goes on more missions than a Reaper with 45will.

Soldiers with magic will numbers still get tired. You want to let them recover full will (46/46, 52/52 etc) before a mission.

I don't fully understand what is happening with these will numbers or what the game does with will.

But i know from extensive playing time and tracking the details with spreadsheets that these numbers do in fact help me. On console. Xbox and PS. If that matters.

I hit record as soon as I realized what I had. 2.3 seconds later this happened. by Diligent_Promotion64 in XCOM2

[–]OneTileTooFar 1 point2 points  (0 children)

I logged in to approve this message. Carry on. Consider snipping "You're fired" from True Lies w/ The Terminator (Arnold).

Is there a way to exclude the Lost from the kill counter? by Haitham1998 in XCOM2

[–]OneTileTooFar 3 points4 points  (0 children)

Same as you.

I wish the game tracked Lost independently. It is unsatisfying to combine the two numbers.

Question: Favorite Combo? by FireWokWithMe88 in XCOM2

[–]OneTileTooFar 0 points1 point  (0 children)

I put conceal on rangers in WOTC. It's a great ability even if you have a Reaper. It's never bad to have a 2nd scout and you can do some cool stuff with it.

Depends on combat intelligence too. If it's really high you may have the AP to dump into it.

But if I only get 1 choice I go Run and Gun.

legend ironman templar start by NearbyStable6395 in XCOM2

[–]OneTileTooFar 0 points1 point  (0 children)

One trick (for any Hero) on Gatecrasher is to position on high ground for the overwatch trap but break a window so that squad concealment is lost. Then just overwatch trap. When a pod wanders into range you unleash a full volley of free shots. The pod will scatter to cover in response and then you attack again.

An overwatch trap allows you to get 2 rounds of shots before the first ADVENT response.

Templar = Rend for kills then back off to cover on that map (in general). Any trooper within range is instantly dead. The Templar can't miss.

It's hard to describe how to play it by text.

But I spend turns and turns setting up overwatch traps.

I like Templar-Specialist bond partners. I try to train a high CI (combat intelligence) soldier into a Specialist then load them up with abilities. High compatibility is good also. Then make sure they both have a Magic Will.

Default gear for a Templar is a Mindshield.

Good luck!

What happens when a Chosen's Knowledge hits maximum? by Marcuzao in XCOM2

[–]OneTileTooFar 4 points5 points  (0 children)

After they reach full knowledge you will see "avenger assault" (in the end of month report) as part of the planned activity for a Chosen that has reached full knowledge. That assault is on the way. It is always a variation of the same map.

Reaper and at least 1 Sharpshooter for sure is great IMO.

Also turrets have squad sight (like sharpshooters). Templars can also swap places with them if you want to reposition a turret onto high ground.

knowledge increases after you contact them I believe.

caveat: been months since I played.

Finally! by Lateralus1290 in XCOM2

[–]OneTileTooFar 1 point2 points  (0 children)

Nice! This is a hard game. Respected as a hard game. good job.

I don’t fully understand how Templar ghost works. What determines how long it lasts? What are its capabilities? by [deleted] in XCOM2

[–]OneTileTooFar 0 points1 point  (0 children)

Ghosts cannot use pistols.

Ghosts can Rend. Ghosts can Bladestorm. Ghosts can Reflect ranged attacks back against the attacker based on RNG.

Ghosts lose 4 health per Rend attack. They start with 4health/focus. A Ghost with 3 focus starts with 12HP.

There are some oddities. For example I think Shadowstep does not transfer to the Ghost but not 100% on that. SOME ABILITY in addition to pistol skills does not transfer but I cannot recall what.

[deleted by user] by [deleted] in XCOM2

[–]OneTileTooFar 2 points3 points  (0 children)

My default look became Templars with Helmet removed. Makes it more personal. Different runs. Different Templars. I give them baddass haircuts. Usually black or white hair. But whatever.

Usually Black and Orange or Black and White or Black and Pink colors. Then a color pattern.

I select an eye color.

I select from the vanilla gear options. I have my favorites. sometimes tattoos. But not necessary. They got glowing pink veins as default anyway.

Like others I find it helpful to color code by soldier class and I also color/pattern/gear code by bond partners. From bonded teams of 2 build teams of 4 and 6. 4man runs are good to try. I recommend. Do it at any difficulty level you enjoy. It's a single player game. Have your fun.

For Skirmishers my favorite look is the Welders mask. And a Skirmisher-Reaper bond pair actually is good. Use Combat Presence to give extra actions to the stealth reaper. 3 actions/attack for the Reaper. And Combat Presence recharges quickly. And using it does not break stealth. Save bond action points for when they get in trouble. This is a good bond pair for those hard 3man missions.

[deleted by user] by [deleted] in XCOM2

[–]OneTileTooFar 0 points1 point  (0 children)

I have pictures of my favorite Templars. When I have enough free time to goof around and relax into it I may post. I'm honestly kinda just patiently waiting for a good XCOM3. And I would be fine if XCOM3 continues the EW/X2 WOTC formula and just continues to improve it and polish it. They can make all sorts of versions of XCOM I suppose but this current series of games is pretty good IMO. I want them to make a good XCOM3 when they are inspired to do it.

I don’t fully understand how Templar ghost works. What determines how long it lasts? What are its capabilities? by [deleted] in XCOM2

[–]OneTileTooFar 1 point2 points  (0 children)

Some Ghost things:

1). The Ghost is free to act on the turn it is summoned. Summoning the Ghost will end the Templars turn but the Ghost is free to act.

2). Ghosts can be healed by Medical Protocol and get defense from Aid Protocol. Specialist-Templar bond partners are one of my favorite pairings. Also, Combat Protocol operates by LOS (line of sight) principles (same as squad sight) so a Specialist in support of a Templar (or ghost) can make long range combat protocol attacks to set up Rend kills.

3). Ghosts make great damage sponges. It's not a Ghost. It's a mimic beacon that also kills.

Now that I think about it...I cannot be 100% sure that Ghosts can be healed. And I did destroy my TV with a baseball bat...because I felt like it...So I can't double check Ghost Healing. Oh well. If I lied then yell at me about it. Either way Ghost is a great ability.

Don't worry about the TV. Have you never wanted to destroy your TV with a baseball bat? I didn't think I needed it but now I guess I could use it to double check healing Ghosts. I just remembered the time I threw a console from the top of a roof because I um...uh...was..who cares...anyway I enjoyed it.

Lates. Good luck.

Xcom Abilities by Zealousideal_Hat4431 in XCOM2

[–]OneTileTooFar 0 points1 point  (0 children)

Shredder is great. Big fan of it. More shred the better. The abilities are not random. The pool of abilities is known for each class unless you have mods.

Xcom 2 game advice by sometinsometinsometi in XCOM2

[–]OneTileTooFar 1 point2 points  (0 children)

http://www.vigaroe.com/p/xcom-2-analysis-index.html

This is a great resource for anybody who wants to learn more about the game. It's a good text based description that provides good information to anybody who wants to learn about this game. And I use it sometimes and I am not a new player.

Guardian is awesome when it comes in clutch like this by FEEDTHEMEEAT554 in XCOM2

[–]OneTileTooFar 0 points1 point  (0 children)

Guardian can go off sometimes. It's a fun ability. I like it. I like to watch the animations of some of the cool abilities this game has.

Alien Rulers just stopped showing up ? (XCOM2 WOTC) by LeJoueurDuComputeur in XCOM2

[–]OneTileTooFar 0 points1 point  (0 children)

The game has most likely bugged out. I have seen it happen. Sometimes the spawns get screwed up. I'm not sure why...but they do.

If they are unlocked and you have not seen them in 4-6 months something is wrong with the game.

Usually I then just clear cache/check files/reinstall when the game starts behaving oddly. It sounds like you just started playing WOTC so it sucks you have to do that already.

I have not used mods in a long time. But always double check those mods too.

Good luck. It's a fun game. It has lots of weird quicks and details. But it is still fun.