![]() Melee attacks will also trigger a lot of unwanted pods, so be very careful about meleeing. This means don't yellow dash, unless you have a soldier in front of the end location of the dash, or need to make up ground to beat a timer. Low cover doesn't do enough on its own to let you sit in it safely.ĭo not expect ADVENT to miss shots on a soldier in half cover.ĭo your best to only trigger one group at a time. Don't put your soldiers in low cover unless absolutely needed.Parts of this copy paste may be redundant for you, but since part of it answers your question I will paste it in for you. Compared to a sectoid, who can reduce the number of soldiers you have next turn with a mind spin, but is less lethal since mind spin doesn't do damage unless the soldier does something damaging while panicking. This can kill early game units and almost guarantees a stun on a soldier, reducing the number of actions you can take next turn. Their primary strategy is to rush over to whoever is closest and stab them with their electric stick. There are some threats that are imperative to take out ASAP, like stun lancers. If the officer isn't flanked, he will mark, then shoot. So it's more beneficial to flank the officer, cause him to scatter and waste a turn on his mark while you take out the troopers, then focus fire the officer on turn two. In your basic starting group of two troopers and an officer, the enemies will always try to get behind cover first, then the troopers will shoot and the officer will mark someone so the troopers have a better chance of hitting them. To help you out, focus fire the units that have the greatest chance of damaging your soldiers on the next turn. ![]() It's still turn based, so you have all the time in the world to figure out how you want to proceed whenever something unexpected happens. ![]() Once you're familiar with all the enemies, abilities, and units it becomes a matter of finding the best way to tackle that puzzle. I have 800 hours in XCOM2 and probably 1/4 of that is going through the randomly generated Tactical Legacy Pack missions because every skirmish is like a puzzle. ![]() It can be relaxing to play on your second or third playthrough. That's the part I find most interesting, making the best of a bad situation and minimising risk in a situation it can't be entirely mitigated. So if an Archon shows up with a bunch of ADVENT troopers, often the best course of action is to take out the troopers and then focus fire the Archon the next turn.īut even with an understanding of what enemies will do, things can quickly go south if you accidentally trigger multiple pods and don't have enough actions and/or resources to respond to everything. Annoying but does no damage on the enemy turn. Super dangerous.īut if you just leave them alone and avoid them having a flank on anyone, they'll just use Blazing Pinions. Battle Frenzy triggers when they take damage and they get an extra action point on their turn. You do get an understanding of the threat each enemy poses and predicting what they'll do.įor example Archons are a pain if you hurt them and then let them get a turn. If they see 2 or more soldiers bunched up, they will spit poison, so you can avoid grouping up your soldiers (unless you have a medkit so your soldiers are immune, in which case you prefer they do that instead of shooting you). They will want to hug anyone who is right next to them, which you can exploit if needed. Vipers are not anything you want to ignore, but again sometimes you can abuse their AI. There are always specific situations that can change things, but once you know how they act (will always try psychic powers unless they have a flank shot), you can understand more about what the real threats are. But if you had left a random trooper alive, there is always a chance it will shoot you through cover and injure or kill you. You see one and think "special abilities, more hitpoints, looks cooler, that's my priority".īut - what happens if the turn ends and the sectoid is still alive? It will try to mind control one of your soldiers or make a zombie, which is bad - but you can just flashbang it next turn and your soldier is instantly back to normal, or the zombie will die. The trick is that the sectoid seems way more dangerous than it really is. You are half right - yes, you do want to take out the most dangerous enemy first.
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