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We’re just a bit under one month away from the launch of Firaxis’ follow up to XCOM: Enemy Unknown. XCOM 2 makes substantial changes to the premise and formula that will likely keep even seasoned commanders on their toes.

To help you prepare for a world under alien rule, we’ve put together 10 things you should know, drawn from our extensive time playing the game over the past couple of weeks. You’ll need to think differently than you did in Enemy Unknown when your boots hit the ground on February 5.

Stealth Matters

XCOM isn’t the dominant force it was in Enemy Unknown. Now, you represent the resistance in a world run by the invaders.

When you hit the ground at the start of most missions, you’ll be concealed. You’ll want to carefully progress through the fog of war, uncovering the map and avoiding turrets and enemy patrols.

If you’re seen, you’ll likely be outnumbered. That’s why, it’s important to…

Set Up Ambushes To Start The Firefight

It’ll likely take you a few tries to get the hang of the ambush system. The first time you take a shot at an enemy, your squad will lose concealment. It’ll also give your enemies a free move to cover.

Those returning to the franchise know that Overwatch is one of the most potent abilities in the game. This triggers a reaction shot the first time an enemy moves through a soldier’s line of fire.

If you put most of your squad on Overwatch before you take the first shot, they’ll likely take those reactions as enemies scramble. This is the best way to the thin the herd and not get overrun.

Hey, Those Sectoids Aren’t So Cute Anymore

You might have noticed from early screenshots that Sectoids aren’t the diminutive, mouthless bullet magnets they were in XCOM: Enemy Unknown. Thanks to an infusion of human DNA, they are taller and wield more potent psychic powers.

They also have significantly more health. You’re going to want to focus fire before they can mindblast your troops to panic or, worse, control them. Oh, and they can reanimate the dead. Have fun!

Time Is The Enemy

In XCOM: Enemy Unknown, players were able to make relatively easy progress by using one action to move and the second to either take a shot or enter Overwatch. This led to a more methodical, yet plodding, pace.

Firaxis moved to disrupt this technique in the Enemy Within expansion by introducing “Meld.” This vital resource only lasted on the battlefield for a small number of turns, essentially providing the carrot to take tactical risks.

XCOM 2 brings out the stick. Many missions put you on an oppressive clock to destroy a target, hack a terminal, or abduct and extract a VIP. Missions move much more quickly, and the pace is exhilarating. You’ll be on your toes and on the move during most of the operation.

Know Your Role

XCOM 2 offers four base classes: Ranger, Specialist, Grenadier, and Sharpshooter. Each of these offers two distinctly different upgrade branches that you can stick to exclusively or mix-and-match.

You’re going to want to diversify your soldier pool. Having a specialist that can heal and one that emphasizes hacking (and messing with enemy robots) is important. Knowing whether you want to bring a Sharpshooter sniper or gunslinger can make all the difference.

What’s different this time out is that later on you won’t be beholden to the random-number generator. You’ll be able to steer your soldiers to fill specific class roles after building a Guerrilla Tactics School. 

Of course, sometimes you just want to even the playing field. That’s where the fifth soldier class comes in.

Read on to learn about the Psi Operative and customization changes.

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