Overwatch is the bedrock of XCOM: banking your soldier’s action for a turn so that they can instead automatically fire at any enemy which enters or moves within their line of sight. Don’t even think about taking on a Gatekeeper or Sectopod without softening it up with explosives first. So, again, a Grenadier’s bomb might do significantly less damage than a shot from her standard weapon, but it’s worth it if it takes a point or two of Armor away, so the rest of the squad can then score bigger hits. Those are the cheeky yellow blobs at the end of enemies’ health meters, and for each one of those any shot you land will usually lose one point of damage. The sequence that your soldiers act in as almost as important as the actions they take.Įxplosives have another extra boon: they shred Armor. Using an explosive to destroy an alien's cover after everyone has already taken an unsuccessful shot might help you out next turn, but you might have lost a couple of soldiers at that point, or the enemy might have moved to a new location with fresh cover. Very often, it’s smarter to not spend an action on a standard shot that will only knock a couple of hitpoints off a tough enemy or is simply unlikely to land, and instead see if your Grenadier (or indeed anyone with a grenade in their pocket) can rearrange the scenery so the rest of their squad has better odds.Īs with the first point, about travelling alone, this ties back to the importance of using your squad in the correct order.
Bloodless EfficiencyĮxplosives can destroy cover, which can massively increase the to-hit chance on any enemy which was hiding behind it, or open up brand new lines of sight to aliens who were sheltering indoors. The early Specialist Scanning Protocol unlock is also useful for identifying whether there are any enemies just around the corner. As these guys rank up, the help they can provide becomes immense – for instance, a Sharpshooter can fire three times in Overwatch, while the Specialist’s flying robot thing can double the defence of Aid. The former can provide long-range damage, while the basic Aid function of the latter can provide a significant defensive bonus to even squadmates which are half a map away. the Ranger’s Untouchable skill – but done early on it’s simply suicide.Ī good habit to get into is to always have a Sharpshooter and/or Specialist still active before you send anyone into the unknown. Late in the game, lone wolves become vaguely plausible – e.g. Don’t exhaust five soldiers’ movements and actions then send the sixth hurtling forwards into the unknown on their own, because that means there’s no-one to help out in the event they stumble across a new pack of enemies. Obvious perhaps, but the single greatest piece of wisdom I can pass on is about the management of action points. This isn't a definitive guide, but instead a grab-bag of assorted wisdom, both early and advanced, that I'm certain will help if you're having a tough time with this wonderful (if sadly malfunctioning) strategy game.
XCOM 2 WALKTHROUGH ENEMY VIP HOW TO
A lot of people are finding the game very punishing though, so I thought I'd try to help - both by sharing my own advice on how to keep your soldiers alive for longer and by inviting anyone else to share their own tips in comments.
XCOM 2 WALKTHROUGH ENEMY VIP FULL
I know full well that this does not make me any kind of expert but I'm experienced enough that XCOM 2 has not yet kicked my flabby little bottom. I've played around 300 hours of XCOM 1, and 50 of XCOM 2, for my sins.