================================================================================ DefaultGameData_COMBINADO.txt ================================================================================ [XComGame.XComTacticalSoundManager] WiseSoundBankNames=SoundInitBank.Init WiseSoundBankNames=SoundAmbienceMapLoops.WwiseDefaultBank_SoundAmbienceMapLoops WiseSoundBankNames=SoundMissionSoundtracks.WwiseDefaultBank_SoundMissionSoundtracks WiseSoundBankNames=SoundReverbImpulseResponses.ReverbImpulseResponses WiseSoundBankNames=SoundEnvironmentVox.WwiseDefaultBank_SoundEnvironmentVox WiseSoundBankNames=SoundGlobalUI.WwiseDefaultBank_SoundGlobalUI WiseSoundBankNames=SoundX2GrenadeFX.WwiseDefaultBank_SoundX2GrenadeFX WiseSoundBankNames=SoundSharedMedia.SharedMedia WiseSoundBankNames=XPACK_SoundGlobalUI.WwiseDefaultBank_XPACK_SoundGlobalUI WiseSoundBankNames=XPACK_SoundUtility.XPACK_Utility TacticalCombatMusicSets=Set01 TacticalCombatMusicSets=Set02 TacticalCombatMusicSets=Set03 TacticalCombatMusicSets=Set04 TacticalCombatMusicSets=Set05 TacticalCombatMusicSets=Set06 TacticalCombatMusicSets=Set07 TacticalCombatMusicSets=Set08 TacticalCombatMusicSets=Set09 TacticalCombatMusicSets=Set10 ; UI Sounds SoundEventPaths="SoundGlobalUI.Play_MenuSelect" SoundEventPaths="SoundGlobalUI.Play_MenuClickNegative" SoundEventPaths="SoundGlobalUI.Play_MenuClose" SoundEventPaths="SoundGlobalUI.Play_MenuOpen" SoundEventPaths="SoundGlobalUI.Play_MenuCloseSmall" SoundEventPaths="SoundGlobalUI.Play_MenuOpenSmall" SoundEventPaths="SoundGlobalUI.Play_SoldierPromotion" SoundEventPaths="SoundGlobalUI.UI_Warning_Red" SoundEventPaths="SoundGlobalUI.UI_Warning_Yellow" SoundEventPaths="SoundGlobalUI.UI_Warning_Green" SoundEventPaths="SoundGlobalUI.Play_Mouseover" SoundEventPaths="SoundTacticalUI.TacticalUI_Camera_Rotation_Clockwise" SoundEventPaths="SoundTacticalUI.TacticalUI_Camera_Rotation_Counter_Clockwise" SoundEventPaths="SoundTacticalUI.TacticalUI_Tutorial_Blade_Fly_In" SoundEventPaths="SoundTacticalUI.TacticalUI_Tutorial_Popup" SoundEventPaths="SoundTacticalUI.TacticalUI_Tutorial_Popup_Exit" SoundEventPaths="SoundTacticalUI.TacticalUI_ActivateAbility" SoundEventPaths="SoundTacticalUI.TacticalUI_Activate_Ability_Run_N_Gun" SoundEventPaths="SoundUnreal2DSounds.Unreal2DSounds_OverWatch" SoundEventPaths="SoundTacticalUI.TacticalUI_SwordConfirm" SoundEventPaths="SoundTacticalUI.TacticalUI_Activate_Ability_Wraith_Armor" ; XPACK UI Sounds SoundEventPaths="XPACK_SoundTacticalUI.Reaper_ShotHUD_NotRevealed" SoundEventPaths="XPACK_SoundTacticalUI.Reaper_ShotHUD_Revealed" SoundEventPaths="XPACK_SoundTacticalUI.TacticalUI_ChallengeMode_BannerPositive" SoundEventPaths="XPACK_SoundTacticalUI.TacticalUI_ChallengeMode_BannerNegative" SoundEventPaths="XPACK_SoundTacticalUI.TacticalUI_ChallengeMode_TimerBeepLoopStart" SoundEventPaths="XPACK_SoundTacticalUI.TacticalUI_ChallengeMode_TimerBeepLoopStop" SoundEventPaths="XPACK_SoundTacticalUI.TacticalUI_ChallengeMode_TimerPaused" SoundEventPaths="XPACK_SoundTacticalUI.TacticalUI_ChallengeMode_TimerUnpaused" SoundEventPaths="XPACK_SoundTacticalUI.TacticalUI_ChallengeMode_TimerCriticalWarning" SoundEventPaths="XPACK_SoundTacticalUI.TacticalUI_ChallengeMode_TimerWarning" SoundEventPaths="XPACK_SoundGlobalUI.Play_FactionFanfare_Reaper" SoundEventPaths="XPACK_SoundGlobalUI.Play_FactionFanfare_Skirmisher" SoundEventPaths="XPACK_SoundGlobalUI.Play_FactionFanfare_Templar" SoundEventPaths="XPACK_SoundGlobalUI.UI_Blade_Positive" SoundEventPaths="XPACK_SoundGlobalUI.UI_Blade_Negative" SoundEventPaths="XPACK_SoundGlobalUI.Warlock_Strategy_Stinger" SoundEventPaths="XPACK_SoundGlobalUI.Assassin_Strategy_Stinger" SoundEventPaths="XPACK_SoundGlobalUI.Hunter_Strategy_Stinger" SoundEventPaths="XPACK_SoundGlobalUI.PreventNextMenuOpen" SoundEventPaths="XPACK_SoundTacticalUI.TacticalUI_TargetSelectMouse" SoundEventPaths="XPACK_SoundTacticalUI.TacticalUI_XCOMTurnSilent" ; XPACK Character Sounds SoundEventPaths="XPACK_SoundCharacterFX.Combat_Presence_Activate" SoundEventPaths="XPACK_SoundCharacterFX.Manual_Override_Activate" SoundEventPaths="XPACK_SoundCharacterFX.Forward_Operator_Activate" SoundEventPaths="XPACK_SoundCharacterFX.Battlelord_Activate" ; Lost Howls SoundEventPaths="SoundX2ZombieFX.Lost_Reinforcements_Call" SoundEventPaths="SoundX2ZombieFX.Lost_Reinforcements_Response" ; Post-process effect sounds PPEffectAkEventPaths=(EffectName="ShadowModeOn", \\ AkEventOnEnable="XPACK_SoundTacticalUI.TacticalUI_ScreenOverlay_ShadowModeOn_Enabled", \\ AkEventOnDisable="XPACK_SoundTacticalUI.TacticalUI_ScreenOverlay_ShadowModeOn_Disabled") PPEffectAkEventPaths=(EffectName="ScopeModeOn", \\ AkEventOnEnable="XPACK_SoundTacticalUI.TacticalUI_ScreenOverlay_ScopeModeOn_Enabled") PPEffectAkEventPaths=(EffectName="ScopeModeOff", \\ AkEventOnEnable="XPACK_SoundTacticalUI.TacticalUI_ScreenOverlay_ScopeModeOff_Enabled") PPEffectAkEventPaths=(EffectName="ShadowModeScopeOn", \\ AkEventOnEnable="XPACK_SoundTacticalUI.TacticalUI_ScreenOverlay_ShadowModeScopeOn_Enabled") PPEffectAkEventPaths=(EffectName="ShadowModeScopeOff", \\ AkEventOnEnable="XPACK_SoundTacticalUI.TacticalUI_ScreenOverlay_ShadowModeScopeOff_Enabled") ; Dynamic music override switch names SpecialUnitMusicOverrides=(UnitTemplateGroupName="ChosenAssassin", \\ UnitActivatedMusicSwitch="ChosenPreBattleAssassin", \\ UnitEngagedMusicSwitch="ChosenBattleAssassin") SpecialUnitMusicOverrides=(UnitTemplateGroupName="ChosenSniper", \\ UnitActivatedMusicSwitch="ChosenPreBattleHunter", \\ UnitEngagedMusicSwitch="ChosenBattleHunter") SpecialUnitMusicOverrides=(UnitTemplateGroupName="ChosenWarlock", \\ UnitActivatedMusicSwitch="ChosenPreBattleWarlock", \\ UnitEngagedMusicSwitch="ChosenBattleWarlock") ; Plots that need custom audio and independence from XComAkSwitchVolumes AudioPlotNames="Plot_ABN_LostAndAbandonedA" AudioPlotNames="Plot_ABN_LostAndAbandonedC" AudioPlotNames="Plot_CSH_Stronghold_Sarcophagus" ; Ambience sound banks PlotTypeAmbienceBanks=(PlotTypeName="None", BankName="SoundAmbienceMedia_Rooftops.AmbienceMedia_Rooftops") PlotTypeAmbienceBanks=(PlotTypeName="Abandoned", BankName="XPACK_SoundAmbienceMedia_LostCity.AmbienceMedia_XPACK_LostCity") PlotTypeAmbienceBanks=(PlotTypeName="Abandoned_Indoors", BankName="XPACK_SoundAmbienceMedia_LostCity.AmbienceMedia_XPACK_LostCity") PlotTypeAmbienceBanks=(PlotTypeName="Abandoned_Occluded", BankName="XPACK_SoundAmbienceMedia_LostCity.AmbienceMedia_XPACK_LostCity") PlotTypeAmbienceBanks=(PlotTypeName="CityCenter", BankName="SoundAmbienceMedia_CityCenter_Slums.AmbienceMedia_CityCenter_Slums") PlotTypeAmbienceBanks=(PlotTypeName="DerelictFacility", BankName="DLC_60_SoundAmbienceMedia_ViperNest.AmbienceMedia_DLC2_ViperNest") PlotTypeAmbienceBanks=(PlotTypeName="DLC3_LostTowers_Indoors", BankName="DLC_90_SoundAmbienceMedia.AmbienceMedia_DLC3") PlotTypeAmbienceBanks=(PlotTypeName="DLC3_LostTowers_Outdoors", BankName="DLC_90_SoundAmbienceMedia.AmbienceMedia_DLC3") PlotTypeAmbienceBanks=(PlotTypeName="DLC3_LostTowers_Rooftop", BankName="DLC_90_SoundAmbienceMedia_LT_Rooftop.AmbienceMedia_DLC3_LostTowers_Rooftop") PlotTypeAmbienceBanks=(PlotTypeName="Facility", BankName="SoundAmbienceMedia_Facility.AmbienceMedia_Facility") PlotTypeAmbienceBanks=(PlotTypeName="Rooftops", BankName="SoundAmbienceMedia_Rooftops.AmbienceMedia_Rooftops") PlotTypeAmbienceBanks=(PlotTypeName="SarcophagusRoom", BankName="XPACK_SoundAmbienceMedia_SarcophagusRoom.AmbienceMedia_XPACK_SarcophagusRoom") PlotTypeAmbienceBanks=(PlotTypeName="Shanty", BankName="SoundAmbienceMedia_Shanty_Terror.AmbienceMedia_Shanty_Terror") PlotTypeAmbienceBanks=(PlotTypeName="Slums", BankName="SoundAmbienceMedia_CityCenter_Slums.AmbienceMedia_CityCenter_Slums") PlotTypeAmbienceBanks=(PlotTypeName="SmallTown", BankName="SoundAmbienceMedia_SmallTown.AmbienceMedia_SmallTown") PlotTypeAmbienceBanks=(PlotTypeName="Stronghold", BankName="XPACK_SoundAmbienceMedia_Stronghold.AmbienceMedia_XPACK_ChosenStronghold") PlotTypeAmbienceBanks=(PlotTypeName="Wilderness", BankName="SoundAmbienceMedia_Wilderness.AmbienceMedia_Wilderness") PlotTypeAmbienceBanks=(PlotTypeName="Tunnels_Reverb", BankName="XPACK_SoundAmbienceMedia_Tunnels.AmbienceMedia_XPACK_Tunnels") PlotTypeAmbienceBanks=(PlotTypeName="Tunnels_Sewer", BankName="XPACK_SoundAmbienceMedia_Tunnels.AmbienceMedia_XPACK_Tunnels") PlotTypeAmbienceBanks=(PlotTypeName="Tunnels_Subway", BankName="XPACK_SoundAmbienceMedia_Tunnels.AmbienceMedia_XPACK_Tunnels") [XComGame.XComStrategySoundManager] WiseSoundBankNames=SoundInitBank.Init WiseSoundBankNames=SoundAvengerAmbience.WwiseDefaultBank_SoundAvengerAmbience WiseSoundBankNames=SoundGeoscape.WwiseDefaultBank_SoundGeoscape WiseSoundBankNames=SoundGlobalUI.WwiseDefaultBank_SoundGlobalUI WiseSoundBankNames=SoundHQMusic.WwiseDefaultBank_SoundHQMusic WiseSoundBankNames=SoundStrategySpeech.WwiseDefaultBank_SoundStrategySpeech WiseSoundBankNames=SoundX2StrategyUI.WwiseDefaultBank_SoundX2StrategyUI WiseSoundBankNames=SoundEndingMusic.WwiseDefaultBank_SoundEndingMusic WiseSoundBankNames=SoundReverbImpulseResponses.ReverbImpulseResponses WiseSoundBankNames=SoundStrategySFX.WwiseDefaultBank_SoundStrategySFX WiseSoundBankNames=SoundSpeechStrategyPrototype.WwiseDefaultBank_SoundSpeechStrategyPrototype WiseSoundBankNames=SoundX2GremlinFX.WwiseDefaultBank_SoundX2GremlinFX WiseSoundBankNames=SoundSpeechStrategyAvengerAI.WwiseDefaultBank_SoundSpeechStrategyAvengerAI WiseSoundBankNames=SoundSharedMedia.SharedMedia WiseSoundBankNames=XPACK_SoundGlobalUI.WwiseDefaultBank_XPACK_SoundGlobalUI WiseSoundBankNames=XPACK_SoundStrategyUI.WwiseDefaultBank_XPACK_SoundStrategyUI WiseSoundBankNames=XPACK_SoundStrategyUI.WwiseDefaultBank_XPACK_SoundStrategyUI WiseSoundBankNames=XPACK_SoundAvengerAmbience.WwiseDefaultBank_XPACK_SoundAvengerAmbience ; Hologlobe Sounds SoundEventPaths="SoundStrategySFX.Hologlobe_FromGeoscape" SoundEventPaths="SoundStrategySFX.Hologlobe_ToGeoscape" ; Ship Sounds SoundEventPaths="SoundGeoscape.Geoscape_AvengerAccelerate" SoundEventPaths="SoundGeoscape.Geoscape_AvengerLand" SoundEventPaths="SoundGeoscape.Geoscape_AvengerLiftOff" SoundEventPaths="SoundGeoscape.Geoscape_SkyrangerStart" SoundEventPaths="SoundGeoscape.Geoscape_SkyrangerStop" SoundEventPaths="SoundGeoscape.Geoscape_UFO_Fly_Start" SoundEventPaths="SoundGeoscape.Geoscape_UFO_Hover_Loop" SoundEventPaths="SoundGeoscape.Geoscape_UFO_Fly_Stop" SoundEventPaths="SoundGeoscape.Geoscape_UFO_Stop_All" ; Alert Sounds SoundEventPaths="SoundGeoscape.Geoscape_DoomIncrease" SoundEventPaths="SoundGeoscape.Geoscape_NewResistOpsMissions" SoundEventPaths="SoundGeoscape.Geoscape_POIReached" SoundEventPaths="SoundGeoscape.Geoscape_POIReveal" SoundEventPaths="SoundGeoscape.Geoscape_MissionPinOpen" SoundEventPaths="SoundGeoscape.Geoscape_ResearchComplete" SoundEventPaths="SoundGeoscape.Geoscape_FacilityComplete" SoundEventPaths="SoundGeoscape.Geoscape_PopularSupportThreshold" SoundEventPaths="SoundGeoscape.Geoscape_ProjectComplete" SoundEventPaths="SoundGeoscape.Geoscape_ItemComplete" SoundEventPaths="SoundGeoscape.Geoscape_AlienOperation" SoundEventPaths="SoundGeoscape.Geoscape_CrewMemberLevelledUp" SoundEventPaths="SoundGeoscape.GeoscapeAlerts_ADVENTControl" SoundEventPaths="SoundGeoscape.GeoscapeAlerts_BuildOutpost" SoundEventPaths="SoundGeoscape.GeoscapeAlerts_MakeContact" SoundEventPaths="SoundGeoscape.GeoscapeAlerts_NewObjective" SoundEventPaths="SoundGeoscape.GeoscapeFanfares_AlienFacility" SoundEventPaths="SoundGeoscape.GeoscapeFanfares_GoldenPath" SoundEventPaths="SoundGeoscape.GeoscapeFanfares_Retaliation" SoundEventPaths="SoundGeoscape.GeoscapeFanfares_GuerillaOps" SoundEventPaths="SoundGeoscape.Geoscape_CouncilMonthlySummaryPopup" SoundEventPaths="SoundGeoscape.Geoscape_UFO_Inbound" SoundEventPaths="SoundGeoscape.Geoscape_Black_Market_Found" SoundEventPaths="SoundGeoscape.Geoscape_Doom_Bar_Increase" SoundEventPaths="SoundGeoscape.Geoscape_Mission_Expired" SoundEventPaths="SoundGeoscape.Geoscape_Reveal_Dark_Event" SoundEventPaths="SoundGeoscape.Geoscape_Supply_Raid_Popup" SoundEventPaths="SoundGeoscape.Geoscape_Popup_Positive" SoundEventPaths="SoundGeoscape.Geoscape_UFO_Evaded" SoundEventPaths="SoundGeoscape.Geoscape_UFO_Landed" SoundEventPaths="SoundGeoscape.Geoscape_Time_Sensitive_Mission" SoundEventPaths="SoundGeoscape.Geoscape_DoomDecrease" SoundEventPaths="SoundGeoscape.Doom_DecreaseScreenTear_ON" SoundEventPaths="SoundGeoscape.Doom_Increase_and_Decrease_Off" SoundEventPaths="SoundGeoscape.Doom_IncreasedScreenTear_ON" SoundEventPaths="SoundGeoscape.Doom_Camera_Whoosh" SoundEventPaths="SoundGeoscape.Geoscape_DoomBarDecrease" ; UI Sounds SoundEventPaths="SoundGlobalUI.Play_MenuSelect" SoundEventPaths="SoundGlobalUI.Play_MenuClickNegative" SoundEventPaths="SoundGlobalUI.Play_MenuClose" SoundEventPaths="SoundGlobalUI.Play_MenuOpen" SoundEventPaths="SoundGlobalUI.Play_MenuCloseSmall" SoundEventPaths="SoundGlobalUI.Play_MenuOpenSmall" SoundEventPaths="SoundGlobalUI.Play_SoldierPromotion" SoundEventPaths="SoundGlobalUI.Play_Mouseover" SoundEventPaths="SoundX2StrategyUI.ToDoWidget_Blue" SoundEventPaths="SoundX2StrategyUI.ToDoWidget_Yellow" SoundEventPaths="SoundX2StrategyUI.ToDoWidget_Red" SoundEventPaths="SoundX2StrategyUI.BuildItem" SoundEventPaths="SoundX2StrategyUI.ConfirmWork_ClearRoom" SoundEventPaths="SoundX2StrategyUI.ConfirmWork_Repair" SoundEventPaths="SoundX2StrategyUI.ConfirmWork_ShieldPowerCore" SoundEventPaths="SoundGlobalUI.Play_ChangeTab" SoundEventPaths="SoundX2StrategyUI.LootMenu_LootPickup" SoundEventPaths="SoundX2StrategyUI.LootMenu_LootDing" SoundEventPaths="SoundGeoscape.Geoscape_TimeForwardScan" SoundEventPaths="SoundGeoscape.Geoscape_TimeForwardScanStop" SoundEventPaths="SoundX2StrategyUI.LaunchMission" SoundEventPaths="SoundGeoscape.GeoscapeUIWhoosh" SoundEventPaths="SoundX2StrategyUI.Beam_Weapon_Equip" SoundEventPaths="SoundX2StrategyUI.Conventional_Weapon_Equip" SoundEventPaths="SoundX2StrategyUI.Magnetic_Weapon_Equip" SoundEventPaths="SoundX2StrategyUI.AntFarm_Camera_Zoom_In" SoundEventPaths="SoundX2StrategyUI.AntFarm_Camera_Zoom_Out" SoundEventPaths="SoundX2StrategyUI.Generic_Mouse_Click" SoundEventPaths="SoundX2StrategyUI.Weapon_Attachement_Upgrade" SoundEventPaths="SoundGeoscape.Geoscape_Zoom_Tick" SoundEventPaths="SoundX2StrategyUI.Gremlin_Equip" SoundEventPaths="SoundX2StrategyUI.Psi_Amp_Equip" SoundEventPaths="SoundX2StrategyUI.Weapon_Attachement_Upgrade_Select" SoundEventPaths="SoundX2StrategyUI.Sword_Equip_Beam" SoundEventPaths="SoundX2StrategyUI.Sword_Equip_Conventional" SoundEventPaths="SoundX2StrategyUI.Sword_Equip_Magnetic" SoundEventPaths="SoundX2StrategyUI.Secondary_Weapon_Equip_Beam" SoundEventPaths="SoundX2StrategyUI.Secondary_Weapon_Equip_Conventional" SoundEventPaths="SoundX2StrategyUI.Secondary_Weapon_Equip_Magnetic" SoundEventPaths="SoundX2StrategyUI.Secondary_Weapon_Equip_Magnetic" SoundEventPaths="SoundX2GremlinFX.Stop_Gremlin_Idle" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Armor_Equip_Conventional" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Armor_Equip_Plated" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Armor_Equip_Powered" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Ammo_Equip" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Grenade_Equip" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Heavy_Weapon_Equip" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Medkit_Equip" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Mindshield_Equip" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Skulljack_Equip" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Vest_Equip" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Flyover_Intel" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Flyover_Supplies" SoundEventPaths="SoundX2StrategyUI.Strategy_UI_PCS_Equip" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Purchase_Item" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Sell_Item" SoundEventPaths="SoundX2StrategyUI.Black_Market_Enter" SoundEventPaths="SoundX2StrategyUI.Black_Market_Ambience_Loop_Stop" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Facility_Build" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Facility_Upgrade" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Facility_Destroy" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Staff_Assign" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Staff_Remove" SoundEventPaths="SoundX2StrategyUI.StrategyUI_Recruit_Soldier" SoundEventPaths="SoundX2StrategyUI.ResearchConfirm" SoundEventPaths="SoundX2Multiplayer.MP_Chat_Receive" SoundEventPaths="SoundX2Multiplayer.MP_Chat_Send" SoundEventPaths="SoundX2Multiplayer.MP_Player_Ready" SoundEventPaths="SoundX2Multiplayer.MP_Player_Ready_Cancel" SoundEventPaths="SoundX2Multiplayer.MP_Timer_Beep" ; XPACK UI Sounds SoundEventPaths="XPACK_SoundGlobalUI.Play_FactionFanfare_Reaper" SoundEventPaths="XPACK_SoundGlobalUI.Play_FactionFanfare_Skirmisher" SoundEventPaths="XPACK_SoundGlobalUI.Play_FactionFanfare_Templar" SoundEventPaths="XPACK_SoundStrategyUI.ResearchBreakthrough" SoundEventPaths="XPACK_SoundStrategyUI.ResearchInspiration" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_AttributesArrowsFadeIn" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_AttributesWordsFadeIn" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_ChosenKilled" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_ChosenVertBarFadeIn" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_FirstFocusThisMonthMusic" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_FocusThisMonthWhooshHit" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_KnowledgeLevel1Achieved" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_KnowledgeLevel2Achieved" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_KnowledgeLevel3Achieved" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_KnowledgeLevel4Achieved" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_KnowledgeLevelBarDeplete" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_KnowledgeLevelBarFill" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_KnowledgeLevelBarMoveStart" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_KnowledgeLevelBarMoveStop" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_LevelReachedWordsFadeIn" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_PopupConfirm" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_PopupWhoosh" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_Start" SoundEventPaths="XPACK_SoundStrategyUI.ChosenEndOfMonth_Stop" SoundEventPaths="XPACK_SoundGlobalUI.UI_Blade_Positive" SoundEventPaths="XPACK_SoundGlobalUI.UI_Blade_Negative" SoundEventPaths="XPACK_SoundStrategyUI.ResistanceOrders_CardDrop" SoundEventPaths="XPACK_SoundStrategyUI.ResistanceOrders_CardMouseover" SoundEventPaths="XPACK_SoundStrategyUI.ResistanceOrders_CardPickup" SoundEventPaths="XPACK_SoundStrategyUI.ResistanceOrders_CardPlace" SoundEventPaths="XPACK_SoundStrategyUI.UI_CovertOps_AddIntel" SoundEventPaths="XPACK_SoundStrategyUI.UI_CovertOps_AddSoldier" SoundEventPaths="XPACK_SoundStrategyUI.UI_CovertOps_AddSupplies" SoundEventPaths="XPACK_SoundStrategyUI.UI_COvertOps_Confirm_Action" SoundEventPaths="XPACK_SoundStrategyUI.UI_CovertOps_Open" SoundEventPaths="XPACK_SoundStrategyUI.UI_CovertOps_Report" SoundEventPaths="XPACK_SoundStrategyUI.SoldierBond1_Confirm" SoundEventPaths="XPACK_SoundStrategyUI.SoldierBond2_Confirm" SoundEventPaths="XPACK_SoundStrategyUI.ChosenPopupClose" SoundEventPaths="XPACK_SoundStrategyUI.ChosenPopupOpen" SoundEventPaths="XPACK_SoundStrategyUI.ChosenPopupConfirm" SoundEventPaths="XPACK_SoundStrategyUI.FragmentRecovered_Appear" SoundEventPaths="XPACK_SoundStrategyUI.FragmentRecovered_Complete" SoundEventPaths="XPACK_SoundStrategyUI.FragmentRecovered_Piece" SoundEventPaths="XPACK_SoundGlobalUI.Warlock_Strategy_Stinger" SoundEventPaths="XPACK_SoundGlobalUI.Assassin_Strategy_Stinger" SoundEventPaths="XPACK_SoundGlobalUI.Hunter_Strategy_Stinger" SoundEventPaths="XPACK_SoundGlobalUI.PreventNextMenuOpen" ; Facility Ambience SoundEventPaths="SoundAvengerAmbience.Play_AvengerNoRoom" SoundEventPaths="SoundAvengerAmbience.Play_AvengerRoomConstruction" SoundEventPaths="SoundAvengerAmbience.Stop_AvengerAmbience" SoundEventPaths="SoundAvengerAmbience.Facility_Select_Hologram_Loop" SoundEventPaths="SoundAvengerAmbience.Stop_Facility_Select_Hologram_Loop" ; Special room features ambience SoundEventPaths="SoundAvengerAmbience.Play_AvengerAmbience_AlienDebris" SoundEventPaths="SoundAvengerAmbience.Play_AvengerAmbience_AlienMachinery" SoundEventPaths="SoundAvengerAmbience.Play_AvengerAmbience_ExposedCoil" ; The Facility specific ambience SoundEventPaths="SoundAvengerAmbience.Play_AvengerCommanderQuarters_Unoccupied" SoundEventPaths="SoundAvengerAmbience.Play_AvengerBridgeCIC_Unoccupied" SoundEventPaths="SoundAvengerAmbience.Play_AvengerPowerCore" SoundEventPaths="SoundAvengerAmbience.Play_AvengerArmory_Unoccupied" SoundEventPaths="SoundAvengerAmbience.Play_AvengerLivingQuarters_Unoccupied" SoundEventPaths="SoundAvengerAmbience.Play_AvengerMemorial_Unoccupied" SoundEventPaths="SoundAvengerAmbience.Play_AvengerEngineering_Unoccupied" SoundEventPaths="SoundAvengerAmbience.Play_AvengerLaboratory_Unoccupied" SoundEventPaths="SoundAvengerAmbience.Play_AvengerWorkshop_Unoccupied" SoundEventPaths="SoundAvengerAmbience.Play_AvengerProvingGround_Unoccupied" SoundEventPaths="SoundAvengerAmbience.Play_AvengerPowerRelay_Unoccupied" SoundEventPaths="SoundAvengerAmbience.Play_AvengerAdvancedWarfareCenter_Occupied" SoundEventPaths="SoundAvengerAmbience.Play_AvengerShadowChamber_Unoccupied" SoundEventPaths="SoundAvengerAmbience.Play_AvengerGuerillaTacticsSchool_Unoccupied" SoundEventPaths="SoundAvengerAmbience.Play_AvengerUFODefense_Unoccupied" SoundEventPaths="SoundAvengerAmbience.Play_AvengerResistanceComms_Unoccupied" SoundEventPaths="SoundAvengerAmbience.Play_AvengerPsiChamber_Unoccupied" ; XPACK Facility-specific Ambience SoundEventPaths="XPACK_SoundAvengerAmbience.Play_Facility_Ambience_ResistanceRing" SoundEventPaths="XPACK_SoundAvengerAmbience.Play_Facility_Ambience_TrainingCenter" ; HQ Music PlayHQMusicEventPath="SoundHQMusic.PlayHQChapterMusic" StopHQMusicEventPath="SoundHQMusic.StopHQChapterMusic" ; Ending Music SoundEventPaths="SoundEndingMusic.PlayLossMusic" SoundEventPaths="SoundEndingMusic.PlayVictoryMusic" SoundEventPaths="SoundEndingMusic.StopLossMusic" SoundEventPaths="SoundEndingMusic.StopVictoryMusic" ; Speech SoundEventPaths="SoundSpeechStrategyPrototype.HelloCommander" [XComGame.XComDropshipAudioMgr] ;CountryAudio=(EnumID=eCountry_USA, Narrative="NarrativeMoment.DropShipIntro_UnitedStates") ;CountryAudio=(EnumID=eCountry_Russia, Narrative="NarrativeMoment.DropShipIntro_Russia") ;CountryAudio=(EnumID=eCountry_China, Narrative="NarrativeMoment.DropShipIntro_China") ;CountryAudio=(EnumID=eCountry_UK, Narrative="NarrativeMoment.DropShipIntro_UK") ;CountryAudio=(EnumID=eCountry_Germany, Narrative="NarrativeMoment.DropShipIntro_Germany") ;CountryAudio=(EnumID=eCountry_France, Narrative="NarrativeMoment.DropShipIntro_France") ;CountryAudio=(EnumID=eCountry_Japan, Narrative="NarrativeMoment.DropShipIntro_Japan") ;CountryAudio=(EnumID=eCountry_India, Narrative="NarrativeMoment.DropShipIntro_India") ;CountryAudio=(EnumID=eCountry_Australia, Narrative="NarrativeMoment.DropShipIntro_Australia") ;CountryAudio=(EnumID=eCountry_Canada, Narrative="NarrativeMoment.DropShipIntro_Canada") ;CountryAudio=(EnumID=eCountry_Egypt, Narrative="NarrativeMoment.DropShipIntro_Egypt") ;CountryAudio=(EnumID=eCountry_Brazil, Narrative="NarrativeMoment.DropShipIntro_Brazil") ;CountryAudio=(EnumID=eCountry_Argentina, Narrative="NarrativeMoment.DropShipIntro_Argentina") ;CountryAudio=(EnumID=eCountry_Mexico, Narrative="NarrativeMoment.DropShipIntro_Mexico") ;CountryAudio=(EnumID=eCountry_SouthAfrica, Narrative="NarrativeMoment.DropShipIntro_SouthAfrica") ;CountryAudio=(EnumID=eCountry_Nigeria, Narrative="NarrativeMoment.DropShipIntro_Nigeria") ;CountryAudio=(EnumID=eCountry_USA, SpecialMissionID=2, Narrative="NarrativeMomentsEWI.CovertOps_Dropship_UnitedStates") ;CountryAudio=(EnumID=eCountry_Russia, SpecialMissionID=2, Narrative="NarrativeMomentsEWI.CovertOps_Dropship_Russia") ;CountryAudio=(EnumID=eCountry_China, SpecialMissionID=2, Narrative="NarrativeMomentsEWI.CovertOps_Dropship_China") ;CountryAudio=(EnumID=eCountry_UK, SpecialMissionID=2, Narrative="NarrativeMomentsEWI.CovertOps_Dropship_UK") ;CountryAudio=(EnumID=eCountry_Germany, SpecialMissionID=2, Narrative="NarrativeMomentsEWI.CovertOps_Dropship_Germany") ;CountryAudio=(EnumID=eCountry_France, SpecialMissionID=2, Narrative="NarrativeMomentsEWI.CovertOps_Dropship_France") ;CountryAudio=(EnumID=eCountry_Japan, SpecialMissionID=2, Narrative="NarrativeMomentsEWI.CovertOps_Dropship_Japan") ;CountryAudio=(EnumID=eCountry_India, SpecialMissionID=2, Narrative="NarrativeMomentsEWI.CovertOps_Dropship_India") ;CountryAudio=(EnumID=eCountry_Australia, SpecialMissionID=2, Narrative="NarrativeMomentsEWI.CovertOps_Dropship_Australia") ;CountryAudio=(EnumID=eCountry_Canada, SpecialMissionID=2, Narrative="NarrativeMomentsEWI.CovertOps_Dropship_Canada") ;CountryAudio=(EnumID=eCountry_Egypt, SpecialMissionID=2, Narrative="NarrativeMomentsEWI.CovertOps_Dropship_Egypt") ;CountryAudio=(EnumID=eCountry_Brazil, SpecialMissionID=2, Narrative="NarrativeMomentsEWI.CovertOps_Dropship_Brazil") ;CountryAudio=(EnumID=eCountry_Argentina, SpecialMissionID=2, Narrative="NarrativeMomentsEWI.CovertOps_Dropship_Argentina") ;CountryAudio=(EnumID=eCountry_Mexico, SpecialMissionID=2, Narrative="NarrativeMomentsEWI.CovertOps_Dropship_Mexico") ;CountryAudio=(EnumID=eCountry_SouthAfrica, SpecialMissionID=2, Narrative="NarrativeMomentsEWI.CovertOps_Dropship_SouthAfrica") ;CountryAudio=(EnumID=eCountry_Nigeria, SpecialMissionID=2, Narrative="NarrativeMomentsEWI.CovertOps_Dropship_Nigeria") ;MissionAudio=(EnumID=eMission_Abduction, Narrative="NarrativeMoment.Cen_AbductionWrapper") ;MissionAudio=(EnumID=eMission_TerrorSite, Narrative="NarrativeMoment.Cen_TerrorWrapper") ;MissionAudio=(EnumID=eMission_Crash, Narrative="NarrativeMoment.Cen_UFOCrashedWrapper") ;MissionAudio=(EnumID=eMission_LandedUFO, Narrative="NarrativeMoment.Cen_UFOLandedWrapper") ;MissionAudio=(EnumID=eMission_AlienBase, Narrative="NarrativeMoment.AlienBaseIntro") ;MissionAudio=(EnumID=eMission_Special, SpecialMissionID=eFCM_BoulevardRescue, Narrative="NarrativeMoment.ExtractionBoulevardIntro") ;MissionAudio=(EnumID=eMission_HQAssault, Narrative="NarrativeMomentsEWI.HQAssaultLoadingIntro") ;MissionAudio=(EnumID=eMission_ExaltRaid, Narrative="NarrativeMomentsEWI.EXALT_HQ_Assault_DropshipIntro") [XComGame.UITellMeMore] Sections=(Label="XComGame.XGLocalizedData.m_aFacilityNames[eFacility_Barracks]", ImgPath="img:///TellMeMore_Audio.Textures.BARRACKS") Sections=(Label="XComGame.XGLocalizedData.m_aFacilityNamesCaps[eFacility_Research]", ImgPath="img:///TellMeMore_Audio.Textures.Science") Sections=(Label="XComGame.XGLocalizedData.m_aFacilityNames[eFacility_MissionControl]", ImgPath="img:///TellMeMore_Audio.Textures.missioncontrol") Sections=(Label="XComGame.UITellMeMore.SituationRoom", ImgPath="img:///TellMeMore_Audio.Textures.SituationRoom") Sections=(Label="XComGame.XGLocalizedData.m_aFacilityNames[eFacility_Engineering]", ImgPath="img:///TellMeMore_Audio.Textures.ENGINEERING") Sections=(Label="XComGame.XGLocalizedData.m_aFacilityNames[eFacility_Hangar]", ImgPath="img:///TellMeMore_Audio.Textures.HANGAR") ;TellMeMoreItems=(Category=Category_Barracks, Label="XComGame.UITellMeMore.HireSoldiers", Desc="XComGame.UITellMeMore.HireSoldiersDesc", Sound="NarrativeMoment.XD_HireSoldiers", ImgPath="img:///TellMeMore_Audio.Textures.HireSoldiers") ;TellMeMoreItems=(Category=Category_Barracks, Label="XComGame.UITellMeMore.RenameSoldiers", Desc="XComGame.UITellMeMore.RenameSoldiersDesc", Sound="NarrativeMoment.XD_RenameSoldiers", ImgPath="img:///TellMeMore_Audio.Textures.RenameSoldiers") ;TellMeMoreItems=(Category=Category_Barracks, Label="XComGame.UITellMeMore.Memorial", Desc="XComGame.UITellMeMore.MemorialDesc", Sound="NarrativeMoment.XD_Memorial", ImgPath="img:///TellMeMore_Audio.Textures.Memorial") ;TellMeMoreItems=(Category=Category_Barracks, Label="XComGame.UITellMeMore.HeavyClass", Desc="XComGame.UITellMeMore.HeavyClassDesc", Sound="NarrativeMoment.XD_HeavyClass", ImgPath="img:///TellMeMore_Audio.Textures.HeavyClass") ;TellMeMoreItems=(Category=Category_Barracks, Label="XComGame.UITellMeMore.AssaultClass", Desc="XComGame.UITellMeMore.AssaultClassDesc", Sound="NarrativeMoment.XD_AssaultClass", ImgPath="img:///TellMeMore_Audio.Textures.AssaultClass") ;TellMeMoreItems=(Category=Category_Barracks, Label="XComGame.UITellMeMore.SniperClass", Desc="XComGame.UITellMeMore.SniperClassDesc", Sound="NarrativeMoment.XD_SniperClass", ImgPath="img:///TellMeMore_Audio.Textures.SniperClass") ;TellMeMoreItems=(Category=Category_Barracks, Label="XComGame.UITellMeMore.SupportClass", Desc="XComGame.UITellMeMore.SupportClassDesc", Sound="NarrativeMoment.XD_SupportClass", ImgPath="img:///TellMeMore_Audio.Textures.SupportClass") ;TellMeMoreItems=(Category=Category_Barracks, Label="XComGame.UITellMeMore.MECTrooper", Desc="XComGame.UITellMeMore.MECTrooperDesc", Sound="NarrativeMomentsEWI.Robo_Database_MECTrooper", ImgPath="img:///TellMeMore_Audio.Textures.MECTrooper") ;TellMeMoreItems=(Category=Category_Barracks, Label="XComGame.UITellMeMore.Medals", Desc="XComGame.UITellMeMore.MedalsDesc", Sound="NarrativeMomentsEWI.Robo_Database_Medals", ImgPath="img:///TellMeMore_Audio.Textures.Medals") ; ;TellMeMoreItems=(Category=Category_Science, Label="XComGame.UITellMeMore.Research", Desc="XComGame.UITellMeMore.ResearchDesc", Sound="NarrativeMoment.XD_Research", ImgPath="img:///TellMeMore_Audio.Textures.Research") ;TellMeMoreItems=(Category=Category_Science, Label="XComGame.UITellMeMore.Autopsies", Desc="XComGame.UITellMeMore.AutopsiesDesc", Sound="NarrativeMoment.XD_Autopsies", ImgPath="img:///TellMeMore_Audio.Textures.Autopsies") ;TellMeMoreItems=(Category=Category_Science, Label="XComGame.UITellMeMore.Interrogations", Desc="XComGame.UITellMeMore.InterrogationDesc", Sound="NarrativeMoment.XD_Interrogation", ImgPath="img:///TellMeMore_Audio.Textures.Interrogations") ;TellMeMoreItems=(Category=Category_Science, Label="XComGame.SpeakerNames.DrVahlen", Desc="XComGame.UITellMeMore.DrVahlenDesc", Sound="NarrativeMoment.XD_DrVahlen", ImgPath="img:///TellMeMore_Audio.Textures.DrVahlen") ;TellMeMoreItems=(Category=Category_Science, Label="XComGame.UITellMeMore.ResearchProjects", Desc="XComGame.UITellMeMore.ResearchProjectsDesc", Sound="NarrativeMoment.XD_ResearchProjects", ImgPath="img:///TellMeMore_Audio.Textures.ResearchProjects") ; ;TellMeMoreItems=(Category=Category_MissionControl, Label="XComGame.UITellMeMore.AdditionalScientists", Desc="XComGame.UITellMeMore.AdditionalScientistsDesc", Sound="NarrativeMoment.XD_AdditionalScientists", ImgPath="img:///TellMeMore_Audio.Textures.AdditionalScientists") ;TellMeMoreItems=(Category=Category_MissionControl, Label="XComGame.UITellMeMore.AdditionalEngineers", Desc="XComGame.UITellMeMore.AdditionalEngineersDesc", Sound="NarrativeMoment.XD_AdditionalEngineers", ImgPath="img:///TellMeMore_Audio.Textures.AdditionalEngineers") ;TellMeMoreItems=(Category=Category_MissionControl, Label="XComGame.UITellMeMore.AdditionalSoldiers", Desc="XComGame.UITellMeMore.AdditionalSoldiersDesc", Sound="NarrativeMoment.XD_AdditionalSoldiers", ImgPath="img:///TellMeMore_Audio.Textures.AdditionalSoldiers") ; ;TellMeMoreItems=(Category=Category_SituationRoom, Label="XComGame.UITellMeMore.DoomTracker", Desc="XComGame.UITellMeMore.DoomTrackerDesc", Sound="NarrativeMoment.XD_DoomTracker", ImgPath="img:///TellMeMore_Audio.Textures.DoomTracker") ;TellMeMoreItems=(Category=Category_SituationRoom, Label="XComGame.UITellMeMore.ControllingPanic", Desc="XComGame.UITellMeMore.ControllingPanicDesc", Sound="NarrativeMoment.XD_ControllingPanic", ImgPath="img:///TellMeMore_Audio.Textures.ControllingPanic") ;TellMeMoreItems=(Category=Category_SituationRoom, Label="XComGame.UITellMeMore.LaunchingSatellites", Desc="XComGame.UITellMeMore.LaunchingSatellitesDesc", Sound="NarrativeMoment.XD_LaunchingSatellites", ImgPath="img:///TellMeMore_Audio.Textures.LaunchingSatellites") ;TellMeMoreItems=(Category=Category_SituationRoom, Label="XComGame.UITellMeMore.Funding", Desc="XComGame.UITellMeMore.FundingDesc", Sound="NarrativeMoment.XD_Funding", ImgPath="img:///TellMeMore_Audio.Textures.funding") ;TellMeMoreItems=(Category=Category_SituationRoom, Label="XComGame.UITellMeMore.SpecialMissions", Desc="XComGame.UITellMeMore.SpecialMissionsDesc", Sound="NarrativeMoment.XD_SpecialMissions", ImgPath="img:///TellMeMore_Audio.Textures.SpecialMissions") ;TellMeMoreItems=(Category=Category_SituationRoom, Label="XComGame.UITellMeMore.TheCouncil", Desc="XComGame.UITellMeMore.TheCouncilDesc", Sound="NarrativeMoment.XD_TheCouncil", ImgPath="img:///TellMeMore_Audio.Textures.TheCouncil") ;TellMeMoreItems=(Category=Category_SituationRoom, Label="XComGame.UITellMeMore.GrayMarket", Desc="XComGame.UITellMeMore.GrayMarketDesc", Sound="NarrativeMomentsEWI.Robo_Database_GrayMarket", ImgPath="img:///TellMeMore_Audio.Textures.GrayMarket") ;TellMeMoreItems=(Category=Category_SituationRoom, Label="XComGame.UITellMeMore.CovertOps", Desc="XComGame.UITellMeMore.CovertOpsDesc", Sound="NarrativeMomentsEWI.Robo_Database_CovertOps", ImgPath="img:///TellMeMore_Audio.Textures.CovertOps") ;TellMeMoreItems=(Category=Category_SituationRoom, Label="XComGame.UITellMeMore.IntelScans", Desc="XComGame.UITellMeMore.IntelScansDesc", Sound="NarrativeMomentsEWI.Robo_Database_IntelScans", ImgPath="img:///TellMeMore_Audio.Textures.IntelScans") ; ;TellMeMoreItems=(Category=Category_Engineering, Label="XComGame.UITellMeMore.ConstructingItems", Desc="XComGame.UITellMeMore.ConstructingItemsDesc", Sound="NarrativeMoment.XD_ConstructingItems", ImgPath="img:///TellMeMore_Audio.Textures.ConstructingItems") ;TellMeMoreItems=(Category=Category_Engineering, Label="XComGame.UITellMeMore.Satellites", Desc="XComGame.UITellMeMore.SatellitesDesc", Sound="NarrativeMoment.XD_Satellites", ImgPath="img:///TellMeMore_Audio.Textures.Satellites") ;TellMeMoreItems=(Category=Category_Engineering, Label="XComGame.UITellMeMore.BuildingFacilities", Desc="XComGame.UITellMeMore.BuildingFacilitiesDesc", Sound="NarrativeMoment.XD_BuildingFacilities", ImgPath="img:///TellMeMore_Audio.Textures.BuildingFacilities") ;TellMeMoreItems=(Category=Category_Engineering, Label="XComGame.SpeakerNames.DrShen", Desc="XComGame.UITellMeMore.DrShenDesc", Sound="NarrativeMoment.XD_DrShen", ImgPath="img:///TellMeMore_Audio.Textures.DrShen") ;TellMeMoreItems=(Category=Category_Engineering, Label="XComGame.UITellMeMore.Excavation", Desc="XComGame.UITellMeMore.ExcavationDesc", Sound="NarrativeMoment.XD_Excavation", ImgPath="img:///TellMeMore_Audio.Textures.Excavation") ;TellMeMoreItems=(Category=Category_Engineering, Label="XComGame.UITellMeMore.FacilityBonuses", Desc="XComGame.UITellMeMore.FacilityBonusesDesc", Sound="NarrativeMoment.XD_FacilityBonuses", ImgPath="img:///TellMeMore_Audio.Textures.FacilityBonuses") ;TellMeMoreItems=(Category=Category_Engineering, Label="XComGame.UITellMeMore.EngineeringMECs", Desc="XComGame.UITellMeMore.EngineeringMECsDesc", Sound="NarrativeMomentsEWI.Robo_Database_MECS", ImgPath="img:///TellMeMore_Audio.Textures.EngineeringMECs") ; ;TellMeMoreItems=(Category=Category_Hangar, Label="XComGame.UITellMeMore.TheHangar", Desc="XComGame.UITellMeMore.TheHangarDesc", Sound="NarrativeMoment.XD_TheHangar", ImgPath="img:///TellMeMore_Audio.Textures.TheHangar") ;TellMeMoreItems=(Category=Category_Hangar, Label="XComGame.UITellMeMore.ManagingInterceptors", Desc="XComGame.UITellMeMore.ManagingInterceptorsDesc", Sound="NarrativeMoment.XD_ManagingInterceptors", ImgPath="img:///TellMeMore_Audio.Textures.ManagingInterceptors") ;TellMeMoreItems=(Category=Category_Hangar, Label="XComGame.UITellMeMore.OrderingInterceptors", Desc="XComGame.UITellMeMore.OrderingInterceptorsDesc", Sound="NarrativeMoment.XD_OrderingInterceptors", ImgPath="img:///TellMeMore_Audio.Textures.OrderingInterceptors") ;TellMeMoreItems=(Category=Category_Hangar, Label="XComGame.UITellMeMore.UpgradingInterceptorWeapons", Desc="XComGame.UITellMeMore.UpgradingInterceptorWeaponsDesc", Sound="NarrativeMoment.XD_UpgradingInterceptorWeapons", ImgPath="img:///TellMeMore_Audio.Textures.UpgradingInterceptorWeapons") [XComGame.XComStrategyMap] fZoom_combat=30 fZoom_1=1.65 fZoom_2=6 fZoom_3=1 [XComGame.XComGameState_BattleData] LostSpawningDistance=18 MinLostSpawnTurnCooldown[0]=4 MinLostSpawnTurnCooldown[1]=4 MinLostSpawnTurnCooldown[2]=4 MinLostSpawnTurnCooldown[3]=4 MaxLostSpawnTurnCooldown[0]=6 MaxLostSpawnTurnCooldown[1]=6 MaxLostSpawnTurnCooldown[2]=6 MaxLostSpawnTurnCooldown[3]=6 MinLostSpawningLevelWhileConcealed=2 LostLoudSoundThreshold=30 LostMaxWaves=-1 ChosenSpawningDistance=75 LostSwarmIDs[0]="TheLost_FullStrength" LostSwarmIDs[1]="TheLost_FullStrength" LostSwarmIDs[2]="TheLost_FullStrength_Diff_2" LostSwarmIDs[3]="TheLost_FullStrength_Diff_3" [XComGame.XComAISpawnManager] ReinforcementSpawningAngularWeight=100.0 ReinforcementSpawningDistanceWeight=50.0 ReinforcementSpawningSizeWeight=1000.0 LOPSpawningAngularWeight=100.0 LOPSpawningDistanceWeight=25.0 LOPSpawningSizeWeight=1000.0 UnitCap=50 LostUnitCap=25 [XComGame.XComGameState_HeadquartersXCom] InitialSoldiersCharacterPoolSelectionMode=eCPSM_Mixed RewardUnitCharacterPoolSelectionMode=eCPSM_Mixed XComHeadquarters_NumToRemoveFromSoldierDeck=3 XComHeadquarters_NumRooms=19 XComHeadquarters_RoomRowLength=3 XComHeadquarters_MinGridIndex=3 XComHeadquarters_MaxGridIndex=14 XComHeadquarters_RoomUIOffset=(X=588.0, Y=0.0,Z=250) NumClerks_ActOne=5 NumClerks_ActTwo=10 NumClerks_ActThree=15 XComHeadquarters_StartingValueSupplies[0]=175 ;Easy XComHeadquarters_StartingValueSupplies[1]=175 ;Normal XComHeadquarters_StartingValueSupplies[2]=175 ;Classic XComHeadquarters_StartingValueSupplies[3]=175 ;Impossible XComHeadquarters_StartingValueIntel[0]=50 ;Easy XComHeadquarters_StartingValueIntel[1]=30 ;Normal XComHeadquarters_StartingValueIntel[2]=40 ;Classic XComHeadquarters_StartingValueIntel[3]=60 ;Impossible XComHeadquarters_StartingValueAlienAlloys[0]=0 ;Easy XComHeadquarters_StartingValueAlienAlloys[1]=0 ;Normal XComHeadquarters_StartingValueAlienAlloys[2]=0 ;Classic XComHeadquarters_StartingValueAlienAlloys[3]=0 ;Impossible XComHeadquarters_StartingValueEleriumCrystals[0]=0 ;Easy XComHeadquarters_StartingValueEleriumCrystals[1]=0 ;Normal XComHeadquarters_StartingValueEleriumCrystals[2]=0 ;Classic XComHeadquarters_StartingValueEleriumCrystals[3]=0 ;Impossible XComHeadquarters_StartingValueAbilityPoints[0]=0 ;Easy XComHeadquarters_StartingValueAbilityPoints[1]=0 ;Normal XComHeadquarters_StartingValueAbilityPoints[2]=0 ;Classic XComHeadquarters_StartingValueAbilityPoints[3]=0 ;Impossible XComHeadquarters_BaseHealRates[0]=80 ;Quick XComHeadquarters_BaseHealRates[1]=80 ;Normal XComHeadquarters_BaseHealRates[2]=80 ;Long XComHeadquarters_BaseHealRates[3]=80 ;Epic XComHeadquarters_ShakenChance[0]=20 ;Easy XComHeadquarters_ShakenChance[1]=25 ;Normal XComHeadquarters_ShakenChance[2]=25 ;Classic XComHeadquarters_ShakenChance[3]=30 ;Impossible XComHeadquarters_ShakenRecoverMissionsRequired[0]=1 ;Easy XComHeadquarters_ShakenRecoverMissionsRequired[1]=2 ;Normal XComHeadquarters_ShakenRecoverMissionsRequired[2]=2 ;Classic XComHeadquarters_ShakenRecoverMissionsRequired[3]=2 ;Impossible XComHeadquarters_ShakenRecoverWillBonus=4 XComHeadquarters_ShakenRecoverWillRandBonus=9 XComHeadquarters_YellowPowerStatePercent=75 XComHeadquarters_SoldierWarningNumber=6 XComHeadquarters_DefaultConstructionWorkPerHour=5 XComHeadquarters_DefaultProvingGroundWorkPerHour=5 XComHeadquarters_DefaultPsiTrainingWorkPerHour=5 XComHeadquarters_DefaultTrainRookieDays[0]=5 ;Easy XComHeadquarters_DefaultTrainRookieDays[1]=5 ;Normal XComHeadquarters_DefaultTrainRookieDays[2]=5 ;Classic XComHeadquarters_DefaultTrainRookieDays[3]=10 ;Impossible XComHeadquarters_DefaultRespecSoldierDays[0]=5 ;Easy XComHeadquarters_DefaultRespecSoldierDays[1]=5 ;Normal XComHeadquarters_DefaultRespecSoldierDays[2]=5 ;Classic XComHeadquarters_DefaultRespecSoldierDays[3]=10;Impossible XComHeadquarters_DefaultRemoveTraitDays[0]=5 ;Easy XComHeadquarters_DefaultRemoveTraitDays[1]=5 ;Normal XComHeadquarters_DefaultRemoveTraitDays[2]=5 ;Classic XComHeadquarters_DefaultRemoveTraitDays[3]=10;Impossible XComHeadquarters_DefaultBondSoldiersDays[0]=3 ;Easy XComHeadquarters_DefaultBondSoldiersDays[1]=3 ;Normal XComHeadquarters_DefaultBondSoldiersDays[2]=3 ;Classic XComHeadquarters_DefaultBondSoldiersDays[3]=6 ;Impossible XComHeadquarters_PsiTrainingDays[0]=10 ;Easy XComHeadquarters_PsiTrainingDays[1]=10 ;Normal XComHeadquarters_PsiTrainingDays[2]=10 ;Classic XComHeadquarters_PsiTrainingDays[3]=25 ;Impossible PsiTrainingRankScalar[0]=2.0f ;Easy PsiTrainingRankScalar[1]=2.0f ;Normal PsiTrainingRankScalar[2]=2.0f ;Classic PsiTrainingRankScalar[3]=2.0f ;Impossible XComHeadquarters_StartingScienceScore=0 XComHeadquarters_StartingEngineeringScore=0 XComHeadquarters_StartingPowerProduced[0]=0 ;Easy XComHeadquarters_StartingPowerProduced[1]=0 ;Normal XComHeadquarters_StartingPowerProduced[2]=0 ;Classic XComHeadquarters_StartingPowerProduced[3]=0 ;Impossible XComHeadquarters_StartingCommCapacity[0]=3 ;Easy XComHeadquarters_StartingCommCapacity[1]=3 ;Normal XComHeadquarters_StartingCommCapacity[2]=3 ;Classic XComHeadquarters_StartingCommCapacity[3]=3 ;Impossible UFOChaseLocations=1 UFOChaseChanceToSwitchContinent=0 ResearchProgressDays_Fast[0]=4 ;Easy ResearchProgressDays_Fast[1]=4 ;Normal ResearchProgressDays_Fast[2]=4 ;Classic ResearchProgressDays_Fast[3]=8 ;Impossible ResearchProgressDays_Normal[0]=10 ;Easy ResearchProgressDays_Normal[1]=10 ;Normal ResearchProgressDays_Normal[2]=10 ;Classic ResearchProgressDays_Normal[3]=20 ;Impossible ResearchProgressDays_Slow[0]=20 ;Easy ResearchProgressDays_Slow[1]=20 ;Normal ResearchProgressDays_Slow[2]=20 ;Classic ResearchProgressDays_Slow[3]=40 ;Impossible XComHeadquarters_NumAWCAbilities=4 XComHeadquarters_MinAWCTalentRank=2 XComHeadquarters_MaxAWCTalentRank=7 StartingRegionSupplyDrop[0]=250 ;Easy StartingRegionSupplyDrop[1]=175 ;Normal StartingRegionSupplyDrop[2]=150 ;Classic StartingRegionSupplyDrop[3]=150 ;Impossible MaxSoldierClassDifference=1 TimedLootPerMission=1 StartingAdventLootWeight=1.0f StartingAlienLootWeight=1.0f LootWeightIncrease=0.5f PowerRelayOnCoilBonus[0]=7 ;Easy PowerRelayOnCoilBonus[1]=7 ;Normal PowerRelayOnCoilBonus[2]=7 ;Classic PowerRelayOnCoilBonus[3]=7 ;Impossible StartingScientistMaxCap[0]=3.0 ;Easy StartingScientistMaxCap[1]=3.0 ;Normal StartingScientistMaxCap[2]=3.0 ;Classic StartingScientistMaxCap[3]=3.0 ;Impossible ScientistMaxCapIncrease[0]=0.75 ;Easy ScientistMaxCapIncrease[1]=0.75 ;Normal ScientistMaxCapIncrease[2]=0.75 ;Classic ScientistMaxCapIncrease[3]=0.75 ;Impossible StartingScientistMinCap[0]=1.0 ;Easy StartingScientistMinCap[1]=1.0 ;Normal StartingScientistMinCap[2]=1.0 ;Classic StartingScientistMinCap[3]=1.0 ;Impossible ScientistMinCapIncrease[0]=0.75 ;Easy ScientistMinCapIncrease[1]=0.75 ;Normal ScientistMinCapIncrease[2]=0.75 ;Classic ScientistMinCapIncrease[3]=0.75 ;Impossible ScientistNeverWarnThreshold[0]=5 ;Easy ScientistNeverWarnThreshold[1]=5 ;Normal ScientistNeverWarnThreshold[2]=5 ;Classic ScientistNeverWarnThreshold[3]=10 ;Impossible StartingEngineerMaxCap[0]=3.0 ;Easy StartingEngineerMaxCap[1]=3.0 ;Normal StartingEngineerMaxCap[2]=3.0 ;Classic StartingEngineerMaxCap[3]=3.0 ;Impossible EngineerMaxCapIncrease[0]=1.0 ;Easy EngineerMaxCapIncrease[1]=1.0 ;Normal EngineerMaxCapIncrease[2]=1.0 ;Classic EngineerMaxCapIncrease[3]=1.0 ;Impossible StartingEngineerMinCap[0]=1.0 ;Easy StartingEngineerMinCap[1]=1.0 ;Normal StartingEngineerMinCap[2]=1.0 ;Classic StartingEngineerMinCap[3]=1.0 ;Impossible EngineerMinCapIncrease[0]=0.75 ;Easy EngineerMinCapIncrease[1]=0.75 ;Normal EngineerMinCapIncrease[2]=0.75 ;Classic EngineerMinCapIncrease[3]=0.75 ;Impossible EngineerNeverWarnThreshold[0]=6 ;Easy EngineerNeverWarnThreshold[1]=6 ;Normal EngineerNeverWarnThreshold[2]=6 ;Classic EngineerNeverWarnThreshold[3]=12 ;Impossible LowScientistPopupDays=15 LowEngineerPopupDays=16 Acceleration=(X=0.05, Y=0.05, Z=8.0) FlightHeight=10.0 InFlightTimeScale=3600 MaxSpeedFlying=0.1 MaxSpeedVertical=10.0 RotationSpeed=1.0 MaxLiftOffLandPitch=30.0 MaxFlightPitch=-15.0 MaxFlightTurnRoll=45.0 MaxTurbulenceRoll=0.0 LandingRadius=0.015 ; Not currently used - cost for clearing rooms RoomSpecialFeatureCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=0) ;Easy RoomSpecialFeatureCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=1) ;Normal RoomSpecialFeatureCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=2) ;Classic RoomSpecialFeatureCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=3) ;Impossible FacilityBuildCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=0) ;Easy FacilityBuildCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=1) ;Normal FacilityBuildCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=2) ;Classic FacilityBuildCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=3) ;Impossible FacilityUpgradeCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=0) ;Easy FacilityUpgradeCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=1) ;Normal FacilityUpgradeCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=2) ;Classic FacilityUpgradeCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=3) ;Impossible ResearchCostScalars=(ItemTemplateName="AlienAlloy", Scalar=1.0, Difficulty=0) ;Easy ResearchCostScalars=(ItemTemplateName="EleriumDust", Scalar=1.0, Difficulty=0) ResearchCostScalars=(ItemTemplateName="AlienAlloy", Scalar=1.0, Difficulty=1) ;Normal ResearchCostScalars=(ItemTemplateName="EleriumDust", Scalar=1.0, Difficulty=1) ResearchCostScalars=(ItemTemplateName="AlienAlloy", Scalar=1.0, Difficulty=2) ;Classic ResearchCostScalars=(ItemTemplateName="EleriumDust", Scalar=1.0, Difficulty=2) ResearchCostScalars=(ItemTemplateName="AlienAlloy", Scalar=1.0, Difficulty=3) ;Impossible ResearchCostScalars=(ItemTemplateName="EleriumDust", Scalar=1.0, Difficulty=3) ItemBuildCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=0) ;Easy ItemBuildCostScalars=(ItemTemplateName="AlienAlloy", Scalar=1.0, Difficulty=0) ItemBuildCostScalars=(ItemTemplateName="EleriumDust", Scalar=1.0, Difficulty=0) ItemBuildCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=1) ;Normal ItemBuildCostScalars=(ItemTemplateName="AlienAlloy", Scalar=1.0, Difficulty=1) ItemBuildCostScalars=(ItemTemplateName="EleriumDust", Scalar=1.0, Difficulty=1) ItemBuildCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=2) ;Classic ItemBuildCostScalars=(ItemTemplateName="AlienAlloy", Scalar=1.0, Difficulty=2) ItemBuildCostScalars=(ItemTemplateName="EleriumDust", Scalar=1.0, Difficulty=2) ItemBuildCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=3) ;Impossible ItemBuildCostScalars=(ItemTemplateName="AlienAlloy", Scalar=1.0, Difficulty=3) ItemBuildCostScalars=(ItemTemplateName="EleriumDust", Scalar=1.0, Difficulty=3) ProvingGroundCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=0) ;Easy ProvingGroundCostScalars=(ItemTemplateName="AlienAlloy", Scalar=1.0, Difficulty=0) ProvingGroundCostScalars=(ItemTemplateName="EleriumDust", Scalar=1.0, Difficulty=0) ProvingGroundCostScalars=(ItemTemplateName="EleriumCore", Scalar=1.0, Difficulty=0) ProvingGroundCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=1) ;Normal ProvingGroundCostScalars=(ItemTemplateName="AlienAlloy", Scalar=1.0, Difficulty=1) ProvingGroundCostScalars=(ItemTemplateName="EleriumDust", Scalar=1.0, Difficulty=1) ProvingGroundCostScalars=(ItemTemplateName="EleriumCore", Scalar=1.0, Difficulty=1) ProvingGroundCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=2) ;Classic ProvingGroundCostScalars=(ItemTemplateName="AlienAlloy", Scalar=1.0, Difficulty=2) ProvingGroundCostScalars=(ItemTemplateName="EleriumDust", Scalar=1.0, Difficulty=2) ProvingGroundCostScalars=(ItemTemplateName="EleriumCore", Scalar=1.0, Difficulty=2) ProvingGroundCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=3) ;Impossible ProvingGroundCostScalars=(ItemTemplateName="AlienAlloy", Scalar=1.0, Difficulty=3) ProvingGroundCostScalars=(ItemTemplateName="EleriumDust", Scalar=1.0, Difficulty=3) ProvingGroundCostScalars=(ItemTemplateName="EleriumCore", Scalar=1.0, Difficulty=3) OTSUnlockScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=0) ;Easy OTSUnlockScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=1) ;Normal OTSUnlockScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=2) ;Classic OTSUnlockScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=3) ;Impossible ; How expensive are the intel options before Broadcast MissionOptionScalars=(ItemTemplateName="Intel", Scalar=1.0, Difficulty=0) ;Easy MissionOptionScalars=(ItemTemplateName="Intel", Scalar=1.0, Difficulty=1) ;Normal MissionOptionScalars=(ItemTemplateName="Intel", Scalar=1.0, Difficulty=2) ;Classic MissionOptionScalars=(ItemTemplateName="Intel", Scalar=2.0, Difficulty=3) ;Impossible PossibleStartingRegions="WorldRegion_EastNA" PossibleStartingRegions="WorldRegion_WestNA" PossibleStartingRegions="WorldRegion_SouthNA" PossibleStartingRegions="WorldRegion_NorthAF" PossibleStartingRegions="WorldRegion_EastAF" PossibleStartingRegions="WorldRegion_SouthAF" PossibleStartingRegions="WorldRegion_EastAS" PossibleStartingRegions="WorldRegion_WestAS" PossibleStartingRegions="WorldRegion_NorthAS" PossibleStartingRegions="WorldRegion_SouthAS" ResourceItems="Supplies" ResourceItems="Intel" ResourceItems="AlienAlloy" ResourceItems="EleriumDust" TutorialSoldierGender=eGender_Female TutorialSoldierCountry="Country_Ireland" TutorialSoldierEnglishVoice="FemaleVoice1_English_US" TutorialSoldierFrenchVoice="FemaleVoice1_French" TutorialSoldierGermanVoice="FemaleVoice1_German" TutorialSoldierItalianVoice="FemaleVoice1_Italian" TutorialSoldierSpanishVoice="FemaleVoice1_Spanish" TutorialSoldierAppearance=(iArmorDeco=-1, \\ iArmorTint=6, \\ iArmorTintSecondary=-1, \\ iAttitude=0, \\ iEyeColor=-1, \\ iFacialHair=0, \\ iGender=2, \\ iHairColor=0, \\ iRace=3, \\ iSkinColor=1, \\ iTattooTint=-1, \\ iVoice=15, \\ iWeaponTint=-1, \\ nmArms="CnvMed_Std_C_F", \\ nmArms_Underlay="CnvMed_Underlay_A_F", \\ nmEye="DefaultEyes_3", \\ nmFacePropUpper="Prop_FaceUpper_Blank", \\ nmFlag="Country_Ireland", \\ nmHaircut="FemHair_F", \\ nmHead="LatFem_C", \\ nmHelmet="Hat_A_Ballcap_F", \\ nmLegs="CnvMed_Std_B_F", \\ nmLegs_Underlay="CnvUnderlay_Std_A_F", \\ nmPatterns="Pat_Nothing", \\ nmScars="Scars_BLANK", \\ nmTattoo_LeftArm="Tattoo_Arms_BLANK", \\ nmTattoo_RightArm="Tattoo_Arms_BlANK", \\ nmTeeth="DefaultTeeth", \\ nmTorso="CnvMed_Std_A_F", \\ nmTorso_Underlay="CnvUnderlay_Std_A_F", \\ nmVoice="FemaleVoice1_English_US", \\ nmWeaponPattern="Pat_Nothing") DeadTutorialSoldier1Gender=eGender_Male DeadTutorialSoldier1Country="Country_Nigeria" DeadTutorialSoldier1NumKills=2 DeadTutorialSoldier1Appearance=(iArmorDeco=-1, \\ iArmorTint=4, \\ iArmorTintSecondary=5, \\ iAttitude=0, \\ iEyeColor=21, \\ iFacialHair=0, \\ iGender=1, \\ iHairColor=13, \\ iRace=1, \\ iSkinColor=6, \\ iTattooTint=-1, \\ iVoice=1, \\ iWeaponTint=-1, \\ nmArms="CnvMed_Std_D_M", \\ nmArms_Underlay="CnvUnderlay_Std_Arms_A_M", \\ nmBeard="ShortSideburns", \\ nmEye="DefaultEyes_3", \\ nmFacePropUpper="Shades", \\ nmFlag="Country_Nigeria", \\ nmHaircut="MaleHair_Buzzcut", \\ nmHead="AfrMale_C", \\ nmHelmet="Helmet_0_NoHelmet_M", \\ nmLegs="CnvMed_Std_B_M", \\ nmLegs_Underlay="CnvUnderlay_Std_Legs_A_M", \\ nmPatterns="Pat_Nothing", \\ nmScars="Scars_BLANK", \\ nmTattoo_LeftArm="Tattoo_Arms_BLANK", \\ nmTattoo_RightArm="Tattoo_Arms_BLANK", \\ nmTeeth="DefaultTeeth", \\ nmTorso="CnvMed_Std_D_M", \\ nmTorso_Underlay="CnvUnderlay_Std_Torsos_A_M", \\ nmVoice="MaleVoice1_English_US", \\ nmWeaponPattern="Pat_Nothing") DeadTutorialSoldier2Gender=eGender_Female DeadTutorialSoldier2Country="Country_Mexico" DeadTutorialSoldier2NumKills=1 DeadTutorialSoldier2Appearance=(iArmorDeco=-1, \\ iArmorTint=31, \\ iArmorTintSecondary=10, \\ iAttitude=0, \\ iEyeColor=21, \\ iFacialHair=0, \\ iGender=2, \\ iHairColor=0, \\ iRace=3, \\ iSkinColor=5, \\ iTattooTint=-1, \\ iVoice=14, \\ iWeaponTint=-1, \\ nmArms="CnvMed_Std_F_F", \\ nmArms_Underlay="CnvMed_Underlay_A_F", \\ nmEye="DefaultEyes_2", \\ nmFacePropLower="Prop_FaceLower_Blank", \\ nmFlag="Country_Mexico", \\ nmHaircut="Female_LongWavy", \\ nmHead="LatFem_C", \\ nmHelmet="Helmet_0_NoHelmet_F", \\ nmLegs="CnvMed_Std_C_F", \\ nmLegs_Underlay="CnvUnderlay_Std_A_F", \\ nmPatterns="Pat_Nothing", \\ nmScars="Scars_BLANK", \\ nmTattoo_LeftArm="Tattoo_Arms_BLANK", \\ nmTattoo_RightArm="Tattoo_Arms_BLANK", \\ nmTeeth="DefaultTeeth", \\ nmTorso="CnvMed_Std_C_F", \\ nmTorso_Underlay="CnvUnderlay_Std_A_F", \\ nmVoice="FemaleVoice1_English_US", \\ nmWeaponPattern="Pat_Nothing") TutorialExcludeSpecialRoomFeatures="SpecialRoomFeature_EmptyRoom" TutorialStartingLocation=(X=0.672f, Y=0.437f, Z=0.0f) TutorialExcavateIndex=4 TutorialFinishedObjective="T0_M10_IntroToBlacksite" TutorialStartingItems="AimUpgrade_Bsc" ShakenIcon="img:///UILibrary_PerkIcons.UIPerk_shaken" MaxInspiredTechTimerHours[0]=504 MaxInspiredTechTimerHours[1]=504 MaxInspiredTechTimerHours[2]=504 MaxInspiredTechTimerHours[3]=672 StartingBreakthroughTechTimerHours[0]=336 StartingBreakthroughTechTimerHours[1]=336 StartingBreakthroughTechTimerHours[2]=336 StartingBreakthroughTechTimerHours[3]=504 MaxBreakthroughTechTimerHours[0]=840 MaxBreakthroughTechTimerHours[1]=840 MaxBreakthroughTechTimerHours[2]=840 MaxBreakthroughTechTimerHours[3]=1176 MinInspiredTechTimeReduction=5.0 MaxInspiredTechTimeReduction=25.0 BreakthroughLaboratoryModifier=0.75 BreakthroughResistanceOrderModifier=0.5 MinMissionsBetweenTraits=3 [XComGame.X2StrategyGameRulesetDataStructures] ResistanceLevelBorderPaths[eResLevel_Locked]="Strat_HoloOverworld.MIC_Region_Edge_Inactive" ResistanceLevelBorderPaths[eResLevel_Unlocked]="Strat_HoloOverworld.MIC_Region_Edge_Blue_Dashed" ResistanceLevelBorderPaths[eResLevel_Contact]="Strat_HoloOverworld.MIC_Region_Edge_Blue" ResistanceLevelBorderPaths[eResLevel_Outpost]="Strat_HoloOverworld.MIC_Region_Edge_Blue" FullControlBorderPath="Strat_HoloOverworld.MIC_Region_Edge_Red" FullControlInteriorPath="Strat_HoloOverworld.MIC_Region_Interior_Red" ResistanceLevelInteriorPaths[eResLevel_Locked]="Strat_HoloOverworld.MIC_Region_Interior_Inactive" ResistanceLevelInteriorPaths[eResLevel_Unlocked]="Strat_HoloOverworld.MIC_Region_Interior_Inactive" ResistanceLevelInteriorPaths[eResLevel_Contact]="Strat_HoloOverworld.M_RegionActivity_Medium" ResistanceLevelInteriorPaths[eResLevel_Outpost]="Strat_HoloOverworld.M_RegionActivity_High" RegionLinkUnlockedPath="Strat_HoloOverworld.MIC_Regionlink_Active" RegionLinkLockedPath="Strat_HoloOverworld.MIC_Region_Link_Inactive" RegionLinkDashedPath="Strat_HoloOverworld.MIC_Regionlink_Red_Dashed" HavenMaterialPaths[eResLevel_Locked]="UI_3D.Overworld.Haven_Locked" HavenMaterialPaths[eResLevel_Unlocked]="UI_3D.Overworld.Haven_Contact" HavenMaterialPaths[eResLevel_Contact]="UI_3D.Overworld.Haven_Available" HavenMaterialPaths[eResLevel_Outpost]="UI_3D.Overworld.Haven_Outpost" ;HavenMaterialPaths[eResLevel_Retaliation]="UI_3D.Overworld.Haven_Retaliation" MissionAboutToExpireHours=24 MinMissionDifficulty=1 MaxMissionDifficulty=4 CampaignDiffModOnMissionDiff[0]=0 ;Easy CampaignDiffModOnMissionDiff[1]=1 ;Normal CampaignDiffModOnMissionDiff[2]=1 ;Classic CampaignDiffModOnMissionDiff[3]=2 ;Impossible CampaignDiffMaxDiff=5 ;Easy CampaignDiffMaxDiff=5 ;Normal CampaignDiffMaxDiff=5 ;Classic CampaignDiffMaxDiff=6 ;Impossible MaxIntelOptionsPerMission=4 MissionIntelOptionPriceVariance=25 m_iMaxSoldiersOnMission=4 VeteranSoldierRank=3 m_arrBiomeMappings=(BiomeName="Temperate", Channel="r", Value=0) m_arrBiomeMappings=(BiomeName="Arid", Channel="r", Value=125) m_arrBiomeMappings=(BiomeName="Tundra", Channel="r", Value=255) BiomeMapTexture="Strat_Overworld_DataMaps.Textures.WorldMap_BIOME" m_arrBiomeChances=(BiomeName="Xenoform", Chance=33) m_arrRoomAdjacencies=(RoomIndex=0) m_arrRoomAdjacencies=(RoomIndex=1) m_arrRoomAdjacencies=(RoomIndex=2) m_arrRoomAdjacencies=(RoomIndex=3, AdjacentRooms[0]=4, AdjacentRooms[1]=6) m_arrRoomAdjacencies=(RoomIndex=4, AdjacentRooms[0]=3, AdjacentRooms[1]=5, AdjacentRooms[2]=7) m_arrRoomAdjacencies=(RoomIndex=5, AdjacentRooms[0]=4, AdjacentRooms[1]=8) m_arrRoomAdjacencies=(RoomIndex=6, AdjacentRooms[0]=3, AdjacentRooms[1]=7, AdjacentRooms[2]=9) m_arrRoomAdjacencies=(RoomIndex=7, AdjacentRooms[0]=4, AdjacentRooms[1]=6, AdjacentRooms[2]=8, AdjacentRooms[3]=10) m_arrRoomAdjacencies=(RoomIndex=8, AdjacentRooms[0]=5, AdjacentRooms[1]=7, AdjacentRooms[2]=11) m_arrRoomAdjacencies=(RoomIndex=9, AdjacentRooms[0]=6, AdjacentRooms[1]=10, AdjacentRooms[2]=12) m_arrRoomAdjacencies=(RoomIndex=10, AdjacentRooms[0]=7, AdjacentRooms[1]=9, AdjacentRooms[2]=11, AdjacentRooms[3]=13) m_arrRoomAdjacencies=(RoomIndex=11, AdjacentRooms[0]=8, AdjacentRooms[1]=10, AdjacentRooms[2]=14) m_arrRoomAdjacencies=(RoomIndex=12, AdjacentRooms[0]=9, AdjacentRooms[1]=13) m_arrRoomAdjacencies=(RoomIndex=13, AdjacentRooms[0]=10, AdjacentRooms[1]=12, AdjacentRooms[2]=14) m_arrRoomAdjacencies=(RoomIndex=14, AdjacentRooms[0]=11, AdjacentRooms[1]=13) GlobalStrategyCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=0) ;Easy GlobalStrategyCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=1) ;Normal GlobalStrategyCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=2) ;Classic GlobalStrategyCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=3) ;Impossible GlobalStrategyCostScalars=(ItemTemplateName="Intel", Scalar=1.0, Difficulty=0) ;Easy GlobalStrategyCostScalars=(ItemTemplateName="Intel", Scalar=1.0, Difficulty=1) ;Normal GlobalStrategyCostScalars=(ItemTemplateName="Intel", Scalar=1.0, Difficulty=2) ;Classic GlobalStrategyCostScalars=(ItemTemplateName="Intel", Scalar=1.0, Difficulty=3) ;Impossible GlobalStrategyCostScalars=(ItemTemplateName="AlienAlloy", Scalar=1.0, Difficulty=0) ;Easy GlobalStrategyCostScalars=(ItemTemplateName="AlienAlloy", Scalar=1.0, Difficulty=1) ;Normal GlobalStrategyCostScalars=(ItemTemplateName="AlienAlloy", Scalar=1.0, Difficulty=2) ;Classic GlobalStrategyCostScalars=(ItemTemplateName="AlienAlloy", Scalar=1.0, Difficulty=3) ;Impossible GlobalStrategyCostScalars=(ItemTemplateName="EleriumDust", Scalar=1.0, Difficulty=0) ;Easy GlobalStrategyCostScalars=(ItemTemplateName="EleriumDust", Scalar=1.0, Difficulty=1) ;Normal GlobalStrategyCostScalars=(ItemTemplateName="EleriumDust", Scalar=1.0, Difficulty=2) ;Classic GlobalStrategyCostScalars=(ItemTemplateName="EleriumDust", Scalar=1.0, Difficulty=3) ;Impossible ResearchProject_TimeScalar[0]=1.0 ;Easy ResearchProject_TimeScalar[1]=1.0 ;Normal ResearchProject_TimeScalar[2]=1.0 ;Classic ResearchProject_TimeScalar[3]=1.0 ;Impossible ; Not currently used, all items are instant BuildItemProject_TimeScalar[0]=1.0 ;Easy BuildItemProject_TimeScalar[1]=1.0 ;Normal BuildItemProject_TimeScalar[2]=1.0 ;Classic BuildItemProject_TimeScalar[3]=1.0 ;Impossible BuildFacilityProject_TimeScalar[0]=1.0 ;Easy BuildFacilityProject_TimeScalar[1]=1.0 ;Normal BuildFacilityProject_TimeScalar[2]=1.0 ;Classic BuildFacilityProject_TimeScalar[3]=1.0 ;Impossible ; Not currently used, all upgrades are instant UpgradeFacilityProject_TimeScalar[0]=1.0 ;Easy UpgradeFacilityProject_TimeScalar[1]=1.0 ;Normal UpgradeFacilityProject_TimeScalar[2]=1.0 ;Classic UpgradeFacilityProject_TimeScalar[3]=1.0 ;Impossible ClearRoomProject_TimeScalar[0]=1.0 ;Easy ClearRoomProject_TimeScalar[1]=1.0 ;Normal ClearRoomProject_TimeScalar[2]=1.0 ;Classic ClearRoomProject_TimeScalar[3]=3.0 ;Impossible ClearRoomProjectFirstRow_TimeScalar[0]=0.5 ;Easy ClearRoomProjectFirstRow_TimeScalar[1]=0.5 ;Normal ClearRoomProjectFirstRow_TimeScalar[2]=0.5 ;Classic ClearRoomProjectFirstRow_TimeScalar[3]=0.33 ;Impossible HealSoldierProject_TimeScalar[0]=1.5 ;Easy HealSoldierProject_TimeScalar[1]=1.5 ;Normal HealSoldierProject_TimeScalar[2]=1.5 ;Classic HealSoldierProject_TimeScalar[3]=2.5 ;Impossible ResearchProject_MinInspiredDays[0]=2 ;Easy ResearchProject_MinInspiredDays[1]=2 ;Normal ResearchProject_MinInspiredDays[2]=2 ;Classic ResearchProject_MinInspiredDays[3]=2 ;Impossible ; Wound length adjusted by HealProject_TimeScalar as well, use this more adjust the health fractions (e.g. larger portion of health counts as critically wounded) WoundSeverities=(MinHealthPercent=-10000, MaxHealthPercent=20, MinPointsToHeal=17500, MaxPointsToHeal=38500, Difficulty=0) ;Easy WoundSeverities=(MinHealthPercent=21, MaxHealthPercent=50, MinPointsToHeal=6000, MaxPointsToHeal=23000, Difficulty=0) WoundSeverities=(MinHealthPercent=51, MaxHealthPercent=75, MinPointsToHeal=3000, MaxPointsToHeal=15500, Difficulty=0) WoundSeverities=(MinHealthPercent=76, MaxHealthPercent=10000, MinPointsToHeal=1000, MaxPointsToHeal=9500, Difficulty=0) WoundSeverities=(MinHealthPercent=-10000, MaxHealthPercent=20, MinPointsToHeal=17500, MaxPointsToHeal=38500, Difficulty=1) ;Normal WoundSeverities=(MinHealthPercent=21, MaxHealthPercent=50, MinPointsToHeal=6000, MaxPointsToHeal=23000, Difficulty=1) WoundSeverities=(MinHealthPercent=51, MaxHealthPercent=75, MinPointsToHeal=3000, MaxPointsToHeal=15500, Difficulty=1) WoundSeverities=(MinHealthPercent=76, MaxHealthPercent=10000, MinPointsToHeal=1000, MaxPointsToHeal=9500, Difficulty=1) WoundSeverities=(MinHealthPercent=-10000, MaxHealthPercent=20, MinPointsToHeal=17500, MaxPointsToHeal=38500, Difficulty=2) ;Classic WoundSeverities=(MinHealthPercent=21, MaxHealthPercent=50, MinPointsToHeal=6000, MaxPointsToHeal=23000, Difficulty=2) WoundSeverities=(MinHealthPercent=51, MaxHealthPercent=75, MinPointsToHeal=3000, MaxPointsToHeal=15500, Difficulty=2) WoundSeverities=(MinHealthPercent=76, MaxHealthPercent=10000, MinPointsToHeal=1000, MaxPointsToHeal=9500, Difficulty=2) WoundSeverities=(MinHealthPercent=-10000, MaxHealthPercent=20, MinPointsToHeal=17500, MaxPointsToHeal=38500, Difficulty=3) ;Impossible WoundSeverities=(MinHealthPercent=21, MaxHealthPercent=50, MinPointsToHeal=6000, MaxPointsToHeal=23000, Difficulty=3) WoundSeverities=(MinHealthPercent=51, MaxHealthPercent=75, MinPointsToHeal=3000, MaxPointsToHeal=15500, Difficulty=3) WoundSeverities=(MinHealthPercent=76, MaxHealthPercent=10000, MinPointsToHeal=1000, MaxPointsToHeal=9500, Difficulty=3) WoundStates[0]=(WoundStateHealthPercents[0]=75, WoundStateHealthPercents[1]=50, WoundStateHealthPercents[2]=0) ;Easy WoundStates[1]=(WoundStateHealthPercents[0]=75, WoundStateHealthPercents[1]=50, WoundStateHealthPercents[2]=0) ;Normal WoundStates[2]=(WoundStateHealthPercents[0]=75, WoundStateHealthPercents[1]=50, WoundStateHealthPercents[2]=0) ;Classic WoundStates[3]=(WoundStateHealthPercents[0]=75, WoundStateHealthPercents[1]=50, WoundStateHealthPercents[2]=0) ;Impossible SecondWaveBetaStrikeHealthWoundStates[0]=(WoundStateHealthPercents[0]=75, WoundStateHealthPercents[1]=50, WoundStateHealthPercents[2]=0) ;Easy SecondWaveBetaStrikeHealthWoundStates[1]=(WoundStateHealthPercents[0]=75, WoundStateHealthPercents[1]=50, WoundStateHealthPercents[2]=0) ;Normal SecondWaveBetaStrikeHealthWoundStates[2]=(WoundStateHealthPercents[0]=75, WoundStateHealthPercents[1]=50, WoundStateHealthPercents[2]=0) ;Classic SecondWaveBetaStrikeHealthWoundStates[3]=(WoundStateHealthPercents[0]=75, WoundStateHealthPercents[1]=50, WoundStateHealthPercents[2]=0) ;Impossible RiskThresholds[0]=33 RiskThresholds[1]=66 RiskThresholds[2]=100 START_DAY=1 START_MONTH=3 START_YEAR=2035 IntroMovie="X2NarrativeMoments.Strategy.GP_GameIntro" ; Soldier Compatibility VeryLowCompatRange=(MinValue=0.25f, MaxValue=0.59f) LowCompatRange=(MinValue=0.6f, MaxValue=0.99f) HighCompatRange=(MinValue=1.0f, MaxValue=1.49f) VeryHighCompatRange=(MinValue=1.5f, MaxValue=2.0f) StandardCompatRoll=(VeryLowWeight=15, LowWeight=30, HighWeight=30, VeryHighWeight=15) ForceLowCompatRoll=(VeryLowWeight=34, LowWeight=66, HighWeight=0, VeryHighWeight=0) FavorLowCompatRoll=(VeryLowWeight=30, LowWeight=55, HighWeight=10, VeryHighWeight=5) ForceHighCompatRoll=(VeryLowWeight=0, LowWeight=0, HighWeight=66, VeryHighWeight=34) FavorHighCompatRoll=(VeryLowWeight=5, LowWeight=10, HighWeight=55, VeryHighWeight=30) CohesionThresholds[0]=0 CohesionThresholds[1]=30 CohesionThresholds[2]=80 CohesionThresholds[3]=160 BondProjectPoints[0]=0 BondProjectPoints[1]=1 BondProjectPoints[2]=1 BondProjectPoints[3]=2 BondWillBonuses[0]=0 BondWillBonuses[1]=0 BondWillBonuses[2]=0 BondWillBonuses[3]=0 MinMissionCohesion=5 MaxMissionCohesion=10 MinBondedCompatibility=1.5 WillRecoveryDays[eMentalState_Shaken]=(MinDays=14, MaxDays=20) WillRecoveryDays[eMentalState_Tired]=(MinDays=8, MaxDays=12) WillRecoveryDays[eMentalState_Ready]=(MinDays=0, MaxDays=16) MentalStatePercents[eMentalState_Shaken]=33 ; anything less than this value is "shaken" MentalStatePercents[eMentalState_Tired]=67 MentalStatePercents[eMentalState_Ready]=100 MentalStateTraitModifier[eMentalState_Shaken]=50 MentalStateTraitModifier[eMentalState_Tired]=25 MentalStateTraitModifier[eMentalState_Ready]=-20 MaxConcurrentNegativeTraits=2 MaxCampaignNegativeTraits=0 MaxCampaignPositiveTraits=0 MaxTraitsPerMissionForReadySoldiers=1 MaxIncapSoldiersPerMission[0]=3 MaxIncapSoldiersPerMission[1]=4 MaxIncapSoldiersPerMission[2]=4 MaxIncapSoldiersPerMission[3]=10 NoLimitIncapSoldiersMissions="MissionSource_Blacksite" NoLimitIncapSoldiersMissions="MissionSource_Forge" NoLimitIncapSoldiersMissions="MissionSource_PsiGate" NoLimitIncapSoldiersMissions="MissionSource_Broadcast" NoLimitIncapSoldiersMissions="MissionSource_Final" NoLimitIncapSoldiersMissions="MissionSource_AvengerDefense" NoLimitIncapSoldiersMissions="MissionSource_ChosenAvengerAssault" NoLimitIncapSoldiersMissions="MissionSource_ChosenStronghold" ; Soldier Progression AbilityPointCosts[0]=0 ; Squaddie AbilityPointCosts[1]=10 ; Corporal AbilityPointCosts[2]=11 ; Sergeant AbilityPointCosts[3]=12 ; Lieutenant AbilityPointCosts[4]=13 ; Captain AbilityPointCosts[5]=14 ; Major AbilityPointCosts[6]=15 ; Colonel ; Used for XCOM abilities gained by the Faction heroes which are really powerful PowerfulAbilityPointCost=25 PowerfulAbilities="SaturationFire" PowerfulAbilities="Squadsight" PowerfulAbilities="KillZone" PowerfulAbilities="Bladestorm" PowerfulAbilities="Reaper" PowerfulAbilities="Faceoff" PowerfulAbilities="RapidFire" PowerfulAbilities="ChainShot" PowerfulAbilities="BulletShred" PowerfulAbilities="InTheZone" ComIntAboveAverageChance=50 ComIntThresholds[0]=50 ; 25% chance ComIntThresholds[1]=80 ; 15% chance ComIntThresholds[2]=99 ; 9.5% chance ComIntThresholds[3]=100 ; 0.5% chance BaseSoldierComIntBonuses[eComInt_Standard]=0 BaseSoldierComIntBonuses[eComInt_AboveAverage]=1 BaseSoldierComIntBonuses[eComInt_Gifted]=2 BaseSoldierComIntBonuses[eComInt_Genius]=4 BaseSoldierComIntBonuses[eComInt_Savant]=7 ResistanceHeroComIntModifiers[eComInt_Standard]=1.0 ResistanceHeroComIntModifiers[eComInt_AboveAverage]=1.083 ResistanceHeroComIntModifiers[eComInt_Gifted]=1.167 ResistanceHeroComIntModifiers[eComInt_Genius]=1.25 ResistanceHeroComIntModifiers[eComInt_Savant]=1.5 ; Will Traits TraitRecoveryChanceSchedule[0]=0 TraitRecoveryChanceSchedule[1]=0 TraitRecoveryChanceSchedule[2]=50 TraitRecoveryChanceSchedule[3]=75 TraitRecoveryChanceSchedule[4]=100 ; Second Wave options SecondWaveBetaStrikeHealthMod=2.0 ; UI Alert Types UIAlertTypes=eAlert_CouncilComm UIAlertTypes=eAlert_GOps UIAlertTypes=eAlert_Retaliation UIAlertTypes=eAlert_AlienFacility UIAlertTypes=eAlert_Control UIAlertTypes=eAlert_Doom UIAlertTypes=eAlert_HiddenDoom UIAlertTypes=eAlert_UFOInbound UIAlertTypes=eAlert_UFOEvaded UIAlertTypes=eAlert_Objective UIAlertTypes=eAlert_Contact UIAlertTypes=eAlert_Outpost UIAlertTypes=eAlert_ContactMade UIAlertTypes=eAlert_OutpostBuilt UIAlertTypes=eAlert_ContinentBonus UIAlertTypes=eAlert_BlackMarket UIAlertTypes=eAlert_RegionUnlocked UIAlertTypes=eAlert_RegionUnlockedMission UIAlertTypes=eAlert_ResearchComplete UIAlertTypes=eAlert_ItemComplete UIAlertTypes=eAlert_ProvingGroundProjectComplete UIAlertTypes=eAlert_FacilityComplete UIAlertTypes=eAlert_UpgradeComplete UIAlertTypes=eAlert_ShadowProjectComplete UIAlertTypes=eAlert_ClearRoomComplete UIAlertTypes=eAlert_TrainingComplete UIAlertTypes=eAlert_SoldierPromoted UIAlertTypes=eAlert_PsiSoldierPromoted UIAlertTypes=eAlert_BuildSlotOpen UIAlertTypes=eAlert_ClearRoomSlotOpen UIAlertTypes=eAlert_StaffSlotOpen UIAlertTypes=eAlert_BuildSlotFilled UIAlertTypes=eAlert_ClearRoomSlotFilled UIAlertTypes=eAlert_StaffSlotFilled UIAlertTypes=eAlert_SuperSoldier UIAlertTypes=eAlert_ResearchAvailable UIAlertTypes=eAlert_ItemAvailable UIAlertTypes=eAlert_ItemReceived UIAlertTypes=eAlert_ItemUpgraded UIAlertTypes=eAlert_ProvingGroundProjectAvailable UIAlertTypes=eAlert_FacilityAvailable UIAlertTypes=eAlert_UpgradeAvailable UIAlertTypes=eAlert_ShadowProjectAvailable UIAlertTypes=eAlert_NewStaffAvailable UIAlertTypes=eAlert_XCOMLives UIAlertTypes=eAlert_HelpContact UIAlertTypes=eAlert_HelpOutpost UIAlertTypes=eAlert_HelpResHQGoods UIAlertTypes=eAlert_HelpHavenOps UIAlertTypes=eAlert_HelpNewRegions UIAlertTypes=eAlert_HelpMissionLocked UIAlertTypes=eAlert_SoldierShaken UIAlertTypes=eAlert_SoldierShakenRecovered UIAlertTypes=eAlert_NewScanningSite UIAlertTypes=eAlert_ScanComplete UIAlertTypes=eAlert_DarkEvent UIAlertTypes=eAlert_BlackMarketAvailable UIAlertTypes=eAlert_ResourceCacheAvailable UIAlertTypes=eAlert_ResourceCacheComplete UIAlertTypes=eAlert_SupplyRaid UIAlertTypes=eAlert_LandedUFO UIAlertTypes=eAlert_CouncilMission UIAlertTypes=eAlert_CustomizationsAvailable UIAlertTypes=eAlert_ForceUnderstrength UIAlertTypes=eAlert_MissionExpired UIAlertTypes=eAlert_WoundedSoldiersAllowed UIAlertTypes=eAlert_PsiTrainingComplete UIAlertTypes=eAlert_TimeSensitiveMission UIAlertTypes=eAlert_PsiOperativeIntro UIAlertTypes=eAlert_WeaponUpgradesAvailable UIAlertTypes=eAlert_AlienVictoryImminent UIAlertTypes=eAlert_InstantResearchAvailable UIAlertTypes=eAlert_NewStaffAvailableSmall UIAlertTypes=eAlert_LowIntel UIAlertTypes=eAlert_LowSupplies UIAlertTypes=eAlert_LowScientists UIAlertTypes=eAlert_LowEngineers UIAlertTypes=eAlert_PsiLabIntro UIAlertTypes=eAlert_LowScientistsSmall UIAlertTypes=eAlert_LowEngineersSmall UIAlertTypes=eAlert_SupplyDropReminder UIAlertTypes=eAlert_PowerCoilShielded UIAlertTypes=eAlert_StaffInfo UIAlertTypes=eAlert_ItemReceivedProvingGround UIAlertTypes=eAlert_LaunchMissionWarning UIAlertTypes=eAlert_CovertActions UIAlertTypes=eAlert_LostAndAbandoned UIAlertTypes=eAlert_ResistanceOp UIAlertTypes=eAlert_ChosenAmbush UIAlertTypes=eAlert_ChosenStronghold UIAlertTypes=eAlert_RescueSoldier UIAlertTypes=eAlert_NegativeTraitAcquired UIAlertTypes=eAlert_PositiveTraitAcquired UIAlertTypes=eAlert_InspiredResearchAvailable UIAlertTypes=eAlert_BreakthroughResearchAvailable UIAlertTypes=eAlert_InspiredResearchAvailable UIAlertTypes=eAlert_BreakthroughResearchAvailable UIAlertTypes=eAlert_ComIntIntro UIAlertTypes=eAlert_SoldierTired UIAlertTypes=eAlert_TempPopup UIAlertTypes=eAlert_XPACK_CovertOps UIAlertTypes=eAlert_XPACK_Retribution UIAlertTypes=eAlert_XPACK_MissionBlades UIAlertTypes=eAlert_XPACK_MissionSplash [XComGame.XGMission_AlienFacility] iBaseCooldown_Doom=336 iBaseCooldown_DarkEvent=672 iBaseCooldown_UFO=554 iDoomPerDay=1 iDoomInitialImpulse=10 [XComGame.X2PerkPackages] ;PerkPackage="FX_Dev_Ability_System" - just for debugging ;-------------Perks - XCom Soldiers---------------- ;-------Psi Operative-------- PerkPackage="Perk_Psi_Aether_Shift" PerkPackage="Perk_Psi_Cloud_the_Mind" PerkPackage="Perk_Psi_Dissonance" PerkPackage="Perk_Psi_Insanity" PerkPackage="Perk_Psi_Inspire" PerkPackage="Perk_Psi_Mindblast" PerkPackage="Perk_Psi_Null_Lance" PerkPackage="Perk_Psi_NullShield" PerkPackage="Perk_Psi_Precognition" PerkPackage="Perk_Psi_Shield_Projection" PerkPackage="Perk_Psi_Soothe" PerkPackage="Perk_Psi_Void_Adept" PerkPackage="Perk_Psi_Void_Rift" PerkPackage="Perk_Psi_Domination" PerkPackage="Perk_Psi_Stasis" PerkPackage="Perk_Psi_Solace" PerkPackage="Perk_Psi_Soul_Fire" PerkPackage="Perk_Psi_Fortress" PerkPackage="Perk_Psi_Fuse" ;-------Specialist with Gremlin-------- PerkPackage="Perk_Capacitor_Discharge" PerkPackage="Perk_Aid_Protocol" PerkPackage="Perk_Threat_Assessment" PerkPackage="Perk_Medical_Protocol" PerkPackage="Perk_Passive_Scanners" PerkPackage="Perk_Restorative_Mist" PerkPackage="Perk_Scanning_Protocol" PerkPackage="Perk_Revival_Protocol" PerkPackage="Perk_Combat_Protocol" ;-------Grenadier-------- PerkPackage="Perk_HoloTargeting" ;-------Armors-------- PerkPackage="Perk_PoweredArmor_Heavy" PerkPackage="Perk_PoweredArmor_Light" PerkPackage="Perk_Grapple" ;-------Items-------- PerkPackage="Perk_Scorch_Circuits" ;PerkPackage="Perk_BattleScanner" - unused, now it's just a burst (projectile) PerkPackage="Perk_Mimic_Beacon" ;PerkPackage="Perk_Combat_Stims" - unused ;-------------Perks - ADVENT---------------- ;--------Psi Witch / Avatar-------- PerkPackage="Perk_Dimensional_Rift" PerkPackage="Perk_Mind_Control" ;--------Advent Captain-------- PerkPackage="Perk_Mark_Target" PerkPackage="Perk_Command_Aura" ;--------Advent Shield Bearer-------- PerkPackage="Perk_Shield" ;--------Advent Stun Lancer-------- PerkPackage="Perk_Stun_Lance" ;-------------Perks - Aliens---------------- ;-------Sectoid-------- PerkPackage="Perk_Psi_Explosion" PerkPackage="Perk_Psi_Reanimation" PerkPackage="Perk_Psi_Mindspin" ;-------Chryssalid-------- PerkPackage="Perk_Gestation" PerkPackage="Perk_Parthenogenic_Poison" ;-------Archon-------- PerkPackage="Perk_Blazing_Pinions" PerkPackage="Perk_Frenzy" ;-------Berserker-------- PerkPackage="Perk_RagePsychosis" ;-------Muton-------- PerkPackage="Perk_Muton_Bayonet" ;-------Codex (formerly Cyberus)-------- PerkPackage="Perk_Mass_Mindspin" PerkPackage="Perk_Psi_Bomb" ;PerkPackage="Perk_Teleport" ;PerkPackage="Perk_Superposition" ;-------Gatekeeper-------- PerkPackage="Perk_Anima_Gate" PerkPackage="Perk_Anima_Inversion" PerkPackage="Perk_Anima_Consume" ;-------Sectopod-------- PerkPackage="Perk_Wrath_Cannon" PerkPackage="Perk_Lightning_Field" ;---------------- EXPANSION PACK -------------------- ;---------------Perks - Faction Soldiers-------------- ;-------Reaper-------- PerkPackage="Perk_ThrowClaymore" PerkPackage="Perk_ThrowShrapnel" ;-------Hunter-------- PerkPackage="Perk_Tracking_Shot" ;-------Templar-------- PerkPackage="Perk_Exchange" PerkPackage="Perk_Pillar" PerkPackage="Perk_Lens" PerkPackage="Perk_Volt" PerkPackage="Perk_Reflect_Shot" PerkPackage="Perk_Ghost" PerkPackage="Perk_Ionic_Storm" PerkPackage="Perk_Void_Conduit" PerkPackage="Perk_Stun_Strike" ;-------Skirmisher-------- PerkPackage="Perk_SkirmisherVengeance" PerkPackage="Perk_Battlelord" ;------------------Perks - Enemies------------------- ;-------Chosen Shared-------- PerkPackage="Perk_Chosen_Interrogation" PerkPackage="Perk_Chosen_Regenerate" ;-------Chosen Assassin-------- ;-------Spectre-------- PerkPackage="Perk_Horror" ;-------Purifier-------- PerkPackage="Perk_Holy_Warrior" [XComGame.X2Effect_ProximityMine] PersistentParticles="FX_WP_ProximityMine.P_ProximityMine_Armed" [XComGame.X2Ability_Grenades] ProximityMineExplosion="FX_Explosion_Proximity_Mine.P_Proximity_Mine_Explosion" [XComGame.X2Effect_ApplyBlazingPinionsTargetToWorld] BlazingPinionsParticleSystemFill_Name = FX_Archon.P_BlazingPinions_Target [XComGame.X2Effect_ApplySmokeToWorld] SmokeParticleSystemFill_Name = FX_WP_SmokeGrenade.Gridded.P_Smoke_Grenade_Fill [XComGame.X2Effect_ApplySmokeGrenadeToWorld] SmokeParticleSystemFill_Name = FX_Smoke_Grenade.P_Smoke_Grenade_Fill Duration=2 [XComGame.X2Effect_ApplyFireToWorld] FireParticleSystemFill_Name = FX_Fire_Smoke_Shared.P_Fire_Dynamic MAX_INTENSITY_2_TILES = 2 LimitFireSpreadTiles = 10 FillIntensityLERPTimeSecs = 1.0 [XComGame.X2Effect_ApplyPoisonToWorld] PoisonParticleSystemFill_Name = FX_Viper.P_Viper_Poison_Smoke_Fill Duration=2 [XComGame.X2Effect_ApplyAcidToWorld] AcidParticleSystemFill_Name_1pc = FX_Acid.P_Acid_1pc AcidParticleSystemFill_Name_2pc = FX_Acid.P_Acid_2pc AcidParticleSystemFill_Name_3pc_Long = FX_Acid.P_Acid_3pc_Long AcidParticleSystemFill_Name_3pc_Corner = FX_Acid.P_Acid_3pc_Corner AcidParticleSystemFill_Name_4pc_Long = FX_Acid.P_Acid_4pc_Long AcidParticleSystemFill_Name_4pc_Square = FX_Acid.P_Acid_4pc_Square AcidParticleSystemFill_Name_4pc_L = FX_Acid.P_Acid_4pc_L AcidParticleSystemFill_Name_4pc_Reverse_L = FX_Acid.P_Acid_4pc_Reverse_L AcidParticleSystemFill_Name_4pc_Middle = FX_Acid.P_Acid_4pc_Middle AcidParticleSystemFill_Name_4pc_S = FX_Acid.P_Acid_4pc_S AcidParticleSystemFill_Name_4pc_Reverse_S = FX_Acid.P_Acid_4pc_Reverse_S [XComGame.X2Effect_AlertTheLost] AlertRangeMeters = 27 [XComGame.X2Action_DropshipIntro] ShowMissionIntroUITime=12.0 DropshipSlotCount=6 [XComGame.X2Action_ATT] MatineeCommentPrefix="CIN_ATT" NumDropSlots=6 [XComGame.X2Action_Fire_Volt] ParticleSystemName = FX_Templar_Volt.P_Volt_Tether StartingSocket = R_Hand TargetSocket = FX_CHEST ChainDelay = 0.25 ReactDelay = 0.2 [XComGame.X2Action_Fire_MindScorch] ParticleSystemName = FX_MindScorch.P_MindScorch_Tether StartingSocket = FX_ForwardArms_Cast TargetSocket = FX_Head ChainDelay = 0.95 ReactDelay = 0.2 [XComGame.X2Action_Fire_Wave] WaveSpeed = 1200 ; Units per Second [XComGame.X2Action_BlazingPinionsStage2] ; Delay in seconds for each drop from the previous one ProjectileTimeDelaySecArray[0]=0.0 ProjectileTimeDelaySecArray[1]=0.22 ProjectileTimeDelaySecArray[2]=0.26 ProjectileTimeDelaySecArray[3]=0.18 [XComGame.XComGameState_HeadquartersAlien] AlienHeadquarters_LoseModeDuration[0]=550 ;Easy AlienHeadquarters_LoseModeDurationVariance[0]=48 AlienHeadquarters_LoseModeDuration[1]=504 ;Normal AlienHeadquarters_LoseModeDurationVariance[1]=48 AlienHeadquarters_LoseModeDuration[2]=320 ;Classic AlienHeadquarters_LoseModeDurationVariance[2]=48 AlienHeadquarters_LoseModeDuration[3]=640 ;Impossible AlienHeadquarters_LoseModeDurationVariance[3]=48 AlienHeadquarters_MinLoseModeDuration[0]=550 ;Easy AlienHeadquarters_MinLoseModeDuration[1]=504 ;Normal AlienHeadquarters_MinLoseModeDuration[2]=168 ;Classic AlienHeadquarters_MinLoseModeDuration[3]=168 ;Impossible AlienHeadquarters_StartingForceLevel=1 AlienHeadquarters_MaxForceLevel=20 AlienHeadquarters_ForceLevelInterval[0]=252 ;Easy AlienHeadquarters_ForceLevelIntervalVariance[0]=0 AlienHeadquarters_ForceLevelInterval[1]=252 ;Normal AlienHeadquarters_ForceLevelIntervalVariance[1]=0 AlienHeadquarters_ForceLevelInterval[2]=252 ;Classic AlienHeadquarters_ForceLevelIntervalVariance[2]=0 AlienHeadquarters_ForceLevelInterval[3]=360 ;Impossible AlienHeadquarters_ForceLevelIntervalVariance[3]=0 AlienHeadquarters_DoomStartValue[0]=0 ;Easy AlienHeadquarters_DoomMaxValue[0]=12 AlienHeadquarters_DoomStartValue[1]=0 ;Normal AlienHeadquarters_DoomMaxValue[1]=12 AlienHeadquarters_DoomStartValue[2]=0 ;Classic AlienHeadquarters_DoomMaxValue[2]=12 AlienHeadquarters_DoomStartValue[3]=0 ;Impossible AlienHeadquarters_DoomMaxValue[3]=12 DoomThrottleMinPercents[0]=9999.0f ;Easy DoomThrottleMinPercents[1]=9999.0f ;Normal DoomThrottleMinPercents[2]=9999.0f ;Classic DoomThrottleMinPercents[3]=9999.0f ;Impossible DoomThrottleScalars[0]=1.0f ;Easy DoomThrottleScalars[1]=1.0f ;Normal DoomThrottleScalars[2]=1.0f ;Classic DoomThrottleScalars[3]=1.0f ;Impossible DoomAccelerateScalars[0]=0.5f ;Easy DoomAccelerateScalars[1]=0.5f ;Normal DoomAccelerateScalars[2]=0.5f ;Classic DoomAccelerateScalars[3]=0.5f ;Impossible DoomProjectGracePeriod[0]=120 ;Easy DoomProjectGracePeriod[1]=72 ;Normal DoomProjectGracePeriod[2]=72 ;Classic DoomProjectGracePeriod[3]=144 ;Impossible StartingFacilityBuildData=(Month=0, MinBuildDays=40, MaxBuildDays=44, MinLinkDistance=2, MaxLinkDistance=2, Difficulty=0) ;Easy MonthlyFacilityBuildData=(Month=1, MinBuildDays=27, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=2, Difficulty=0) MonthlyFacilityBuildData=(Month=2, MinBuildDays=27, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=2, Difficulty=0) MonthlyFacilityBuildData=(Month=3, MinBuildDays=27, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=2, Difficulty=0) StartingFacilityBuildData=(Month=0, MinBuildDays=40, MaxBuildDays=44, MinLinkDistance=2, MaxLinkDistance=2, Difficulty=1) ;Normal MonthlyFacilityBuildData=(Month=1, MinBuildDays=27, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=2, Difficulty=1) MonthlyFacilityBuildData=(Month=2, MinBuildDays=27, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=2, Difficulty=1) MonthlyFacilityBuildData=(Month=3, MinBuildDays=27, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=2, Difficulty=1) StartingFacilityBuildData=(Month=0, MinBuildDays=40, MaxBuildDays=44, MinLinkDistance=3, MaxLinkDistance=3, Difficulty=2) ;Classic MonthlyFacilityBuildData=(Month=1, MinBuildDays=27, MaxBuildDays=29, MinLinkDistance=1, MaxLinkDistance=6, Difficulty=2) MonthlyFacilityBuildData=(Month=2, MinBuildDays=27, MaxBuildDays=29, MinLinkDistance=1, MaxLinkDistance=6, Difficulty=2) MonthlyFacilityBuildData=(Month=3, MinBuildDays=27, MaxBuildDays=29, MinLinkDistance=1, MaxLinkDistance=6, Difficulty=2) StartingFacilityBuildData=(Month=0, MinBuildDays=40, MaxBuildDays=44, MinLinkDistance=2, MaxLinkDistance=2, Difficulty=3) ;Impossible MonthlyFacilityBuildData=(Month=1, MinBuildDays=27, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=6, Difficulty=3) MonthlyFacilityBuildData=(Month=2, MinBuildDays=27, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=6, Difficulty=3) MonthlyFacilityBuildData=(Month=3, MinBuildDays=27, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=6, Difficulty=3) MonthlyFacilityBuildData=(Month=4, MinBuildDays=27, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=6, Difficulty=3) MonthlyFacilityBuildData=(Month=5, MinBuildDays=27, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=6, Difficulty=3) MinFortressAppearDays[0]=26 ;Easy MaxFortressAppearDays[0]=30 MinFortressAppearDays[1]=26 ;Normal MaxFortressAppearDays[1]=30 MinFortressAppearDays[2]=26 ;Classic MaxFortressAppearDays[2]=30 MinFortressAppearDays[3]=26 ;Impossible MaxFortressAppearDays[3]=30 MinFortressDoomInterval[0]=336 ;Easy MaxFortressDoomInterval[0]=336 MinFortressDoomInterval[1]=336 ;Normal MaxFortressDoomInterval[1]=336 MinFortressDoomInterval[2]=336 ;Classic MaxFortressDoomInterval[2]=336 MinFortressDoomInterval[3]=336 ;Impossible MaxFortressDoomInterval[3]=336 MinFortressStartingDoomInterval[0]=336 ;Easy MaxFortressStartingDoomInterval[0]=336 MinFortressStartingDoomInterval[1]=336 ;Normal MaxFortressStartingDoomInterval[1]=336 MinFortressStartingDoomInterval[2]=336 ;Classic MaxFortressStartingDoomInterval[2]=336 MinFortressStartingDoomInterval[3]=336 ;Impossible MaxFortressStartingDoomInterval[3]=336 FirstMonthNumDarkEvents=2 NumDarkEvents=3 MaxFacilities[0]=5 ;Easy MaxFacilities[1]=5 ;Normal MaxFacilities[2]=5 ;Classic MaxFacilities[3]=5 ;Impossible FacilityDestructionDoomDelay[0]=672 ;Easy FacilityDestructionDoomDelay[1]=672 ;Normal FacilityDestructionDoomDelay[2]=672 ;Classic FacilityDestructionDoomDelay[3]=672 ;Impossible FacilityDoomAdd[0]=(DoomChances[0]=(DoomToAdd=1, PercentChance=100)) ;Easy FacilityDoomAdd[1]=(DoomChances[0]=(DoomToAdd=1, PercentChance=100)) ;Normal FacilityDoomAdd[2]=(DoomChances[0]=(DoomToAdd=1, PercentChance=75), DoomChances[1]=(DoomToAdd=2, PercentChance=25)) ;Classic FacilityDoomAdd[3]=(DoomChances[0]=(DoomToAdd=1, PercentChance=100)) ;Impossible FortressDoomAdd[0]=(DoomChances[0]=(DoomToAdd=1, PercentChance=100)) ;Easy FortressDoomAdd[1]=(DoomChances[0]=(DoomToAdd=1, PercentChance=100)) ;Normal FortressDoomAdd[2]=(DoomChances[0]=(DoomToAdd=1, PercentChance=100)) ;Classic FortressDoomAdd[3]=(DoomChances[0]=(DoomToAdd=1, PercentChance=100)) ;Impossible FacilityDoomGen=(NumFacilities=1, MinInterval=950, MaxInterval=1050, Difficulty=0) ;Rookie FacilityDoomGen=(NumFacilities=2, MinInterval=450, MaxInterval=550, Difficulty=0) FacilityDoomGen=(NumFacilities=3, MinInterval=300, MaxInterval=366, Difficulty=0) FacilityDoomGen=(NumFacilities=4, MinInterval=225, MaxInterval=275, Difficulty=0) FacilityDoomGen=(NumFacilities=5, MinInterval=175, MaxInterval=225, Difficulty=0) FacilityDoomGen=(NumFacilities=1, MinInterval=950, MaxInterval=1050, Difficulty=1) ;Veteran FacilityDoomGen=(NumFacilities=2, MinInterval=450, MaxInterval=550, Difficulty=1) FacilityDoomGen=(NumFacilities=3, MinInterval=300, MaxInterval=366, Difficulty=1) FacilityDoomGen=(NumFacilities=4, MinInterval=225, MaxInterval=275, Difficulty=1) FacilityDoomGen=(NumFacilities=5, MinInterval=175, MaxInterval=225, Difficulty=1) FacilityDoomGen=(NumFacilities=1, MinInterval=950, MaxInterval=1050, Difficulty=2) ;Comander FacilityDoomGen=(NumFacilities=2, MinInterval=450, MaxInterval=550, Difficulty=2) FacilityDoomGen=(NumFacilities=3, MinInterval=300, MaxInterval=366, Difficulty=2) FacilityDoomGen=(NumFacilities=4, MinInterval=225, MaxInterval=275, Difficulty=2) FacilityDoomGen=(NumFacilities=5, MinInterval=175, MaxInterval=225, Difficulty=2) FacilityDoomGen=(NumFacilities=1, MinInterval=950, MaxInterval=1050, Difficulty=3) ;Impossible FacilityDoomGen=(NumFacilities=2, MinInterval=800, MaxInterval=900, Difficulty=3) FacilityDoomGen=(NumFacilities=3, MinInterval=600, MaxInterval=700, Difficulty=3) FacilityDoomGen=(NumFacilities=4, MinInterval=400, MaxInterval=500, Difficulty=3) FacilityDoomGen=(NumFacilities=5, MinInterval=300, MaxInterval=366, Difficulty=3) ; Doom Gen Formula no longer used DesiredDoomDays[0]=184 ;Easy ProjectedDoomFromDarkEvents[0]=1 ProjectedFacilityDoomRemoved[0]=5 ProjectedFacilitiesDestroyed[0]=1 NumDoomGenSpeeds[0]=3 DoomGenMaxDeviation[0]=0.2f DoomGenVariance[0]=0.05f DoomGenScalar[0]=1.0f DesiredDoomDays[1]=184 ;Normal ProjectedDoomFromDarkEvents[1]=1 ProjectedFacilityDoomRemoved[1]=8 ProjectedFacilitiesDestroyed[1]=1 NumDoomGenSpeeds[1]=3 DoomGenMaxDeviation[1]=0.2f DoomGenVariance[1]=0.05f DoomGenScalar[1]=1.0f DesiredDoomDays[2]=184 ;Classic ProjectedDoomFromDarkEvents[2]=1 ProjectedFacilityDoomRemoved[2]=8 ProjectedFacilitiesDestroyed[2]=1 NumDoomGenSpeeds[2]=3 DoomGenMaxDeviation[2]=0.2f DoomGenVariance[2]=0.05f DoomGenScalar[2]=1.0f DesiredDoomDays[3]=184 ;Impossible ProjectedDoomFromDarkEvents[3]=1 ProjectedFacilityDoomRemoved[3]=8 ProjectedFacilitiesDestroyed[3]=1 NumDoomGenSpeeds[3]=3 DoomGenMaxDeviation[3]=0.2f DoomGenVariance[3]=0.05f DoomGenScalar[3]=2.0f SecondWaveExtendedAvatarProjectScalar=2 NumAdventChosen=3 ChosenActivationDate=(MinDays=9, MaxDays=11) ChosenActionScheduleDays=(MinDays=3, MaxDays=28) ChosenDarkEventDays=(MinDays=14, MaxDays=20) StartFavoredChosenSearchDays=28 StartChosenCaptureChance=0 NormalChosenCaptureChance=25 StartChosenCaptureForceLevel=6 ExcludeChosenMissionSources="MissionSource_RescueSoldier" ExcludeChosenMissionSources="MissionSource_AvengerDefense" ExcludeChosenMissionSources="MissionSource_ChosenAmbush" ExcludeChosenMissionSources="MissionSource_AlienNest" ExcludeChosenMissionSources="MissionSource_LostTowers" ExcludeChosenMissionSources="MissionSource_Broadcast" MinMissionsBetweenChosenAppearances[0]=0 MinMissionsBetweenChosenAppearances[1]=3 MinMissionsBetweenChosenAppearances[2]=3 MinMissionsBetweenChosenAppearances[3]=3 [XComGame.XComGameState_HeadquartersResistance] MinSuppliesInterval=504 MaxSuppliesInterval=504 RecruitSupplyCosts[0]=25 ;Easy RecruitSupplyCosts[1]=25 ;Normal RecruitSupplyCosts[2]=25 ;Classic RecruitSupplyCosts[3]=40 ;Impossible RecruitOrderTime=0 StartingNumRecruits[0]=10 ;Easy StartingNumRecruits[1]=10 ;Normal StartingNumRecruits[2]=10 ;Classic StartingNumRecruits[3]=10 ;Impossible RefillNumRecruits[0]=5 ;Easy RefillNumRecruits[1]=5 ;Normal RefillNumRecruits[2]=5 ;Classic RefillNumRecruits[3]=5 ;Impossible RecruitsCharacterPoolSelectionMode=eCPSM_Mixed BaseGoodsCost[0]=175 ;Easy BaseGoodsCost[1]=175 ;Normal BaseGoodsCost[2]=175 ;Classic BaseGoodsCost[3]=175 ;Impossible GoodsCostVariance[0]=5 ;Easy GoodsCostVariance[1]=5 ;Normal GoodsCostVariance[2]=5 ;Classic GoodsCostVariance[3]=5 ;Impossible GoodsCostIncrease[0]=8 ;Easy GoodsCostIncrease[1]=8 ;Normal GoodsCostIncrease[2]=8 ;Classic GoodsCostIncrease[3]=8 ;Impossible ResHQToggleCost[0]=25 ;Easy ResHQToggleCost[1]=25 ;Normal ResHQToggleCost[2]=25 ;Classic ResHQToggleCost[3]=25 ;Impossible AdditionalPOIChance[0]=50 ;Easy AdditionalPOIChance[1]=50 ;Normal AdditionalPOIChance[2]=50 ;Classic AdditionalPOIChance[3]=50 ;Impossible NeededPOIWeightModifier[0]=2.0 ;Easy NeededPOIWeightModifier[1]=2.0 ;Normal NeededPOIWeightModifier[2]=2.0 ;Classic NeededPOIWeightModifier[3]=2.0 ;Impossible NumToRemoveFromSoldierDeck=3 ResistanceGoodsCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=0) ;Easy ResistanceGoodsCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=1) ;Normal ResistanceGoodsCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=2) ;Classic ResistanceGoodsCostScalars=(ItemTemplateName="Supplies", Scalar=1.0, Difficulty=3) ;Impossible StartingStaffPOITimerDays=28 StaffPOITimerDays=42 StartingNumWildCardSlots=1 CovertActionAmbushSafeguardDays=30 [XComGame.X2AbilityTemplateManager] AbilityAvailabilityCodes="AA_Success" AbilityAvailabilityCodes="AA_UnknownError" AbilityAvailabilityCodes="AA_CoolingDown" AbilityAvailabilityCodes="AA_CannotAfford_ActionPoints" AbilityAvailabilityCodes="AA_NotAUnit" AbilityAvailabilityCodes="AA_UnitIsHostile" AbilityAvailabilityCodes="AA_UnitIsFriendly" AbilityAvailabilityCodes="AA_UnitIsAlive" AbilityAvailabilityCodes="AA_UnitIsDead" AbilityAvailabilityCodes="AA_UnitIsRobotic" AbilityAvailabilityCodes="AA_UnitIsOrganic" AbilityAvailabilityCodes="AA_NoTargets" AbilityAvailabilityCodes="AA_CannotAfford_ReserveActionPoints" AbilityAvailabilityCodes="AA_TacticalGameEnd" AbilityAvailabilityCodes="AA_InvalidTargetCoverType" AbilityAvailabilityCodes="AA_InvalidPeekType" AbilityAvailabilityCodes="AA_NoLOS" AbilityAvailabilityCodes="AA_NotInRange" AbilityAvailabilityCodes="AA_NotVisible" AbilityAvailabilityCodes="AA_MissingRequiredVisibleContext" AbilityAvailabilityCodes="AA_CannotAfford_AmmoCost" AbilityAvailabilityCodes="AA_ValueCheckFailed" AbilityAvailabilityCodes="AA_UnitIsNotInCover" AbilityAvailabilityCodes="AA_TargetHasNoLoot" AbilityAvailabilityCodes="AA_AlertStatusInvalid" AbilityAvailabilityCodes="AA_AmmoAlreadyFull" AbilityAvailabilityCodes="AA_UnitIsNotInjured" AbilityAvailabilityCodes="AA_DuplicateEffectIgnored" AbilityAvailabilityCodes="AA_UnitIsDisoriented" AbilityAvailabilityCodes="AA_UnitRankOutOfRange" AbilityAvailabilityCodes="AA_UnitIsImmune" AbilityAvailabilityCodes="AA_UnitIsBurning" AbilityAvailabilityCodes="AA_EffectChanceFailed" AbilityAvailabilityCodes="AA_UnitAlreadySpotted" AbilityAvailabilityCodes="AA_CarryingUnit" AbilityAvailabilityCodes="AA_UnitIsNotAdvent" AbilityAvailabilityCodes="AA_AbilityUnavailable" AbilityAvailabilityCodes="AA_MustBeOutdoors" AbilityAvailabilityCodes="AA_UnitCanBeSeen" AbilityAvailabilityCodes="AA_WrongTimeOfDay" AbilityAvailabilityCodes="AA_WrongBiome" AbilityAvailabilityCodes="AA_WeaponIncompatible" AbilityAvailabilityCodes="AA_UnitIsBound" AbilityAvailabilityCodes="AA_TileIsBlocked" AbilityAvailabilityCodes="AA_UnitIsMarked" AbilityAvailabilityCodes="AA_UnitIsNotSuppressed" AbilityAvailabilityCodes="AA_NotInsideEvacZone" AbilityAvailabilityCodes="AA_UnitIsNotImpaired" AbilityAvailabilityCodes="AA_UnitIsCosmetic" AbilityAvailabilityCodes="AA_UnitIsImpaired" AbilityAvailabilityCodes="AA_UnitRageTriggered" AbilityAvailabilityCodes="AA_CannotAfford_Charges" AbilityAvailabilityCodes="AA_UnitIsFlanked" AbilityAvailabilityCodes="AA_UnitIsConcealed" AbilityAvailabilityCodes="AA_UnitGestationComplete" AbilityAvailabilityCodes="AA_UnitIsPanicked" AbilityAvailabilityCodes="AA_UnitIsNotBurrowed" AbilityAvailabilityCodes="AA_UnitIsBurrowed" AbilityAvailabilityCodes="AA_TileIsNotGround" AbilityAvailabilityCodes="AA_UnitIsMindControlled" AbilityAvailabilityCodes="AA_UnitIsConfused" AbilityAvailabilityCodes="AA_UnitHasCocoonOnIt" AbilityAvailabilityCodes="AA_UnitIsFrenzied" AbilityAvailabilityCodes="AA_UnitDoesNotHaveClearanceToMaxZ" AbilityAvailabilityCodes="AA_UnitIsAlien" AbilityAvailabilityCodes="AA_UnitIsCyberus" AbilityAvailabilityCodes="AA_UnitIsStunned" AbilityAvailabilityCodes="AA_UnitIsTurret" AbilityAvailabilityCodes="AA_EffectRefreshed" AbilityAvailabilityCodes="AA_HitResultFailure" AbilityAvailabilityCodes="AA_UnitIsNotPlayerControlled" AbilityAvailabilityCodes="AA_WrongSoldierClass" AbilityAvailabilityCodes="AA_UnitIsInStasis" AbilityAvailabilityCodes="AA_UnitHasNotBeenRevealed" AbilityAvailabilityCodes="AA_UnitIsUnconscious" AbilityAvailabilityCodes="AA_UnitIsBleedingOut" AbilityAvailabilityCodes="AA_GatekeeperOpened" AbilityAvailabilityCodes="AA_GatekeeperClosed" AbilityAvailabilityCodes="AA_RunAndGunUsed" AbilityAvailabilityCodes="AA_ReaperUsed" AbilityAvailabilityCodes="AA_SerialUsed" AbilityAvailabilityCodes="AA_Shadowstep" AbilityAvailabilityCodes="AA_UnitIsSuppressed" AbilityAvailabilityCodes="AA_UnitIsWrongType" AbilityAvailabilityCodes="AA_UnitIsEscaping" AbilityAvailabilityCodes="AA_UnitIsFrozen" AbilityAvailabilityCodes="AA_Sacrifice" AbilityAvailabilityCodes="AA_MissingRequiredEffect" AbilityAvailabilityCodes="AA_UnitIsSelfDestructing" AbilityAvailabilityCodes="AA_UnitHasHomingMine" AbilityAvailabilityCodes="AA_NotABondmate" AbilityAvailabilityCodes="AA_WrongBondLevel" AbilityAvailabilityCodes="AA_CannotAfford_Focus" AbilityAvailabilityCodes="AA_UnitIsPsionic" AbilityAvailabilityCodes="AA_UnitIsNotPsionic" AbilityAvailabilityCodes="AA_UnitDeadFromSpecialDeath" AbilityAvailabilityCodes="AA_UnitIsTooLarge" AbilityAvailabilityCodes="AA_UnitNotFromHQ" AbilityAvailabilityCodes="AA_UnitIsMindControlling" AbilityAvailabilityCodes="AA_NotWithAnObjectiveItem" AbilityAvailabilityCodes="AA_AlreadyAmplified" EffectUpdatesOnMove="Solace" EffectUpdatesOnMove="ChosenWarningAura" EffectUpdatesOnMove="PsiFortress" EffectUpdatesOnMove="TrackingShotMarkTargetEffect" PreBleedoutCheckEffects="Sustain" PreBleedoutCheckEffects="SustainingSphere" PreBleedoutCheckEffects="ChosenDefeatedSustain" PreBleedoutCheckEffects="UnkillableEffect" PreDeathCheckEffects="Sustain" PreDeathCheckEffects="SustainingSphere" PreDeathCheckEffects="ChosenDefeatedSustain" PreDeathCheckEffects="UnkillableEffect" AbilityUnlocksGrenadePocket="LaunchGrenade" AbilityUnlocksExtraUtilitySlot="TacticalRigging" AbilityRetainsConcealmentVsInteractives="Infiltration" SuperConcealShotMax=80 SuperConcealmentNormalLoss=10 SuperConcealmentMoveLoss=0 SuperConcealmentStandardShotLoss=50 NormalChosenActivationIncreasePerUse=0 MoveChosenActivationIncreasePerUse=0 NonAggressiveChosenActivationIncreasePerUse=1 StandardShotChosenActivationIncreasePerUse=2 NormalLostSpawnIncreasePerUse=0 MoveLostSpawnIncreasePerUse=0 StandardShotLostSpawnIncreasePerUse=10 MeleeLostSpawnIncreasePerUse=5 GrenadeLostSpawnIncreasePerUse=30 HeavyWeaponLostSpawnIncreasePerUse=50 AbilityProvidesStartOfMatchConcealment="Phantom" AbilityProvidesStartOfMatchConcealment="Shadow" NonBreaksConcealmentEffects[0]="Burrowed" NonBreaksConcealmentEffects[1]="Vanish" NonBreaksConcealmentEffects[2]="VanishingWind" [XComGame.X2ItemTemplateManager] ItemCategories="weapon" ItemCategories="armor" ItemCategories="resource" ItemCategories="mission" ItemCategories="upgrade" ItemCategories="ammo" ItemCategories="utility" ItemCategories="unlimited" ItemCategories="quest" ItemCategories="combatsim" ItemCategories="schematic" ItemCategories="heal" ItemCategories="defense" ItemCategories="psidefense" ItemCategories="psioffense" ItemCategories="grenade" ItemCategories="tech" ItemCategories="goldenpath" ItemCategories="skulljack" UniqueEquipCategories="ammo" UniqueEquipCategories="grenade" UniqueEquipCategories="heal" UniqueEquipCategories="defense" UniqueEquipCategories="psidefense" UniqueEquipCategories="psioffense" UniqueEquipCategories="skulljack" WeaponCategories="rifle" WeaponCategories="shotgun" WeaponCategories="pistol" WeaponCategories="melee" WeaponCategories="grenade" WeaponCategories="utility" WeaponCategories="medikit" WeaponCategories="cannon" WeaponCategories="sword" WeaponCategories="sniper_rifle" WeaponCategories="heavy" WeaponCategories="grenade_launcher" WeaponCategories="gremlin" WeaponCategories="baton" WeaponCategories="psiamp" WeaponCategories="shoulder_launcher" WeaponCategories="skulljack" WeaponCategories="vektor_rifle" WeaponCategories="bullpup" WeaponCategories="wristblade" WeaponCategories="gauntlet" WeaponCategories="sidearm" WeaponCategories="claymore" WeaponTechCategories="conventional" WeaponTechCategories="magnetic" WeaponTechCategories="beam" WeaponTechCategories="alien" ArmorTechCategories="conventional" ArmorTechCategories="powered" ArmorTechCategories="plated" BuildItemWeaponCategories="weapon" BuildItemArmorCategories="armor" BuildItemArmorCategories="defense" BuildItemMiscCategories="utility" BuildItemMiscCategories="heal" BuildItemMiscCategories="tech" BuildItemMiscCategories="goldenpath" BuildItemMiscCategories="grenade" BuildItemMiscCategories="ammo" BuildItemMiscCategories="skulljack" BuildItemMiscCategories="psidefense" MaxTechDistanceForValidDrop=1 Loadouts=(LoadoutName="RookieSoldier", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="AssaultRifle_CV"), Items[2]=(Item="FragGrenade"), Items[3]=(Item="FragGrenade")) Loadouts=(LoadoutName="RookieSoldierM2", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="AssaultRifle_MG"), Items[2]=(Item="FragGrenade"), Items[3]=(Item="FragGrenade")) Loadouts=(LoadoutName="RookieSoldierM3", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="AssaultRifle_BM"), Items[2]=(Item="FragGrenade"), Items[3]=(Item="FragGrenade")) Loadouts=(LoadoutName="SquaddieRanger", Items[0]=(Item="Shotgun_CV"), Items[1]=(Item="Sword_CV")) Loadouts=(LoadoutName="SquaddieSharpshooter", Items[0]=(Item="SniperRifle_CV"), Items[1]=(Item="Pistol_CV")) Loadouts=(LoadoutName="SquaddieGrenadier", Items[0]=(Item="Cannon_CV"), Items[1]=(Item="GrenadeLauncher_CV")) Loadouts=(LoadoutName="SquaddieSpecialist", Items[0]=(Item="AssaultRifle_CV"), Items[1]=(Item="Gremlin_CV")) Loadouts=(LoadoutName="SquaddiePsiOperative", Items[0]=(Item="AssaultRifle_CV"), Items[1]=(Item="PsiAmp_CV")) Loadouts=(LoadoutName="SquaddieReaper", Items[0]=(Item="ReaperArmor"), Items[1]=(Item="VektorRifle_CV"), Items[2]=(Item="Reaper_Claymore")) Loadouts=(LoadoutName="SquaddieSkirmisher", Items[0]=(Item="SkirmisherArmor"), Items[1]=(Item="Bullpup_CV"), Items[2]=(Item="WristBlade_CV"), Items[3]=(Item="FragGrenade")) Loadouts=(LoadoutName="SquaddieTemplar", Items[0]=(Item="TemplarArmor"), Items[1]=(Item="ShardGauntlet_CV"), Items[2]=(Item="Sidearm_CV"), Items[3]=(Item="FragGrenade")) Loadouts=(LoadoutName="RequiredSoldier", Items[0]=(Item="XPad")) ; MP Loadouts ; ADVENT Loadouts=(LoadoutName="AdvTrooperMP_Loadout", Items[0]=(Item="AdvTrooperMP_WPN")) Loadouts=(LoadoutName="AdvCaptainMP_Loadout", Items[0]=(Item="AdvCaptainMP_WPN"), Items[1]=(Item="AdventCaptainMk1Grenade")) Loadouts=(LoadoutName="AdvStunLancerMP_Loadout", Items[0]=(Item="AdvStunLancerMP_WPN"), Items[1]=(Item="AdvStunLancerM1_StunLance")) Loadouts=(LoadoutName="AdvShieldBearerMP_Loadout", Items[0]=(Item="AdvShieldBearerMP_WPN")) Loadouts=(LoadoutName="AdvMEC_MP_Loadout", Items[0]=(Item="AdvMEC_MP_WPN"), Items[1]=(Item="AdvMEC_M1_Shoulder_WPN")) Loadouts=(LoadoutName="AdvPurifierMP_Loadout", Items[0]=(Item="AdvPurifierFlamethrowerMP"), Items[1]=(Item="Firebomb")) Loadouts=(LoadoutName="AdvPriestMP_Loadout", Items[0]=(Item="AdvPriestMP_WPN"), Items[1]=(Item="AdvPriestMP_PsiAmp")) ; ALIENS Loadouts=(LoadoutName="SectoidMP_Loadout", Items[0]=(Item="SectoidMP_WPN")) Loadouts=(LoadoutName="ViperMP_Loadout", Items[0]=(Item="ViperMP_WPN"), Items[1]=(Item="PoisonSpitGlob"), Items[2]=(Item="Viper_Tongue_WPN")) Loadouts=(LoadoutName="MutonMP_Loadout", Items[0]=(Item="MutonMP_WPN"), Items[1]=(Item="MutonGrenade"), Items[2]=(Item="Muton_MeleeAttack")) Loadouts=(LoadoutName="CyberusMP_Loadout", Items[0]=(Item="CyberusMP_WPN")) Loadouts=(LoadoutName="ArchonMP_Loadout", Items[0]=(Item="ArchonMP_WPN"), Items[1]=(Item="Archon_Blazing_Pinions_WPN"), Items[2]=(Item="ArchonStaff")) Loadouts=(LoadoutName="AndromedonMP_Loadout", Items[0]=(Item="AndromedonMP_WPN"), Items[1]=(Item="AcidBlob")) Loadouts=(LoadoutName="SectopodMP_Loadout", Items[0]=(Item="SectopodMP_WPN"), Items[1]=(Item="Sectopod_Wrathcannon_WPN")) Loadouts=(LoadoutName="GatekeeperMP_Loadout", Items[0]=(Item="Gatekeeper_WPN")) Loadouts=(LoadoutName="PsiZombieMP_Loadout", Items[0]=(Item="PsiZombieMP_MeleeAttack")) Loadouts=(LoadoutName="SpectreMP_Loadout", Items[0]=(Item="SpectreMP_WPN"), Items[1]=(Item="SpectreMP_PsiAttack")) ; XCOM Loadouts=(LoadoutName="MP_RangerPhantom", Items[0]=(Item="MediumPlatedArmor"), Items[1]=(Item="Shotgun_MG"), Items[2]=(Item="Sword_CV")) Loadouts=(LoadoutName="MP_RangerBlademaster", Items[0]=(Item="MediumPlatedArmor"), Items[1]=(Item="Shotgun_MG"), Items[2]=(Item="Sword_MG")) Loadouts=(LoadoutName="MP_SniperSharpshooter", Items[0]=(Item="LightPlatedArmor"), Items[1]=(Item="SniperRifle_MG"), Items[2]=(Item="Pistol_CV")) Loadouts=(LoadoutName="MP_GunslingerSharpshooter", Items[0]=(Item="LightPlatedArmor"), Items[1]=(Item="SniperRifle_MG"), Items[2]=(Item="Pistol_MG")) Loadouts=(LoadoutName="MP_HeavyGunnerGrenadier", Items[0]=(Item="HeavyPlatedArmor"), Items[1]=(Item="Cannon_MG"), Items[2]=(Item="GrenadeLauncher_CV"), Items[3]=(Item="ShredderGun"), Items[4]=(Item="FragGrenade")) Loadouts=(LoadoutName="MP_DemoExpertGrenadier", Items[0]=(Item="HeavyPlatedArmor"), Items[1]=(Item="Cannon_MG"), Items[2]=(Item="GrenadeLauncher_MG"), Items[3]=(Item="RocketLauncher"), Items[4]=(Item="FragGrenade")) Loadouts=(LoadoutName="MP_BattlefieldMedicSpecialist", Items[0]=(Item="MediumPlatedArmor"), Items[1]=(Item="AssaultRifle_MG"), Items[2]=(Item="Gremlin_CV"), Items[3]=(Item="Medikit")) Loadouts=(LoadoutName="MP_CombatHackerSpecialist", Items[0]=(Item="MediumPlatedArmor"), Items[1]=(Item="AssaultRifle_MG"), Items[2]=(Item="Gremlin_MP")) Loadouts=(LoadoutName="MP_PsiOperative", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="AssaultRifle_MG"), Items[2]=(Item="PsiAmp_CV")) ; FACTION SOLDIERS Loadouts=(LoadoutName="MP_Reaper", Items[0]=(Item="PlatedReaperArmor"), Items[1]=(Item="VektorRifle_MG"), Items[2]=(Item="Reaper_Claymore")) Loadouts=(LoadoutName="MP_Skirmisher", Items[0]=(Item="PlatedSkirmisherArmor"), Items[1]=(Item="Bullpup_MG"), Items[2]=(Item="WristBlade_MG")) Loadouts=(LoadoutName="MP_Templar", Items[0]=(Item="PlatedTemplarArmor"), Items[1]=(Item="ShardGauntlet_MG"), Items[2]=(Item="Sidearm_MG")) Loadouts=(LoadoutName="Gremlin_Loadout", Items[0]=(Item="Gremlin_WPN")) Loadouts=(LoadoutName="XComTurretM1_Loadout", Items[0]=(Item="XComTurretM1_WPN")) Loadouts=(LoadoutName="XComTurretM2_Loadout", Items[0]=(Item="XComTurretM2_WPN")) Loadouts=(LoadoutName="ACV") Loadouts=(LoadoutName="ACVCannon", Items[0]=(Item="ACVCannon")) Loadouts=(LoadoutName="AdventBasic", Items[0]=(Item="AssaultRifle_MG_Advent")) Loadouts=(LoadoutName="AdvTrooperM1_Loadout", Items[0]=(Item="AdvTrooperM1_WPN")) Loadouts=(LoadoutName="AdvTurretM1_Loadout", Items[0]=(Item="AdvTurretM1_WPN")) Loadouts=(LoadoutName="AdvShortTurretM1_Loadout", Items[0]=(Item="AdvShortTurretM1_WPN")) Loadouts=(LoadoutName="AdvCaptainM1_Loadout", Items[0]=(Item="AdvCaptainM1_WPN"), Items[1]=(Item="AdventCaptainMk1Grenade")) Loadouts=(LoadoutName="AdvStunLancerM1_Loadout", Items[0]=(Item="AdvStunLancerM1_WPN"), Items[1]=(Item="AdvStunLancerM1_StunLance")) Loadouts=(LoadoutName="AdvMEC_M1_Loadout", Items[0]=(Item="AdvMEC_M1_WPN"), Items[1]=(Item="AdvMEC_M1_Shoulder_WPN")) Loadouts=(LoadoutName="AdvTrooperM2_Loadout", Items[0]=(Item="AdvTrooperM2_WPN"), Items[1]=(Item="AdventTrooperMk2Grenade")) Loadouts=(LoadoutName="AdvTurretM2_Loadout", Items[0]=(Item="AdvTurretM2_WPN")) Loadouts=(LoadoutName="AdvCaptainM2_Loadout", Items[0]=(Item="AdvCaptainM2_WPN"), Items[1]=(Item="AdventCaptainMk2Grenade")) Loadouts=(LoadoutName="AdvStunLancerM2_Loadout", Items[0]=(Item="AdvStunLancerM2_WPN"), Items[1]=(Item="AdvStunLancerM2_StunLance")) Loadouts=(LoadoutName="AdvShieldBearerM2_Loadout", Items[0]=(Item="AdvShieldBearerM2_WPN")) Loadouts=(LoadoutName="AdvPsiWitchM2_Loadout", Items[0]=(Item="AdvPsiWitchM2_WPN"), Items[1]=(Item="AdvPsiWitchM2_PsiAmp")) Loadouts=(LoadoutName="AdvMEC_M2_Loadout", Items[0]=(Item="AdvMEC_M2_WPN"), Items[1]=(Item="AdvMEC_M2_Shoulder_WPN")) Loadouts=(LoadoutName="AdvTrooperM3_Loadout", Items[0]=(Item="AdvTrooperM3_WPN"), Items[1]=(Item="AdventTrooperMk3Grenade")) Loadouts=(LoadoutName="AdvTurretM3_Loadout", Items[0]=(Item="AdvTurretM3_WPN")) Loadouts=(LoadoutName="AdvCaptainM3_Loadout", Items[0]=(Item="AdvCaptainM3_WPN"), Items[1]=(Item="AdventCaptainMk3Grenade")) Loadouts=(LoadoutName="AdvStunLancerM3_Loadout", Items[0]=(Item="AdvStunLancerM3_WPN"), Items[1]=(Item="AdvStunLancerM3_StunLance")) Loadouts=(LoadoutName="AdvShieldBearerM3_Loadout", Items[0]=(Item="AdvShieldBearerM3_WPN")) Loadouts=(LoadoutName="AdvPsiWitchM3_Loadout", Items[0]=(Item="AdvPsiWitchM3_WPN"), Items[1]=(Item="AdvPsiWitchM3_PsiAmp")) Loadouts=(LoadoutName="Sectopod_Loadout", Items[0]=(Item="Sectopod_WPN"), Items[1]=(Item="Sectopod_Wrathcannon_WPN")) Loadouts=(LoadoutName="PrototypeSectopod_Loadout", Items[0]=(Item="PrototypeSectopod_WPN"), Items[1]=(Item="PrototypeSectopod_Wrathcannon_WPN")) Loadouts=(LoadoutName="Archon_Loadout", Items[0]=(Item="Archon_WPN"), Items[1]=(Item="Archon_Blazing_Pinions_WPN"), Items[2]=(Item="ArchonStaff")) Loadouts=(LoadoutName="Andromedon_Loadout", Items[0]=(Item="Andromedon_WPN"), Items[1]=(Item="AcidBlob")) Loadouts=(LoadoutName="AndromedonRobot_Loadout", Items[0]=(Item="AndromedonRobot_WPN")) Loadouts=(LoadoutName="Cyberus_Loadout", Items[0]=(Item="Cyberus_WPN")) Loadouts=(LoadoutName="Gatekeeper_Loadout", Items[0]=(Item="Gatekeeper_WPN")) Loadouts=(LoadoutName="Muton_Loadout", Items[0]=(Item="Muton_WPN"), Items[1]=(Item="MutonGrenade"), Items[2]=(Item="Muton_MeleeAttack")) Loadouts=(LoadoutName="Sectoid_Loadout", Items[0]=(Item="Sectoid_WPN")) Loadouts=(LoadoutName="Viper_Loadout", Items[0]=(Item="Viper_WPN"), Items[1]=(Item="PoisonSpitGlob"), Items[2]=(Item="Viper_Tongue_WPN")) Loadouts=(LoadoutName="Zombie", Items[0]=(Item="PsiZombie_MeleeAttack")) Loadouts=(LoadoutName="PsiZombie_Loadout", Items[0]=(Item="PsiZombie_MeleeAttack")) ; XPACK Loadouts=(LoadoutName="AdvCounterOpM1_Loadout", Items[0]=(Item="AdvCounterOpM1_WPN")) Loadouts=(LoadoutName="AdvCounterOpM2_Loadout", Items[0]=(Item="AdvCounterOpM2_WPN")) Loadouts=(LoadoutName="AdvCounterOpM3_Loadout", Items[0]=(Item="AdvCounterOpM3_WPN")) Loadouts=(LoadoutName="AdvGeneralM1_Loadout", Items[0]=(Item="AdvCaptainM1_WPN"), Items[1]=(Item="FlashbangGrenade")) Loadouts=(LoadoutName="AdvGeneralM2_Loadout", Items[0]=(Item="AdvCaptainM2_WPN"), Items[1]=(Item="FlashbangGrenade")) Loadouts=(LoadoutName="AdvGeneralM3_Loadout", Items[0]=(Item="AdvCaptainM3_WPN"), Items[1]=(Item="FlashbangGrenade"), Items[2]=(Item="FlashbangGrenade")) ; XPack Enemies Loadouts=(LoadoutName="ChosenAssassinM1_Loadout", Items[0]=(Item="ChosenShotgun_CV"), Items[1]=(Item="ChosenSword_CV"), Items[2]=(Item="MountainMistGrenade")) Loadouts=(LoadoutName="ChosenAssassinM2_Loadout", Items[0]=(Item="ChosenShotgun_MG"), Items[1]=(Item="ChosenSword_MG"), Items[2]=(Item="MountainMistGrenade")) Loadouts=(LoadoutName="ChosenAssassinM3_Loadout", Items[0]=(Item="ChosenShotgun_BM"), Items[1]=(Item="ChosenSword_BM"), Items[2]=(Item="MountainMistGrenade")) Loadouts=(LoadoutName="ChosenAssassinM4_Loadout", Items[0]=(Item="ChosenShotgun_T4"), Items[1]=(Item="ChosenSword_T4"), Items[2]=(Item="MountainMistGrenade")) Loadouts=(LoadoutName="ChosenWarlockM1_Loadout", Items[0]=(Item="ChosenRifle_CV"), Items[1]=(Item="Warlock_PsiWeapon")) Loadouts=(LoadoutName="ChosenWarlockM2_Loadout", Items[0]=(Item="ChosenRifle_MG"), Items[1]=(Item="WarlockM2_PsiWeapon")) Loadouts=(LoadoutName="ChosenWarlockM3_Loadout", Items[0]=(Item="ChosenRifle_BM"), Items[1]=(Item="WarlockM3_PsiWeapon")) Loadouts=(LoadoutName="ChosenWarlockM4_Loadout", Items[0]=(Item="ChosenRifle_T4"), Items[1]=(Item="WarlockM4_PsiWeapon")) Loadouts=(LoadoutName="SpectralStunLancerM1_Loadout", Items[0]=(Item="AdvStunLancerM1_WPN"), Items[1]=(Item="SpectralStunLancerM1_StunLance")) Loadouts=(LoadoutName="SpectralStunLancerM2_Loadout", Items[0]=(Item="AdvStunLancerM2_WPN"), Items[1]=(Item="SpectralStunLancerM2_StunLance")) Loadouts=(LoadoutName="SpectralStunLancerM3_Loadout", Items[0]=(Item="AdvStunLancerM3_WPN"), Items[1]=(Item="SpectralStunLancerM3_StunLance")) Loadouts=(LoadoutName="SpectralStunLancerM4_Loadout", Items[0]=(Item="AdvStunLancerM3_WPN"), Items[1]=(Item="SpectralStunLancerM4_StunLance")) Loadouts=(LoadoutName="ChosenSniperM1_Loadout", Items[0]=(Item="ChosenSniperRifle_CV"), Items[1]=(Item="ChosenSniperPistol_CV"), Items[2]=(Item="HunterConcussionGrenade"), Items[3]=(Item="HunterBleedingRounds")) Loadouts=(LoadoutName="ChosenSniperM2_Loadout", Items[0]=(Item="ChosenSniperRifle_MG"), Items[1]=(Item="ChosenSniperPistol_MG"), Items[2]=(Item="HunterConcussionGrenade"), Items[3]=(Item="HunterBleedingRounds")) Loadouts=(LoadoutName="ChosenSniperM3_Loadout", Items[0]=(Item="ChosenSniperRifle_BM"), Items[1]=(Item="ChosenSniperPistol_BM"), Items[2]=(Item="HunterConcussionGrenade"), Items[3]=(Item="HunterBleedingRounds")) Loadouts=(LoadoutName="ChosenSniperM4_Loadout", Items[0]=(Item="ChosenSniperRifle_T4"), Items[1]=(Item="ChosenSniperPistol_T4"), Items[2]=(Item="HunterConcussionGrenade"), Items[3]=(Item="HunterBleedingRounds")) Loadouts=(LoadoutName="SpectreM1_Loadout", Items[0]=(Item="SpectreM1_WPN"), Items[1]=(Item="SpectreM1_PsiAttack")) Loadouts=(LoadoutName="SpectreM2_Loadout", Items[0]=(Item="SpectreM2_WPN"), Items[1]=(Item="SpectreM2_PsiAttack")) Loadouts=(LoadoutName="AdvPurifierM1_Loadout", Items[0]=(Item="AdvPurifierFlamethrower"), Items[1]=(Item="Firebomb")) Loadouts=(LoadoutName="AdvPurifierM2_Loadout", Items[0]=(Item="AdvPurifierFlamethrower"), Items[1]=(Item="Firebomb")) Loadouts=(LoadoutName="AdvPurifierM3_Loadout", Items[0]=(Item="AdvPurifierFlamethrower"), Items[1]=(Item="FirebombMK2")) Loadouts=(LoadoutName="AdvPriestM1_Loadout", Items[0]=(Item="AdvPriestM1_WPN"), Items[1]=(Item="AdvPriestM1_PsiAmp")) Loadouts=(LoadoutName="AdvPriestM2_Loadout", Items[0]=(Item="AdvPriestM2_WPN"), Items[1]=(Item="AdvPriestM2_PsiAmp")) Loadouts=(LoadoutName="AdvPriestM3_Loadout", Items[0]=(Item="AdvPriestM3_WPN"), Items[1]=(Item="AdvPriestM3_PsiAmp")) Loadouts=(LoadoutName="SpectralZombieM1_Loadout", Items[0]=(Item="SpectralZombieM1_MeleeAttack")) Loadouts=(LoadoutName="SpectralZombieM2_Loadout", Items[0]=(Item="SpectralZombieM2_MeleeAttack")) Loadouts=(LoadoutName="SpectralZombieM3_Loadout", Items[0]=(Item="SpectralZombieM3_MeleeAttack")) Loadouts=(LoadoutName="SpectralZombieM4_Loadout", Items[0]=(Item="SpectralZombieM4_MeleeAttack")) Loadouts=(LoadoutName="TheLostTier1_Loadout", Items[0]=(Item="TheLostTier1_MeleeAttack")) Loadouts=(LoadoutName="TheLostTier2_Loadout", Items[0]=(Item="TheLostTier2_MeleeAttack")) Loadouts=(LoadoutName="TheLostTier3_Loadout", Items[0]=(Item="TheLostTier3_MeleeAttack")) Loadouts=(LoadoutName="TheLostHowlerTier1_Loadout", Items[0]=(Item="TheLostHowlerTier1_MeleeAttack")) Loadouts=(LoadoutName="TheLostHowlerTier2_Loadout", Items[0]=(Item="TheLostHowlerTier2_MeleeAttack")) Loadouts=(LoadoutName="TheLostHowlerTier3_Loadout", Items[0]=(Item="TheLostHowlerTier3_MeleeAttack")) ; Civilian soldiers in Chosen Retaliation Loadouts=(LoadoutName="CivilianMilitiaLoadout", Items[0]=(Item="MilitiaRifle_CV")) Loadouts=(LoadoutName="CivilianMilitiaLoadoutM2", Items[0]=(Item="MilitiaRifle_MG")) Loadouts=(LoadoutName="CivilianMilitiaLoadoutM3", Items[0]=(Item="MilitiaRifle_BM")) StatBoostTable=(PowerLevel=1, StatType=eStat_Mobility, MinBoost=1, MaxBoost=1) StatBoostTable=(PowerLevel=1, StatType=eStat_HP, MinBoost=1, MaxBoost=1) StatBoostTable=(PowerLevel=1, StatType=eStat_Will, MinBoost=5, MaxBoost=7) StatBoostTable=(PowerLevel=1, StatType=eStat_Offense, MinBoost=4, MaxBoost=6) StatBoostTable=(PowerLevel=1, StatType=eStat_PsiOffense, MinBoost=1, MaxBoost=2) StatBoostTable=(PowerLevel=1, StatType=eStat_Dodge, MinBoost=10, MaxBoost=15) StatBoostTable=(PowerLevel=1, StatType=eStat_Hacking, MinBoost=5, MaxBoost=7) StatBoostTable=(PowerLevel=2, StatType=eStat_Mobility, MinBoost=2, MaxBoost=2) StatBoostTable=(PowerLevel=2, StatType=eStat_HP, MinBoost=2, MaxBoost=2) StatBoostTable=(PowerLevel=2, StatType=eStat_Will, MinBoost=8, MaxBoost=10) StatBoostTable=(PowerLevel=2, StatType=eStat_Offense, MinBoost=7, MaxBoost=10) StatBoostTable=(PowerLevel=2, StatType=eStat_PsiOffense, MinBoost=3, MaxBoost=5) StatBoostTable=(PowerLevel=2, StatType=eStat_Dodge, MinBoost=15, MaxBoost=20) StatBoostTable=(PowerLevel=2, StatType=eStat_Hacking, MinBoost=8, MaxBoost=10) StatBoostTable=(PowerLevel=3, StatType=eStat_Mobility, MinBoost=3, MaxBoost=3) StatBoostTable=(PowerLevel=3, StatType=eStat_HP, MinBoost=3, MaxBoost=3) StatBoostTable=(PowerLevel=3, StatType=eStat_Will, MinBoost=11, MaxBoost=13) StatBoostTable=(PowerLevel=3, StatType=eStat_Offense, MinBoost=12, MaxBoost=16) StatBoostTable=(PowerLevel=3, StatType=eStat_PsiOffense, MinBoost=6, MaxBoost=8) StatBoostTable=(PowerLevel=3, StatType=eStat_Dodge, MinBoost=20, MaxBoost=25) StatBoostTable=(PowerLevel=3, StatType=eStat_Hacking, MinBoost=11, MaxBoost=13) ; Xpack power level - not necessarily higher value than PowerLevel 3 StatBoostTable=(PowerLevel=4, StatType=eStat_Mobility, MinBoost=1, MaxBoost=1) StatBoostTable=(PowerLevel=4, StatType=eStat_HP, MinBoost=1, MaxBoost=1) StatBoostTable=(PowerLevel=4, StatType=eStat_Will, MinBoost=3, MaxBoost=5) StatBoostTable=(PowerLevel=4, StatType=eStat_Offense, MinBoost=2, MaxBoost=4) StatBoostTable=(PowerLevel=4, StatType=eStat_PsiOffense, MinBoost=1, MaxBoost=2) StatBoostTable=(PowerLevel=4, StatType=eStat_Dodge, MinBoost=5, MaxBoost=10) StatBoostTable=(PowerLevel=4, StatType=eStat_Hacking, MinBoost=3, MaxBoost=5) ; the list of items that are available for MP soldier to equip. ; grenades MPAvailableSoldierItems=(ItemTemplateName="AlienGrenade", ItemCost=400) MPAvailableSoldierItems=(ItemTemplateName="FragGrenade", ItemCost=200) MPAvailableSoldierItems=(ItemTemplateName="EMPGrenade", ItemCost=300) ;MPAvailableSoldierItems=(ItemTemplateName="ProximityMine", ItemCost=600) ;MPAvailableSoldierItems=(ItemTemplateName="SmokeGrenade", ItemCost=200) ; utility items MPAvailableSoldierItems=(ItemTemplateName="MindShield", ItemCost=200) MPAvailableSoldierItems=(ItemTemplateName="BattleScanner", ItemCost=400) MPAvailableSoldierItems=(ItemTemplateName="APRounds", ItemCost=500) MPAvailableSoldierItems=(ItemTemplateName="TracerRounds", ItemCost=100) MPAvailableSoldierItems=(ItemTemplateName="Hellweave", ItemCost=200) MPAvailableSoldierItems=(ItemTemplateName="StasisVest", ItemCost=400) MPAvailableSoldierItems=(ItemTemplateName="HazmatVest", ItemCost=100) [XComGame.X2StrategyGame_SimCombat] BaseItemPower=1.8 ModifiedItemPower=0.5 PowerPerItemTech=1.0 ItemPowerTierBonus=2.0 UnitAliveSuccessBonus=10 XPPercentVariance=10 MinEnemiesLooted=2 MaxEnemiesLooted=2 MinEncounters=3 MaxEncounters=5 BaseEnemyValue=3.5 RankMultipliers[0]=1.2 RankMultipliers[1]=1.4 RankMultipliers[2]=1.6 RankMultipliers[3]=1.8 RankMultipliers[4]=2.0 RankMultipliers[5]=2.2 RankMultipliers[6]=2.4 RankMultipliers[7]=2.6 RankMultipliers[8]=2.8 TierTechs="MagnetizedWeapons" TierTechs="AlienWeapons" TierTechs="PlatedArmor" TierTechs="PoweredArmor" ExcludedItems="XPad" AlertLevelMultipliers[0]=0.90 AlertLevelMultipliers[1]=0.95 AlertLevelMultipliers[2]=1.0 AlertLevelMultipliers[3]=1.05 AlertLevelMultipliers[4]=1.10 AlertLevelMultipliers[5]=1.15 AlertLevelMultipliers[6]=1.20 AlertLevelMultipliers[7]=1.25 AlertLevelWoundModifiers[0]=-10 AlertLevelWoundModifiers[1]=-5 AlertLevelWoundModifiers[2]=0 AlertLevelWoundModifiers[3]=5 AlertLevelWoundModifiers[4]=10 AlertLevelWoundModifiers[5]=13 AlertLevelWoundModifiers[6]=16 AlertLevelWoundModifiers[7]=20 AlertLevelKIAModifiers[0]=-20 AlertLevelKIAModifiers[1]=-10 AlertLevelKIAModifiers[2]=0 AlertLevelKIAModifiers[3]=5 AlertLevelKIAModifiers[4]=15 AlertLevelKIAModifiers[5]=18 AlertLevelKIAModifiers[6]=20 AlertLevelKIAModifiers[7]=22 ForceLevelPowers[0]=0.0 ForceLevelPowers[1]=28.0 ForceLevelPowers[2]=35.0 ForceLevelPowers[3]=44.0 ForceLevelPowers[4]=50.0 ForceLevelPowers[5]=56.0 ForceLevelPowers[6]=72.0 ForceLevelPowers[7]=81.0 ForceLevelPowers[8]=88.0 ForceLevelPowers[9]=96.0 ForceLevelPowers[10]=112.0 ForceLevelPowers[11]=120.0 ForceLevelPowers[12]=125.0 ForceLevelPowers[13]=150.0 ForceLevelPowers[14]=156.0 ForceLevelPowers[15]=164.0 ForceLevelPowers[16]=172.0 ForceLevelPowers[17]=184.0 ForceLevelPowers[18]=208.0 ForceLevelPowers[19]=220.0 ForceLevelPowers[20]=236.0 PowerCompareDefinitions=(ePowCompare=ePowerCompare_MajorDisadvantage, MinThreshold=-101.0, MaxThreshold=-40.0, KIAChance=40, MaxKIAs=4, WoundChance=60, SuccessChance=30) PowerCompareDefinitions=(ePowCompare=ePowerCompare_Disadvantage, MinThreshold=-40.0, MaxThreshold=-15.0, KIAChance=25, MaxKIAs=3, WoundChance=40, SuccessChance=45) PowerCompareDefinitions=(ePowCompare=ePowerCompare_MinorDisadvantage, MinThreshold=-15.0, MaxThreshold=-5.0, KIAChance=20, MaxKIAs=2, WoundChance=25, SuccessChance=60) PowerCompareDefinitions=(ePowCompare=ePowerCompare_Neutral, MinThreshold=-5.0, MaxThreshold=5.0, KIAChance=10, MaxKIAs=2, WoundChance=20, SuccessChance=80) PowerCompareDefinitions=(ePowCompare=ePowerCompare_MinorAdvantage, MinThreshold=5.0, MaxThreshold=15.0, KIAChance=10, MaxKIAs=2, WoundChance=15, SuccessChance=85) PowerCompareDefinitions=(ePowCompare=ePowerCompare_Advantage, MinThreshold=15.0, MaxThreshold=40.0, KIAChance=5, MaxKIAs=1, WoundChance=10, SuccessChance=90) PowerCompareDefinitions=(ePowCompare=ePowerCompare_MajorAdvantage, MinThreshold=40.0, MaxThreshold=101.0, KIAChance=0, MaxKIAs=0, WoundChance=5, SuccessChance=100) ForceLevelXP[0]=0 ForceLevelXP[1]=7 ForceLevelXP[2]=8 ForceLevelXP[3]=9 ForceLevelXP[4]=10 ForceLevelXP[5]=12 ForceLevelXP[6]=13 ForceLevelXP[7]=15 ForceLevelXP[8]=17 ForceLevelXP[9]=19 ForceLevelXP[10]=20 ForceLevelXP[11]=21 ForceLevelXP[12]=23 ForceLevelXP[13]=24 ForceLevelXP[14]=25 ForceLevelXP[15]=27 ForceLevelXP[16]=30 ForceLevelXP[17]=32 ForceLevelXP[18]=34 ForceLevelXP[19]=36 ForceLevelXP[20]=40 MinIntel=10 MaxIntel=15 [XComGame.XGBase] ;These are the base maps for the base and define room layouts among other things BaseMapName="Avenger" BaseCapMapName="Avenger_Cap" ;TIME OF DAY MAPS ;GENERIC - Don't fill out biome array GenericTimeOfDayMaps=(MapName="EnvLighting_Sunrise_AVG", eTimeOfDay=eTimeOfDay_Dawn) GenericTimeOfDayMaps=(MapName="EnvLighting_Day_AVG", eTimeOfDay=eTimeOfDay_Noon) GenericTimeOfDayMaps=(MapName="EnvLighting_Sunset_AVG", eTimeOfDay=eTimeofDay_Sunset) GenericTimeOfDayMaps=(MapName="EnvLighting_Sunset_AVG", eTimeOfDay=eTimeOfDay_Dusk) GenericTimeOfDayMaps=(MapName="EnvLighting_NatureNight_AVG", eTimeOfDay=eTimeOfDay_Night) GenericTimeOfDayMaps=(MapName="XP_LE_AbandonedCity_Night", eTimeOfDay=eTimeOfDay_Night) GenericTimeOfDayMaps=(MapName="XP_LE_AbandonedCity_Day", eTimeOfDay=eTimeOfDay_Noon) ;BIOME SPECIFIC BiomeTimeOfDayMaps=(MapName="EnvLighting_NatureNight_AVG", eTimeOfDay=eTimeOfDay_Night, arrBiomeTypes[0]="Temperate") ;BIOME TERRAIN MAPS BiomeTerrainMaps=(BiomeType="Temperate",\\ arrMapNames[0]="AVG_Landing_Temperate_A",\\ arrMapNames[1]="AVG_Landing_Temperate_B",\\ arrMapNames[2]="AVG_Landing_Temperate_C",\\ arrMapNames[3]="AVG_Landing_Temperate_D"\\ ) BiomeTerrainMaps=(BiomeType="Arid",\\ arrMapNames[0]="AVG_Landing_Arid_A",\\ arrMapNames[1]="AVG_Landing_Arid_B",\\ arrMapNames[2]="AVG_Landing_Arid_C",\\ arrMapNames[3]="AVG_Landing_Arid_D",\\ arrMapNames[4]="AVG_Landing_Arid_E"\\ ) BiomeTerrainMaps=(BiomeType="Tundra",\\ arrMapNames[0]="AVG_Landing_Tundra_A",\\ arrMapNames[1]="AVG_Landing_Tundra_B",\\ arrMapNames[2]="AVG_Landing_Tundra_C",\\ arrMapNames[3]="AVG_Landing_Tundra_D",\\ arrMapNames[4]="AVG_Landing_Tundra_E"\\ ) UnderConstructionMap="AVG_ER_BuildState_A" [XComGame.XComGameState_AIPlayerData] DownThrottleUnitCount = 4 ; Number of enemies engaged to activate Down Throttling. UpThrottleTurnCount = 2 ; Number of turns to pass before activating Up Throttling. DownThrottleGroupRange = 50; Distance (meters) in which any non-engaged groups will be steered away as part of the Down Throttling effects. [XComGame.X2StrategyElement_DefaultSpecialRoomFeatures] FacilityGridMinIndex=3 FacilityGridMaxIndex=14 [XComGame.X2StrategyElement_DefaultContinentBonuses] AllInBonus[0]=20 ;Easy AllInBonus[1]=20 ;Normal AllInBonus[2]=20 ;Classic AllInBonus[3]=20 ;Impossible SpyRingBonus[0]=25 ;Easy SpyRingBonus[1]=25 ;Normal SpyRingBonus[2]=25 ;Classic SpyRingBonus[3]=25 ;Impossible FutureCombatBonus[0]=50 ;Easy FutureCombatBonus[1]=50 ;Normal FutureCombatBonus[2]=50 ;Classic FutureCombatBonus[3]=50 ;Impossible PursuitOfKnowledgeBonus[0]=20 ;Easy PursuitOfKnowledgeBonus[1]=20 ;Normal PursuitOfKnowledgeBonus[2]=20 ;Classic PursuitOfKnowledgeBonus[3]=20 ;Impossible ToServeMankindCost[0]=10 ;Easy ToServeMankindCost[1]=10 ;Normal ToServeMankindCost[2]=10 ;Classic ToServeMankindCost[3]=10 ;Impossible HiddenReservesBonus[0]=5 ;Easy HiddenReservesBonus[1]=5 ;Normal HiddenReservesBonus[2]=5 ;Classic HiddenReservesBonus[3]=5 ;Impossible QuidProQuoBonus[0]=33 ;Easy QuidProQuoBonus[1]=33 ;Normal QuidProQuoBonus[2]=33 ;Classic QuidProQuoBonus[3]=33 ;Impossible UnderTheTableBonus[0]=50 ;Easy UnderTheTableBonus[1]=50 ;Normal UnderTheTableBonus[2]=50 ;Classic UnderTheTableBonus[3]=50 ;Impossible SparePartsBonus[0]=50 ;Easy SparePartsBonus[1]=50 ;Normal SparePartsBonus[2]=50 ;Classic SparePartsBonus[3]=50 ;Impossible [XComGame.X2StrategyElement_DefaultResistanceModes] MedicalModeHealRateScalar[0]=0.5 MedicalModeHealRateScalar[1]=0.5 MedicalModeHealRateScalar[2]=0.5 MedicalModeHealRateScalar[3]=0.5 BuildModeConstructionRateScalar[0]=1.0 BuildModeConstructionRateScalar[1]=1.0 BuildModeConstructionRateScalar[2]=1.0 BuildModeConstructionRateScalar[3]=1.0 [XComGame.X2StrategyElement_DefaultRewards] SuppliesRangePercent=15 SuppliesScalarFromGoods=0.9 IntelBaseReward[0]=80 ;Easy IntelBaseReward[1]=80 ;Normal IntelBaseReward[2]=80 ;Classic IntelBaseReward[3]=90 ;Impossible IntelInterval[0]=24 ;Easy IntelInterval[1]=24 ;Normal IntelInterval[2]=999999 ;Classic IntelInterval[3]=999999 ;Impossible IntelRewardIncrease[0]=0 ;Easy IntelRewardIncrease[1]=0 ;Normal IntelRewardIncrease[2]=0 ;Classic IntelRewardIncrease[3]=0 ;Impossible IntelRangePercent=20 AlloysBaseReward[0]=10 ;Easy AlloysBaseReward[1]=10 ;Normal AlloysBaseReward[2]=10 ;Classic AlloysBaseReward[3]=10 ;Impossible AlloysInterval[0]=48 ;Easy AlloysInterval[1]=48 ;Normal AlloysInterval[2]=48 ;Classic AlloysInterval[3]=48 ;Impossible AlloysRewardIncrease[0]=1 ;Easy AlloysRewardIncrease[1]=1 ;Normal AlloysRewardIncrease[2]=1 ;Classic AlloysRewardIncrease[3]=1 ;Impossible AlloysRangePercent=20 EleriumBaseReward[0]=5 ;Easy EleriumBaseReward[1]=5 ;Normal EleriumBaseReward[2]=5 ;Classic EleriumBaseReward[3]=5 ;Impossible EleriumInterval[0]=48 ;Easy EleriumInterval[1]=48 ;Normal EleriumInterval[2]=48 ;Classic EleriumInterval[3]=48 ;Impossible EleriumRewardIncrease[0]=1 ;Easy EleriumRewardIncrease[1]=1 ;Normal EleriumRewardIncrease[2]=1 ;Classic EleriumRewardIncrease[3]=1 ;Impossible EleriumRangePercent=20 ScienceScoreBaseReward[0]=5 ;Easy ScienceScoreBaseReward[1]=5 ;Normal ScienceScoreBaseReward[2]=5 ;Classic ScienceScoreBaseReward[3]=5 ;Impossible EngineeringScoreBaseReward[0]=5 ;Easy EngineeringScoreBaseReward[1]=5 ;Normal EngineeringScoreBaseReward[2]=5 ;Classic EngineeringScoreBaseReward[3]=5 ;Impossible ResCommsBaseReward[0]=1 ;Easy ResCommsBaseReward[1]=1 ;Normal ResCommsBaseReward[2]=1 ;Classic ResCommsBaseReward[3]=1 ;Impossible PowerBaseReward[0]=3 ;Easy PowerBaseReward[1]=3 ;Normal PowerBaseReward[2]=3 ;Classic PowerBaseReward[3]=3 ;Impossible TechRushReductionScalar[0]=0.5 ;Easy TechRushReductionScalar[1]=0.5 ;Normal TechRushReductionScalar[2]=0.5 ;Classic TechRushReductionScalar[3]=0.25 ;Impossible MissionMinDuration=18 MissionMaxDuration=26 HeavyWeaponRewardDeck="ExperimentalHeavyWeaponRewards" AdvHeavyWeaponRewardDeck="ExperimentalPoweredWeaponRewards" AmmoRewardDeck="ExperimentalAmmoRewards" GrenadeRewardDeck="ExperimentalGrenadeRewards" IncreaseIncomeBaseReward[0]=25 ;Easy IncreaseIncomeBaseReward[1]=25 ;Normal IncreaseIncomeBaseReward[2]=25 ;Classic IncreaseIncomeBaseReward[3]=25 ;Impossible IncreaseIncomeRangePercent=25 ReducedContactBaseModifier[0]=50 ;Easy ReducedContactBaseModifier[1]=50 ;Normal ReducedContactBaseModifier[2]=50 ;Classic ReducedContactBaseModifier[3]=50 ;Impossible CrewRewardForceLevelGates=8 CrewRewardForceLevelGates=16 SoldierRewardForceLevelGates=3 SoldierRewardForceLevelGates=6 SoldierRewardForceLevelGates=9 SoldierRewardForceLevelGates=12 SoldierRewardForceLevelGates=15 SoldierRewardForceLevelGates=18 ChanceRewardStaffWhenHeavyPercent[0]=10 ChanceRewardStaffWhenHeavyPercent[1]=10 ChanceRewardStaffWhenHeavyPercent[2]=10 ChanceRewardStaffWhenHeavyPercent[3]=10 ChanceForceRewardWhenLightPercent[0]=100 ChanceForceRewardWhenLightPercent[1]=100 ChanceForceRewardWhenLightPercent[2]=75 ChanceForceRewardWhenLightPercent[3]=75 [XComGame.XComGameState_MissionCalendar] MissionSpawnVariance=48 StartingMissionDeck[0]="StartMissions" ;Easy StartingMissionDeck[1]="StartMissions" ;Normal StartingMissionDeck[2]="StartMissions" ;Classic StartingMissionDeck[3]="StartMissionsLegend" ;Impossible EndGameMissionDeck="EndGameMissions" BlankMissionName="Blank" MissionDecks[0]=(DeckName="StartMissions", NextDeckName="MidMissions", MissionMonthDays=65, bForceNoConsecutive=true,\\ Missions[0]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[1]=(MissionSource="MissionSource_ResistanceOp"),\\ Missions[2]=(MissionSource="MissionSource_Retaliation"),\\ Missions[3]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[4]=(MissionSource="MissionSource_SupplyRaid"),\\ Missions[5]=(MissionSource="MissionSource_ResistanceOp"),\\ Missions[6]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[7]=(MissionSource="MissionSource_Retaliation"),\\ Missions[8]=(MissionSource="Blank")) MissionDecks[1]=(DeckName="MidMissions", NextDeckName="LateMissions", MissionMonthDays=65, bForceNoConsecutive=true,\\ Missions[0]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[1]=(MissionSource="MissionSource_SupplyRaid"),\\ Missions[2]=(MissionSource="MissionSource_Council"),\\ Missions[3]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[4]=(MissionSource="MissionSource_Retaliation"),\\ Missions[5]=(RandomDeckName="RandomMissions"),\\ Missions[6]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[7]=(RandomDeckName="RandomMissions"),\\ Missions[8]=(RandomDeckName="RandomMissions")) MissionDecks[2]=(DeckName="LateMissions", NextDeckName="LateMissions", MissionMonthDays=65, bForceNoConsecutive=true,\\ Missions[0]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[1]=(RandomDeckName="LateRandomMissions"),\\ Missions[2]=(MissionSource="MissionSource_Retaliation"),\\ Missions[3]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[4]=(RandomDeckName="LateRandomMissions"),\\ Missions[5]=(RandomDeckName="LateRandomMissions"),\\ Missions[6]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[7]=(RandomDeckName="LateRandomMissions"),\\ Missions[8]=(RandomDeckName="LateRandomMissions")) MissionDecks[3]=(DeckName="EndGameMissions", NextDeckName="EndGameMissions", MissionMonthDays=30, bForceNoConsecutive=true,\\ Missions[0]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[1]=(MissionSource="Blank"),\\ Missions[2]=(MissionSource="MissionSource_SupplyRaid"),\\ Missions[3]=(MissionSource="Blank")) MissionDecks[4]=(DeckName="StartMissionsLegend", NextDeckName="MidMissionsLegend1", MissionMonthDays=65, bForceNoConsecutive=true,\\ Missions[0]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[1]=(MissionSource="MissionSource_ResistanceOp"),\\ Missions[2]=(MissionSource="MissionSource_Retaliation"),\\ Missions[3]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[4]=(MissionSource="MissionSource_SupplyRaid"),\\ Missions[5]=(MissionSource="MissionSource_ResistanceOp"),\\ Missions[6]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[7]=(MissionSource="MissionSource_Retaliation"),\\ Missions[8]=(MissionSource="Blank")) MissionDecks[5]=(DeckName="MidMissionsLegend1", NextDeckName="MidMissionsLegend2", MissionMonthDays=65, bForceNoConsecutive=true,\\ Missions[0]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[1]=(MissionSource="MissionSource_SupplyRaid"),\\ Missions[2]=(MissionSource="MissionSource_Council"),\\ Missions[3]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[4]=(MissionSource="MissionSource_Retaliation"),\\ Missions[5]=(RandomDeckName="RandomMissions"),\\ Missions[6]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[7]=(RandomDeckName="RandomMissions"),\\ Missions[8]=(RandomDeckName="RandomMissions")) MissionDecks[6]=(DeckName="MidMissionsLegend2", NextDeckName="MidMissionsLegend3", MissionMonthDays=65, bForceNoConsecutive=true,\\ Missions[0]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[1]=(RandomDeckName="RandomMissions"),\\ Missions[2]=(MissionSource="MissionSource_Retaliation"),\\ Missions[3]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[4]=(RandomDeckName="RandomMissions"),\\ Missions[5]=(RandomDeckName="RandomMissions"),\\ Missions[6]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[7]=(RandomDeckName="RandomMissions"),\\ Missions[8]=(RandomDeckName="RandomMissions")) MissionDecks[7]=(DeckName="MidMissionsLegend3", NextDeckName="LateMissions", MissionMonthDays=65, bForceNoConsecutive=true,\\ Missions[0]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[1]=(RandomDeckName="RandomMissions"),\\ Missions[2]=(MissionSource="MissionSource_Retaliation"),\\ Missions[3]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[4]=(RandomDeckName="RandomMissions"),\\ Missions[5]=(RandomDeckName="RandomMissions"),\\ Missions[6]=(MissionSource="MissionSource_GuerillaOp"),\\ Missions[7]=(RandomDeckName="RandomMissions"),\\ Missions[8]=(RandomDeckName="RandomMissions")) RandomMissionDecks[0]=(DeckName="RandomMissions",\\ Missions[0]="MissionSource_Council",\\ Missions[1]="MissionSource_SupplyRaid",\\ Missions[2]="MissionSource_ResistanceOp",\\ Missions[3]="Blank") RandomMissionDecks[1]=(DeckName="LateRandomMissions",\\ Missions[0]="MissionSource_Council",\\ Missions[1]="MissionSource_SupplyRaid",\\ Missions[2]="MissionSource_ResistanceOp",\\ Missions[3]="Blank",\\ Missions[4]="Blank") RandomMissionDecks[2]=(DeckName="EndGameRandomMissions",\\ Missions[0]="MissionSource_GuerillaOp",\\ Missions[1]="MissionSource_SupplyRaid") [XComGame.X2StrategyElement_DefaultMissionSources] GOpIgnoreDarkEventCompleteWithinDays=14 GOpOneSitRepChance[0]=50 GOpTwoSitRepChances[0]=75 GOpTwoSitRepChances[1]=25 GOpThreeSitRepChances[0]=100 GOpThreeSitRepChances[1]=50 GOpThreeSitRepChances[2]=5 SupplyRaidSitRepChance=100 BlacksiteMinDoomRemoval[0]=1 ;Easy BlacksiteMaxDoomRemoval[0]=1 BlacksiteMinDoomRemoval[1]=1 ;Normal BlacksiteMaxDoomRemoval[1]=1 BlacksiteMinDoomRemoval[2]=1 ;Classic BlacksiteMaxDoomRemoval[2]=1 BlacksiteMinDoomRemoval[3]=2 ;Impossible BlacksiteMaxDoomRemoval[3]=2 ForgeMinDoomRemoval[0]=2 ;Easy ForgeMaxDoomRemoval[0]=2 ForgeMinDoomRemoval[1]=2 ;Normal ForgeMaxDoomRemoval[1]=2 ForgeMinDoomRemoval[2]=2 ;Classic ForgeMaxDoomRemoval[2]=2 ForgeMinDoomRemoval[3]=3 ;Impossible ForgeMaxDoomRemoval[3]=3 PsiGateMinDoomRemoval[0]=2 ;Easy PsiGateMaxDoomRemoval[0]=2 PsiGateMinDoomRemoval[1]=2 ;Normal PsiGateMaxDoomRemoval[1]=2 PsiGateMinDoomRemoval[2]=2 ;Classic PsiGateMaxDoomRemoval[2]=2 PsiGateMinDoomRemoval[3]=3 ;Impossible PsiGateMaxDoomRemoval[3]=3 FacilityStartingDoom[0]=(DoomChances[0]=(DoomToAdd=1, PercentChance=100)) ;Easy FacilityStartingDoom[1]=(DoomChances[0]=(DoomToAdd=1, PercentChance=100)) ;Normal FacilityStartingDoom[2]=(DoomChances[0]=(DoomToAdd=1, PercentChance=75), DoomChances[1]=(DoomToAdd=2, PercentChance=25)) ;Commander FacilityStartingDoom[3]=(DoomChances[0]=(DoomToAdd=1, PercentChance=100)) ;Impossible FortressStartingDoom[0]=(DoomChances[0]=(DoomToAdd=3, PercentChance=100)) ;Easy FortressStartingDoom[1]=(DoomChances[0]=(DoomToAdd=3, PercentChance=100)) ;Normal FortressStartingDoom[2]=(DoomChances[0]=(DoomToAdd=3, PercentChance=100)) ;Commander FortressStartingDoom[3]=(DoomChances[0]=(DoomToAdd=3, PercentChance=100)) ;Impossible PercentChanceLandedUFO=50 CouncilMissionSupplyScalar=1.0 MissionMinDuration=18 MissionMaxDuration=26 MaxNumGuerillaOps=3 ; Alert1 = 5 enemies ; AAlert2=6 ; AAlert3=8 ; AAlert4=9 ; AAlert5=11 ; AAlert6=14 ; Easy GuerillaOpMonthlyDifficulties=(Month=1, CampaignDifficulty=0, Difficulties[0]=1, Difficulties[1]=2, Difficulties[2]=1) GuerillaOpMonthlyDifficulties=(Month=2, CampaignDifficulty=0, Difficulties[0]=2, Difficulties[1]=1, Difficulties[2]=2) GuerillaOpMonthlyDifficulties=(Month=3, CampaignDifficulty=0, Difficulties[0]=2, Difficulties[1]=3, Difficulties[2]=2) GuerillaOpMonthlyDifficulties=(Month=4, CampaignDifficulty=0, Difficulties[0]=3, Difficulties[1]=2, Difficulties[2]=3) ; Normal Mission Alert = 1 + Difficulties[X] GuerillaOpMonthlyDifficulties=(Month=1, CampaignDifficulty=1, Difficulties[0]=1, Difficulties[1]=1, Difficulties[2]=1) ; March GuerillaOpMonthlyDifficulties=(Month=2, CampaignDifficulty=1, Difficulties[0]=2, Difficulties[1]=1, Difficulties[2]=2) ; April GuerillaOpMonthlyDifficulties=(Month=3, CampaignDifficulty=1, Difficulties[0]=2, Difficulties[1]=3, Difficulties[2]=2) ; May GuerillaOpMonthlyDifficulties=(Month=4, CampaignDifficulty=1, Difficulties[0]=3, Difficulties[1]=2, Difficulties[2]=3) ; June GuerillaOpMonthlyDifficulties=(Month=5, CampaignDifficulty=1, Difficulties[0]=3, Difficulties[1]=4, Difficulties[2]=3) ; July GuerillaOpMonthlyDifficulties=(Month=6, CampaignDifficulty=1, Difficulties[0]=4, Difficulties[1]=3, Difficulties[2]=4) ; August+ ;Classic Mission Alert = 1 + Difficulties[X] GuerillaOpMonthlyDifficulties=(Month=1, CampaignDifficulty=2, Difficulties[0]=1, Difficulties[1]=1, Difficulties[2]=1) ; March GuerillaOpMonthlyDifficulties=(Month=2, CampaignDifficulty=2, Difficulties[0]=2, Difficulties[1]=1, Difficulties[2]=2) ; April GuerillaOpMonthlyDifficulties=(Month=3, CampaignDifficulty=2, Difficulties[0]=2, Difficulties[1]=3, Difficulties[2]=2) ; May GuerillaOpMonthlyDifficulties=(Month=4, CampaignDifficulty=2, Difficulties[0]=3, Difficulties[1]=2, Difficulties[2]=3) ; June GuerillaOpMonthlyDifficulties=(Month=5, CampaignDifficulty=2, Difficulties[0]=3, Difficulties[1]=4, Difficulties[2]=3) ; July GuerillaOpMonthlyDifficulties=(Month=6, CampaignDifficulty=2, Difficulties[0]=4, Difficulties[1]=3, Difficulties[2]=4) ; August+ ;Impossible GuerillaOpMonthlyDifficulties=(Month=1, CampaignDifficulty=3, Difficulties[0]=1, Difficulties[1]=2, Difficulties[2]=1) GuerillaOpMonthlyDifficulties=(Month=2, CampaignDifficulty=3, Difficulties[0]=2, Difficulties[1]=1, Difficulties[2]=2) GuerillaOpMonthlyDifficulties=(Month=3, CampaignDifficulty=3, Difficulties[0]=2, Difficulties[1]=3, Difficulties[2]=2) GuerillaOpMonthlyDifficulties=(Month=4, CampaignDifficulty=3, Difficulties[0]=3, Difficulties[1]=2, Difficulties[2]=3) GuerillaOpMonthlyDifficulties=(Month=5, CampaignDifficulty=3, Difficulties[0]=3, Difficulties[1]=4, Difficulties[2]=3) GuerillaOpMonthlyDifficulties=(Month=6, CampaignDifficulty=3, Difficulties[0]=4, Difficulties[1]=3, Difficulties[2]=4) ; Mission Alert = 1 + ClassicMonthlyDifficultyAdd[X] EasyMonthlyDifficultyAdd[0]=0 EasyMonthlyDifficultyAdd[1]=1 EasyMonthlyDifficultyAdd[2]=1 EasyMonthlyDifficultyAdd[3]=2 EasyMonthlyDifficultyAdd[4]=2 EasyMonthlyDifficultyAdd[5]=3 ; Mission Alert = 2 + NormalMonthlyDifficultyAdd[X] NormalMonthlyDifficultyAdd[0]=0 ; March NormalMonthlyDifficultyAdd[1]=1 ; April NormalMonthlyDifficultyAdd[2]=2 ; May NormalMonthlyDifficultyAdd[3]=3 ; June NormalMonthlyDifficultyAdd[4]=3 ; July NormalMonthlyDifficultyAdd[5]=3 ; August+ ; Mission Alert = 2 + ClassicMonthlyDifficultyAdd[X] ClassicMonthlyDifficultyAdd[0]=0 ; March ClassicMonthlyDifficultyAdd[1]=1 ; April ClassicMonthlyDifficultyAdd[2]=2 ; May ClassicMonthlyDifficultyAdd[3]=3 ; June ClassicMonthlyDifficultyAdd[4]=3 ; July ClassicMonthlyDifficultyAdd[5]=3 ; August+ ImpossibleMonthlyDifficultyAdd[0]=0 ImpossibleMonthlyDifficultyAdd[1]=1 ImpossibleMonthlyDifficultyAdd[2]=1 ImpossibleMonthlyDifficultyAdd[3]=2 ImpossibleMonthlyDifficultyAdd[4]=2 ImpossibleMonthlyDifficultyAdd[5]=3 [XComGame.XComGameState_BlackMarket] TooltipBounds=(fLeft=-0.025, fTop=-0.02, fRight=0.02, fBottom=0.01) MinDaysToShow[0]=25 ;Easy MinDaysToShow[1]=25 ;Normal MinDaysToShow[2]=25 ;Classic MinDaysToShow[3]=25 ;Impossible MaxDaysToShow[0]=35 ;Easy MaxDaysToShow[1]=35 ;Normal MaxDaysToShow[2]=35 ;Classic MaxDaysToShow[3]=35 ;Impossible MinScanDays[0]=2 ;Easy MinScanDays[1]=2 ;Normal MinScanDays[2]=2 ;Classic MinScanDays[3]=2 ;Impossible MaxScanDays[0]=5 ;Easy MaxScanDays[1]=5 ;Normal MaxScanDays[2]=5 ;Classic MaxScanDays[3]=5 ;Impossible ;MinOperatingHours=192 ;MaxOperatingHours=384 NumInterestItems[0]=3 ;Easy NumInterestItems[1]=3 ;Normal NumInterestItems[2]=3 ;Classic NumInterestItems[3]=3 ;Impossible NumTechRushes[0]=2 ;Easy NumTechRushes[1]=2 ;Normal NumTechRushes[2]=2 ;Classic NumTechRushes[3]=3 ;Impossible TechPointsPerIntelCost[0]=66 ;Easy TechPointsPerIntelCost[1]=66 ;Normal TechPointsPerIntelCost[2]=66 ;Classic TechPointsPerIntelCost[3]=82 ;Impossible BaseItemIntelCost[0]=35 ;Easy BaseItemIntelCost[1]=35 ;Normal BaseItemIntelCost[2]=35 ;Classic BaseItemIntelCost[3]=45 ;Impossible PersonnelItemIntelCost[0]=90 ;Easy PersonnelItemIntelCost[1]=90 ;Normal PersonnelItemIntelCost[2]=90 ;Classic PersonnelItemIntelCost[3]=100;Impossible IntelCostVariance[0]=15 ;Easy (Percentage) IntelCostVariance[1]=15 ;Normal IntelCostVariance[2]=15 ;Classic IntelCostVariance[3]=15 ;Impossible ItemIntelCostIncrease[0]=0 ;Easy (Per supply drop) ItemIntelCostIncrease[1]=0 ;Normal ItemIntelCostIncrease[2]=0 ;Classic ItemIntelCostIncrease[3]=0 ;Impossible PersonnelItemIntelCostIncrease[0]=0 ;Easy PersonnelItemIntelCostIncrease[1]=0 ;Normal PersonnelItemIntelCostIncrease[2]=0 ;Classic PersonnelItemIntelCostIncrease[3]=0 ;Impossible BuyPriceVariancePercent[0]=20 ;Easy BuyPriceVariancePercent[1]=20 ;Normal BuyPriceVariancePercent[2]=20 ;Classic BuyPriceVariancePercent[3]=20 ;Impossible InterestPriceMultiplier[0]=2 ;Easy InterestPriceMultiplier[1]=2 ;Normal InterestPriceMultiplier[2]=2 ;Classic InterestPriceMultiplier[3]=2 ;Impossible WeaponUpgradeCostScalar[0]=0.6 ;Easy WeaponUpgradeCostScalar[1]=0.6 ;Normal WeaponUpgradeCostScalar[2]=0.6 ;Classic WeaponUpgradeCostScalar[3]=0.6 ;Impossible SupplyGoodScalar[0]=0.67 ;Easy SupplyGoodScalar[1]=0.67 ;Normal SupplyGoodScalar[2]=0.67 ;Classic SupplyGoodScalar[3]=0.67 ;Impossible GoodsCostScalars=(ItemTemplateName="Intel", Scalar=1.0, Difficulty=0) ;Easy GoodsCostScalars=(ItemTemplateName="Intel", Scalar=1.0, Difficulty=1) ;Normal GoodsCostScalars=(ItemTemplateName="Intel", Scalar=1.0, Difficulty=2) ;Classic GoodsCostScalars=(ItemTemplateName="Intel", Scalar=1.0, Difficulty=3) ;Impossible ChosenInfoChanceIncrease=15 MaxChosenInfoChance=50 [XComGame.X2StrategyElement_DefaultTechs] MinAdventDatapadIntel[0]=30 ;Easy MinAdventDatapadIntel[1]=30 ;Normal MinAdventDatapadIntel[2]=30 ;Classic MinAdventDatapadIntel[3]=60 ;Impossible MaxAdventDatapadIntel[0]=50 ;Easy MaxAdventDatapadIntel[1]=50 ;Normal MaxAdventDatapadIntel[2]=50 ;Classic MaxAdventDatapadIntel[3]=100 ;Impossible MinAlienDatapadIntel[0]=50 ;Easy MinAlienDatapadIntel[1]=50 ;Normal MinAlienDatapadIntel[2]=50 ;Classic MinAlienDatapadIntel[3]=100 ;Impossible MaxAlienDatapadIntel[0]=75 ;Easy MaxAlienDatapadIntel[1]=75 ;Normal MaxAlienDatapadIntel[2]=75 ;Classic MaxAlienDatapadIntel[3]=150 ;Impossible [XComGame.X2StrategyElement_DefaultFacilities] BridgeCinematicObjectives="T5_M2_CompleteBroadcastTheTruthMission" DefenseMatrixSabotageReduction[0]=-50 ;Easy DefenseMatrixSabotageReduction[1]=-50 ;Normal DefenseMatrixSabotageReduction[2]=-50 ;Classic DefenseMatrixSabotageReduction[3]=-50 ;Impossible [XComGame.XGStrategy] RainPctChance = 0.3 DEBUG_StartingValueSupplies=4000 DEBUG_StartingValueIntel=1000 DEBUG_StartingValueElerium=1000 DEBUG_StartingValueAlloys=1000 DEBUG_StartingValueScientists=10 DEBUG_StartingValueEngineers=10 DEBUG_StartingTechs="ModularWeapons" DEBUG_StartingTechs="MagnetizedWeapons" DEBUG_StartingTechs="GaussWeapons" DEBUG_StartingTechs="PlatedArmor" DEBUG_StartingTechs="PoweredArmor" DEBUG_StartingTechs="PlasmaRifle" DEBUG_StartingTechs="PlasmaSniper" DEBUG_StartingTechs="HeavyPlasma" DEBUG_StartingTechs="AlloyCannon" DEBUG_StartingTechs="AutopsyAdventStunLancer" DEBUG_StartingTechs="AutopsyArchon" DEBUG_StartingTechs="AutopsyAdventMEC" DEBUG_StartingTechs="AutopsySectopod" DEBUG_StartingTechs="Psionics" DEBUG_StartingTechs="AutopsyGatekeeper" DEBUG_StartingTechs="AutopsyMuton" DEBUG_StartingItems="NanofiberVest" DEBUG_StartingItems="PlatedVest" DEBUG_StartingItems="HazmatVest" DEBUG_StartingItems="StasisVest" DEBUG_StartingItems="Medikit" DEBUG_StartingItems="NanoMedikit" DEBUG_StartingItems="MindShield" DEBUG_StartingItems="CombatStims" DEBUG_StartingItems="Hellweave" DEBUG_StartingItems="Skulljack" DEBUG_StartingItems="MimicBeacon" DEBUG_StartingItems="BattleScanner" DEBUG_StartingItems="AssaultRifle_MG" DEBUG_StartingItems="AssaultRifle_BM" DEBUG_StartingItems="Pistol_MG" DEBUG_StartingItems="Pistol_BM" DEBUG_StartingItems="Shotgun_MG" DEBUG_StartingItems="Shotgun_BM" DEBUG_StartingItems="Cannon_MG" DEBUG_StartingItems="Cannon_BM" DEBUG_StartingItems="SniperRifle_MG" DEBUG_StartingItems="SniperRifle_BM" DEBUG_StartingItems="Sword_MG" DEBUG_StartingItems="Sword_BM" DEBUG_StartingItems="Gremlin_MG" DEBUG_StartingItems="Gremlin_BM" DEBUG_StartingItems="PsiAmp_MG" DEBUG_StartingItems="PsiAmp_BM" DEBUG_StartingItems="GrenadeLauncher_MG" DEBUG_StartingItems="MediumPlatedArmor" DEBUG_StartingItems="LightPlatedArmor" DEBUG_StartingItems="HeavyPlatedArmor" DEBUG_StartingItems="MediumPoweredArmor" DEBUG_StartingItems="LightPoweredArmor" DEBUG_StartingItems="HeavyPoweredArmor" DEBUG_StartingItems="Firebomb" DEBUG_StartingItems="FirebombMk2" DEBUG_StartingItems="AlienGrenade" DEBUG_StartingItems="FlashbangGrenade" DEBUG_StartingItems="SmokeGrenade" DEBUG_StartingItems="SmokeGrenadeMk2" DEBUG_StartingItems="GasGrenade" DEBUG_StartingItems="GasGrenadeMk2" DEBUG_StartingItems="AcidGrenade" DEBUG_StartingItems="AcidGrenadeMk2" DEBUG_StartingItems="EMPGrenade" DEBUG_StartingItems="EMPGrenadeMk2" DEBUG_StartingItems="ProximityMine" DEBUG_StartingItems="APRounds" DEBUG_StartingItems="TracerRounds" DEBUG_StartingItems="IncendiaryRounds" DEBUG_StartingItems="TalonRounds" DEBUG_StartingItems="VenomRounds" DEBUG_StartingItems="BluescreenRounds" DEBUG_StartingItems="ShredderGun" DEBUG_StartingItems="ShredstormCannon" DEBUG_StartingItems="Flamethrower" DEBUG_StartingItems="FlamethrowerMk2" DEBUG_StartingItems="BlasterLauncher" DEBUG_StartingItems="PlasmaBlaster" DEBUG_StartingItems="CritUpgrade_Bsc" DEBUG_StartingItems="CritUpgrade_Adv" DEBUG_StartingItems="CritUpgrade_Sup" DEBUG_StartingItems="AimUpgrade_Bsc" DEBUG_StartingItems="AimUpgrade_Adv" DEBUG_StartingItems="AimUpgrade_Sup" DEBUG_StartingItems="ClipSizeUpgrade_Bsc" DEBUG_StartingItems="ClipSizeUpgrade_Adv" DEBUG_StartingItems="ClipSizeUpgrade_Sup" DEBUG_StartingItems="FreeFireUpgrade_Bsc" DEBUG_StartingItems="FreeFireUpgrade_Adv" DEBUG_StartingItems="FreeFireUpgrade_Sup" DEBUG_StartingItems="ReloadUpgrade_Bsc" DEBUG_StartingItems="ReloadUpgrade_Adv" DEBUG_StartingItems="ReloadUpgrade_Sup" DEBUG_StartingItems="MissDamageUpgrade_Bsc" DEBUG_StartingItems="MissDamageUpgrade_Adv" DEBUG_StartingItems="MissDamageUpgrade_Sup" DEBUG_StartingItems="FreeKillUpgrade_Bsc" DEBUG_StartingItems="FreeKillUpgrade_Adv" DEBUG_StartingItems="FreeKillUpgrade_Sup" DEBUG_StartingItems="CorpseAdventOfficer" DEBUG_StartingItems="CommonPCSSpeed" DEBUG_StartingItems="CommonPCSConditioning" DEBUG_StartingItems="CommonPCSFocus" DEBUG_StartingItems="CommonPCSPerception" DEBUG_StartingItems="CommonPCSAgility" DEBUG_StartingItems="RarePCSSpeed" DEBUG_StartingItems="RarePCSConditioning" DEBUG_StartingItems="RarePCSFocus" DEBUG_StartingItems="RarePCSPerception" DEBUG_StartingItems="RarePCSAgility" DEBUG_StartingItems="EpicPCSSpeed" DEBUG_StartingItems="EpicPCSConditioning" DEBUG_StartingItems="EpicPCSFocus" DEBUG_StartingItems="EpicPCSPerception" DEBUG_StartingItems="EpicPCSAgility" DEBUG_StartingItems="ReaperArmor" DEBUG_StartingItems="PlatedReaperArmor" DEBUG_StartingItems="PoweredReaperArmor" DEBUG_StartingItems="SkirmisherArmor" DEBUG_StartingItems="PlatedSkirmisherArmor" DEBUG_StartingItems="PoweredSkirmisherArmor" DEBUG_StartingItems="TemplarArmor" DEBUG_StartingItems="PlatedTemplarArmor" DEBUG_StartingItems="PoweredTemplarArmor" DEBUG_StartingItems="VektorRifle_CV" DEBUG_StartingItems="VektorRifle_MG" DEBUG_StartingItems="VektorRifle_BM" DEBUG_StartingItems="Bullpup_CV" DEBUG_StartingItems="Bullpup_MG" DEBUG_StartingItems="Bullpup_BM" DEBUG_StartingItems="WristBlade_CV" DEBUG_StartingItems="WristBlade_MG" DEBUG_StartingItems="WristBlade_BM" DEBUG_StartingItems="ShardGauntlet_CV" DEBUG_StartingItems="ShardGauntlet_MG" DEBUG_StartingItems="ShardGauntlet_BM" DEBUG_StartingItems="Sidearm_CV" DEBUG_StartingItems="Sidearm_MG" DEBUG_StartingItems="Sidearm_BM" DEBUG_StartingItems="ChosenRifle_XCOM" DEBUG_StartingItems="ChosenShotgun_XCOM" DEBUG_StartingItems="ChosenSword_XCOM" DEBUG_StartingItems="ChosenSniperRifle_XCOM" DEBUG_StartingItems="ChosenSniperPistol_XCOM" DEBUG_StartingItems="SustainingSphere" DEBUG_StartingItems="RefractionField" DEBUG_StartingItems="UltrasonicLure" DEBUG_StartingItems="Reaper_Claymore" DEBUG_StartingItemQuantity=10 DEBUG_StartingSoldierClasses="Ranger" DEBUG_StartingSoldierClasses="Sharpshooter" DEBUG_StartingSoldierClasses="Grenadier" DEBUG_StartingSoldierClasses="Specialist" DEBUG_StartingSoldierClasses="PsiOperative" DEBUG_StartingSoldierCharacters="ReaperSoldier" DEBUG_StartingSoldierCharacters="SkirmisherSoldier" DEBUG_StartingSoldierCharacters="TemplarSoldier" DEBUG_StartingFacilities="Laboratory" DEBUG_StartingFacilities="OfficerTrainingSchool" DEBUG_StartingFacilities="Workshop" DEBUG_StartingFacilities="ResistanceComms" DEBUG_StartingFacilities="PsiChamber" DEBUG_StartingFacilities="PowerRelay" DEBUG_StartingFacilities="AdvancedWarfareCenter" DEBUG_StartingFacilities="ShadowChamber" DEBUG_StartingFacilities="ProvingGround" DEBUG_StartingFacilities="UFODefense" DEBUG_StartingFacilities="ResistanceRing" DEBUG_StartingFacilities="RecoveryCenter" DEBUG_FacilityIndex=3 [XComGame.X2StrategyElement_DefaultResistanceActivities] ;Good things Activities="ResAct_RetaliationsStopped" Activities="ResAct_GuerrillaOpsCompleted" Activities="ResAct_ResistanceOpsCompleted" Activities="ResAct_CouncilMissionsCompleted" Activities="ResAct_SupplyRaidsCompleted" Activities="ResAct_LandedUFOsCompleted" Activities="ResAct_AvengerDefenseCompleted" Activities="ResAct_AlienFacilitiesDestroyed" Activities="ResAct_RegionsContacted" Activities="ResAct_OutpostsBuilt" Activities="ResAct_RumorsInvestigated" Activities="ResAct_AvatarProgressReduced" Activities="ResAct_BlacksiteCompleted" Activities="ResAct_ForgeCompleted" Activities="ResAct_PsiGateCompleted" Activities="ResAct_TechsCompleted" Activities="ResAct_ActionsCompleted" Activities="ResAct_ProvingGroundProjectsCompleted" Activities="ResAct_RescueSoldierCompleted" Activities="ResAct_ChosenAmbushCompleted" Activities="ResAct_ChosenStrongholdDestroyed" Activities="ResAct_AvengerAssaultCompleted" ; Bad things Activities="ResAct_RetaliationsFailed" Activities="ResAct_GuerrillaOpsFailed" Activities="ResAct_ResistanceOpsFailed" Activities="ResAct_CouncilMissionsFailed" Activities="ResAct_SupplyRaidsFailed" Activities="ResAct_LandedUFOsFailed" Activities="ResAct_AvatarProgress" Activities="ResAct_AlienFacilitiesBuilt" Activities="ResAct_DarkEventsCompleted" Activities="ResAct_RescueSoldierFailed" Activities="ResAct_ChosenAmbushFailed" [ResAct_AvengerAssaultCompleted X2ResistanceActivityTemplate] bAlwaysGood=true bMission=true [ResAct_ChosenStrongholdDestroyed X2ResistanceActivityTemplate] bAlwaysGood=true bMission=true [ResAct_ChosenAmbushCompleted X2ResistanceActivityTemplate] bAlwaysGood=true bMission=true [ResAct_ChosenAmbushFailed X2ResistanceActivityTemplate] bAlwaysGood=false bMission=true [ResAct_RescueSoldierCompleted X2ResistanceActivityTemplate] bAlwaysGood=true bMission=true [ResAct_RescueSoldierFailed X2ResistanceActivityTemplate] bAlwaysGood=false bMission=true [ResAct_ActionsCompleted X2ResistanceActivityTemplate] bAlwaysGood=true [ResAct_ProvingGroundProjectsCompleted X2ResistanceActivityTemplate] bAlwaysGood=true [ResAct_RetaliationsStopped X2ResistanceActivityTemplate] bAlwaysGood=true bMission=true [ResAct_GuerrillaOpsCompleted X2ResistanceActivityTemplate] bAlwaysGood=true bMission=true [ResAct_ResistanceOpsCompleted X2ResistanceActivityTemplate] bAlwaysGood=true bMission=true [ResAct_CouncilMissionsCompleted X2ResistanceActivityTemplate] bAlwaysGood=true bMission=true [ResAct_SupplyRaidsCompleted X2ResistanceActivityTemplate] bAlwaysGood=true bMission=true [ResAct_LandedUFOsCompleted X2ResistanceActivityTemplate] bAlwaysGood=true bMission=true [ResAct_AvengerDefenseCompleted X2ResistanceActivityTemplate] bAlwaysGood=true bMission=true [ResAct_AlienFacilitiesDestroyed X2ResistanceActivityTemplate] bAlwaysGood=true bMission=true [ResAct_TechsCompleted X2ResistanceActivityTemplate] bAlwaysGood=true [ResAct_RegionsContacted X2ResistanceActivityTemplate] bAlwaysGood=true [ResAct_OutpostsBuilt X2ResistanceActivityTemplate] bAlwaysGood=true [ResAct_RumorsInvestigated X2ResistanceActivityTemplate] bAlwaysGood=true [ResAct_AvatarProgressReduced X2ResistanceActivityTemplate] bAlwaysGood=true [ResAct_BlacksiteCompleted X2ResistanceActivityTemplate] bAlwaysGood=true bMission=true [ResAct_ForgeCompleted X2ResistanceActivityTemplate] bAlwaysGood=true bMission=true [ResAct_PsiGateCompleted X2ResistanceActivityTemplate] bAlwaysGood=true bMission=true [ResAct_RetaliationsFailed X2ResistanceActivityTemplate] bAlwaysBad=true bMission=true [ResAct_GuerrillaOpsFailed X2ResistanceActivityTemplate] bAlwaysBad=true bMission=true [ResAct_ResistanceOpsFailed X2ResistanceActivityTemplate] bAlwaysBad=true bMission=true [ResAct_CouncilMissionsFailed X2ResistanceActivityTemplate] bAlwaysBad=true bMission=true [ResAct_SupplyRaidsFailed X2ResistanceActivityTemplate] bAlwaysBad=true bMission=true [ResAct_LandedUFOsFailed X2ResistanceActivityTemplate] bAlwaysBad=true bMission=true [ResAct_AvatarProgress X2ResistanceActivityTemplate] bAlwaysBad=true [ResAct_AlienFacilitiesBuilt X2ResistanceActivityTemplate] bAlwaysBad=true [ResAct_DarkEventsCompleted X2ResistanceActivityTemplate] bAlwaysBad=true [XComGame.X2StrategyElement_DefaultDarkEvents] MinorBreakthroughDoom[0]=1 ;Easy MinorBreakthroughDoom[1]=1 ;Normal MinorBreakthroughDoom[2]=1 ;Classic MinorBreakthroughDoom[3]=1 ;Impossible MajorBreakthroughDoom[0]=2 ;Easy MajorBreakthroughDoom[1]=2 ;Normal MajorBreakthroughDoom[2]=2 ;Classic MajorBreakthroughDoom[3]=2 ;Impossible MidnightRaidsScalar[0]=2.0 ;Easy MidnightRaidsScalar[1]=2.0 ;Normal MidnightRaidsScalar[2]=2.0 ;Classic MidnightRaidsScalar[3]=2.0 ;Impossible RuralCheckpointsScalar[0]=0.5 ;Easy RuralCheckpointsScalar[1]=0.5 ;Normal RuralCheckpointsScalar[2]=0.5 ;Classic RuralCheckpointsScalar[3]=0.5 ;Impossible NewConstructionReductionDays[0]=14 ;Easy NewConstructionReductionDays[1]=14 ;Normal NewConstructionReductionDays[2]=14 ;Classic NewConstructionReductionDays[3]=28 ;Impossible AlienCypherScalar[0]=2.0 ;Easy AlienCypherScalar[1]=2.0 ;Normal AlienCypherScalar[2]=2.0 ;Classic AlienCypherScalar[3]=2.0 ;Impossible ResistanceInformantReductionDays[0]=14 ;Easy ResistanceInformantReductionDays[1]=14 ;Normal ResistanceInformantReductionDays[2]=14 ;Classic ResistanceInformantReductionDays[3]=14 ;Impossible [XComGame.XComGameState_DarkEvent] SecretImagePath="img:///UILibrary_StrategyImages.X2StrategyMap.DarkEvent_Avatar" StartingIntelCost[0]=20 ;Easy StartingIntelCost[1]=20 ;Normal StartingIntelCost[2]=25 ;Classic StartingIntelCost[3]=30 ;Impossible IntelCostIncrease[0]=0 ;Easy IntelCostIncrease[1]=0 ;Normal IntelCostIncrease[2]=0 ;Classic IntelCostIncrease[3]=0 ;Impossible [XComGame.UINavigationHelp] GeoscapeFacility=CIC [XComGame.X2StrategyElement_DefaultObjectives] KillCodexMinDoom[0]=1 ;Easy KillCodexMaxDoom[0]=1 KillCodexMinDoom[1]=1 ;Normal KillCodexMaxDoom[1]=1 KillCodexMinDoom[2]=1 ;Classic KillCodexMaxDoom[2]=1 KillCodexMinDoom[3]=2 ;Impossible KillCodexMaxDoom[3]=2 KillAvatarMinDoom[0]=3 ;Easy KillAvatarMaxDoom[0]=3 KillAvatarMinDoom[1]=3 ;Normal KillAvatarMaxDoom[1]=3 KillAvatarMinDoom[2]=3 ;Classic KillAvatarMinDoom[2]=3 KillAvatarMaxDoom[3]=4 ;Impossible KillAvatarMaxDoom[3]=4 BlacksiteSupplyAmount[0]=125 ;Easy BlacksiteSupplyAmount[1]=125 ;Normal BlacksiteSupplyAmount[2]=125 ;Classic BlacksiteSupplyAmount[3]=125 ;Impossible PsiGateForgeSupplyAmount[0]=175 ;Easy PsiGateForgeSupplyAmount[1]=175 ;Normal PsiGateForgeSupplyAmount[2]=175 ;Classic PsiGateForgeSupplyAmount[3]=175 ;Impossible PsiGateForgeSupplyAdd[0]=50 ;Easy PsiGateForgeSupplyAdd[1]=50 ;Normal PsiGateForgeSupplyAdd[2]=50 ;Classic PsiGateForgeSupplyAdd[3]=50 ;Impossible FortressLocation=(X=0.01, Y=0.5) [XComGame.UIChooseResearch] MustChooseResearchObjectives="T0_M1_WelcomeToLabs" MustChooseResearchObjectives="T0_M6_WelcomeToLabsPt2" [XComGame.UIFacility_Armory] VisitArmoryObjective="T0_M2_WelcomeToArmory" TutorialSoldierFullName="Jane Kelly" [XComGame.XComGameState_Objective] TutorialStartMissionObjective="T0_M0_TutorialFirstMission" StartMissionObjective="T1_M0_FirstMission" AlwaysStartObjectives="T2_M0_CompleteGuerillaOps" AlwaysStartObjectives="S0_RevealAvatarProject" AlwaysStartObjectives="N_GameStart" AlwaysStartObjectives="N_XPGameStart" BeginnerVOObjectives="N_BeginnerVO" BeginnerVOObjectives="N_XPBeginnerVO" BeginnerVONonTutorialObjective="N_BeginnerVONonTutorial" XPackNarrativeObjective="XP0_M0_LostAndAbandoned" XPackTutorialNarrativeObjective="XP0_M1_TutorialLostAndAbandonedComplete" XPackNonTutorialNarrativeObjective="XP0_M1_LostAndAbandonedComplete" XPackNonNarrativeObjective="XP3_M0_NonLostAndAbandoned" [XComGame.UIInventory_BuildItems] WelcomeEngineeringObjective="T0_M5_WelcomeToEngineering" TutorialBuildItem="Medikit" [XComGame.XComGameStateHistory] EnableSingletonStateOptimization=true EnableThreadedStateSubmission=true [XComGame.UIMission_GoldenPath] AvatarImagePath="img:///UILibrary_StrategyImages.X2StrategyMap.DarkEvent_Avatar2" [XComGame.UIFacility_Powercore] DelayResearchReportTechs="AlienBiotech" DelayResearchReportTechs="AutopsyAdventOfficer" [XComGame.UIFacility_ShadowChamber] DelayResearchReportTechs="BlacksiteData" DelayResearchReportTechs="CodexBrainPt1" DelayResearchReportTechs="CodexBrainPt2" [XComGame.X2StrategyElement_DefaultChosenPersonalities] Personalities="ChosenPersonality_Psychotic" Personalities="ChosenPersonality_Honorable" Personalities="ChosenPersonality_Superior" Personalities="ChosenPersonality_Reverent" [XComGame.X2StrategyElement_XpackRewards] AbilityPointsBaseReward[0]=30 ;Easy AbilityPointsBaseReward[1]=30 ;Normal AbilityPointsBaseReward[2]=30 ;Classic AbilityPointsBaseReward[3]=30 ;Impossible AbilityPointsInterval[0]=24 ;Easy AbilityPointsInterval[1]=24 ;Normal AbilityPointsInterval[2]=999999 ;Classic AbilityPointsInterval[3]=999999 ;Impossible AbilityPointsRewardIncrease[0]=0 ;Easy AbilityPointsRewardIncrease[1]=0 ;Normal AbilityPointsRewardIncrease[2]=0 ;Classic AbilityPointsRewardIncrease[3]=0 ;Impossible AbilityPointsRangePercent=25 FactionSoldierCharacters="SkirmisherSoldier" FactionSoldierCharacters="ReaperSoldier" FactionSoldierCharacters="TemplarSoldier" FactionInfluenceMinReward[0]=5 ;Easy FactionInfluenceMinReward[1]=5 ;Normal FactionInfluenceMinReward[2]=5 ;Classic FactionInfluenceMinReward[3]=5 ;Impossible FactionInfluenceMaxReward[0]=5 ;Easy FactionInfluenceMaxReward[1]=5 ;Normal FactionInfluenceMaxReward[2]=5 ;Classic FactionInfluenceMaxReward[3]=5 ;Impossible SoldierAbilityPointsMinReward[0]=4 ;Easy SoldierAbilityPointsMinReward[1]=4 ;Normal SoldierAbilityPointsMinReward[2]=4 ;Classic SoldierAbilityPointsMinReward[3]=4 ;Impossible SoldierAbilityPointsMaxReward[0]=10 ;Easy SoldierAbilityPointsMaxReward[1]=10 ;Normal SoldierAbilityPointsMaxReward[2]=10 ;Classic SoldierAbilityPointsMaxReward[3]=10 ;Impossible RemoveDoomReward[0]=3 ;Easy RemoveDoomReward[1]=2 ;Normal RemoveDoomReward[2]=2 ;Classic RemoveDoomReward[3]=2 ;Impossible RescueCivilianIncomeIncreaseReward[0]=4 ;Easy RescueCivilianIncomeIncreaseReward[1]=3 ;Normal RescueCivilianIncomeIncreaseReward[2]=3 ;Classic RescueCivilianIncomeIncreaseReward[3]=3 ;Impossible ReleaseSoldierRaiseXCOMAwarenessChance=66 [XComGame.XComGameState_AdventChosen] TooltipBounds=(fLeft=-0.015, fTop=-0.025, fRight=0.015, fBottom=0.015) MaxScoreAtKnowledgeLevel[eChosenKnowledge_Start]=24 MaxScoreAtKnowledgeLevel[eChosenKnowledge_Saboteur]=49 MaxScoreAtKnowledgeLevel[eChosenKnowledge_Sentinel]=74 MaxScoreAtKnowledgeLevel[eChosenKnowledge_Collector]=99 MaxScoreAtKnowledgeLevel[eChosenKnowledge_Raider]=100 GuaranteedKnowledgeGainPerMonth=4 StartingNumStrengths=2 StartingNumWeaknesses=2 NumStrengthsPerLevel=1 CovertActionRiskIncrease=25 MaxMissionsToWaitBeforeAttack=3 ; Strengths ChosenStrengths="ChosenRevenge" ChosenStrengths="ChosenAllSeeing" ChosenStrengths="ChosenKineticPlating" ChosenStrengths="ChosenWatchful" ChosenStrengths="ChosenBrutal" ;ChosenStrengths="ChosenIncreaseCrit" ;ChosenStrengths="ChosenIncreaseMobility" ;ChosenStrengths="ChosenHoloTargeting" ; immunity strengths ChosenStrengths="BlastShield" ChosenStrengths="ChosenImmuneMelee" ;ChosenStrengths="ChosenImmuneEnvironmental" ;ChosenStrengths="ChosenImmunePsi" ; survivability strengths ChosenStrengths="ChosenShadowstep" ChosenStrengths="ChosenLowProfile" ChosenStrengths="ChosenDamagedTeleport" ChosenStrengths="ChosenRegenerate" ;ChosenStrengths="ChosenAgile" ChosenStrengths="ChosenSoulstealer" ;ChosenStrengths="ChosenIncreaseArmor" ;ChosenStrengths="ChosenIncreaseHP" ;ChosenStrengths="ChosenIncreaseDodge" ; summoning strengths ChosenStrengths="Beastmaster" ChosenStrengths="Prelate" ChosenStrengths="Mechlord" ChosenStrengths="General" ChosenStrengths="Shogun" ; Weaknesses ChosenWeaknesses="ChosenBrittle" ChosenWeaknesses="ChosenWeakExplosion" ChosenWeaknesses="ChosenReaperAdversary" ChosenWeaknesses="ChosenTemplarAdversary" ChosenWeaknesses="ChosenSkirmisherAdversary" ChosenWeaknesses="ChosenGroundling" ChosenWeaknesses="ChosenBewildered" ; Second Tier ;ChosenWeaknesses="ChosenWeakFire" ;ChosenWeaknesses="ChosenWeakPoison" ;ChosenWeaknesses="ChosenWeakAcid" ; Third Tier ;ChosenWeaknesses="ChosenWeakPsi" ;ChosenWeaknesses="ChosenWeakMelee" ;ChosenWeaknesses="ChosenOblivious" ;ChosenWeaknesses="ChosenImpatient" ;ChosenWeaknesses="ChosenNearsighted" ;ChosenWeaknesses="ChosenAchilles" ; disabled chosen traits - only used with activation system ;ChosenStrengths="ChosenCornered" ;ChosenStrengths="ChosenZoneOfControl" ;ChosenWeaknesses="ChosenSlow" KnowledgePerExtract=10 KnowledgePerCapture=20 NumStrengthsWhenFavored=2 NumWeaknessesWhenFavored=1 FavoredKnowledgeGainScalar=1.5f ; Rookie AppearChances=(Difficulty=0, MissionCount=1, PercentChance=0) AppearChances=(Difficulty=0, MissionCount=2, PercentChance=0) AppearChances=(Difficulty=0, MissionCount=3, PercentChance=50) AppearChances=(Difficulty=0, MissionCount=4, PercentChance=100) ; Veteran AppearChances=(Difficulty=1, MissionCount=1, PercentChance=0) AppearChances=(Difficulty=1, MissionCount=2, PercentChance=0) AppearChances=(Difficulty=1, MissionCount=3, PercentChance=50) AppearChances=(Difficulty=1, MissionCount=4, PercentChance=100) ; Commander AppearChances=(Difficulty=2, MissionCount=1, PercentChance=0) AppearChances=(Difficulty=2, MissionCount=2, PercentChance=0) AppearChances=(Difficulty=2, MissionCount=3, PercentChance=50) AppearChances=(Difficulty=2, MissionCount=4, PercentChance=100) ; Legend AppearChances=(Difficulty=3, MissionCount=1, PercentChance=0) AppearChances=(Difficulty=3, MissionCount=2, PercentChance=0) AppearChances=(Difficulty=3, MissionCount=3, PercentChance=50) AppearChances=(Difficulty=3, MissionCount=4, PercentChance=100) ForceMissionRegionCount[0]=6 ForceMissionRegionCount[1]=6 ForceMissionRegionCount[2]=6 ForceMissionRegionCount[3]=6 MinChosenActionBufferDays=3 [XComGame.XComGameState_ResistanceFaction] MaxHeroesPerFaction=2 StartingCardSlots=0 NumCardsOnMeet=2 RequiredScoreForInfluence[eFactionInfluence_Minimal]=0 RequiredScoreForInfluence[eFactionInfluence_Respected]=10 RequiredScoreForInfluence[eFactionInfluence_Influential]=40 CovertActionsPerInfluence[eFactionInfluence_Minimal]=2 CovertActionsPerInfluence[eFactionInfluence_Respected]=3 CovertActionsPerInfluence[eFactionInfluence_Influential]=4 MissionInfluenceMinReward[0]=1 ;Easy MissionInfluenceMinReward[1]=1 ;Normal MissionInfluenceMinReward[2]=1 ;Classic MissionInfluenceMinReward[3]=1 ;Impossible MissionInfluenceMaxReward[0]=1 ;Easy MissionInfluenceMaxReward[1]=1 ;Normal MissionInfluenceMaxReward[2]=1 ;Classic MissionInfluenceMaxReward[3]=1 ;Impossible [XComGame.XGBaseCrewMgr] ; Bonded soldier groups SoldierBondMatinees=(RoomMapName="AVG_Armory_A_Anim", EventSuffix="GroupA", Slots[0]="SoldierSlot1", Slots[1]="SoldierSlot2") SoldierBondMatinees=(RoomMapName="AVG_CIC_A_Anim", EventSuffix="GroupB", Slots[0]="AnySlot5", Slots[1]="AnySlot6") SoldierBondMatinees=(RoomMapName="AVG_CIC_A_Anim", EventSuffix="GroupD", Slots[0]="AnySlot16", Slots[1]="AnySlot17") SoldierBondMatinees=(RoomMapName="AVG_GuerillaTacticsSchool_A_Anim", EventSuffix="GroupB", Slots[0]="SoldierSlot4", Slots[1]="SoldierSlot5") SoldierBondMatinees=(RoomMapName="AVG_GuerillaTacticsSchool_A_Anim", EventSuffix="GroupC", Slots[0]="SoldierSlot11", Slots[1]="SoldierSlot12") ;SoldierBondMatinees=(RoomMapName="AVG_Infirmary_A_Anim", EventSuffix="Awake1", Slots[0]="VisitorSlot1", Slots[1]="InjuredSlot1") ;SoldierBondMatinees=(RoomMapName="AVG_Infirmary_A_Anim", EventSuffix="Awake2", Slots[0]="VisitorSlot2", Slots[1]="InjuredSlot2") ;SoldierBondMatinees=(RoomMapName="AVG_Infirmary_A_Anim", EventSuffix="Awake3", Slots[0]="InjuredSlot3", Slots[1]="VisitorSlot3") ;SoldierBondMatinees=(RoomMapName="AVG_Infirmary_A_Anim", EventSuffix="Awake4", Slots[0]="InjuredSlot4", Slots[1]="VisitorSlot4") ;SoldierBondMatinees=(RoomMapName="AVG_Infirmary_A_Anim", EventSuffix="Awake5", Slots[0]="InjuredSlot5", Slots[1]="VisitorSlot5") ;SoldierBondMatinees=(RoomMapName="AVG_Infirmary_A_Anim", EventSuffix="Awake6", Slots[0]="VisitorSlot6", Slots[1]="InjuredSlot6") SoldierBondMatinees=(RoomMapName="AVG_LivingQuarters_A_Anim", EventSuffix="GroupC", Slots[0]="SoldierSlot7", Slots[1]="SoldierSlot8") SoldierBondMatinees=(RoomMapName="AVG_LivingQuarters_A_Anim", EventSuffix="GroupD", Slots[0]="SoldierSlot10", Slots[1]="SoldierSlot11") SoldierBondMatinees=(RoomMapName="AVG_LivingQuarters_A_Anim", EventSuffix="GroupE", Slots[0]="SoldierSlot12", Slots[1]="SoldierSlot13") SoldierBondMatinees=(RoomMapName="AVG_Memorial_A_Anim", EventSuffix="GroupA", Slots[0]="SoldierSlot2", Slots[1]="SoldierSlot3") SoldierBondMatinees=(RoomMapName="AVG_Memorial_A_Anim", EventSuffix="GroupB", Slots[0]="SoldierSlot7", Slots[1]="SoldierSlot8") SoldierBondMatinees=(RoomMapName="AVG_Memorial_A_Anim", EventSuffix="GroupC", Slots[0]="SoldierSlot9", Slots[1]="SoldierSlot10") SoldierBondMatinees=(RoomMapName="AVG_Memorial_A_Anim", EventSuffix="GroupD", Slots[0]="SoldierSlot11", Slots[1]="SoldierSlot12") SoldierBondMatinees=(RoomMapName="AVG_Memorial_A_Anim", EventSuffix="GroupE", Slots[0]="GrieverSlot13", Slots[1]="GrieverSlot14") SoldierBondMatinees=(RoomMapName="AVG_PowerCore_A_Anim", EventSuffix="GroupA", Slots[0]="AnySlot1", Slots[1]="AnySlot2") ;SoldierBondMatinees=(RoomMapName="AVG_PowerCore_A_Anim", EventSuffix="GroupB", Slots[0]="AnySlot3", Slots[1]="AnySlot4") SoldierBondMatinees=(RoomMapName="AVG_Storage_A_Anim", EventSuffix="GroupA", Slots[0]="SoldierSlot1", Slots[1]="SoldierSlot2") ; Exclusive bonded soldiers ;ExclusiveBondMatinees=(RoomMapName="", EventSuffix="", Slots[0]="", Slots[1]="") ; Negative trait NegativeTraitMatinees=(RoomMapName="AVG_Armory_A_Anim", EventSuffix="", Slots[0]="AnySlot1") NegativeTraitMatinees=(RoomMapName="AVG_Armory_A_Anim", EventSuffix="", Slots[0]="AnySlot2") NegativeTraitMatinees=(RoomMapName="AVG_Armory_A_Anim", EventSuffix="", Slots[0]="AnySlot3") NegativeTraitMatinees=(RoomMapName="AVG_CIC_A_Anim", EventSuffix="", Slots[0]="AnySlot8") NegativeTraitMatinees=(RoomMapName="AVG_CIC_A_Anim", EventSuffix="", Slots[0]="AnySlot9") NegativeTraitMatinees=(RoomMapName="AVG_CIC_A_Anim", EventSuffix="", Slots[0]="AnySlot10") NegativeTraitMatinees=(RoomMapName="AVG_CIC_A_Anim", EventSuffix="", Slots[0]="AnySlot14") NegativeTraitMatinees=(RoomMapName="AVG_CIC_A_Anim", EventSuffix="", Slots[0]="AnySlot15") NegativeTraitMatinees=(RoomMapName="AVG_Memorial_A_Anim", EventSuffix="", Slots[0]="SoldierSlot4") NegativeTraitMatinees=(RoomMapName="AVG_Memorial_A_Anim", EventSuffix="", Slots[0]="SoldierSlot5") NegativeTraitMatinees=(RoomMapName="AVG_Memorial_A_Anim", EventSuffix="", Slots[0]="GrieverSlot15") NegativeTraitMatinees=(RoomMapName="AVG_Memorial_A_Anim", EventSuffix="", Slots[0]="GrieverSlot16") NegativeTraitMatinees=(RoomMapName="AVG_Memorial_A_Anim", EventSuffix="", Slots[0]="GrieverSlot17") NegativeTraitMatinees=(RoomMapName="AVG_Memorial_A_Anim", EventSuffix="", Slots[0]="GrieverSlot18") ;NegativeTraitMatinees=(RoomMapName="AVG_Infirmary_A_Anim", EventSuffix="", Slots[0]="VigilSlot5") ;NegativeTraitMatinees=(RoomMapName="AVG_Infirmary_A_Anim", EventSuffix="", Slots[0]="VigilSlot3") ;NegativeTraitMatinees=(RoomMapName="AVG_Infirmary_A_Anim", EventSuffix="", Slots[0]="VigilSlot1") ;NegativeTraitMatinees=(RoomMapName="AVG_Infirmary_A_Anim", EventSuffix="", Slots[0]="VigilSlot6") ;NegativeTraitMatinees=(RoomMapName="AVG_Infirmary_A_Anim", EventSuffix="", Slots[0]="VigilSlot4") ;NegativeTraitMatinees=(RoomMapName="AVG_Infirmary_A_Anim", EventSuffix="", Slots[0]="VigilSlot2") NegativeTraitMatinees=(RoomMapName="AVG_LivingQuarters_A_Anim", EventSuffix="", Slots[0]="SoldierSlot9") NegativeTraitMatinees=(RoomMapName="AVG_LivingQuarters_A_Anim", EventSuffix="", Slots[0]="SoldierSlot5") NegativeTraitMatinees=(RoomMapName="AVG_LivingQuarters_A_Anim", EventSuffix="", Slots[0]="SoldierSlot6") NegativeTraitMatinees=(RoomMapName="AVG_LivingQuarters_A_Anim", EventSuffix="", Slots[0]="SoldierSlot14") NegativeTraitMatinees=(RoomMapName="AVG_LivingQuarters_A_Anim", EventSuffix="", Slots[0]="SoldierSlot15") NegativeTraitMatinees=(RoomMapName="AVG_LivingQuarters_A_Anim", EventSuffix="", Slots[0]="SoldierSlot16") NegativeTraitMatinees=(RoomMapName="AVG_LivingQuarters_A_Anim", EventSuffix="", Slots[0]="SoldierSlot17") NegativeTraitMatinees=(RoomMapName="AVG_PowerCore_A_Anim", EventSuffix="", Slots[0]="AnySlot5") NegativeTraitMatinees=(RoomMapName="AVG_Storage_A_Anim", EventSuffix="", Slots[0]="SoldierSlot2") NegativeTraitMatinees=(RoomMapName="AVG_Storage_A_Anim", EventSuffix="", Slots[0]="SoldierSlot3") NegativeTraitMatinees=(RoomMapName="AVG_Storage_A_Anim", EventSuffix="", Slots[0]="SoldierSlot4") NegativeTraitMatinees=(RoomMapName="AVG_Storage_A_Anim", EventSuffix="", Slots[0]="SoldierSlot5") NegativeTraitMatinees=(RoomMapName="DLC_60_AVG_HuntersLodge_A_Anim", EventSuffix="", Slots[0]="AnySlot1") NegativeTraitMatinees=(RoomMapName="DLC_60_AVG_HuntersLodge_A_Anim", EventSuffix="", Slots[0]="AnySlot2") [XComGame.X2StrategyElement_XpackFacilities] BoostSoldierCost=(ResourceCosts=((ItemTemplateName="EleriumCore", Quantity=1))) [XComGame.X2StrategyElement_XpackStaffSlots] RESISTANCE_RING_COVERT_ACTION_DURATION_MODIFIER=0.3333333 [XComGame.X2StrategyElement_XpackTechs] ProvingGroundProjectCostReductionM1Bonus[0]=20 ;Easy ProvingGroundProjectCostReductionM1Bonus[1]=20 ;Normal ProvingGroundProjectCostReductionM1Bonus[2]=20 ;Classic ProvingGroundProjectCostReductionM1Bonus[3]=20 ;Impossible ProvingGroundProjectCostReductionM2Bonus[0]=30 ;Easy ProvingGroundProjectCostReductionM2Bonus[1]=30 ;Normal ProvingGroundProjectCostReductionM2Bonus[2]=30 ;Classic ProvingGroundProjectCostReductionM2Bonus[3]=30 ;Impossible GTSUnlockCostReductionM1Bonus[0]=20 ;Easy GTSUnlockCostReductionM1Bonus[1]=20 ;Normal GTSUnlockCostReductionM1Bonus[2]=20 ;Classic GTSUnlockCostReductionM1Bonus[3]=20 ;Impossible GTSUnlockCostReductionM2Bonus[0]=30 ;Easy GTSUnlockCostReductionM2Bonus[1]=30 ;Normal GTSUnlockCostReductionM2Bonus[2]=30 ;Classic GTSUnlockCostReductionM2Bonus[3]=30 ;Impossible FacilityCostReductionBonus[0]=50 ;Easy FacilityCostReductionBonus[1]=50 ;Normal FacilityCostReductionBonus[2]=50 ;Classic FacilityCostReductionBonus[3]=50 ;Impossible FacilityUpgradeCostReductionBonus[0]=50 ;Easy FacilityUpgradeCostReductionBonus[1]=50 ;Normal FacilityUpgradeCostReductionBonus[2]=50 ;Classic FacilityUpgradeCostReductionBonus[3]=50 ;Impossible [XComGame.X2StrategyElement_XpackDarkEvents] SignalJammingHours[0]=1000 ;Easy SignalJammingHours[1]=1000 ;Normal SignalJammingHours[2]=1000 ;Classic SignalJammingHours[3]=1000 ;Impossible SignalJammingIncrease[0]=1.66 ;Easy SignalJammingIncrease[1]=1.66 ;Normal SignalJammingIncrease[2]=1.66 ;Classic SignalJammingIncrease[3]=1.66 ;Impossible STILETTO_BLEEDING_NUM_TURNS=3 STILETTO_BLEEDING_TICK_DMG=1 STILETTO_ROUNDS_CHANCE=33 WildHuntScalar[0]=2.0f WildHuntScalar[1]=2.0f WildHuntScalar[2]=2.0f WildHuntScalar[3]=2.0f KnowledgeGainPercent[0]=0.33f KnowledgeGainPercent[1]=0.33f KnowledgeGainPercent[2]=0.33f KnowledgeGainPercent[3]=0.33f ; Resistance Strategy Cards ; REAPER [ResCard_LightningStrike X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_lightningstrike" AssociatedEntity="Faction_Reapers" [ResCard_RunSilentRunDeep X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_runsilentrundeep" AssociatedEntity="Faction_Reapers" [ResCard_PopularSupportI X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_popularsupport1" AssociatedEntity="Faction_Reapers" [ResCard_PopularSupportII X2StrategyCardTemplate] Strength=2 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_popularsupport2" AssociatedEntity="Faction_Reapers" [ResCard_RecruitingCenters X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_recruitingcenters" AssociatedEntity="Faction_Reapers" [ResCard_MunitionsExperts X2StrategyCardTemplate] Strength=3 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_munitionsexperts" AssociatedEntity="Faction_Reapers" bContinentBonus=true [ResCard_Scavengers X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_scavengers" AssociatedEntity="Faction_Reapers" [ResCard_LiveFireTraining X2StrategyCardTemplate] Strength=2 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_livefiretraining" AssociatedEntity="Faction_Reapers" bContinentBonus=true [ResCard_GuardianAngels X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_guardianangels" AssociatedEntity="Faction_Reapers" [ResCard_ResistanceRisingI X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_resistancerising1" AssociatedEntity="Faction_Reapers" [ResCard_ResistanceRisingII X2StrategyCardTemplate] Strength=2 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_resistancerising2" AssociatedEntity="Faction_Reapers" [ResCard_VolunteerArmy X2StrategyCardTemplate] Strength=3 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_volunteerarmy" AssociatedEntity="Faction_Reapers" bContinentBonus=true [ResCard_RapidCollection X2StrategyCardTemplate] Strength=2 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_rapidcollection" AssociatedEntity="Faction_Reapers" bContinentBonus=true [ResCard_BetweenTheEyes X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_betweentheeyes" AssociatedEntity="Faction_Reapers" [ResCard_BallisticsModeling X2StrategyCardTemplate] Strength=2 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_ballisticsmodeling" AssociatedEntity="Faction_Reapers" [ResCard_HeavyEquipment X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_heavyequipment" AssociatedEntity="Faction_Reapers" [ResCard_ResistanceNetwork X2StrategyCardTemplate] Strength=3 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_reaper_resistancenetwork" AssociatedEntity="Faction_Reapers" bContinentBonus=true ; SKIRMISHER [ResCard_Vulture X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_vulture" AssociatedEntity="Faction_Skirmishers" [ResCard_InsideJobI X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_insidejob1" AssociatedEntity="Faction_Skirmishers" [ResCard_InsideJobII X2StrategyCardTemplate] Strength=2 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_insidejob2" AssociatedEntity="Faction_Skirmishers" [ResCard_UnderTheTableI X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_underthetable1" AssociatedEntity="Faction_Skirmishers" [ResCard_UnderTheTableII X2StrategyCardTemplate] Strength=2 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_underthetable2" AssociatedEntity="Faction_Skirmishers" [ResCard_QuidProQuo X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_quidproquo" AssociatedEntity="Faction_Skirmishers" [ResCard_BombSquad X2StrategyCardTemplate] Strength=3 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_bombsquad" AssociatedEntity="Faction_Skirmishers" bContinentBonus=true [ResCard_Sabotage X2StrategyCardTemplate] Strength=2 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_sabotage" AssociatedEntity="Faction_Skirmishers" [ResCard_DecoysAndDeceptions X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_decoysanddistractions" AssociatedEntity="Faction_Skirmishers" [ResCard_PrivateChannel X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_privatechannel" AssociatedEntity="Faction_Skirmishers" [ResCard_IntegratedWarfare X2StrategyCardTemplate] Strength=2 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_integratedwarfare" AssociatedEntity="Faction_Skirmishers" bContinentBonus=true [ResCard_WeakPoints X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_weakpoints" AssociatedEntity="Faction_Skirmishers" [ResCard_InsideKnowledge X2StrategyCardTemplate] Strength=3 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_insideknowledge" AssociatedEntity="Faction_Skirmishers" bContinentBonus=true [ResCard_DoubleAgent X2StrategyCardTemplate] Strength=3 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_doubleagent" AssociatedEntity="Faction_Skirmishers" bContinentBonus=true [ResCard_ImpactModeling X2StrategyCardTemplate] Strength=2 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_impactmodeling" AssociatedEntity="Faction_Skirmishers" [ResCard_ModularConstruction X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_modularconstruction" AssociatedEntity="Faction_Skirmishers" [ResCard_InformationWar X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_informationwar" AssociatedEntity="Faction_Skirmishers" [ResCard_TacticalAnalysis X2StrategyCardTemplate] Strength=2 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_skirmisher_tacticalanalysis" AssociatedEntity="Faction_Skirmishers" bContinentBonus=true ; TEMPLAR [ResCard_NobleCause X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_noblecause" AssociatedEntity="Faction_Templars" [ResCard_SuitUp X2StrategyCardTemplate] Strength=3 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_suitup" AssociatedEntity="Faction_Templars" bContinentBonus=true [ResCard_TrialByFire X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_trialbyfire" AssociatedEntity="Faction_Templars" [ResCard_DeeperLearningI X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_deeperlearning1" AssociatedEntity="Faction_Templars" [ResCard_DeeperLearningII X2StrategyCardTemplate] Strength=2 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_deeperlearning2" AssociatedEntity="Faction_Templars" [ResCard_Vengeance X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_vengeance" AssociatedEntity="Faction_Templars" [ResCard_StayWithMe X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_staywithme" AssociatedEntity="Faction_Templars" [ResCard_ArtOfWar X2StrategyCardTemplate] Strength=2 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_artofwar" AssociatedEntity="Faction_Templars" [ResCard_BondsOfWar X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_bondsofwar" AssociatedEntity="Faction_Templars" [ResCard_Tithe X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_tithe" AssociatedEntity="Faction_Templars" [ResCard_GreaterResolve X2StrategyCardTemplate] Strength=3 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_greaterresolve" AssociatedEntity="Faction_Templars" bContinentBonus=true [ResCard_MentalFortitude X2StrategyCardTemplate] Strength=3 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_mentalfortitude" AssociatedEntity="Faction_Templars" bContinentBonus=true [ResCard_Feedback X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_feedback" AssociatedEntity="Faction_Templars" [ResCard_PursuitOfKnowledge X2StrategyCardTemplate] Strength=2 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_pursuitofknowledge" AssociatedEntity="Faction_Templars" bContinentBonus=true [ResCard_HiddenReservesI X2StrategyCardTemplate] Strength=1 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_hiddenreserves1" AssociatedEntity="Faction_Templars" [ResCard_HiddenReservesII X2StrategyCardTemplate] Strength=2 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_hiddenreserves2" AssociatedEntity="Faction_Templars" [ResCard_MachineLearning X2StrategyCardTemplate] Strength=2 ImagePath="img:///UILibrary_XPACK_StrategyImages.policy_templar_machinelearning" AssociatedEntity="Faction_Templars" bContinentBonus=true [XComGame.X2StrategyElement_XpackChosenActions] MinRetributionSupplies=15 MaxRetributionSupplies=25 ChosenLevelUpForceLevels[0]=4 ChosenLevelUpForceLevels[1]=12 ChosenLevelUpForceLevels[2]=17 SabotageChance[0]=75 SabotageChance[1]=75 SabotageChance[2]=75 SabotageChance[3]=75 [ChosenAction_Retribution X2ChosenActionTemplate] MaxPerMonth=1 IndividualCooldown=1 ActionPriority=20 ActivationTime=(MinDays=4, MaxDays=20) bPauseGeoscapeBeforeActivation=true ImagePath="img:///UILibrary_XPACK_StrategyImages.ChosenPolicy_Retribution" MinKnowledgeGain=15 MaxKnowledgeGain=15 [ChosenAction_Training X2ChosenActionTemplate] MaxPerMonth=1 IndividualCooldown=0 bCanPerformIfUnmet=true ActionPriority=30 bPerformAtMonthEnd=true ImagePath="img:///UILibrary_XPACK_StrategyImages.ChosenPolicy_Training" [ChosenAction_Sabotage X2ChosenActionTemplate] MaxPerMonth=1 IndividualCooldown=1 MinXComKnowledge=1 ActionPriority=10 ActivationTime=(MinDays=4, MaxDays=20) bPauseGeoscapeBeforeActivation=true ImagePath="img:///UILibrary_XPACK_StrategyImages.ChosenPolicy_Sabotage" [ChosenAction_DarkEvent X2ChosenActionTemplate] MaxPerMonth=1 GlobalCooldown=1 MinXComKnowledge=1 MinForceLevel=3 ActionPriority=10 bPerformImmediately=true ImagePath="img:///UILibrary_XPACK_StrategyImages.ChosenPolicy_DarkEvent" [ChosenAction_AvengerAssault X2ChosenActionTemplate] MaxPerMonth=1 GlobalCooldown=1 MinXComKnowledge=4 ActionPriority=40 ActivationTime=(MinDays=4, MaxDays=20) bPauseGeoscapeBeforeActivation=true ImagePath="img:///UILibrary_XPACK_StrategyImages.ChosenPolicy_AvengerAssault" [XComGame.SeqAct_GetGatherSuppliesChests] ChestDistributions=(MinForceLevel=1,\\ MaxForceLevel=4,\\ ChestTypeShuffleBag[0]="Basic1", \\ RareChests[0]=(Type="RareCores", Chance=2.0), \\ RareChests[1]=(Type="RarePCS", Chance=2.0), \\ RareChests[2]=(Type="RareLoot", Chance=2.0), \\ ) ChestDistributions=(MinForceLevel=5,\\ MaxForceLevel=14,\\ ChestTypeShuffleBag[0]="Basic2", \\ RareChests[0]=(Type="RareCores", Chance=2.0), \\ RareChests[1]=(Type="RarePCS", Chance=2.0), \\ RareChests[2]=(Type="RareLoot", Chance=2.0), \\ ) ChestDistributions=(MinForceLevel=15,\\ MaxForceLevel=20,\\ ChestTypeShuffleBag[0]="Basic3", \\ RareChests[0]=(Type="RareCores", Chance=2.0), \\ RareChests[1]=(Type="RarePCS", Chance=2.0), \\ RareChests[2]=(Type="RareLoot", Chance=2.0), \\ ) ; Standard Crates ChestDefinitions=(Type="Basic1", ArchetypePath="MissionAssets_SupplyExtraction.Archetypes.ARC_IA_SupplyCrate_Standard", LootTable="SupplyExtraction_Basic1") ChestDefinitions=(Type="Basic2", ArchetypePath="MissionAssets_SupplyExtraction.Archetypes.ARC_IA_SupplyCrate_Standard", LootTable="SupplyExtraction_Basic2") ChestDefinitions=(Type="Basic3", ArchetypePath="MissionAssets_SupplyExtraction.Archetypes.ARC_IA_SupplyCrate_Standard", LootTable="SupplyExtraction_Basic3") ; Rare Crate ChestDefinitions=(Type="RareLoot", ArchetypePath="MissionAssets_SupplyExtraction.Archetypes.ARC_IA_SupplyCrate_Premium", LootTable="SupplyExtraction_RareLoot") ChestDefinitions=(Type="RarePCS", ArchetypePath="MissionAssets_SupplyExtraction.Archetypes.ARC_IA_SupplyCrate_Premium", LootTable="SupplyExtraction_RarePCS") ChestDefinitions=(Type="RareCores", ArchetypePath="MissionAssets_SupplyExtraction.Archetypes.ARC_IA_SupplyCrate_Premium", LootTable="SupplyExtraction_RareEleriumCore") [XComGame.X2StrategyElement_XpackResistanceActions] ; Reaper PopularSupportIBonus[0]=10 ;Easy PopularSupportIBonus[1]=10 ;Normal PopularSupportIBonus[2]=10 ;Classic PopularSupportIBonus[3]=10 ;Impossible PopularSupportIIBonus[0]=15 ;Easy PopularSupportIIBonus[1]=15 ;Normal PopularSupportIIBonus[2]=15 ;Classic PopularSupportIIBonus[3]=15 ;Impossible RecruitingCentersCost[0]=15 ;Easy RecruitingCentersCost[1]=15 ;Normal RecruitingCentersCost[2]=15 ;Classic RecruitingCentersCost[3]=15 ;Impossible BallisticsModelingBonus[0]=15 ;Easy BallisticsModelingBonus[1]=15 ;Normal BallisticsModelingBonus[2]=15 ;Classic BallisticsModelingBonus[3]=15 ;Impossible HeavyEquipmentBonus[0]=50 ;Easy HeavyEquipmentBonus[1]=50 ;Normal HeavyEquipmentBonus[2]=50 ;Classic HeavyEquipmentBonus[3]=50 ;Impossible ; Skirmisher InsideJobIBonus[0]=10 ;Easy InsideJobIBonus[1]=10 ;Normal InsideJobIBonus[2]=10 ;Classic InsideJobIBonus[3]=10 ;Impossible InsideJobIIBonus[0]=15 ;Easy InsideJobIIBonus[1]=15 ;Normal InsideJobIIBonus[2]=15 ;Classic InsideJobIIBonus[3]=15 ;Impossible UnderTheTableIBonus[0]=20 ;Easy UnderTheTableIBonus[1]=20 ;Normal UnderTheTableIBonus[2]=20 ;Classic UnderTheTableIBonus[3]=20 ;Impossible UnderTheTableIIBonus[0]=30 ;Easy UnderTheTableIIBonus[1]=30 ;Normal UnderTheTableIIBonus[2]=30 ;Classic UnderTheTableIIBonus[3]=30 ;Impossible QuidProQuoBonus[0]=33 ;Easy QuidProQuoBonus[1]=33 ;Normal QuidProQuoBonus[2]=33 ;Classic QuidProQuoBonus[3]=33 ;Impossible DecoysAndDeceptionsReduction[0]=33 ;Easy DecoysAndDeceptionsReduction[1]=33 ;Normal DecoysAndDeceptionsReduction[2]=33 ;Classic DecoysAndDeceptionsReduction[3]=33 ;Impossible WeakPointsShred[0]=1 ;Easy WeakPointsShred[1]=1 ;Normal WeakPointsShred[2]=1 ;Classic WeakPointsShred[3]=1 ;Impossible ImpactModelingBonus[0]=15 ;Easy ImpactModelingBonus[1]=15 ;Normal ImpactModelingBonus[2]=15 ;Classic ImpactModelingBonus[3]=15 ;Impossible ModularConstructionBonus[0]=25 ;Easy ModularConstructionBonus[1]=25 ;Normal ModularConstructionBonus[2]=25 ;Classic ModularConstructionBonus[3]=25 ;Impossible InformationWarReduction[0]=-20 ;Easy InformationWarReduction[1]=-20 ;Normal InformationWarReduction[2]=-20 ;Classic InformationWarReduction[3]=-20 ;Impossible PrivateChannelTurns[0]=2 ;Easy PrivateChannelTurns[1]=2 ;Normal PrivateChannelTurns[2]=2 ;Classic PrivateChannelTurns[3]=2 ;Impossible ; Templar NobleCauseBonus[0]=20 ;Easy NobleCauseBonus[1]=20 ;Normal NobleCauseBonus[2]=20 ;Classic NobleCauseBonus[3]=20 ;Impossible DeeperLearningIBonus[0]=10 ;Easy DeeperLearningIBonus[1]=10 ;Normal DeeperLearningIBonus[2]=10 ;Classic DeeperLearningIBonus[3]=10 ;Impossible DeeperLearningIIBonus[0]=20 ;Easy DeeperLearningIIBonus[1]=20 ;Normal DeeperLearningIIBonus[2]=20 ;Classic DeeperLearningIIBonus[3]=20 ;Impossible ArtOfWarBonus[0]=25 ;Easy ArtOfWarBonus[1]=25 ;Normal ArtOfWarBonus[2]=25 ;Classic ArtOfWarBonus[3]=25 ;Impossible BondsOfWarBonus[0]=25 ;Easy BondsOfWarBonus[1]=25 ;Normal BondsOfWarBonus[2]=25 ;Classic BondsOfWarBonus[3]=25 ;Impossible TitheBonus[0]=15 ;Easy TitheBonus[1]=15 ;Normal TitheBonus[2]=15 ;Classic TitheBonus[3]=15 ;Impossible PursuitOfKnowledgeBonus[0]=20 ;Easy PursuitOfKnowledgeBonus[1]=20 ;Normal PursuitOfKnowledgeBonus[2]=20 ;Classic PursuitOfKnowledgeBonus[3]=20 ;Impossible HiddenReservesIBonus[0]=2 ;Easy HiddenReservesIBonus[1]=2 ;Normal HiddenReservesIBonus[2]=2 ;Classic HiddenReservesIBonus[3]=2 ;Impossible HiddenReservesIIBonus[0]=3 ;Easy HiddenReservesIIBonus[1]=3 ;Normal HiddenReservesIIBonus[2]=3 ;Classic HiddenReservesIIBonus[3]=3 ;Impossible VolunteerArmyCharacterTemplate="VolunteerArmyMilitia" VolunteerArmyCharacterTemplateM2="VolunteerArmyMilitiaM2" VolunteerArmyCharacterTemplateM3="VolunteerArmyMilitiaM3" VolunteerArmyChance=33 DoubleAgentCharacterTemplates=( TemplateName="AdvStunLancerM1", MinForceLevel=3, MaxForceLevel=9 ) DoubleAgentCharacterTemplates=( TemplateName="AdvStunLancerM2", MinForceLevel=10, MaxForceLevel=15 ) DoubleAgentCharacterTemplates=( TemplateName="AdvStunLancerM3", MinForceLevel=16, MaxForceLevel=20 ) DoubleAgentCharacterTemplates=( TemplateName="AdvTrooperM1", MinForceLevel=1, MaxForceLevel=6 ) DoubleAgentCharacterTemplates=( TemplateName="AdvTrooperM2", MinForceLevel=7, MaxForceLevel=12 ) DoubleAgentCharacterTemplates=( TemplateName="AdvTrooperM3", MinForceLevel=13, MaxForceLevel=20 ) DoubleAgentChance=33 [XComGame.X2StrategyElement_DefaultAdventChosen] Chosen="Chosen_Assassin" Chosen="Chosen_Hunter" Chosen="Chosen_Warlock" [Chosen_Assassin X2AdventChosenTemplate] ChosenIconInformation=(Images[0]="UILibrary_XPACK_Common.Chosen_Assassin_bg_1", \\ Images[1]="UILibrary_XPACK_Common.Chosen_Assassin_mid",\\ Images[2]="UILibrary_XPACK_Common.Chosen_Assassin_top_1",\\ bInvert=false) ;Default icon, first playthrough HuntChosenImages[0]="img:///UILibrary_XPACK_StrategyImages.Fragment_assassin_01" HuntChosenImages[1]="img:///UILibrary_XPACK_StrategyImages.Fragment_assassin_02" HuntChosenImages[2]="img:///UILibrary_XPACK_StrategyImages.Fragment_assassin_03" ChosenPoster="img:///UILibrary_XPACK_StrategyImages.AdventChosen_Assassin_Poster" ChosenImages[0]="img:///UILibrary_XPACK_Common.AdventChosen_Assassin_1" ChosenImages[1]="img:///UILibrary_XPACK_Common.AdventChosen_Assassin_2" ChosenImages[2]="img:///UILibrary_XPACK_Common.AdventChosen_Assassin_3" ChosenImages[3]="img:///UILibrary_XPACK_Common.AdventChosen_Assassin_4" OverworldMeshPath="UI_3D.Overwold_Final.ChosenRegion_Assassin" FanfareEvent="Assassin_Strategy_Stinger" AvengerAssaultEvent="ChosenAssault_Assassin" AvengerAssaultCommentEvent="ChosenAssaultComment_Assassin" AmbushCommentEvent="AmbushComment_Assassin" CancelledActivityEvent="CancelledActivity_Assassin" FavoredGeoscapeEvent="ChosenFavoredGeoscape_Assassin" RevealLocationEvent="ChosenLocated_Assassin" MetEvent="ChosenMet_Assassin" RegionContactedEvent="ChosenRegionContacted_Assassin" RetributionEvent="Retribution_Assassin" SabotageSuccessEvent="SabotageSuccess_Assassin" SabotageFailedEvent="SabotageFailed_Assassin" SoldierCapturedEvent="SoldierCaptured_Assassin" SoldierRescuedEvent="SoldierRescued_Assassin" DarkEventCompleteEvent="DarkEventComplete_Assassin" RetaliationEvent="Retaliation_Assassin" ThresholdTwoEvent="ThresholdTwo_Assassin" ThresholdThreeEvent="ThresholdThree_Assassin" ThresholdFourEvent="ThresholdFour_Assassin" LeveledUpEvent="LeveledUp_Assassin" KilledEvent="ChosenAssassinKilled" ElderRageEvent="ChosenAssassinElderRage" ChosenProgressionData=(CharTemplates[0]="ChosenAssassin", CharTemplates[1]="ChosenAssassinM2", CharTemplates[2]="ChosenAssassinM3", CharTemplates[3]="ChosenAssassinM4", \\ SpawningTags[0]="Chosen_AssassinActive", SpawningTags[1]="Chosen_AssassinActiveM2", SpawningTags[2]="Chosen_AssassinActiveM3", SpawningTags[3]="Chosen_AssassinActiveM4", \\ ReinforcementGroups[0]=(GroupNames[0]="CHSx1_Standard"), ReinforcementGroups[1]=(GroupNames[0]="CHSx2_Standard"), ReinforcementGroups[2]=(GroupNames[0]="CHSx3_Standard"), ReinforcementGroups[3]=(GroupNames[0]="CHSx4_Standard")) ;Backgrounds ChosenIconInformation_Layer0[0]=UILibrary_XPACK_Common.Chosen_Assassin_bg_1 ChosenIconInformation_Layer0[1]=UILibrary_XPACK_Common.Chosen_Assassin_bg_2 ChosenIconInformation_Layer0[2]=UILibrary_XPACK_Common.Chosen_Assassin_bg_3 ChosenIconInformation_Layer0[3]=UILibrary_XPACK_Common.Chosen_Assassin_bg_4 ChosenIconInformation_Layer0[4]=UILibrary_XPACK_Common.Chosen_Assassin_bg_5 ChosenIconInformation_Layer0[5]=UILibrary_XPACK_Common.Chosen_Assassin_bg_6 ChosenIconInformation_Layer0[6]=UILibrary_XPACK_Common.Chosen_Assassin_bg_7 ChosenIconInformation_Layer0[7]=UILibrary_XPACK_Common.Chosen_Assassin_bg_8 ChosenIconInformation_Layer1[0]=UILibrary_XPACK_Common.Chosen_Assassin_mid ChosenIconInformation_Layer2[0]=UILibrary_XPACK_Common.Chosen_Assassin_top_1 ChosenIconInformation_Layer2[1]=UILibrary_XPACK_Common.Chosen_Assassin_top_2 ChosenIconInformation_Layer2[2]=UILibrary_XPACK_Common.Chosen_Assassin_top_3 ChosenIconInformation_Layer2[3]=UILibrary_XPACK_Common.Chosen_Assassin_top_4 ChosenIconInformation_Layer2[4]=UILibrary_XPACK_Common.Chosen_Assassin_top_5 ChosenIconInformation_Layer2[5]=UILibrary_XPACK_Common.Chosen_Assassin_top_6 ChosenIconInformation_Layer2[6]=UILibrary_XPACK_Common.Chosen_Assassin_top_7 ChosenIconInformation_Layer2[7]=UILibrary_XPACK_Common.Chosen_Assassin_top_8 ChosenIconInformation_Layer2[8]=UILibrary_XPACK_Common.Chosen_Assassin_top_9 ChosenIconInformation_Layer2[9]=UILibrary_XPACK_Common.Chosen_Assassin_top_10 ResistanceReportTag="ChosenIconAssassin" ResistanceReportMIC="UI_3D.ChosenHeads.Assassin_MIC" [Chosen_Hunter X2AdventChosenTemplate] ChosenIconInformation=(Images[0]="UILibrary_XPACK_Common.Chosen_Hunter_bg_1", \\ Images[1]="UILibrary_XPACK_Common.Chosen_Hunter_mid",\\ Images[2]="UILibrary_XPACK_Common.Chosen_Hunter_top_1",\\ bInvert=false) ;Default icon, first playthrough HuntChosenImages[0]="img:///UILibrary_XPACK_StrategyImages.Fragment_hunter_01" HuntChosenImages[1]="img:///UILibrary_XPACK_StrategyImages.Fragment_hunter_02" HuntChosenImages[2]="img:///UILibrary_XPACK_StrategyImages.Fragment_hunter_03" ChosenPoster="img:///UILibrary_XPACK_StrategyImages.AdventChosen_Hunter_Poster" ChosenImages[0]="img:///UILibrary_XPACK_Common.AdventChosen_Hunter_1" ChosenImages[1]="img:///UILibrary_XPACK_Common.AdventChosen_Hunter_2" ChosenImages[2]="img:///UILibrary_XPACK_Common.AdventChosen_Hunter_3" ChosenImages[3]="img:///UILibrary_XPACK_Common.AdventChosen_Hunter_4" OverworldMeshPath="UI_3D.Overwold_Final.ChosenRegion_Hunter" FanfareEvent="Hunter_Strategy_Stinger" AvengerAssaultEvent="ChosenAssault_Hunter" AvengerAssaultCommentEvent="ChosenAssaultComment_Hunter" AmbushCommentEvent="AmbushComment_Hunter" CancelledActivityEvent="CancelledActivity_Hunter" FavoredGeoscapeEvent="ChosenFavoredGeoscape_Hunter" RevealLocationEvent="ChosenLocated_Hunter" MetEvent="ChosenMet_Hunter" RegionContactedEvent="ChosenRegionContacted_Hunter" RetributionEvent="Retribution_Hunter" SabotageSuccessEvent="SabotageSuccess_Hunter" SabotageFailedEvent="SabotageFailed_Hunter" SoldierCapturedEvent="SoldierCaptured_Hunter" SoldierRescuedEvent="SoldierRescued_Hunter" DarkEventCompleteEvent="DarkEventComplete_Hunter" RetaliationEvent="Retaliation_Hunter" ThresholdTwoEvent="ThresholdTwo_Hunter" ThresholdThreeEvent="ThresholdThree_Hunter" ThresholdFourEvent="ThresholdFour_Hunter" LeveledUpEvent="LeveledUp_Hunter" KilledEvent="ChosenHunterKilled" ElderRageEvent="ChosenHunterElderRage" ChosenProgressionData=(CharTemplates[0]="ChosenSniper", CharTemplates[1]="ChosenSniperM2", CharTemplates[2]="ChosenSniperM3", CharTemplates[3]="ChosenSniperM4", \\ SpawningTags[0]="Chosen_SniperActive", SpawningTags[1]="Chosen_SniperActiveM2", SpawningTags[2]="Chosen_SniperActiveM3", SpawningTags[3]="Chosen_SniperActiveM4", \\ ReinforcementGroups[0]=(GroupNames[0]="CHSx1_Standard"), ReinforcementGroups[1]=(GroupNames[0]="CHSx2_Standard"), ReinforcementGroups[2]=(GroupNames[0]="CHSx3_Standard"), ReinforcementGroups[3]=(GroupNames[0]="CHSx4_Standard")) ;Backgrounds ChosenIconInformation_Layer0[0]=UILibrary_XPACK_Common.Chosen_Hunter_bg_1 ChosenIconInformation_Layer0[1]=UILibrary_XPACK_Common.Chosen_Hunter_bg_2 ChosenIconInformation_Layer0[2]=UILibrary_XPACK_Common.Chosen_Hunter_bg_3 ChosenIconInformation_Layer0[3]=UILibrary_XPACK_Common.Chosen_Hunter_bg_4 ChosenIconInformation_Layer0[4]=UILibrary_XPACK_Common.Chosen_Hunter_bg_5 ChosenIconInformation_Layer0[5]=UILibrary_XPACK_Common.Chosen_Hunter_bg_6 ChosenIconInformation_Layer0[6]=UILibrary_XPACK_Common.Chosen_Hunter_bg_7 ChosenIconInformation_Layer0[7]=UILibrary_XPACK_Common.Chosen_Hunter_bg_8 ChosenIconInformation_Layer1[0]=UILibrary_XPACK_Common.Chosen_Hunter_mid ChosenIconInformation_Layer2[0]=UILibrary_XPACK_Common.Chosen_Hunter_top_1 ChosenIconInformation_Layer2[1]=UILibrary_XPACK_Common.Chosen_Hunter_top_2 ChosenIconInformation_Layer2[2]=UILibrary_XPACK_Common.Chosen_Hunter_top_3 ChosenIconInformation_Layer2[3]=UILibrary_XPACK_Common.Chosen_Hunter_top_4 ChosenIconInformation_Layer2[4]=UILibrary_XPACK_Common.Chosen_Hunter_top_5 ChosenIconInformation_Layer2[5]=UILibrary_XPACK_Common.Chosen_Hunter_top_6 ChosenIconInformation_Layer2[6]=UILibrary_XPACK_Common.Chosen_Hunter_top_7 ChosenIconInformation_Layer2[7]=UILibrary_XPACK_Common.Chosen_Hunter_top_8 ChosenIconInformation_Layer2[8]=UILibrary_XPACK_Common.Chosen_Hunter_top_9 ChosenIconInformation_Layer2[9]=UILibrary_XPACK_Common.Chosen_Hunter_top_10 ResistanceReportTag="ChosenIconHunter" ResistanceReportMIC="UI_3D.ChosenHeads.Hunter_MIC" [Chosen_Warlock X2AdventChosenTemplate] ChosenIconInformation=(Images[0]="UILibrary_XPACK_Common.Chosen_Warlock_bg_1", \\ Images[1]="UILibrary_XPACK_Common.Chosen_Warlock_mid",\\ Images[2]="UILibrary_XPACK_Common.Chosen_Warlock_top_1",\\ bInvert=false) ;Default icon, first playthrough HuntChosenImages[0]="img:///UILibrary_XPACK_StrategyImages.Fragment_warlock_01" HuntChosenImages[1]="img:///UILibrary_XPACK_StrategyImages.Fragment_warlock_02" HuntChosenImages[2]="img:///UILibrary_XPACK_StrategyImages.Fragment_warlock_03" ChosenPoster="img:///UILibrary_XPACK_StrategyImages.AdventChosen_Warlock_Poster" ChosenImages[0]="img:///UILibrary_XPACK_Common.AdventChosen_Warlock_1" ChosenImages[1]="img:///UILibrary_XPACK_Common.AdventChosen_Warlock_2" ChosenImages[2]="img:///UILibrary_XPACK_Common.AdventChosen_Warlock_3" ChosenImages[3]="img:///UILibrary_XPACK_Common.AdventChosen_Warlock_4" OverworldMeshPath="UI_3D.Overwold_Final.ChosenRegion_Warlock" FanfareEvent="Warlock_Strategy_Stinger" AvengerAssaultEvent="ChosenAssault_Warlock" AvengerAssaultCommentEvent="ChosenAssaultComment_Warlock" AmbushCommentEvent="AmbushComment_Warlock" CancelledActivityEvent="CancelledActivity_Warlock" FavoredGeoscapeEvent="ChosenFavoredGeoscape_Warlock" RevealLocationEvent="ChosenLocated_Warlock" MetEvent="ChosenMet_Warlock" RegionContactedEvent="ChosenRegionContacted_Warlock" RetributionEvent="Retribution_Warlock" SabotageSuccessEvent="SabotageSuccess_Warlock" SabotageFailedEvent="SabotageFailed_Warlock" SoldierCapturedEvent="SoldierCaptured_Warlock" SoldierRescuedEvent="SoldierRescued_Warlock" DarkEventCompleteEvent="DarkEventComplete_Warlock" RetaliationEvent="Retaliation_Warlock" ThresholdTwoEvent="ThresholdTwo_Warlock" ThresholdThreeEvent="ThresholdThree_Warlock" ThresholdFourEvent="ThresholdFour_Warlock" LeveledUpEvent="LeveledUp_Warlock" KilledEvent="ChosenWarlockKilled" ElderRageEvent="ChosenWarlockElderRage" ChosenProgressionData=(CharTemplates[0]="ChosenWarlock", CharTemplates[1]="ChosenWarlockM2", CharTemplates[2]="ChosenWarlockM3", CharTemplates[3]="ChosenWarlockM4", \\ SpawningTags[0]="Chosen_WarlockActive", SpawningTags[1]="Chosen_WarlockActiveM2", SpawningTags[2]="Chosen_WarlockActiveM3", SpawningTags[3]="Chosen_WarlockActiveM4", \\ ReinforcementGroups[0]=(GroupNames[0]="CHSx1_Standard"), ReinforcementGroups[1]=(GroupNames[0]="CHSx2_Standard"), ReinforcementGroups[2]=(GroupNames[0]="CHSx3_Standard"), ReinforcementGroups[3]=(GroupNames[0]="CHSx4_Standard")) ;Backgrounds ChosenIconInformation_Layer0[0]=UILibrary_XPACK_Common.Chosen_Warlock_bg_1 ChosenIconInformation_Layer0[1]=UILibrary_XPACK_Common.Chosen_Warlock_bg_2 ChosenIconInformation_Layer0[2]=UILibrary_XPACK_Common.Chosen_Warlock_bg_3 ChosenIconInformation_Layer0[3]=UILibrary_XPACK_Common.Chosen_Warlock_bg_4 ChosenIconInformation_Layer0[4]=UILibrary_XPACK_Common.Chosen_Warlock_bg_5 ChosenIconInformation_Layer0[5]=UILibrary_XPACK_Common.Chosen_Warlock_bg_6 ChosenIconInformation_Layer0[6]=UILibrary_XPACK_Common.Chosen_Warlock_bg_7 ChosenIconInformation_Layer0[7]=UILibrary_XPACK_Common.Chosen_Warlock_bg_8 ChosenIconInformation_Layer1[0]=UILibrary_XPACK_Common.Chosen_Warlock_mid ChosenIconInformation_Layer2[0]=UILibrary_XPACK_Common.Chosen_Warlock_top_1 ChosenIconInformation_Layer2[1]=UILibrary_XPACK_Common.Chosen_Warlock_top_2 ChosenIconInformation_Layer2[2]=UILibrary_XPACK_Common.Chosen_Warlock_top_3 ChosenIconInformation_Layer2[3]=UILibrary_XPACK_Common.Chosen_Warlock_top_4 ChosenIconInformation_Layer2[4]=UILibrary_XPACK_Common.Chosen_Warlock_top_5 ChosenIconInformation_Layer2[5]=UILibrary_XPACK_Common.Chosen_Warlock_top_6 ChosenIconInformation_Layer2[6]=UILibrary_XPACK_Common.Chosen_Warlock_top_7 ChosenIconInformation_Layer2[7]=UILibrary_XPACK_Common.Chosen_Warlock_top_8 ChosenIconInformation_Layer2[8]=UILibrary_XPACK_Common.Chosen_Warlock_top_9 ChosenIconInformation_Layer2[9]=UILibrary_XPACK_Common.Chosen_Warlock_top_10 ResistanceReportTag="ChosenIconWarlock" ResistanceReportMIC="UI_3D.ChosenHeads.Warlock_MIC" [XComGame.X2StrategyElement_DefaultSabotages] CargoHoldPercentDecrease[0]=0.2f CargoHoldPercentDecrease[1]=0.2f CargoHoldPercentDecrease[2]=0.2f CargoHoldPercentDecrease[3]=0.2f CargoHoldMin[0]=30 CargoHoldMin[1]=30 CargoHoldMin[2]=30 CargoHoldMin[3]=30 ServerArrayPercentDecrease[0]=0.2f ServerArrayPercentDecrease[1]=0.2f ServerArrayPercentDecrease[2]=0.2f ServerArrayPercentDecrease[3]=0.2f ServerArrayMinimum[0]=30 ServerArrayMinimum[1]=30 ServerArrayMinimum[2]=30 ServerArrayMinimum[3]=30 ScannerArrayDays[0]=7 ScannerArrayDays[1]=7 ScannerArrayDays[2]=7 ScannerArrayDays[3]=7 LongRangeCommsHours[0]=168 LongRangeCommsHours[1]=168 LongRangeCommsHours[2]=168 LongRangeCommsHours[3]=168 ResearchLabsDays[0]=7 ResearchLabsDays[1]=7 ResearchLabsDays[2]=7 ResearchLabsDays[3]=7 LabStorageMaxDatapads[0]=2 LabStorageMaxDatapads[1]=2 LabStorageMaxDatapads[2]=2 LabStorageMaxDatapads[3]=2 LabStorageMinDatapads[0]=1 LabStorageMinDatapads[1]=1 LabStorageMinDatapads[2]=1 LabStorageMinDatapads[3]=1 LabStorageMaxDatapads[0]=2 LabStorageMaxDatapads[1]=2 LabStorageMaxDatapads[2]=2 LabStorageMaxDatapads[3]=2 InfirmaryDays[0]=3 InfirmaryDays[1]=3 InfirmaryDays[2]=3 InfirmaryDays[3]=3 SoldierCommsNumSoldiers[0]=4 SoldierCommsNumSoldiers[1]=4 SoldierCommsNumSoldiers[2]=4 SoldierCommsNumSoldiers[3]=4 WoundStaffMinDays[0]=7 WoundStaffMinDays[1]=7 WoundStaffMinDays[2]=7 WoundStaffMinDays[3]=7 WoundStaffMaxDays[0]=21 WoundStaffMaxDays[1]=21 WoundStaffMaxDays[2]=21 WoundStaffMaxDays[3]=21 MinSecureStorageCores[0]=1 MinSecureStorageCores[1]=1 MinSecureStorageCores[2]=1 MinSecureStorageCores[3]=1 MaxSecureStorageCores[0]=2 MaxSecureStorageCores[1]=2 MaxSecureStorageCores[2]=2 MaxSecureStorageCores[3]=2 MinWeaponLockersMods[0]=1 MinWeaponLockersMods[1]=1 MinWeaponLockersMods[2]=1 MinWeaponLockersMods[3]=1 MaxWeaponLockersMods[0]=2 MaxWeaponLockersMods[1]=2 MaxWeaponLockersMods[2]=2 MaxWeaponLockersMods[3]=2 [Sabotage_ScannerArray X2SabotageTemplate] ImagePath="img:///UILibrary_XPACK_StrategyImages.Alert_Avenger_Attacked" [Sabotage_ResearchLabs X2SabotageTemplate] ImagePath="img:///UILibrary_XPACK_StrategyImages.Alert_Avenger_Attacked" [Sabotage_CrewQuarters X2SabotageTemplate] ImagePath="img:///UILibrary_XPACK_StrategyImages.Alert_Avenger_Attacked" [Sabotage_SecureStorage X2SabotageTemplate] ImagePath="img:///UILibrary_XPACK_StrategyImages.Alert_Avenger_Attacked" [Sabotage_SoldierBarracks X2SabotageTemplate] ImagePath="img:///UILibrary_XPACK_StrategyImages.Alert_Avenger_Attacked" [Sabotage_CargoHold X2SabotageTemplate] ImagePath="img:///UILibrary_XPACK_StrategyImages.Alert_Avenger_Attacked" [Sabotage_ServerArray X2SabotageTemplate] ImagePath="img:///UILibrary_XPACK_StrategyImages.Alert_Avenger_Attacked" [Sabotage_LongRangeComms X2SabotageTemplate] ImagePath="img:///UILibrary_XPACK_StrategyImages.Alert_Avenger_Attacked" [Sabotage_SoldierComms X2SabotageTemplate] ImagePath="img:///UILibrary_XPACK_StrategyImages.Alert_Avenger_Attacked" [Sabotage_WeaponLockers X2SabotageTemplate] ImagePath="img:///UILibrary_XPACK_StrategyImages.Alert_Avenger_Attacked" [Sabotage_LabStorage X2SabotageTemplate] ImagePath="img:///UILibrary_XPACK_StrategyImages.Alert_Avenger_Attacked" [Sabotage_EncryptionServer X2SabotageTemplate] ImagePath="img:///UILibrary_XPACK_StrategyImages.Alert_Avenger_Attacked" [Sabotage_Infirmary X2SabotageTemplate] ImagePath="img:///UILibrary_XPACK_StrategyImages.Alert_Avenger_Attacked" [XComGame.X2SitRep_DefaultSitReps] SitReps="Surgical" ;SitReps="Fireteam" SitReps="LootChests" SitReps="HighExplosives" ;SitReps="Ambush" ;SitReps="ChemicalLeak" SitReps="ResistanceContacts" SitReps="TheLost" SitReps="TheHorde" SitReps="StealthInsertion" SitReps="LowProfile" ;SitReps="LowVisibility" ;SitReps="Juggernaut" SitReps="ShadowSquad" ;SitReps="BlackOps" SitReps="LocationScout" SitReps="ShowOfForce" SitReps="PsionicStorm" SitReps="Savage" SitReps="AutomatedDefenses" ;SitReps="Advanced" ;SitReps="Phalanx" ;SitReps="Waves" SitReps="InformationWarSitRep" SitReps="PrivateChannelsSitRep" SitReps="MentalFortitude" SitReps="DarkEventBarrierSitRep" SitReps="DarkEventDarkTowerSitRep" SitReps="ChallengeNoReinforcements" ;------------------------------------------------- ; Enabled SITREPs ;------------------------------------------------- [Surgical X2SitRepTemplate] TacticalGameplayTags="SITREP_Surgical" PositiveEffects="IntroVOEffect" NegativeEffects="SquadSizeLimit3Effect" PositiveEffects="IncreaseTimer2Effect" PositiveEffects="AlertLevelReduceByOneEffect" PositiveEffects="PodSizeDecreaseToTwoEffect" bNegativeEffect=true MinimumForceLevel=6 DisplayEffects="IncreaseTimer2Effect" DisplayEffects="AlertLevelReduceByOneEffect" SquadSelectNarrative="XPACK_NarrativeMoments.X2_XP_CEN_S_SITREP_Surgical" ExcludePlotTypes="Abandoned" ExcludeGameplayTags="Chosen_AssassinActive" ExcludeGameplayTags="Chosen_AssassinActiveM2" ExcludeGameplayTags="Chosen_AssassinActiveM3" ExcludeGameplayTags="Chosen_AssassinActiveM4" ExcludeGameplayTags="Chosen_SniperActive" ExcludeGameplayTags="Chosen_SniperActiveM2" ExcludeGameplayTags="Chosen_SniperActiveM3" ExcludeGameplayTags="Chosen_SniperActiveM4" ExcludeGameplayTags="Chosen_WarlockActive" ExcludeGameplayTags="Chosen_WarlockActiveM2" ExcludeGameplayTags="Chosen_WarlockActiveM3" ExcludeGameplayTags="Chosen_WarlockActiveM4" ExcludeGameplayTags="Ruler_ViperKingActive" ExcludeGameplayTags="Ruler_ViperKing_02" ExcludeGameplayTags="Ruler_ViperKing_03" ExcludeGameplayTags="Ruler_ViperKing_04" ExcludeGameplayTags="Ruler_BerserkerQueenActive" ExcludeGameplayTags="Ruler_BerserkerQueen_02" ExcludeGameplayTags="Ruler_BerserkerQueen_03" ExcludeGameplayTags="Ruler_BerserkerQueen_04" ExcludeGameplayTags="Ruler_ArchonKingActive" ExcludeGameplayTags="Ruler_ArchonKing_02" ExcludeGameplayTags="Ruler_ArchonKing_03" ExcludeGameplayTags="Ruler_ArchonKing_04" [LootChests X2SitRepTemplate] TacticalGameplayTags="SITREP_LootChests" PositiveEffects="IntroVOEffect" NegativeEffects="ExtraLootChestsEffect" ;DisplayEffects="ExtraLootChestsEffect" ExcludePlotTypes="Abandoned" [HighExplosives X2SitRepTemplate] TacticalGameplayTags="SITREP_HighExplosives" PositiveEffects="IntroVOEffect" NegativeEffects="HighExplosivesEffect" ;DisplayEffects="HighExplosivesEffect" SquadSelectNarrative="XPACK_NarrativeMoments.X2_XP_SHN_S_SITREP_High_Explosives" ExcludePlotTypes="Abandoned" [ResistanceContacts X2SitRepTemplate] TacticalGameplayTags="SITREP_ResistanceContacts" PositiveEffects="IntroVOEffect" PositiveEffects="ResistanceContactsEffect" ;DisplayEffects="ResistanceContactsEffect" SquadSelectNarrative="XPACK_NarrativeMoments.X2_XP_SHN_S_SITREP_Resistance_Contacts" ExcludePlotTypes="Abandoned" bOverrideCivilianHostility=true [TheLost X2SitRepTemplate] TacticalGameplayTags="SITREP_TheLost" PositiveEffects="IntroVOEffect" PositiveEffects="AlertLevelReduceByOneEffect" PositiveEffects="AlertLevelMaxAtFourEffect" PositiveEffects="IncreaseTimer2Effect" PositiveEffects="DisableCivilianSpawning" bNegativeEffect=true DisplayEffects="AlertLevelReduceByOneEffect" DisplayEffects="AlertLevelMaxAtFourEffect" DisplayEffects="IncreaseTimer2Effect" SquadSelectNarrative="XPACK_NarrativeMoments.X2_XP_TYG_S_SITREP_Outbreak" [TheHorde X2SitRepTemplate] TacticalGameplayTags="SITREP_TheHorde" TacticalGameplayTags="DisableStandardSchedules" PositiveEffects="IntroVOEffect" PositiveEffects="IncreaseTimer2Effect" PositiveEffects="DisableCivilianSpawning" PositiveEffects="DisableStandardReinforcements" MinimumForceLevel=6 bNegativeEffect=true DisplayEffects="IncreaseTimer2Effect" DisplayEffects="DisableStandardReinforcements" SquadSelectNarrative="XPACK_NarrativeMoments.X2_XP_TYG_S_SITREP_Outbreak" ValidMissionTypes="Recover" ValidMissionTypes="Recover_ADV" ValidMissionTypes="Recover_Vehicle" ValidMissionTypes="Recover_Train" ValidMissionTypes="Hack" ValidMissionTypes="Hack_ADV" ValidMissionTypes="Hack_Train" ValidMissionTypes="DestroyRelay" ValidMissionTypes="Extract" ValidMissionTypes="Rescue_AdventCell" ValidMissionTypes="Rescue_Vehicle" ValidMissionTypes="SabotageTransmitter" ExcludePlotTypes="Abandoned" [StealthInsertion X2SitRepTemplate] TacticalGameplayTags="SITREP_StealthInsertion" PositiveEffects="IntroVOEffect" PositiveEffects="TimerEngagesAfterConcealmentLostEffect" ;DisplayEffects="TimerEngagesAfterConcealmentLostEffect" ExcludePlotTypes="Abandoned" ValidMissionFamilies="Recover" ValidMissionFamilies="Hack" ValidMissionFamilies="DestroyObject" ValidMissionFamilies="Rescue" ValidMissionFamilies="Neutralize" [LowProfile X2SitRepTemplate] TacticalGameplayTags="SITREP_LowProfile" PositiveEffects="IntroVOEffect" NegativeEffects="LowProfileRankLimitEffect" PositiveEffects="AlertLevelReduceByTwoEffect" SquadSelectNarrative="XPACK_NarrativeMoments.X2_XP_CEN_S_SITREP_Low_Profile" MinimumForceLevel=10 bNegativeEffect=true ;DisplayEffects="LowProfileRankLimitEffect" DisplayEffects="AlertLevelReduceByTwoEffect" ExcludePlotTypes="Abandoned" [ShadowSquad X2SitRepTemplate] TacticalGameplayTags="SITREP_ShadowSquad" PositiveEffects="IntroVOEffect" PositiveEffects="IndividualConcealmentEffect" ;DisplayEffects="IndividualConcealmentEffect" SquadSelectNarrative="XPACK_NarrativeMoments.X2_XP_CEN_S_SITREP_Shadow_Squad" ExcludePlotTypes="Abandoned" [LocationScout X2SitRepTemplate] TacticalGameplayTags="SITREP_LocationScout" PositiveEffects="IntroVOEffect" PositiveEffects="PerfectVisibilityEffect" ;DisplayEffects="PerfectVisibilityEffect" ExcludePlotTypes="Abandoned" [ShowOfForce X2SitRepTemplate] TacticalGameplayTags="SITREP_ShowOfForce" PositiveEffects="IntroVOEffect" MinimumForceLevel=6 NegativeEffects="ShowOfForceEffect" NegativeEffects="PodSizeIncreaseByTwoEffect" bNegativeEffect=true ;DisplayEffects="ShowOfForceEffect" DisplayEffects="PodSizeIncreaseByTwoEffect" ExcludePlotTypes="Abandoned" [PsionicStorm X2SitRepTemplate] TacticalGameplayTags="SITREP_PsionicStorm" PositiveEffects="IntroVOEffect" MinimumForceLevel=7 NegativeEffects="PsionicStormEffect" bNegativeEffect=true ;DisplayEffects="PsionicStormEffect" SquadSelectNarrative="XPACK_NarrativeMoments.X2_XP_TYG_S_SITREP_Psionic_Storm" ExcludePlotTypes="Abandoned" [Savage X2SitRepTemplate] TacticalGameplayTags="SITREP_Savage" PositiveEffects="IntroVOEffect" MinimumForceLevel=4 NegativeEffects="SavageEffect" bNegativeEffect=true ;DisplayEffects="SavageEffect" SquadSelectNarrative="XPACK_NarrativeMoments.X2_XP_TYG_S_SITREP_Savage" ExcludePlotTypes="Abandoned" [AutomatedDefenses X2SitRepTemplate] TacticalGameplayTags="SITREP_AutomatedDefenses" PositiveEffects="IntroVOEffect" MinimumForceLevel=7 NegativeEffects="AutomatedDefensesEffect" NegativeEffects="IncreaseMaxTurretsEffect" bNegativeEffect=true ;DisplayEffects="AutomatedDefensesEffect" SquadSelectNarrative="XPACK_NarrativeMoments.X2_XP_SHN_S_SITREP_Automated_Defenses" ExcludePlotTypes="Abandoned" ;--------------------------------------------- ;Disabled SITREPS ;--------------------------------------------- [Fireteam X2SitRepTemplate] TacticalGameplayTags="SITREP_Fireteam" PositiveEffects="IntroVOEffect" NegativeEffects="SquadSizeLimit2Effect" PositiveEffects="IncreaseTimer2Effect" PositiveEffects="AlertLevelReduceByTwoEffect" PositiveEffects="PodSizeDecreaseToTwoEffect" bNegativeEffect=true DisplayEffects="SquadSizeLimit2Effect" DisplayEffects="IncreaseTimer2Effect" DisplayEffects="AlertLevelReduceByTwoEffect" DisplayEffects="PodSizeDecreaseToTwoEffect" SquadSelectNarrative="XPACK_NarrativeMoments.X2_XP_CEN_S_SITREP_Fireteam" ExcludePlotTypes="Abandoned" ExcludeGameplayTags="Chosen_AssassinActive" ExcludeGameplayTags="Chosen_AssassinActiveM2" ExcludeGameplayTags="Chosen_AssassinActiveM3" ExcludeGameplayTags="Chosen_AssassinActiveM4" ExcludeGameplayTags="Chosen_SniperActive" ExcludeGameplayTags="Chosen_SniperActiveM2" ExcludeGameplayTags="Chosen_SniperActiveM3" ExcludeGameplayTags="Chosen_SniperActiveM4" ExcludeGameplayTags="Chosen_WarlockActive" ExcludeGameplayTags="Chosen_WarlockActiveM2" ExcludeGameplayTags="Chosen_WarlockActiveM3" ExcludeGameplayTags="Chosen_WarlockActiveM4" ExcludeGameplayTags="Ruler_ViperKingActive" ExcludeGameplayTags="Ruler_ViperKing_02" ExcludeGameplayTags="Ruler_ViperKing_03" ExcludeGameplayTags="Ruler_ViperKing_04" ExcludeGameplayTags="Ruler_BerserkerQueenActive" ExcludeGameplayTags="Ruler_BerserkerQueen_02" ExcludeGameplayTags="Ruler_BerserkerQueen_03" ExcludeGameplayTags="Ruler_BerserkerQueen_04" ExcludeGameplayTags="Ruler_ArchonKingActive" ExcludeGameplayTags="Ruler_ArchonKing_02" ExcludeGameplayTags="Ruler_ArchonKing_03" ExcludeGameplayTags="Ruler_ArchonKing_04" [LowVisibility X2SitRepTemplate] TacticalGameplayTags="SITREP_LowVisibility" PositiveEffects="IntroVOEffect" NegativeEffects="LowVisibilityEffect" bNegativeEffect=true DisplayEffects="LowVisibilityEffect" SquadSelectNarrative="XPACK_NarrativeMoments.X2_XP_SHN_S_SITREP_Limited_Vis" ExcludePlotTypes="Abandoned" [Juggernaut X2SitRepTemplate] TacticalGameplayTags="SITREP_Juggernaut" PositiveEffects="IntroVOEffect" PositiveEffects="JuggernautEffect" PositiveEffects="AlertLevelReduceByOneEffect" PositiveEffects="IncreaseTimer2Effect" NegativeEffects="SquadSizeLimit1Effect" DisplayEffects="JuggernautEffect" DisplayEffects="AlertLevelReduceByOneEffect" DisplayEffects="IncreaseTimer2Effect" DisplayEffects="SquadSizeLimit1Effect" SquadSelectNarrative="XPACK_NarrativeMoments.X2_XP_SHN_S_SITREP_Juggernaut" ExcludePlotTypes="Abandoned" ExcludeGameplayTags.="Chosen_AssassinActive" ExcludeGameplayTags.="Chosen_AssassinActiveM2" ExcludeGameplayTags.="Chosen_AssassinActiveM3" ExcludeGameplayTags.="Chosen_AssassinActiveM4" ExcludeGameplayTags.="Chosen_SniperActive" ExcludeGameplayTags.="Chosen_SniperActiveM2" ExcludeGameplayTags.="Chosen_SniperActiveM3" ExcludeGameplayTags.="Chosen_SniperActiveM4" ExcludeGameplayTags.="Chosen_WarlockActive" ExcludeGameplayTags.="Chosen_WarlockActiveM2" ExcludeGameplayTags.="Chosen_WarlockActiveM3" ExcludeGameplayTags.="Chosen_WarlockActiveM4" ExcludeGameplayTags.="Ruler_ViperKingActive" ExcludeGameplayTags.="Ruler_ViperKing_02" ExcludeGameplayTags.="Ruler_ViperKing_03" ExcludeGameplayTags.="Ruler_ViperKing_04" ExcludeGameplayTags.="Ruler_BerserkerQueenActive" ExcludeGameplayTags.="Ruler_BerserkerQueen_02" ExcludeGameplayTags.="Ruler_BerserkerQueen_03" ExcludeGameplayTags.="Ruler_BerserkerQueen_04" ExcludeGameplayTags.="Ruler_ArchonKingActive" ExcludeGameplayTags.="Ruler_ArchonKing_02" ExcludeGameplayTags.="Ruler_ArchonKing_03" ExcludeGameplayTags.="Ruler_ArchonKing_04" [Ambush X2SitRepTemplate] TacticalGameplayTags="SITREP_Ambush" PositiveEffects="IntroVOEffect" NegativeEffects="AmbushEffect" PositiveEffects="IncreaseTimer2Effect" bNegativeEffect=true DisplayEffects="AmbushEffect" DisplayEffects="IncreaseTimer2Effect" ExcludePlotTypes="Abandoned" [ChemicalLeak X2SitRepTemplate] TacticalGameplayTags="SITREP_ChemicalLeak" PositiveEffects="IntroVOEffect" NegativeEffects="ChemicalLeakEffect" bNegativeEffect=true DisplayEffects="ChemicalLeakEffect" ExcludePlotTypes="Abandoned" [BlackOps X2SitRepTemplate] TacticalGameplayTags="SITREP_BlackOps" PositiveEffects="IntroVOEffect" PositiveEffects="BlackOpsEffect" DisplayEffects="BlackOpsEffect" SquadSelectNarrative="XPACK_NarrativeMoments.X2_XP_CEN_S_SITREP_Black_Ops" ExcludePlotTypes="Abandoned" [Advanced X2SitRepTemplate] TacticalGameplayTags="SITREP_Advanced" PositiveEffects="IntroVOEffect" MinimumForceLevel=5 MaximumForceLevel=14 PositiveEffects="PodSizeDecreaseToOneEffect" NegativeEffects="ForceLevelIncreaseBySixEffect" bNegativeEffect=true DisplayEffects="AdvancedEffect" DisplayEffects="PodSizeDecreaseToOneEffect" DisplayEffects="ForceLevelIncreaseBySixEffect" ExcludePlotTypes="Abandoned" [Phalanx X2SitRepTemplate] TacticalGameplayTags="SITREP_Phalanx" PositiveEffects="IntroVOEffect" ValidMissionFamilies="Recover" ValidMissionFamilies="Hack" ValidMissionFamilies="DestroyObject" ValidMissionFamilies="ProtectDevice" ValidMissionFamilies="NeutralizeFieldCommander" ValidMissionFamilies="Extract" ValidMissionFamilies="Rescue" ValidMissionFamilies="Neutralize" ValidMissionFamilies="SabotageTransmitter" PositiveEffects="PodSizeDecreaseByOneEffect" PositiveEffects="AlertLevelMaxAtTwoEffect" PositiveEffects="FirstReconEffect" NegativeEffects="PhalanxEffect" bNegativeEffect=true DisplayEffects="PhalanxEffect" DisplayEffects="PodSizeDecreaseByOneEffect" DisplayEffects="AlertLevelMaxAtTwoEffect" ExcludePlotTypes="Abandoned" [Waves X2SitRepTemplate] TacticalGameplayTags="SITREP_Waves" PositiveEffects="IntroVOEffect" ValidMissionFamilies="Recover" ValidMissionFamilies="DestroyObject" ValidMissionFamilies="Hack" ValidMissionFamilies="Extract" ValidMissionFamilies="Rescue" ValidMissionFamilies="Neutralize" ValidMissionFamilies="SabotageTransmitter" PositiveEffects="AlertLevelReduceByTwoEffect" NegativeEffects="WavesEffect" bNegativeEffect=true DisplayEffects="WavesEffect" DisplayEffects="AlertLevelReduceByTwoEffect" ExcludePlotTypes="Abandoned" [InformationWarSitRep X2SitRepTemplate] PositiveEffects="InformationWarEffect" bExcludeFromStrategy=true bExcludeFromChallengeMode=true [PrivateChannelsSitRep X2SitRepTemplate] PositiveEffects="IncreaseTimer2Effect" bExcludeFromStrategy=true bExcludeFromChallengeMode=true [MentalFortitude X2SitRepTemplate] PositiveEffects="MentalFortitudeEffect" bExcludeFromStrategy=true bExcludeFromChallengeMode=true [DarkEventBarrierSitRep X2SitRepTemplate] PositiveEffects="DarkEventBarrierEffect" bExcludeFromStrategy=true bExcludeFromChallengeMode=true [DarkEventDarkTowerSitRep X2SitRepTemplate] PositiveEffects="DarkEventDarkTowerEffect" bExcludeFromStrategy=true bExcludeFromChallengeMode=true [ChallengeNoReinforcements X2SitRepTemplate] PositiveEffects="DisableStandardReinforcements" bExcludeFromStrategy=true [XComGame.X2StrategyElement_XpackMissionSources] MaxResOpsPerCampaign=3 [XComGame.X2DynamicNarrative_DefaultDynamicNarratives] ChosenAbilityRoll=100 TurnStartRoll=50 XComAttacksRoll=50 XComAttackedRoll=75 ChosenAttackedRoll=75 [XComGame.X2Character_DefaultCharacters] ;�*****�Character Stats�***** ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;---------- XCOM CHARACTERS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [Soldier X2CharacterTemplate] CharacterBaseStats[eStat_HP]=5 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_Will]=40 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_FlightFuel]=0 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_BackpackSize]=3 CharacterBaseStats[eStat_Hacking]=5 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_CombatSims]=0 CharacterBaseStats[eStat_HighCoverConcealment]=1 CharacterBaseStats[eStat_Strength]=40 CharacterBaseStats[eStat_FlankingCritChance]=50 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_DetectionRadius]=9 RandomizedBaseStats=(StatType=eStat_Will, StatAmount=35, RandStatAmount=16) [XComTurretM1 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=0 CharacterBaseStats[eStat_Offense]=75 ; High because this does not have a height advantage in Avenger Defense mission CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=50 CharacterBaseStats[eStat_FlankingCritChance]=50 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 [XComTurretM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=0 CharacterBaseStats[eStat_Offense]=85 ; High because this does not have a height advantage in Avenger Defense mission CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=50 CharacterBaseStats[eStat_FlankingCritChance]=50 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;---------- FORCE LEVELS 1 - 4 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [AdvTrooperM1 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=3 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=4.08 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_MPCards.MPcard_AdvTrooper [AdvCaptainM1 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SummonCodex HackRewards=SkulljackLootIntel_T1 HackRewards=SkulljackLootIntel_T2 HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_MPCards.MPcard_AdvCaptain [Sectoid X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=40 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=15 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=80 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=10.16 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod SupportedFollowers=Andromedon SupportedFollowers=Archon SupportedFollowers=Cyberus SupportedFollowers=Faceless SupportedFollowers=Muton SupportedFollowers=Viper SupportedFollowers=Sectoid SupportedFollowers=SpectreM1 SupportedFollowers=SpectreM2 SupportedFollowers=AdvPriestM1 SupportedFollowers=AdvPriestM2 SupportedFollowers=AdvPriestM3 strSkirmishImage=img:///UILibrary_MPCards.MPcard_Sectoid [PsiZombie X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=PsiZombie [PsiZombieHuman X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=0 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=PsiZombie [TheLost X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=20 SupportedFollowers=TheLost SupportedFollowers=TheLostDasher [TheLost_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLost_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasher X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=24 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=TheLost SupportedFollowers=TheLostDasher [TheLostDasher_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasher_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowler X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLost SupportedFollowers=TheLostDasher [TheLostHowler_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowler_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvTurretM1 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Mobility]=0 CharacterBaseStats[eStat_Offense]=50 ;So low because Turret often has height advantage CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=10 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=30 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.93 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvTurretM1 HackRewards=BuffEnemy HackRewards=ShutdownTurret HackRewards=ControlTurret [AdvShortTurretM1 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Mobility]=0 CharacterBaseStats[eStat_Offense]=50 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=10 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=30 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.93 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvTurretM1 HackRewards=BuffEnemy HackRewards=ShutdownTurret HackRewards=ControlTurret [Faceless X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=60 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=15.85 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod SupportedFollowers=Andromedon SupportedFollowers=Archon SupportedFollowers=Cyberus SupportedFollowers=Faceless SupportedFollowers=Muton SupportedFollowers=Sectoid SupportedFollowers=Viper SupportedFollowers=SpectreM1 SupportedFollowers=SpectreM2 strSkirmishImage=img:///UILibrary_MPCards.MPcard_Faceless [AdvStunLancerM1 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=40 XpKillscore=9.35 DirectXpAmount=10 MaxCharactersPerGroup=4 ClassAbilityWithMove=(AbilityToActivate="StunLanceWhileMoving", RequiredAbility="", RequiredActionPoint="", NumMoves=0) SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_MPCards.MPcard_AdvStunlancer [Viper X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=15 CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=19.61 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod SupportedFollowers=Andromedon SupportedFollowers=Archon SupportedFollowers=Cyberus SupportedFollowers=Faceless SupportedFollowers=Muton SupportedFollowers=Sectoid SupportedFollowers=Viper SupportedFollowers=SpectreM1 SupportedFollowers=SpectreM2 strSkirmishImage=img:///UILibrary_MPCards.MPcard_Viper ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;---------- FORCE LEVELS 5 - 9 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [AdvMEC_M1 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=50 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=14.99 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=BuffEnemy HackRewards=ShutdownRobot HackRewards=ControlRobot strSkirmishImage=img:///UILibrary_MPCards.MPcard_AdvMec [Muton X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=45 XpKillscore=19.77 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod SupportedFollowers=Andromedon SupportedFollowers=Archon SupportedFollowers=Cyberus SupportedFollowers=Faceless SupportedFollowers=Muton SupportedFollowers=Sectoid SupportedFollowers=Viper SupportedFollowers=SpectreM1 SupportedFollowers=SpectreM2 strSkirmishImage=img:///UILibrary_MPCards.MPcard_Muton [Cyberus X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=20 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=100 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_HackDefense]=150 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=17.28 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod SupportedFollowers=Andromedon SupportedFollowers=Archon SupportedFollowers=Cyberus SupportedFollowers=Faceless SupportedFollowers=Muton SupportedFollowers=Sectoid SupportedFollowers=Viper SupportedFollowers=SpectreM1 SupportedFollowers=SpectreM2 SupportedFollowers=AdvPriestM1 SupportedFollowers=AdvPriestM2 SupportedFollowers=AdvPriestM3 HackRewards=SummonAvatar HackRewards=SkulljackLootIntel_T1 HackRewards=SkulljackLootIntel_T2 strSkirmishImage=img:///UILibrary_MPCards.MPcard_Cyberus [AdvTrooperM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=8.53 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_MPCards.MPcard_AdvTrooper [AdvCaptainM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=17.22 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SummonCodex HackRewards=SkulljackLootIntel_T1 HackRewards=SkulljackLootIntel_T2 HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_MPCards.MPcard_AdvCaptain [AdvTurretM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=0 CharacterBaseStats[eStat_Offense]=50 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=70 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=10.35 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvTurretM2 HackRewards=BuffEnemy HackRewards=ShutdownTurret HackRewards=ControlTurret [AdvShortTurretM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=0 CharacterBaseStats[eStat_Offense]=50 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=70 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=10.35 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvTurretM1 HackRewards=BuffEnemy HackRewards=ShutdownTurret HackRewards=ControlTurret [Berserker X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=15 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=75 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=27.67 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Cyberus SupportedFollowers=Muton SupportedFollowers=Chryssalid SupportedFollowers=Berserker SupportedFollowers=SpectreM1 SupportedFollowers=SpectreM2 ClassAbilityWithMove=(AbilityToActivate="DevastatingPunchWhileMoving", RequiredAbility="", RequiredActionPoint="", NumMoves=0) strSkirmishImage=img:///UILibrary_MPCards.MPcard_Berserker ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;---------- FORCE LEVELS 10 - 14 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [AdvShieldBearerM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=18.65 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_MPCards.MPcard_AdvShield [AdvStunLancerM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Mobility]=13 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=40 XpKillscore=15.23 DirectXpAmount=10 MaxCharactersPerGroup=4 ClassAbilityWithMove=(AbilityToActivate="StunLanceWhileMoving", RequiredAbility="", RequiredActionPoint="", NumMoves=0) SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_MPCards.MPcard_AdvStunlancer [Archon X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=25 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=40 XpKillscore=26.3 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod SupportedFollowers=Andromedon SupportedFollowers=Archon SupportedFollowers=Cyberus SupportedFollowers=Faceless SupportedFollowers=Muton SupportedFollowers=Sectoid SupportedFollowers=Viper SupportedFollowers=SpectreM1 SupportedFollowers=SpectreM2 strSkirmishImage=img:///UILibrary_MPCards.MPcard_Archon [AdvMEC_M2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=80 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=26.85 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=BuffEnemy HackRewards=ShutdownRobot HackRewards=ControlRobot strSkirmishImage=img:///UILibrary_MPCards.MPcard_AdvMec [Chryssalid X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=10 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_Strength]=50 XpKillscore=29.12 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=Chryssalid ClassAbilityWithMove=(AbilityToActivate="SlashWhileMoving", RequiredAbility="", RequiredActionPoint="", NumMoves=0) strSkirmishImage=img:///UILibrary_MPCards.MPcard_Cryssalid [AdvTurretM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Mobility]=0 CharacterBaseStats[eStat_Offense]=55 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=10 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=75 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=15.73 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvTurretM3 HackRewards=BuffEnemy HackRewards=ShutdownTurret HackRewards=ControlTurret [AdvShortTurretM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Mobility]=0 CharacterBaseStats[eStat_Offense]=55 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=10 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=75 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=15.73 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvTurretM1 HackRewards=BuffEnemy HackRewards=ShutdownTurret HackRewards=ControlTurret [AdvTrooperM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=13.64 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_MPCards.MPcard_AdvTrooper [Andromedon X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=44.6 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod SupportedFollowers=Andromedon SupportedFollowers=Archon SupportedFollowers=Cyberus SupportedFollowers=Faceless SupportedFollowers=Muton SupportedFollowers=Sectoid SupportedFollowers=Viper SupportedFollowers=SpectreM1 SupportedFollowers=SpectreM2 strSkirmishImage=img:///Texture2D'UILibrary_MPCards.MPcard_Andromedon' [AndromedonRobot X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=80 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=20.13 DirectXpAmount=10 MaxCharactersPerGroup=0 HackRewards=BuffEnemy HackRewards=ShutdownRobot HackRewards=ControlRobot strSkirmishImage=img:///Texture2D'UILibrary_MPCards.MPcard_Andromedon' [AdvCaptainM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=29.17 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SummonCodex HackRewards=SkulljackLootIntel_T1 HackRewards=SkulljackLootIntel_T2 HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_MPCards.MPcard_AdvCaptain ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;---------- FORCE LEVELS 15 - 20 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [AdvShieldBearerM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=25.94 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvPsiWitchM2 SupportedFollowers=AdvPsiWitchM3 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_MPCards.MPcard_AdvShield [AdvStunLancerM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=40 XpKillscore=21.18 DirectXpAmount=10 MaxCharactersPerGroup=1 ClassAbilityWithMove=(AbilityToActivate="StunLanceWhileMoving", RequiredAbility="", RequiredActionPoint="", NumMoves=0) SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_MPCards.MPcard_AdvStunlancer [Sectopod X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=30 CharacterBaseStats[eStat_Mobility]=16 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=15 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=58.73 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=BuffEnemy HackRewards=ShutdownRobot HackRewards=ControlRobot strSkirmishImage=img:///UILibrary_MPCards.MPcard_Sectopod [Gatekeeper X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=20 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=120 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_HackDefense]=150 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=52.82 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod SupportedFollowers=Andromedon SupportedFollowers=Archon SupportedFollowers=Cyberus SupportedFollowers=Faceless SupportedFollowers=Muton SupportedFollowers=Sectoid SupportedFollowers=Viper SupportedFollowers=Sectoid SupportedFollowers=SpectreM1 SupportedFollowers=SpectreM2 SupportedFollowers=AdvPriestM1 SupportedFollowers=AdvPriestM2 SupportedFollowers=AdvPriestM3 HackRewards=BuffEnemy HackRewards=ShutdownRobot HackRewards=ControlRobot strSkirmishImage=img:///UILibrary_MPCards.MPcard_Gatekeeper [AdvPsiWitchM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_HP]=18 CharacterBaseStats[eStat_Mobility]=16 CharacterBaseStats[eStat_Offense]=100 CharacterBaseStats[eStat_PsiOffense]=200 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=11 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=150 CharacterBaseStats[eStat_HackDefense]=50 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_Strength]=50 XpKillscore=33.93 DirectXpAmount=10 MaxCharactersPerGroup=0 [AdvPsiWitchM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_HP]=25 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_PsiOffense]=100 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=11 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=150 CharacterBaseStats[eStat_HackDefense]=50 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=33.93 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;---------- MISC. UNITS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [Civilian X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_FlightFuel]=0 CharacterBaseStats[eStat_HP]=1 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=0 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=12 CharacterBaseStats[eStat_DetectionRadius]=3 CharacterBaseStats[eStat_StunnedActionPoints]=2 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_Strength]=0 XpKillscore=12.0 [HostileCivilian X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_FlightFuel]=0 CharacterBaseStats[eStat_HP]=1 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=0 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=14 CharacterBaseStats[eStat_DetectionRadius]=3 CharacterBaseStats[eStat_StunnedActionPoints]=2 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_Strength]=0 XpKillscore=12.0 [FacelessCivilian X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_FlightFuel]=0 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=0 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=12 CharacterBaseStats[eStat_DetectionRadius]=3 CharacterBaseStats[eStat_StunnedActionPoints]=2 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_Strength]=50 XpKillscore=12.0 [PrototypeSectopod X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=18 CharacterBaseStats[eStat_Mobility]=16 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=100 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=24.92 DirectXpAmount=10 MaxCharactersPerGroup=1 HackRewards=BuffEnemy HackRewards=ShutdownRobot HackRewards=ControlRobot [ChryssalidCocoon X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_FlightFuel]=0 CharacterBaseStats[eStat_HP]=16 CharacterBaseStats[eStat_Mobility]=0 CharacterBaseStats[eStat_Offense]=0 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_UtilityItems]=0 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_FlankingCritChance]=0 CharacterBaseStats[eStat_Strength]=50 [ChryssalidCocoonHuman X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_FlightFuel]=0 CharacterBaseStats[eStat_HP]=16 CharacterBaseStats[eStat_Mobility]=0 CharacterBaseStats[eStat_Offense]=0 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_UtilityItems]=0 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_FlankingCritChance]=0 CharacterBaseStats[eStat_Strength]=50 [AdvShortTurret X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Mobility]=0 CharacterBaseStats[eStat_Offense]=50 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=50 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.93 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvTurretM1 HackRewards=BuffEnemy HackRewards=ShutdownTurret HackRewards=ControlTurret [MimicBeacon X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=0 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_FlightFuel]=0 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Mobility]=0 CharacterBaseStats[eStat_Offense]=0 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_SightRadius]=0 CharacterBaseStats[eStat_UtilityItems]=0 CharacterBaseStats[eStat_Will]=0 CharacterBaseStats[eStat_FlankingCritChance]=0 CharacterBaseStats[eStat_Strength]=0 [TutorialCentral X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 6 CharacterBaseStats[eStat_Offense] = 65 CharacterBaseStats[eStat_Defense] = 0 CharacterBaseStats[eStat_Mobility] = 14 CharacterBaseStats[eStat_SightRadius] = 27 CharacterBaseStats[eStat_Will] = 50 CharacterBaseStats[eStat_FlightFuel] = 0 CharacterBaseStats[eStat_UtilityItems] = 1 CharacterBaseStats[eStat_AlertLevel] = 2 CharacterBaseStats[eStat_BackpackSize] = 3 CharacterBaseStats[eStat_Tech] = 4 CharacterBaseStats[eStat_CritChance] = 5 CharacterBaseStats[eStat_CombatSims] = 0 CharacterBaseStats[eStat_HighCoverConcealment] = 1 CharacterBaseStats[eStat_Strength] = 4 CharacterBaseStats[eStat_FlankingCritChance] = 30 CharacterBaseStats[eStat_DetectionRadius] = 9 [TestDummyPanic X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=100 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=10 CharacterBaseStats[eStat_Strength]=50 [AdventTroopTransport X2CharacterTemplate] CharacterBaseStats[eStat_SightRadius]=27 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;; Difficulty overrides ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; To override a character stat for a particular difficulty level add a new section below for the difficulty selected ; using the section format ; ; [{BaseTemplateName}_Diff_{Difficulty} X2CharacterTemplate] ; ; where {Difficulty} is ; 0 = Easy ; 1 = Normal ; 2 = Classic ; 3 = Expert ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ROOKIE DIFFICULTY ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [Soldier_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 6 CharacterBaseStats[eStat_Will] = 50 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; VETERAN DIFFICULTY ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [Soldier_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 5 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvTrooperM1_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=3 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_FlankingCritChance]=33 [AdvCaptainM1_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_FlankingCritChance]=33 [Sectoid_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=90 CharacterBaseStats[eStat_Will]=80 CharacterBaseStats[eStat_FlankingCritChance]=33 [PsiZombie_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 [PsiZombieHuman_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 [AdvTurretM1_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Offense]=50 CharacterBaseStats[eStat_DetectionRadius]=10 CharacterBaseStats[eStat_HackDefense]=30 CharacterBaseStats[eStat_FlankingCritChance]=33 [AdvShortTurretM1_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Offense]=50 CharacterBaseStats[eStat_DetectionRadius]=10 CharacterBaseStats[eStat_HackDefense]=30 CharacterBaseStats[eStat_FlankingCritChance]=33 [Faceless_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Will]=50 [AdvStunLancerM1_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Will]=60 [Viper_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_FlankingCritChance]=33 [AdvMEC_M1_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_HackDefense]=50 CharacterBaseStats[eStat_FlankingCritChance]=33 [Muton_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_FlankingCritChance]=33 [Cyberus_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_FlankingCritChance]=33 [AdvTrooperM2_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_FlankingCritChance]=33 [AdvCaptainM2_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=15 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=70 CharacterBaseStats[eStat_FlankingCritChance]=33 [AdvTurretM2_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Offense]=60 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_HackDefense]=70 [AdvShortTurretM2_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Offense]=60 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_HackDefense]=70 [Berserker_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=18 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=75 [AdvShieldBearerM2_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Will]=75 CharacterBaseStats[eStat_FlankingCritChance]=33 [AdvStunLancerM2_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Will]=70 [Archon_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_Defense]=25 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_HP]=18 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_FlankingCritChance]=33 [AdvMEC_M2_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_HackDefense]=80 CharacterBaseStats[eStat_FlankingCritChance]=33 [Chryssalid_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_Dodge]=20 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Will]=70 [ChryssalidCocoon_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=20 [ChryssalidCocoonHuman_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=20 [AdvTurretM3_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Offense]=60 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_DetectionRadius]=10 CharacterBaseStats[eStat_HackDefense]=75 [AdvShortTurretM3_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Offense]=60 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_DetectionRadius]=10 CharacterBaseStats[eStat_HackDefense]=75 [AdvTrooperM3_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_FlankingCritChance]=33 [Andromedon_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=15 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Will]=85 CharacterBaseStats[eStat_FlankingCritChance]=33 [AndromedonRobot_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_HackDefense]=80 [AdvCaptainM3_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=20 CharacterBaseStats[eStat_HP]=16 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=75 CharacterBaseStats[eStat_FlankingCritChance]=33 [PrototypeSectopod_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=25 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_HackDefense]=115 CharacterBaseStats[eStat_FlankingCritChance]=33 [AdvShieldBearerM3_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Defense]=15 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Will]=75 CharacterBaseStats[eStat_FlankingCritChance]=33 [AdvStunLancerM3_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_Dodge]=20 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Will]=70 CharacterBaseStats[eStat_FlankingCritChance]=33 [Sectopod_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=28 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 [Gatekeeper_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=20 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Mobility]=16 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_PsiOffense]=120 CharacterBaseStats[eStat_Will]=110 CharacterBaseStats[eStat_HackDefense]=150 CharacterBaseStats[eStat_FlankingCritChance]=33 [AdvPsiWitchM3_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_HP]=25 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_CritChance]=20 CharacterBaseStats[eStat_PsiOffense]=200 CharacterBaseStats[eStat_Will]=200 CharacterBaseStats[eStat_FlankingCritChance]=33 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; COMMANDER DIFFICULTY ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [Soldier_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 4 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvTrooperM1_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvCaptainM1_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_FlankingCritChance]=40 [Sectoid_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_PsiOffense]=90 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_FlankingCritChance]=40 [PsiZombie_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=15 [PsiZombieHuman_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=15 [AdvTurretM1_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=5 CharacterBaseStats[eStat_Offense]=50 CharacterBaseStats[eStat_DetectionRadius]=10 CharacterBaseStats[eStat_HackDefense]=35 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvShortTurretM1_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=5 CharacterBaseStats[eStat_Offense]=50 CharacterBaseStats[eStat_DetectionRadius]=10 CharacterBaseStats[eStat_HackDefense]=35 CharacterBaseStats[eStat_FlankingCritChance]=40 [Faceless_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Will]=70 [AdvStunLancerM1_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_FlankingCritChance]=40 [Viper_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=33 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvMEC_M1_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_HackDefense]=70 CharacterBaseStats[eStat_FlankingCritChance]=40 [Muton_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_FlankingCritChance]=40 [Cyberus_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvTrooperM2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvCaptainM2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=15 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=70 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvTurretM2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Offense]=60 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_HackDefense]=70 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvShortTurretM2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Offense]=60 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_HackDefense]=70 CharacterBaseStats[eStat_FlankingCritChance]=40 [Berserker_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=24 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=75 [AdvShieldBearerM2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Will]=75 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvStunLancerM2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Will]=70 CharacterBaseStats[eStat_FlankingCritChance]=40 [Archon_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Defense]=25 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_HP]=20 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvMEC_M2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=15 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_HackDefense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [Chryssalid_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_Dodge]=20 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Will]=70 [ChryssalidCocoon_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=36 [ChryssalidCocoonHuman_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=36 [AdvTurretM3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Offense]=60 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=10 CharacterBaseStats[eStat_HackDefense]=75 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvShortTurretM3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Offense]=60 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=10 CharacterBaseStats[eStat_HackDefense]=75 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvTrooperM3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_FlankingCritChance]=40 [Andromedon_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=18 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_FlankingCritChance]=40 [AndromedonRobot_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_HP]=18 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_HackDefense]=80 [AdvCaptainM3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=15 CharacterBaseStats[eStat_HP]=16 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=75 CharacterBaseStats[eStat_FlankingCritChance]=40 [PrototypeSectopod_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=32 CharacterBaseStats[eStat_Mobility]=16 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_HackDefense]=115 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvShieldBearerM3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=11 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Will]=75 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvStunLancerM3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Will]=70 CharacterBaseStats[eStat_FlankingCritChance]=40 [Sectopod_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=5 CharacterBaseStats[eStat_HP]=32 CharacterBaseStats[eStat_Mobility]=16 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_HackDefense]=150 CharacterBaseStats[eStat_FlankingCritChance]=40 [Gatekeeper_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=25 CharacterBaseStats[eStat_Defense]=15 CharacterBaseStats[eStat_Mobility]=16 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_PsiOffense]=120 CharacterBaseStats[eStat_Will]=120 CharacterBaseStats[eStat_HackDefense]=150 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvPsiWitchM3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_Defense]=15 CharacterBaseStats[eStat_HP]=30 CharacterBaseStats[eStat_Mobility]=16 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_CritChance]=20 CharacterBaseStats[eStat_PsiOffense]=200 CharacterBaseStats[eStat_Will]=200 CharacterBaseStats[eStat_FlankingCritChance]=40 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; LEGEND DIFFICULTY ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [Soldier_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 4 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvTrooperM1_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvCaptainM1_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_FlankingCritChance]=40 [Sectoid_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_PsiOffense]=90 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_FlankingCritChance]=40 [PsiZombie_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=15 [PsiZombieHuman_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=15 [AdvTurretM1_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Offense]=50 CharacterBaseStats[eStat_DetectionRadius]=10 CharacterBaseStats[eStat_HackDefense]=35 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvShortTurretM1_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Offense]=50 CharacterBaseStats[eStat_DetectionRadius]=10 CharacterBaseStats[eStat_HackDefense]=35 CharacterBaseStats[eStat_FlankingCritChance]=40 [Faceless_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Will]=70 [AdvStunLancerM1_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_FlankingCritChance]=40 [Viper_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=33 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvMEC_M1_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_HackDefense]=70 CharacterBaseStats[eStat_FlankingCritChance]=40 [Muton_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_HP]=11 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_FlankingCritChance]=40 [Cyberus_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_HP]=13 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvTrooperM2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvCaptainM2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=15 CharacterBaseStats[eStat_HP]=13 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=70 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvTurretM2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Offense]=60 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_HackDefense]=70 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvShortTurretM2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Offense]=60 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_HackDefense]=70 CharacterBaseStats[eStat_FlankingCritChance]=40 [Berserker_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=28 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=75 [AdvShieldBearerM2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Will]=75 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvStunLancerM2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Will]=70 CharacterBaseStats[eStat_FlankingCritChance]=40 [Archon_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Defense]=25 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_HP]=24 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvMEC_M2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=18 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_HackDefense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [Chryssalid_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_Dodge]=20 CharacterBaseStats[eStat_HP]=13 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Will]=70 [ChryssalidCocoon_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=40 [ChryssalidCocoonHuman_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=40 [AdvTurretM3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Offense]=60 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=10 CharacterBaseStats[eStat_HackDefense]=75 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvShortTurretM3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Offense]=60 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=10 CharacterBaseStats[eStat_HackDefense]=75 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvTrooperM3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_FlankingCritChance]=40 [Andromedon_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=21 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_FlankingCritChance]=40 [AndromedonRobot_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_HP]=21 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_HackDefense]=80 [AdvCaptainM3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=15 CharacterBaseStats[eStat_HP]=18 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_Will]=75 CharacterBaseStats[eStat_FlankingCritChance]=40 [PrototypeSectopod_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=36 CharacterBaseStats[eStat_Mobility]=16 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_HackDefense]=115 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvShieldBearerM3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Will]=75 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvStunLancerM3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_HP]=15 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Will]=70 CharacterBaseStats[eStat_FlankingCritChance]=40 [Sectopod_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=6 CharacterBaseStats[eStat_HP]=40 CharacterBaseStats[eStat_Mobility]=16 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_HackDefense]=150 CharacterBaseStats[eStat_FlankingCritChance]=40 [Gatekeeper_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=30 CharacterBaseStats[eStat_Defense]=15 CharacterBaseStats[eStat_Mobility]=16 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_PsiOffense]=120 CharacterBaseStats[eStat_Will]=120 CharacterBaseStats[eStat_HackDefense]=150 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvPsiWitchM3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_Defense]=15 CharacterBaseStats[eStat_HP]=35 CharacterBaseStats[eStat_Mobility]=16 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_CritChance]=20 CharacterBaseStats[eStat_PsiOffense]=200 CharacterBaseStats[eStat_Will]=200 CharacterBaseStats[eStat_FlankingCritChance]=40 ;//////////////////////////////////////////////////////////////////////////////////////////////////////////// ;*** MP CHARACTER STATS *** ;//////////////////////////////////////////////////////////////////////////////////////////////////////////// [AdvTrooperMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=40 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=4.08 DirectXpAmount=10 MaxCharactersPerGroup=4 [AdvCaptainMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=78 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=40 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 [AdvStunLancerMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=40 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=9.35 DirectXpAmount=10 MaxCharactersPerGroup=4 ClassAbilityWithMove=(AbilityToActivate="StunLanceWhileMoving", RequiredAbility="", RequiredActionPoint="", NumMoves=0) [AdvShieldBearerMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=40 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=18.65 DirectXpAmount=10 MaxCharactersPerGroup=1 [AdvMEC_MP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=78 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=50 CharacterBaseStats[eStat_FlankingCritChance]=40 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=14.99 DirectXpAmount=10 MaxCharactersPerGroup=4 HackRewards=BuffEnemy HackRewards=ShutdownRobot HackRewards=ControlRobot [AdvPurifierMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=40 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=8.53 DirectXpAmount=10 MaxCharactersPerGroup=1 [AdvPriestMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=100 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=40 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=17.22 DirectXpAmount=10 MaxCharactersPerGroup=1 [SectoidMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=78 CharacterBaseStats[eStat_PsiOffense]=60 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=15 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=80 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=40 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=10.16 DirectXpAmount=10 MaxCharactersPerGroup=4 [FacelessMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=15.85 DirectXpAmount=10 MaxCharactersPerGroup=4 [ViperMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=78 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=40 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=19.61 DirectXpAmount=10 MaxCharactersPerGroup=4 [MutonMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=40 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=19.77 DirectXpAmount=10 MaxCharactersPerGroup=4 [CyberusMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_PsiOffense]=100 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_HackDefense]=150 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=17.28 DirectXpAmount=10 MaxCharactersPerGroup=4 [BerserkerMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=20 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=75 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=55 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=27.67 DirectXpAmount=10 MaxCharactersPerGroup=4 [ArchonMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Defense]=25 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_HP]=18 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=78 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=40 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=26.3 DirectXpAmount=10 MaxCharactersPerGroup=4 [ChryssalidMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=20 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=70 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=29.12 DirectXpAmount=10 MaxCharactersPerGroup=4 ClassAbilityWithMove=(AbilityToActivate="SlashWhileMoving", RequiredAbility="", RequiredActionPoint="", NumMoves=0) [AndromedonMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=15 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=85 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=40 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=44.6 DirectXpAmount=10 MaxCharactersPerGroup=4 [SectopodMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=28 CharacterBaseStats[eStat_Mobility]=14 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=15 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=58.73 DirectXpAmount=10 MaxCharactersPerGroup=4 HackRewards=BuffEnemy HackRewards=ShutdownRobot HackRewards=ControlRobot [GatekeeperMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=20 CharacterBaseStats[eStat_Mobility]=16 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_PsiOffense]=120 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=110 CharacterBaseStats[eStat_HackDefense]=150 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=52.82 DirectXpAmount=10 MaxCharactersPerGroup=4 HackRewards=BuffEnemy HackRewards=ShutdownRobot HackRewards=ControlRobot [SpectreMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=20 CharacterBaseStats[eStat_HP]=13 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_PsiOffense]=100 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_HackDefense]=150 CharacterBaseStats[eStat_FlankingCritChance]=40 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=17.28 DirectXpAmount=10 MaxCharactersPerGroup=4 [PsiZombieMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 [PsiZombieHumanMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 [AndromedonRobotMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=100 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=80 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=20.13 DirectXpAmount=10 MaxCharactersPerGroup=0 HackRewards=BuffEnemy HackRewards=ShutdownRobot HackRewards=ControlRobot [ChryssalidCocoonMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_FlightFuel]=0 CharacterBaseStats[eStat_HP]=20 CharacterBaseStats[eStat_Mobility]=0 CharacterBaseStats[eStat_Offense]=0 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_UtilityItems]=0 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_FlankingCritChance]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 [ChryssalidCocoonHumanMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_FlightFuel]=0 CharacterBaseStats[eStat_HP]=20 CharacterBaseStats[eStat_Mobility]=0 CharacterBaseStats[eStat_Offense]=0 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_UtilityItems]=0 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_FlankingCritChance]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 [ShadowbindUnitMP X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=80 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=40 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 CharacterBaseStats[eStat_Hacking]=1 XpKillscore=17.28 DirectXpAmount=10 MaxCharactersPerGroup=4 ;//////////////////////////////////////////////////////////////////////////////////////////////////////////// ;*** XPACK UNIT STATS *** ;//////////////////////////////////////////////////////////////////////////////////////////////////////////// [ReaperSoldier X2CharacterTemplate] CharacterBaseStats[eStat_HP]=5 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_Will]=40 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_FlightFuel]=0 CharacterBaseStats[eStat_UtilityItems]=0 CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_BackpackSize]=3 CharacterBaseStats[eStat_Hacking]=5 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_CombatSims]=0 CharacterBaseStats[eStat_HighCoverConcealment]=1 CharacterBaseStats[eStat_Strength]=0 CharacterBaseStats[eStat_FlankingCritChance]=50 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_DetectionRadius]=9 [ReaperSoldier_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 6 CharacterBaseStats[eStat_Will] = 50 [ReaperSoldier_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 5 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [ReaperSoldier_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 4 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [ReaperSoldier_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 4 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [SkirmisherSoldier X2CharacterTemplate] CharacterBaseStats[eStat_HP]=5 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_Will]=40 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_FlightFuel]=0 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_BackpackSize]=3 CharacterBaseStats[eStat_Hacking]=5 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_CombatSims]=0 CharacterBaseStats[eStat_HighCoverConcealment]=1 CharacterBaseStats[eStat_Strength]=0 CharacterBaseStats[eStat_FlankingCritChance]=50 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_DetectionRadius]=9 [SkirmisherSoldier_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 6 CharacterBaseStats[eStat_Will] = 50 [SkirmisherSoldier_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 5 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [SkirmisherSoldier_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 4 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [SkirmisherSoldier_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 4 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [TemplarSoldier X2CharacterTemplate] CharacterBaseStats[eStat_HP]=5 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_Will]=40 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_FlightFuel]=0 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_BackpackSize]=3 CharacterBaseStats[eStat_Hacking]=5 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_CombatSims]=0 CharacterBaseStats[eStat_HighCoverConcealment]=1 CharacterBaseStats[eStat_Strength]=0 CharacterBaseStats[eStat_FlankingCritChance]=50 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_DetectionRadius]=9 [TemplarSoldier_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 6 CharacterBaseStats[eStat_Will] = 50 [TemplarSoldier_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 5 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [TemplarSoldier_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 4 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [TemplarSoldier_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 4 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [LostAndAbandonedElena X2CharacterTemplate] CharacterBaseStats[eStat_HP]=5 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_Will]=40 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_FlightFuel]=0 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_BackpackSize]=3 CharacterBaseStats[eStat_Hacking]=5 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_CombatSims]=0 CharacterBaseStats[eStat_HighCoverConcealment]=1 CharacterBaseStats[eStat_Strength]=0 CharacterBaseStats[eStat_FlankingCritChance]=50 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_DetectionRadius]=9 [LostAndAbandonedElena_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 6 CharacterBaseStats[eStat_Will] = 50 [LostAndAbandonedElena_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 5 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [LostAndAbandonedElena_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 4 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [LostAndAbandonedElena_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 4 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [LostAndAbandonedMox X2CharacterTemplate] CharacterBaseStats[eStat_HP]=5 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_Will]=40 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_FlightFuel]=0 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_BackpackSize]=3 CharacterBaseStats[eStat_Hacking]=5 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_CombatSims]=0 CharacterBaseStats[eStat_HighCoverConcealment]=1 CharacterBaseStats[eStat_Strength]=0 CharacterBaseStats[eStat_FlankingCritChance]=50 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_DetectionRadius]=9 [LostAndAbandonedMox_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 6 CharacterBaseStats[eStat_Will] = 50 [LostAndAbandonedMox_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 5 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [LostAndAbandonedMox_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 4 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [LostAndAbandonedMox_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP] = 4 CharacterBaseStats[eStat_Will] = 40 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenAssassin X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=15 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=40 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod [ChosenAssassin_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=12 [ChosenAssassin_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=22 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_Defense]=5 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenAssassin_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_HP]=27 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_Defense]=5 CharacterBaseStats[eStat_Dodge]=5 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenAssassinM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=20 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=40 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod [ChosenAssassinM2_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=18 [ChosenAssassinM2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_HP]=32 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_Defense]=5 CharacterBaseStats[eStat_Dodge]=5 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenAssassinM2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_HP]=37 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=5 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenAssassinM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=5 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=30 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=40 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod [ChosenAssassinM3_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=25 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 [ChosenAssassinM3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_HP]=42 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=5 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenAssassinM3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=47 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_Defense]=15 CharacterBaseStats[eStat_Dodge]=10 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenAssassinM4 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=5 CharacterBaseStats[eStat_HP]=35 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_PsiOffense]=40 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod [ChosenAssassinM4_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=30 CharacterBaseStats[eStat_Defense]=5 CharacterBaseStats[eStat_Dodge]=0 [ChosenAssassinM4_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=52 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_Defense]=15 CharacterBaseStats[eStat_Dodge]=10 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenAssassinM4_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=62 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_Defense]=20 CharacterBaseStats[eStat_Dodge]=15 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenSniper X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=15 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=40 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=1000 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=2 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod [ChosenSniper_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=12 [ChosenSniper_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=20 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=5 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenSniper_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_HP]=25 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=10 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenSniperM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=5 CharacterBaseStats[eStat_HP]=20 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_PsiOffense]=40 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=1000 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=2 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod [ChosenSniperM2_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=18 [ChosenSniperM2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_HP]=30 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=10 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenSniperM2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_HP]=35 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_Defense]=5 CharacterBaseStats[eStat_Dodge]=15 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenSniperM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=10 CharacterBaseStats[eStat_HP]=30 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_PsiOffense]=40 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=1000 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=2 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod [ChosenSniperM3_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=5 CharacterBaseStats[eStat_HP]=25 [ChosenSniperM3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_HP]=40 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_Defense]=5 CharacterBaseStats[eStat_Dodge]=15 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenSniperM3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=45 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_Defense]=5 CharacterBaseStats[eStat_Dodge]=20 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenSniperM4 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=15 CharacterBaseStats[eStat_HP]=35 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_PsiOffense]=40 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=1000 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=2 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod [ChosenSniperM4_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=10 CharacterBaseStats[eStat_HP]=30 [ChosenSniperM4_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=50 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=95 CharacterBaseStats[eStat_Defense]=5 CharacterBaseStats[eStat_Dodge]=20 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenSniperM4_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=60 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=95 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenWarlock X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=15 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=40 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=2 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod [ChosenWarlock_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=12 [ChosenWarlock_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_HP]=25 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenWarlock_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_HP]=30 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_Defense]=5 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenWarlockM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=20 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=45 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=2 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod [ChosenWarlockM2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_HP]=35 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenWarlockM2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=40 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_Defense]=5 CharacterBaseStats[eStat_Dodge]=5 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenWarlockM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=30 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=50 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=2 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod [ChosenWarlockM3_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=25 CharacterBaseStats[eStat_ArmorMitigation]=0 [ChosenWarlockM3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=45 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_Defense]=5 CharacterBaseStats[eStat_Dodge]=5 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenWarlockM3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=50 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=5 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenWarlockM4 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=5 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=35 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_PsiOffense]=60 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=2 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod [ChosenWarlockM4_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=30 CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_Defense]=0 [ChosenWarlockM4_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=4 CharacterBaseStats[eStat_HP]=55 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=5 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ChosenWarlockM4_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=5 CharacterBaseStats[eStat_HP]=65 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_Defense]=15 CharacterBaseStats[eStat_Dodge]=10 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvCounterOpM1 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=10 CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Mobility]=16 CharacterBaseStats[eStat_Offense]=60 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=9.35 DirectXpAmount=10 MaxCharactersPerGroup=4 HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel [AdvCounterOpM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=20 CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Mobility]=17 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=9.35 DirectXpAmount=10 MaxCharactersPerGroup=4 HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel [AdvCounterOpM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=30 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Mobility]=18 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=9.35 DirectXpAmount=10 MaxCharactersPerGroup=4 HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel [AdvCounterOpCommanderM1 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvCounterOpM1 SupportedFollowers=AdvCounterOpM2 SupportedFollowers=AdvCounterOpM3 HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel [AdvCounterOpCommanderM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=6 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=16 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=17.22 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvCounterOpM1 SupportedFollowers=AdvCounterOpM2 SupportedFollowers=AdvCounterOpM3 HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel [AdvCounterOpCommanderM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=12 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=18 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=29.17 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvCounterOpM1 SupportedFollowers=AdvCounterOpM2 SupportedFollowers=AdvCounterOpM3 HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel [AdvGeneralM1 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=5 CharacterBaseStats[eStat_Dodge]=5 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel [AdvGeneralM1_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 [AdvGeneralM1_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvGeneralM1_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Defense]=15 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvGeneralM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=10 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=125 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=17.22 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel [AdvGeneralM2_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 [AdvGeneralM2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=18 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvGeneralM2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=20 CharacterBaseStats[eStat_Defense]=15 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvGeneralM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=15 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=150 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=29.17 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel [AdvGeneralM3_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 [AdvGeneralM3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=24 CharacterBaseStats[eStat_Defense]=15 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvGeneralM3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=26 CharacterBaseStats[eStat_Defense]=20 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [CivilianMilitia X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=3 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=0 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=29.17 DirectXpAmount=10 MaxCharactersPerGroup=4 bBlockRankingUp=true [CivilianMilitiaM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_Hacking]=5 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=0 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=29.17 DirectXpAmount=10 MaxCharactersPerGroup=4 bBlockRankingUp=true [CivilianMilitiaM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_Hacking]=5 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=0 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=29.17 DirectXpAmount=10 MaxCharactersPerGroup=4 bBlockRankingUp=true [VolunteerArmyMilitia X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=3 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_Hacking]=5 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=0 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=29.17 DirectXpAmount=10 MaxCharactersPerGroup=4 bBlockRankingUp=true [VolunteerArmyMilitiaM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_Hacking]=5 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=0 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=29.17 DirectXpAmount=10 MaxCharactersPerGroup=4 bBlockRankingUp=true [VolunteerArmyMilitiaM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_Hacking]=5 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=0 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=29.17 DirectXpAmount=10 MaxCharactersPerGroup=4 bBlockRankingUp=true ;Temp support for variable lost HP [TheLostHP2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=2 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHP2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=3 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHP3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP4 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHP4_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP4_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP5 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=5 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHP5_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP5_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP6 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHP6_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP6_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP7 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHP7_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP7_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP8 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHP8_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP8_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP9 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHP9_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP9_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP10 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHP10_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP10_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP11 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=11 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHP11_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP11_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP12 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHP12_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHP12_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=2 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=3 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP4 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP4_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP4_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP5 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=5 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP5_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP5_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP6 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP6_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP6_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP7 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP7_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP7_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP8 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP8_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP8_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP9 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP9_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP9_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP10 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP10_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP10_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP11 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=11 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP11_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP11_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP12 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP12_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP12_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP13 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=13 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP13_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP13_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP14 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP14_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP14_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP15 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP15_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP15_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP16 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP16_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP16_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP17 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP17_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP17_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP18 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP18_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP18_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP19 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP19_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP19_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP20 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP20_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP20_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP21 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP21_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP21_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP22 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=20 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=2 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostDasherHP22_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostDasherHP22_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP4 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP4_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP4_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP5 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=5 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP5_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP5_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP6 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP6_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP6_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP7 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=7 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP7_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP7_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP8 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP8_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP8_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP9 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP9_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP9_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP10 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP10_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP10_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP11 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=11 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP11_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP11_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP12 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP12_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP12_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP13 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=13 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP13_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP13_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP14 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP14_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP14_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP15 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=15 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP15_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP15_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP16 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=16 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP16_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP16_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP17 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=17 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP17_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP17_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP18 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=18 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP18_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP18_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP19 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=19 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP19_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP19_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP20 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=20 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP20_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP20_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP21 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=21 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP21_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP21_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP22 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=22 CharacterBaseStats[eStat_Mobility]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=0 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=5.45 DirectXpAmount=10 MaxCharactersPerGroup=0 SupportedFollowers=TheLostHP2 SupportedFollowers=TheLostHP3 SupportedFollowers=TheLostHP4 SupportedFollowers=TheLostHP5 SupportedFollowers=TheLostHP6 SupportedFollowers=TheLostHP7 SupportedFollowers=TheLostHP8 SupportedFollowers=TheLostHP9 SupportedFollowers=TheLostHP10 SupportedFollowers=TheLostHP11 SupportedFollowers=TheLostHP12 SupportedFollowers=TheLostDasherHP2 SupportedFollowers=TheLostDasherHP3 SupportedFollowers=TheLostDasherHP4 SupportedFollowers=TheLostDasherHP5 SupportedFollowers=TheLostDasherHP6 SupportedFollowers=TheLostDasherHP7 SupportedFollowers=TheLostDasherHP8 SupportedFollowers=TheLostDasherHP9 SupportedFollowers=TheLostDasherHP10 SupportedFollowers=TheLostDasherHP11 SupportedFollowers=TheLostDasherHP12 SupportedFollowers=TheLostDasherHP13 SupportedFollowers=TheLostDasherHP14 SupportedFollowers=TheLostDasherHP15 SupportedFollowers=TheLostDasherHP16 SupportedFollowers=TheLostDasherHP17 SupportedFollowers=TheLostDasherHP18 SupportedFollowers=TheLostDasherHP19 SupportedFollowers=TheLostDasherHP20 SupportedFollowers=TheLostDasherHP21 SupportedFollowers=TheLostDasherHP22 [TheLostHowlerHP22_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_FlankingCritChance]=40 [TheLostHowlerHP22_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=90 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectreM1 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=20 CharacterBaseStats[eStat_HP]=13 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=100 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_HackDefense]=150 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=17.28 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod SupportedFollowers=Andromedon SupportedFollowers=Archon SupportedFollowers=Cyberus SupportedFollowers=Faceless SupportedFollowers=Muton SupportedFollowers=Sectoid SupportedFollowers=Viper strSkirmishImage=img:///UILibrary_XPACK_Common.MPcard_Spectre [SpectreM1_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=10 CharacterBaseStats[eStat_HP]=11 [SpectreM1_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectreM1_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=16 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectreM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_HP]=20 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_PsiOffense]=100 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_HackDefense]=150 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=17.28 DirectXpAmount=10 MaxCharactersPerGroup=4 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod SupportedFollowers=Andromedon SupportedFollowers=Archon SupportedFollowers=Cyberus SupportedFollowers=Faceless SupportedFollowers=Muton SupportedFollowers=Sectoid SupportedFollowers=Viper strSkirmishImage=img:///UILibrary_XPACK_Common.MPcard_Spectre [SpectreM2_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=15 CharacterBaseStats[eStat_HP]=16 [SpectreM2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=22 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectreM2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=25 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [ShadowbindUnit X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=100 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_HackDefense]=150 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=17.28 DirectXpAmount=10 MaxCharactersPerGroup=4 [ShadowbindUnit_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=6 [ShadowbindUnit_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ShadowbindUnit_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ShadowbindUnitM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=85 CharacterBaseStats[eStat_PsiOffense]=100 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=100 CharacterBaseStats[eStat_HackDefense]=150 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=17.28 DirectXpAmount=10 MaxCharactersPerGroup=4 [ShadowbindUnitM2_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=12 [ShadowbindUnitM2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [ShadowbindUnitM2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=16 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvPriestM1 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=40 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=60 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=7.18 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod SupportedFollowers=AdvPriestM1 SupportedFollowers=AdvPriestM2 SupportedFollowers=AdvPriestM3 HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_XPACK_Common.MPcard_AdvPriest [AdvPriestM1_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=5 [AdvPriestM1_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Dodge]=10 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvPriestM1_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Dodge]=15 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvPriestM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=15 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=40 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=70 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=17.22 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod SupportedFollowers=AdvPriestM1 SupportedFollowers=AdvPriestM2 SupportedFollowers=AdvPriestM3 HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_XPACK_Common.MPcard_AdvPriest [AdvPriestM2_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=10 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_FlankingCritChance]=33 [AdvPriestM2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=20 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvPriestM2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=20 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_HP]=13 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvPriestM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=10 CharacterBaseStats[eStat_Dodge]=20 CharacterBaseStats[eStat_HP]=16 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=40 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=75 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=29.17 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod SupportedFollowers=AdvPriestM1 SupportedFollowers=AdvPriestM2 SupportedFollowers=AdvPriestM3 HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_XPACK_Common.MPcard_AdvPriest [AdvPriestM3_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_Dodge]=15 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_HP]=13 [AdvPriestM3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=18 CharacterBaseStats[eStat_Defense]=15 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvPriestM3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=18 CharacterBaseStats[eStat_Dodge]=25 CharacterBaseStats[eStat_Defense]=15 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvPurifierM1 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=5 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=8.53 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_XPACK_Common.MPcard_AdvPurifier [AdvPurifierM1_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=4 [AdvPurifierM1_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvPurifierM1_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvPurifierM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=8.53 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_XPACK_Common.MPcard_AdvPurifier [AdvPurifierM2_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=6 [AdvPurifierM2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvPurifierM2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_HP]=9 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvPurifierM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=2 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=50 XpKillscore=13.64 DirectXpAmount=10 MaxCharactersPerGroup=1 SupportedFollowers=AdvMEC_M1 SupportedFollowers=AdvMEC_M2 SupportedFollowers=AdvShieldBearerM2 SupportedFollowers=AdvShieldBearerM3 SupportedFollowers=AdvStunLancerM1 SupportedFollowers=AdvStunLancerM2 SupportedFollowers=AdvStunLancerM3 SupportedFollowers=AdvTrooperM1 SupportedFollowers=AdvTrooperM2 SupportedFollowers=AdvTrooperM3 SupportedFollowers=AdvPurifierM1 SupportedFollowers=AdvPurifierM2 SupportedFollowers=AdvPurifierM3 SupportedFollowers=Sectopod HackRewards=SKULLFeedback HackRewards=ALittleIntel HackRewards=FacilityLead HackRewards=ALotOfIntel strSkirmishImage=img:///UILibrary_XPACK_Common.MPcard_AdvPurifier [AdvPurifierM3_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=1 CharacterBaseStats[eStat_HP]=10 [AdvPurifierM3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [AdvPurifierM3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_ArmorMitigation]=3 CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectralStunLancerM1 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=40 XpKillscore=9.35 DirectXpAmount=10 MaxCharactersPerGroup=4 [SpectralStunLancerM1_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectralStunLancerM1_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectralStunLancerM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=70 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=40 XpKillscore=9.35 DirectXpAmount=10 MaxCharactersPerGroup=4 [SpectralStunLancerM2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectralStunLancerM2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectralStunLancerM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=40 XpKillscore=9.35 DirectXpAmount=10 MaxCharactersPerGroup=4 [SpectralStunLancerM3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectralStunLancerM3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectralStunLancerM4 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=12 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=80 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=40 XpKillscore=9.35 DirectXpAmount=10 MaxCharactersPerGroup=4 [SpectralStunLancerM4_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectralStunLancerM4_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=14 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_CritChance]=15 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectralZombieM1 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=4 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=75 XpKillscore=9.35 DirectXpAmount=10 MaxCharactersPerGroup=4 [SpectralZombieM1_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectralZombieM1_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=5 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectralZombieM2 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=5 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=75 XpKillscore=9.35 DirectXpAmount=10 MaxCharactersPerGroup=4 [SpectralZombieM2_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectralZombieM2_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectralZombieM3 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=75 XpKillscore=9.35 DirectXpAmount=10 MaxCharactersPerGroup=4 [SpectralZombieM3_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectralZombieM3_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectralZombieM4 X2CharacterTemplate] CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_ArmorChance]=0 CharacterBaseStats[eStat_ArmorMitigation]=0 CharacterBaseStats[eStat_ArmorPiercing]=0 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Dodge]=0 CharacterBaseStats[eStat_HP]=8 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_ReserveActionPoints]=0 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_DetectionRadius]=12 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_Will]=50 CharacterBaseStats[eStat_HackDefense]=125 CharacterBaseStats[eStat_FlankingCritChance]=33 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_Strength]=75 XpKillscore=9.35 DirectXpAmount=10 MaxCharactersPerGroup=4 [SpectralZombieM4_Diff_2 X2CharacterTemplate] CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 [SpectralZombieM4_Diff_3 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=10 CharacterBaseStats[eStat_Offense]=75 CharacterBaseStats[eStat_Mobility]=15 CharacterBaseStats[eStat_CritChance]=10 CharacterBaseStats[eStat_FlankingCritChance]=40 ================================================================================ XCOM Parft1.txt ================================================================================ There are a lot of moving parts in XCOM 2: War of the Chosen: classes, enemies, weapons, utility items, mission types, the Avatar Project, and other such nonsense. Despite this game being a decade old, which hurts me more than it hurts you, new players are still coming here to this subreddit or to the Discord, looking for advice. After recently achieving what is the greatest gaming accomplishment of my life, a Legend Ironman, deathless, Grim Horizon run with no missions failed or skipped (this is the only time I’ll bring it up I promise), I figured it was time to give back. So I am putting together a series of guides with as much detail as I can possibly provide. My goals are twofold. First, to serve as a comprehensive reference that can stand in for the frankly awful wiki. Second, to take you, yes you, from someone who has maybe played on Veteran or Rookie and help you reach the point where you can consistently beat Legend Ironman. If you are already there, I still encourage you to read along and challenge my assumptions. If you disagree with something, that is a good thing. My way is not the only way, and different perspectives only make everyone better. Even if, in the end, we all know I’m right ;-P But enough talk. Let us get into the guide. Rangers are the strongest of the 4 basic classes. They get something powerful at just about every rank and shotguns are absolutely cracked. Here is how the rankings for abilities (and other stuff) is going to work. ★★★★★ - The Best of the best. Abilities that things that you build around. Or weapon mods that are best in slot. Things of that nature. The difference between having stuff in this tier and not is so massive I’d consider it nerfing yourself not to grab them. You really, really, really want stuff with 5 stars. ★★★★☆ - Really strong abilities. Abilities I am always happy to have and would trade a lot of other abilities for, but they aren’t quite as “must have” as the 5 star ones. ★★★☆☆ - Abilities that are pretty good. Stuff that I would buy with AP quite happily but might pass up if the other ability is better. ★★☆☆☆ - These are underwhelming. These abilities just don’t really do enough to justify having them. They might have very niche use or be passives that just kind of do very little. Stuff I just don’t care about. They aren’t horrible or useless, but you probably wouldn’t miss not having them. ★☆☆☆☆ - Trash abilities that are just worth nothing. ☆☆☆☆☆ - Given to abilities that are actively harmful. There is only one of these in the entire game. Stats: To start, their aim and HP at a given rank is as follows. Rank Aim (★★★★☆) HP (★★★☆☆) Squaddie 68 5 Corporal 71 6 Sergeant 74 7 Lieutenant 76 8 Captain 78 8 Major 79 9 Colonel 80 10 As aim goes, this is the 2nd highest of the best classes, but functionally it ends up being the best, because of how sniper rifles work (see the sharpshooter class). In terms of HP they have the “good” growth rates, but that doesn’t matter too much. You’re still probably getting one shot from a crit until you get predator armor anyway. But hey more HP is better than less. Weapons: Rangers can wield either Shotguns or Assault Rifles (and the Bolt Caster) as primary weapons and wield a sword as a secondary. Shotguns (★★★★★) - The absolute best weapon type in the game. They deal 4-6 to damage at base, meaning they one shot troopers even on a bad damage roll, and they have the ever holy short range table. This gives them a bonus up close and penalties far away. This seems like a “some good some bad” thing but actually it’s basically all upside. XCOM 2 (take a shot every time I say this in one of these guides) is about alpha striking. You want to kill enemies before they even get a turn. So the absurd bonuses shotguns give at close range means Rangers are the only one of the 4 base classes that can (without high ground) get a 100% to hit 100% to kill basic troopers at squaddie. That is worth its weight in gold. Shotguns also have an in-built 10% crit chance, which is nice later into the game where it can be possible to get 100% to hit 100% to crit. And finally they have 4 ammo per clip, because apparently they didn’t feel the need to hurt this weapon in any way. For more information, see the weapon guide. Assault Rifles (★★★☆☆) - Rifles are what I consider the baseline weapon. They do 3-5 damage at base which is fine but means that you can low roll and not one shot troopers, which is sad. They have a 4 clip, which is as good as it gets, and they have the medium range table, which has some benefits for being close but doesn’t have drawbacks from being far away. It’s fine, but only fine. This is the “I mean it’s OK” weapon. It’s fine, nothing to complain about but nothing exciting. The last thing to rate before we move onto the class proper is their secondary weapon, the sword. Sword (★★★☆☆) - Swords are a melee only weapon that, like all melee weapons, can’t be used at range, take no ammo, and have a +20 bump to accuracy. They do, at base, 3-5 damage (the damage for the other tiers is in the weapon guide) and have a 10% chance to crit. The sword is fine. It is risky to use (covered more when we get to slash) at the start but has a lot of uses in the Rangers abilities. At base you only have a 88% chance to hit something with it which can absolutely screw you if you miss because it puts you right next to the enemy, but it’s fine. Not great, not bad, but pretty good. That's all the standard weapons, but let's cover the special items you can get. Starting with the least impactful, the TLP items. The TLP Shotgun (★★★★☆) is covered in more detail in the weapon guide but suffice it to say it's basically always worth equipping until the late game and/or you get really lucky with weapon mods. The TLP sword has no unique effects at all, so equip it if you want but it's just for looks. Moving onto the Alien Hunters DLC. It will give you access to the Hunter's Axe (★★★★☆) and Bolt Caster (★★★☆☆). For our purposes, the Axe gives +1 damage to your sword and a ranged throw attack that is a free action (more detail in the weapon guide) and the Bolt Caster gives a lot more aim and damage compared to a bolt caster but at the cost of only having one clip. Basically, always have one ranger equip the axe and I wouldn’t use the Bolt Caster over the Shotgun, if you want more info. See the Weapon Guide. And finally once you kill the Chosen Assassin you will gain access to the Katana (★★★★★) and the Arashi (★★★★★). More details are in the weapon guide, but the jist is that the Katana is a sword that does +1 damage, cannot miss*, and pierces 5 armor and the Arashi is a beam shotgun that has 4 weapon attachments instead of 3. These are the best in slot items for the ranger. You should equip them on a ranger as soon as you unlock them. The Katana in particular is insane for its interaction with bladestorm. Turning a powerful but unreliable skill into an absolute power house. Now we can finally move onto the actual abilities of this class. Abilities: To not bury the lead, here is a table of my view of each ability, again what each start rating means is above. If that’s all you want, then here you go. If you want my explanation, it’s below. Rank Assault Scout Squaddie Slash (★★★☆☆) Corporal Blademaster - (★★★★☆) Phantom - (★★★☆☆) Sergeant Shadowstep - (★★★☆☆) Shadowstrike (★★★☆☆) Lieutenant Run and Gun - (★★★★★) Conceal (★★★☆☆) Captain Bladestorm - (★★★★☆) Implaccable (★★★☆☆) Major Untouchable - (★★★★★) Deep Cover - (★☆☆☆☆) Colonel Reaper - (★★★★☆) Rapid Fire - (★★★★★) GTS Perk Hunter’s Instinct (★★★★☆) If that’s the only information you wanted, there you go, thanks for reading. If you want to read why I gave each thing its rating, then here we go! Slash (★★★☆☆) - Slash is an active ability with no cooldown that has the Ranger use their sword at a dash length on one enemy. You choose what tile adjacent to that enemy (within range) you end up on. So Slash is sort of weird to rank, but here’s why I gave it three stars. At the start of a run, and as I mentioned when going over the sword it has a 3-5 damage range (4-6 with the axe) at an 88% hit rate. That is just not reliable enough. Sometimes you just have to say “fuck it” and gamble on it, but you never want to. Running in deep to the enemy position can open you up to activating another pod, which can lead to some very bad things happening. And if you miss…well, you’re kind of boned. The later into the game you go, the more reliable it gets, but also the more another ability named Run and Gun sort of takes its shine away. Still, you will probably click this a lot throughout a run, and so 3 stars it gets. Blademaster (★★★★☆) - Blademaster is a passive ability that grants +10 aim and +2 damage to all sword attacks. This includes using Slash, Bladestorm, and Reaper but does not include throwing the Hunter’s Axe. This makes Slash much more appealing. Because of the aim bump from corporal, this allows Slash to have 100% hit rate on anything without innate defense. Now if you click it on a basic trooper and they just die, no fuss. And with the Axe you are 1 damage away from auto-killing sectoids. Now this isn’t perfect, you still have to be vary of activating another pod. But just “click and they die” is always going to be good. It also makes other abilities like bladestorm and reaper much stronger because they also benefit from the aim and damage boost. If you don’t pick this up at this rank, consider heavily going back for it to buy with AP. Phantom (★★★☆☆) - Phantom is a passive ability that allows your soldier to stay in concealment even when the rest of your squad is revealed. This also works on Retaliation missions or other missions you don’t normally start concealed. OK so if this was vanilla I’d bump this up a star, maybe two. But this is more focused on WOTC, so it gets knocked down a good bit. Reapers have this perk, but better. This completely overshadows this ability's main role, which is to scout. There is still a reason to pick this up, but it isn’t as necessary as it is in vanilla. That reason is if your Reaper is tired/wounded/dead. If you start with Reapers you can pick up two of them eventually, and at that point you really don’t need this, but before then (or if you start with another faction) then for your B team having a phantom ranger is still worth it. With all of that said, I recommend taking Blademaster on every ranger but one. One ranger gets phantom and serves as your scout when your Reaper is unavailable. Shadowstep (★★★☆☆) - This is a passive ability that makes your ranger completely ignore overwatch. This also works on things like suppression or bladestorm or any form of reaction attack. The enemy's overwatching just isn’t that big of a threat most of the time, and this doesn’t really even solve overwatch when it does happen. It just lets one unit ignore the problem. But there are times where it can be nice to be able to slash a chosen will watchful to break it for example. Heavy MECs can overwatch on reveal and so sometimes the flow of a turn means you want to use your ranger first. If the counterattack dark event pops this is actually quite useful. It can be helpful sometimes, but it isn’t that useful. Still, not terrible. If I take shadowstrike at this level I don’t feel the need to come back for this, but I also don’t hate it when I have it. Shadowstrike (★★★☆☆) - Shadowstrike is a passive ability that gives your ranger +25 aim and crit when they are unobserved. The game says when in concealment, but that’s not actually how it works, the tooltip is a lie. If the enemy you are shooting at cannot see your ranger, either because they are concealment or because they are behind a building or whatever, then your shot will get the 25 aim and crit bump. Also, if you start a slash from a location the enemy cannot see, the game will give you the effect of Shadowstrike on that slash even if the tooltip says otherwise. Hooray for a strategy game lying to the player! Anyway, onto discussing how good this is. It’s tough. If you really try, you can squeeze a lot out of this, but the cute little sword interaction doesn’t come up much if you have Blademaster (do not rely on sword crits!), but one of your rangers (if you take my advice) doesn’t have Blademaster, and on that unit it can be quite useful. Also if you do pick up phantom (or Conceal) from the training center with AP then you can just fire a shot with +25 aim and crit, and that’s not bad! It can be a little tricky to use this a bunch, but it's nice to have. It isn't rated 4 or more stars just because it's really specific. It’s really hard to use this more than twice a mission. Now twice per mission isn't bad, but it's only twice. If you want to skip this for Shadowstep I get it, but I would recommend thinking about going the other way. It’s a hard call. Run and Gun (★★★★★) - Run and Gun is an active ability with a 3 turn cooldown that grants you an additional action point that cannot be used on moving. The game says it grants an action after dashing, it’s lying (again). It's just an action point that can’t be used for moving. If you click Run and Gun then fire your gun the ability is wasted. You can reload, activate Run and Gun, move, then shoot. It’s just another action point. All that said, this ability is insane. This lets you attack with your shotgun, the best weapon type in the game, at point blank range, where you get a huge aim bump! This combined with laser sights and talon rounds can just delete fuckers with crits. And it's flexible, too! Sometimes you need to dash to just throw a grenade in the spot you want or to get LoS for someone else in your squad or whatever. It is the 2nd strongest ability in the ranger class, always take this. Never even think about not taking it. Just click this always. Conceal (★★★☆☆) - Conceal is a one charge active ability that puts your soldier in concealment. It cannot be used if you are flanked. This is the most straightforward ability in the world. It lets you scout after firing your gun or slashing. If you have Shadowstrike it can be a “give me 25 aim and crit right now” button. Yea, it’s pretty good. I usually buy this with AP because not having Run and Gun is a bad idea, but yea. It’s good. Bladestorm (★★★★☆) - Bladestorm is a passive ability that grants the Ranger a sword slash against any target adjacent that moves or attacks. This will get the aim and damage bonus from Blademaster if you have that perk and it will suffer the overwatch penalty, meaning a 0.7x aim multiplier is applied. So if you have 78 aim, plus 20 additional aim from it being a sword attack, and the enemy has no innate defense you have 69% chance to hit (the game rounds all chances to hit up to the nearest percent). If you have Blademaster it’s a 76% chance. Also important to know, a Mutons ability to negate and counter melee attacks does apply to Bladestorm, so be a little careful with that. So obviously this is strong. It’s just free attacks. It can be used against reinforcements as well, just stand on the little flair and slash at every enemy as they come down. But it’s not without its issues. 76% is not 100%, and if you absolutely count on the damage from this to take a kill, you will eventually come up empty and get punished. Still, just free damage is pretty good. And then you get the Katana and this becomes extremely broken. The Arashi never misses and cannot be dodged, so now that 70ish percent attack roll is an auto hit that pierces 5 armor and the ranger's damage skyrockets. But that is super late game and not enough for me to give this 5 stars. Still, I pretty much always take this. It’s also super funny if you get multiple soldiers with it, you just make 1000 sword slashes on the enemy’s turn. It's fun. Implaccable (★★★☆☆) - Implaccable is a passive ability that gives you an additional move only action if you get a kill. This isn’t super great when you first pick it up. It lets you retreat to a safer position after shotgunning someone’s brains out but this is a game about Alpha Striking so hopefully the enemy is too busy being dead for that to matter. It can give you some extra forward momentum but that’s not that useful. It’s sort of whatever. But when combined with Untouchable this can be very silly. So usually I just buy it with AP once I get that. It isn’t worth too much on its own. Untouchable (★★★★★) - Untouchable is a passive ability that, if you score a kill on your turn, the next attack against you on that turn will always miss. This includes explosions, chosen attacks, Gateway, Dimensional Rift-anything that the game thinks is an attack. That means it doesn’t work on fall damage or enemies self-destructing on death. This is amazing! It turns your ranger into a mini mimic beacon. Combine this with Implaccable to turn your ranger into an attractive target by having them stand in the middle of nowhere and you just blank an attack per turn. To get the most of this it’s helpful to know the enemies’ AI patterns. For example andromodons always go for their punch if they can, so if you park your ranger right next to them, they will just whiff. But this isn’t so good against MECs micro missiles because someone is still getting hit and your cover is still exploding. But hey even without that this ability is ace. Always take it. Especially compared to its “competition.” Edit: apparently this only covers the first attack on the alien's turn. So if you are fighting a ruler or something, this doesn't do anything. Deep Cover (★☆☆☆☆) - Deep Cover is a passive ability that, if you do not attack in a turn, you automatically Hunker Down. This ability actually reads “does nothing.” I literally cannot imagine a situation where this is helpful. If you rolled Aim from the Training Center then maybe but even then are you passing on Untouchable for this? No, no you are not. Is it worth the 20-30 AP it takes to get both of those? Still probably not. Just pretend this ability isn’t here and you won’t miss it. Reaper (★★★★☆) - Reaper is an active ability with a 4 turn cooldown that makes your next sword attack always hit and if it kills you get an action point back that can be used on anything, and if you get another sword kill you get another action point back, and so on. Each successive hit lowers your damage by one. So if you have the basic sword and you start by doing 3-5, your next will do 2-4, then 1-3, then 0-2, then 0-1, then just 0. Because you are just clicking Slash, this gets the bump of damage from Blademaster. You can’t use this and Run and Gun on the same turn. Also you can’t use this and Serial on the same turn if you pick that up from the Training Center. Reaper is very good, but of the two chain kills it is the worse one. It has a bunch of restrictions Serial just doesn’t. Each hit does less and less damage, all your targets have to be within one move of you (Reaper refunds only one action point not two). It’s just a little specific. Sometimes you click this literally just to kill one enemy and then shotgun another. And hey, that’s still pretty good. The most use you will get out of this is in the final chamber, but that’s OK. A colonel ability being good in the final mission is what you’d want. Worth buying with AP 100% of the time, but I wouldn't pass up the other ability for it. Rapid Fire (★★★★★) - Rapid fire is an active ability with a 5 turn cooldown (it has no cooldown in the vanilla, isn’t that silly) that causes you to shoot your gun twice, each with a -15 penalty to aim. Importantly if your total aim goes above 115, your chance to hit will still be 100%. So if you have the default colonel ranger of 80 aim you need 35 additional aim (which can be achieved from the shotguns range table by being 1 or 2 tiles away) to get a 100% hit on both shots, assuming the enemy has no innate defense or cover. This is the strongest ability Rangers have bar none. Insert shotgun into face + click rapid fire + talon rounds + laser sight = dead anything. That deals a minimum of 28 damage with the Arashi (2 less with a storm gun), with Hunter's Instinct active that's 30 damage minimum. Very, very few enemies can survive that. sectopods, gatekeepers, andromodons, and Avatars at full health are the only enemies that can take that attack and not die. And it's not far off of killing those. Avatars have 35 health and 4 armor, it takes only shredding that armor and 5 other damage to guarantee a kill on the final bosses. In addition, taking two 70% shots is better than taking one 85% shot if you only need to hit once (in that situation, the numbers work out that the two 70% ones have a 91% chance of hitting at least once and a 49% chance of hitting twice, just to illustrate my point). This is the best way to delete Avatars in the final mission outside of banish. Even if you have a rifle this is still good. Two shots is almost always better than one. Just take this always. Also buy Reaper with AP (or be sad on Vanilla) but make sure you take this. Hunter’s Instinct (★★★★☆) - Hunters Instinct is the GTS perk for the Ranges and it is a passive ability that increases your ranged attack damage by 1 (by 3 in vanilla) if the target is flanked and gives swords a +10% (+15% in the base game) chance to crit. The sword crit is basically nothing because it is unreliable but the +1 damage is great. More damage is more better! Tough to justify with that 200 supply cost on Legend but I almost always pick it up. In vanilla this is very silly (why +3?! Why did they do that?!) but in WoTC it’s just “pretty good.” certainly worth it for the guaranteed extra 2 damage from a rapid fire, as mentioned above. In vanilla this ability is absurd because +6 damage on a no cooldown rapid fire is hilarious, but alas, WotC hit it with the nerf stick. Armor and Utility Items: OK that is every ability covered now onto every armor, utility item, weapon mods, and PCSs! I am not going to sit here and type out a review of literally every utility item for specifically this class but I will highlight some good options. Similarly I’m going to cover the armors in broad strokes. More detail will be in the armor and utility item guides respectively. One final note: the ratings here are necessarily much looser. Basically everything in here is strictly positive and it's really more about the opportunity cost of not giving something to another unit than the strict power of a ranger. But still, more stars is better, less stars is worse. Anyway, here’s a table of how good each armor type is: Armor Light (★★★★☆) Medium - (★★★☆☆) Heavy - (★★★★☆) Viper Suit/Armor (★★★★☆) RAGE Suit/Armor (★★★★★) Icarus Armor (★★★★★) So, basically, try and get special armor on them. The benefit of light/heavy armor is just worth more on this class than the extra utility item. I gave them the same star rating, but I do usually prefer light over heavy armor on Rangers, but heavy armor is also good. The question is if you prefer a grappling hook or a rocket in the mid game or a grappling hook or a blaster launcher in the late game (also the Viper and RAGE Suit specific buffs) in the late game. I do think the grappling hook is better, it’s just a lot of mobility and the spider/wraith suit buff mobility on top of that. But having a rocket is literally never bad and if you roll salvo from the Training Center it’s a serious consideration. For the Viper Suit and RAGE Suit, I usually give both of these to rangers (because why not have multiple rangers in a squad?) but if you have to pick only one the RAGE Suit is a bit stronger. They both buff mobility but while the Viper Suit gives a very powerful freeze attack, it can whiff and that’s not great. The RAGE Suit melee attack can also miss, but it is free movement, if it doesn’t miss it is extra damage and shred and you get a heavy weapon. That’s just hard to beat. Still if you get Death From Above from the Training Center, maybe go the other way. The Icarus Armor is the best armor for every class because teleporting anywhere on the map is broken but that isn’t interesting so I’m moving on. If you have a better candidate (sharpshooter, someone with DfA) give it to them if not sure why not. For utility items, the ones that are standout are grenades, because you start with them, mimic beacons, because they are broken, and special ammo. The rest are fine but if you want my views on them, go read my (yet to be written) utility item guide. These ratings reflect how often you want to equip that item on this class, not the rating of the item itself. Again that’s in the utility item guide. Frag/Plasma Grenade (★★★☆☆) - So your starting item is a grenade, and they are the class that wants to use them probably the 3rd most out of the starting ones. Throwing a grenade with anyone is always fine, but because they have (effectively) the highest aim of any base class they generally want to be the one following up after one. But hey sometimes you want to throw a grenade with them and so you will. If you want to sub out the grenade for a flash bang early, they aren’t a bad person to carry it, but also not the best. And just to briefly go over it, plasma grenades are also fine but by that point I usually transition to having special armor and experimental ammo so I don’t use them a lot but hey they work because they always work. Mimic Beacons (★★☆☆☆) - Mimic beacons are broken, everyone knows that, but rangers probably want to hold them the 2nd least of any base class. They break concealment when thrown, bad for your scout ranger, and they are for bailing out a turn when your damage isn’t enough to handle every enemy active. Rangers are the ones pushing that damage so it just isn’t what you want to spend their action on. You still need enough damage on the follow up to kill everything after you throw the meme beacon after all. Experimental Ammo (★★★★★) - Generally speaking, experimental ammo is the thing you want to equip on your ranger, which is why I left it for last. The 5 star rating is for how good ammo is on them generally, there simply isn’t something else I want to equip over them on this class specifically. Below are the star ratings for each ammo in particular, not them as a whole. Here is a table of how I rank each of them. Ammo Type Viper Rounds (★★★☆☆) Dragon Rounds (★★★☆☆) AP Rounds (★★★☆☆) Tracer Rounds (★★☆☆☆) Talon Rounds (★★★★★) Bluescreen Rounds (★★★★★) Viper/Dragon Rounds (★★★☆☆) - I’m looping these together because for my purposes they are the same item. They give a +1 damage and a status effect on certain units. Those units are slightly different (see utility item guide), but whatever. Now, +1 damage is good. And I’d equip this over a grenade most of the time, but it has its limitations. The units that are vulnerable to poison/fire aren’t as dangerous as the ones that are immune (generally) and +1 damage isn’t as much damage as you could be doing with certain other ammo. But hey, if you roll this from the Proving Ground, slap 'em on this class it’ll do just fine. Tracer Rounds (★★☆☆☆) - So tracer rounds just give a flat aim bump, and on this class that can so easily get to 100% to hit, I’m just not sure what’s that doing here. I mean, is it better than a grenade? I mean, maybe sometimes? I am very unimpressed with them. Are they bad? No. Are they good? Also…also no. AP Rounds (★★★☆☆) - AP rounds can be effectively +5 damage, but often you can shred your enemy before your ranger starts blasting them, and so that +5 is sometimes +1 or even +0, and that’s sad. The best use of these on rangers is against AVATARs to just nuke them off the field, but there are other ways to kill AVATARs that are more effective. They're fine, but you can do better. Talon Rounds (★★★★★) - Now this is the real shit. There’s a reason this is the only ammo type I brought up when talking about abilities. +15 to crit and +1 crit damage is exactly what this class wants to do. This is probably better at killing AVATARs than AP frankly. This is usually your best choice. There's a reason I included them in my calculations when talking about rapid fire. Bluescreen Rounds (★★★★★) - The other candidate for best special ammo on Ranger is Bluescreen. That +5 damage against 1/4th of all enemies (and the most dangerous ones) is just so juicy. But, you know what also works against robots? Critting them twice with Talon Rounds. This is a situation where you can literally check the Shadow Chamber and spec as needed. I generally default to Talon Rounds, but if you slapped BS rounds on literally all 6 of your units I won’t tell you you're wrong, because you probably aren’t. Weapon Mods: Let’s go through each weapon mod and why or why not you might want it on this class. I will assume you are using a shotgun for this, but if you want to know what to put otherwise, go check out the (not yet written) Specialist guide. Here is a table of my ratings of each of them, with the understanding that higher tier versions are always better than the lower tier ones so I didn’t differentiate between them here. I am also considering that some classes want certain weapon mods over others, and that does factor into things, you do have to choose who gets what from a limited pool after all. Weapon Mod Scope (★★☆☆☆) Laser Sight (★★★★★) Hair Trigger (★★★☆☆) Repeater (★★★★★) Stock (★★★★☆) Expanded Mag (★★★☆☆) Auto-Loader (★★☆☆☆) Scope (★★☆☆☆) - So if you are using a rifle consider this a 4 star but if you are using a shotgun you just don’t need this. I mean, it won’t hurt, more aim is literally never bad. But, like, what are we doing here? The point of the class is to insert a shotgun into your enemies throat and pull the trigger. You don’t need more aim, you will sit at 100 or close to it most of the time. Especially considering that other classes need them more and you can’t have a laser sight and a scope at the same time. Laser Sight (★★★★★) - This is what you want on a shotgun. Without these you cannot get to 100% crit, and you really, really want to auto crit. If you find a laser sight at any point, they are your rangers property basically exclusively. Also classes (except maybe one) really don’t need them. Repeater (★★★☆☆) - Repeaters are the slot machine weapon mod. Sometimes they pay out huge and you win big and the enemy instantly falls over dead, and sometimes you will go an entire run forgetting you equipped one. You can throw them on literally any soldier and get good mileage out of them but rangers like shooting their gun so why not? There are a few classes that want them a tiny bit more but literally equip them on whomever. The reason for the 3 star is just that they are still RNG at the end of the day and some weapon mods are better for them specifically. Hair Trigger (★★★☆☆) - Hair Triggers work just about the same on everyone but an extra action on ranger is often stronger than on other classes that have weaker guns, which gives them a leg up. There aren’t many classes that want them more, either. If you get one of these as a random drop, I’d equip it on rangers. But if you don’t I wouldn’t hound one down, so 3 stars seem fair. Stock (★★★★☆) - Alas, sometimes you simply can’t risk getting close enough to use shotguns effectively. And in those situations having a stock to just do a bit of chip damage can be really nice. Every class loves stocks but rangers might love them a little more because it gives them something to do in situations where otherwise they would just sit there and be sad. The only drawbacks are a) you could also have them on another class with worse aim to give them more reliable damage and b) there is an opportunity cost to using this over something else. But hey, they work pretty well. Expanded Mag (★★★☆☆) - Before you get rapid fire, this is kind of whatever. More shots before you have to reload is good, but if you are pacing yourself properly through a mission, this just won’t come up. Now sometimes shit goes sideways and you will want more ammo, but hopefully this doesn’t happen. Now, once you do get rapid fire. Everything flips. Now you need this to get the most out of the class. Luckily around that time you get the Arashi and one of your Rangers gets one of these for free. But for your other rangers, do consider swapping a weapon mod. Before then, probably not. Unless you get like Hail of Bullets or something from the Training Center. Auto-Loader (★★☆☆☆) - Auto-loaders for rangers is basically an expanded mag. Technically you get more ammo out of it but because you can’t clip Rapid Fire with 1 bullet in this clip and another in an auto-loaded clip this drops in usefulness. The only niche for them is that they help you deal with Codexes’ psi-bomb, but, eh, that’s not really worth a weapon slot. They're fine, but I’d rather have something else. PCSs: And lastly, let us go over PCSs, luckily for me, there just aren’t that many of them. So this’ll be quick! Here is a table of how I value each of them on Rangers. And as before, the higher quality ones are always preferred. PCS Aim (★★★★☆) HP (★☆☆☆☆) Dodge (★☆☆☆☆) Will (★☆☆☆☆) Mobility (★★★★★) Aim (★★★★☆) - Aim is something everyone wants, and rangers need it the least because, you know, shotguns. So it can be hard to justify giving them an Aim PCS over your other units. But it does buff the hit rate of bladestorm and still is good if you have a shotgun. If you are absolutely overflowing in aim PCSs, first of all, good job rolling high on the RNG check and second yea sure use one on this class. I can’t give this 5 stars because there are simply candidates who need them more, but you won’t regret using them on this class. HP (★☆☆☆☆) - I’m going to say this for every class. But this does basically nothing. This is a game about alpha striking. Hopefully you simply don’t get hit. Now if you do, will this save you? Only maybe! Get crit and you still just drop dead. The opportunity cost is also so high. You can’t have a better PCS if you have this one. Honestly just sell these. Dodge (★☆☆☆☆) - It’s an HP PCS, but worse! Literally don’t even think about using this. Dodge is just too unreliable to even consider a real stat on your soldiers. A classic case of “every bad for enemies, useless for you.” If you see a dodge PCS just see it as picking up credits for when you sell them at the black market. Will (★☆☆☆☆) - Will is only ever used for psi defense in X2, and that is just not a stat I care about. Most things that interact with will just don’t matter. I just sell these. Mobility (★★★★★) - Extra mobility is premium on Rangers. It means more flexible slashes, more flexible Run and Guns, more flexible Implaccables. This is everything you could want on this class. The only bad part is not being able to use an aim PCS. Summary: OK, let's explain. No, there is too much, let me sum up this class. Rangers do it all. They scout, they shoot, they stab. They are your main work horses and damage pushers. They also bring excellent defensive utility by scouting pods and using untouchable to blank attacks. The only thing to watch for is not to slash enemies too far away so you don’t reveal 15 other pods and get your entire squad killed. But hey, avoid that and this class sings. An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 315 Downvote 60 Go to comments Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section u/mrgarrettscott avatar mrgarrettscott • 3mo ago Hoping this series of guides becomes a permanent part of the side bar Fabulous_Jellyfish71 • 3mo ago me too :D Ok-Huckleberry-419 • 3mo ago Pretty cool write up. Enjoy the work and analysis. 👍 u/hielispace avatar hielispace OP • 3mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Thanks! Flubinurgen • 3mo ago This was so much fun to read! Also very informative and great summary of the class, thanks for the great post :) Looking forward to the ones to come! u/hielispace avatar hielispace OP • 3mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Thank you! u/Shooter-__-McGavin avatar Shooter-__-McGavin • 3mo ago I'm only about halfway through, but I have to compliment you on the thoroughness of this guide, and you manage to keep things tongue-in-cheek enough so it isn't a dry read. Keep it up! Fuckin' A on Run & Gun, that skill has saved my ass so often it's beyond comprehension. It's the type of skill you always hope shows up on a soldiers bonus skills, along with Shredder u/hielispace avatar hielispace OP • 3mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Thank you very much. Writing something this long and trying to keep it both complete, entertaining, and useful was a challenge! And yea Run and Gun is king. It's so fucking good. I will do a separate guide about the training center and AP eventually where I talk about all that. But this post was 7000 words gotta stop eventually. shinobigarth • 2mo ago R&G is completely busted. u/XCOM_Finx avatar XCOM_Finx • 3mo ago Good write up overall, although I have many disagreement on these rating. Bolt Caster - This it depend on if you mean specifically for Ranger than sure 3/5 is appropriate because Shotgun, but overall its an awesome weapon that when combine with AP rounds can help one shotting high priority target such as Mec. On Specialist its an easy 5/5, it turns a class that is notoriously bad at damage dealing into a very potent damage dealer... anyway I digress. Shadowstep - This one is not a disagreement but i'm confuse because in the summary you rate it at 2/5 and in the detailed explaination at 3/5 so is it 2 or 3 stars? Implacable - My biggest disagreement, i'd easily rate this one a 5/5 and even go further and make the claim that its the best Ranger ability. Basically you make the claim that this is not an alpha striking ability, but I would argue the exact opposite thanks to its combo potential. Untouchable, Serial, Death From Above, Teamwork, Combat Presence, Inspire, Hair Trigger all are made much better thanks to Implacable. On top of that the way I see Implacable is that if your game sense is very well acute, Implacable is a proactive Run & Gun on a per turn basis instead of on a cooldown. Hair Trigger - I think you are undervaluing this attachment. As you rightfully said Shotgun are the best weapon type and they can 100 to 0 a target easily which if you get a hair trigger to proc that means your Ranger goes from killing a single target to 2 which sure is inconsistant but when it happen is great for alpha striking. Repeater - You made the claim that Rapid Fire is the best Ranger ability in the game and I don't think so mainly because its an overkill ability for most enemy. In the few case you do need massive damage Rapid Fire is all you need. Plus most target can easily be one shot with a shotgun if you are on point with research. All this makes the repeater simply unnecessary for them. I'd say for Ranger repeater is a 1/5. Stock - Assuming you get close to your target, Ranger's hit chance is always very high if not guarantied so what does a stock really do for a Ranger? An other 1/5 for me. Expended Mag & Auto-Loader - Those I think can be handy for Ranger if you are lucky and roll Serial or Death From Above since those ability will allow your Ranger to kill many target per turn which result in high ammo usage. u/hielispace avatar hielispace OP • 3mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Thanks! And I think disagreement is good, so on with the show. >This it depend on if you mean specifically for Ranger than sure 3/5 is appropriate because Shotgun, but overall its an awesome weapon that when combine with AP rounds can help one shotting high priority target such as Mec Yea I was rating it on this class, as would be appropriate. I also don't like the Bolt caster much on Specialist, to be honest. It's just not that flexible. And turn timers are a thing and it slows you down from having to reload, but also it's on the class (if its on Specialist) that let's you basically extend turn timers. Eh, maybe it's a me thing but I don't like it very much. I don't think it's bad. I sometimes use them on the first retal mission for faceless, but eh. >Shadowstep - This one is not a disagreement but i'm confuse because in the summary you rate it at 2/5 and in the detailed explaination at 3/5 so is it 2 or 3 stars? Oops, that's a typo. It should be 3 stars. I'll go fix that now. >I would argue the exact opposite thanks to its combo potential. Untouchable, Serial, Death From Above, Teamwork, Combat Presence, Inspire, Hair Trigger all are made much better thanks to Implacable. Sure it works with those pretty well. But so does, like, just using those normally. I don't think implaccable is the Sause there. Especially because of how the move only action works in skills that refund or give you extra actions can be a little wonky. And you have to get lucky in the training center or in play for a lot of those as well. I just don't find that much to do with implaccable most of the time. Like, I killed the enemy, and now have a move to do...nothing with. Because I have 5 other guys to kill a pod of 4. >Hair Trigger I think Hair Trigger is my choice for the second/third attachment on shotguns. If I don't have rapid fire/chain-shot/hail of bullets/whatever then I'd prefer it over every other attachment. But they just aren't as necessary for this class as laser sights. Like, if you never used them and went with a stock or a repeater or an expanded mag is that going to be so much worse? No, probably not. It is RNG after all. >Repeater There are enemies that you simply won't one shot no matter how hard you try. Archons, Gatekeepers, Mutons if you are behind on research or don't get a crit, Berserkers, (well, you can one shot those if you have a colonel, but then the games almost over so whatever), and the big ones are rulers and chosen, which are the most important enemies to kill. Just the chance to say "actually fuck you you're dead" on those targets is so huge. It is only a chance, but that's pretty good! >Stock - Assuming you get close to your target, Ranger's hit chance is always very high Yea but you're not always very close to your target. Sometimes moving up will activate another pod, sometimes you are on a stupid sewer mission and the sight lines are all over the place because they were programmed by a monkey and moving up won't give you LoS, sometimes the chosen is 160000 tiles away and just activated and you don't have run and gun yet. It can be nice to just shoot the shotgun with a 2% chance to hit and know you will do something. >Those I think can be handy for Ranger if you are lucky and roll Serial or Death From Above since those ability will allow your Ranger to kill many target per turn which result in high ammo usage. I don't think you're really disagreeing with me here. That sounds like a 3/5 or 2/5 (because auto-loaders are worse for chain kills) attachment to me. shinobigarth • 2mo ago Repeater is one of the only things I disagree (just generally speaking) with hielispace on. Except for rangers if after you've put the laser and maybe the stock on their shotgun and you've got the continent bonus for adding a 3rd attachment, then maybe throw a superior repeater on there, but otherwise I just don't care for repeaters. The 15% chance isn't high enough for me to really justify taking up a mod slot on most classes, except for skirmishers because they can always attack twice. u/XCOM_Finx avatar XCOM_Finx • 2mo ago As you said its unreliable, but on Ranger is much worse because most target they shoot will often just die in a single attack, its also why they benefit much more from hair trigger. Repeater are more impactful on other class. Grenadier who will often be shooting high HP/Armor target to shred but might simply insta kill them. Specialist when they hit Major and can do crazy overwatch chain can single handlely drop a whole pod and repeater only makes that more probable. Skirmisher damage output is low but they brr so they simply benefit more from it. Reaper... do I need to explain lol? shinobigarth • 2mo ago On grens I always like to put a scope (because they have the worst base aim) and at least extended mag or auto-loader if we have a spare. For me that leaves repeaters as being 3rd in priority for them. As for sharpshooters, I tend to run them down the gunslinger tree and repeaters don't proc on pistols. BUT if I'm wanting them to be a dedicated sniper then they always get an auto-loader. Repeaters are obviously awesome when they do their job but for most classes I have other mods that I'd rather put on their guns. To each their own I guess, as I think repeaters are less objective and more open for debate. machine1979 • 3mo ago Thanks for the write up, will look forward to the following parts. It would be great to read up on your tactics a bit. I'm currently trying to complete my first legendary ironman run and I have been shying away from run and gun, for fear of activating too many pods by advancing too quickly. But you seem to see rangers going up close as your bread and butter. Also curious about the tactical legacy pack. I have it purchased but not installed. I didn't realize it added new weapons. u/hielispace avatar hielispace OP • 3mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter If you beat the mini-campaign missions (or use the TLP unlocker mod) you get a unique shotgun, rifle, sniper, cannon, pistol, and sword. The pistol and sword have no unique effects but the other weapons come with free attachments. So the fear of activating too many pods at once is true and real. That's basically how you lose in this game. But the game gives you the tools to know when and when not to move up by the time you have Run and Gun. Every mission has a set number of pods, you can know going in how many enemies you have to fight even without the shadow chamber. An easy mission is 3, a medium mission is 4, a hard mission is 5, a very hard mission is 6 pods. It's that simple. So if you are fightning pod number 2 on a medium mission, you know two other pods are out there somewhere. One of them is probably camping the objective or is behind it so you are in danger of activating one other pod if you move up. But if you bring a Reaper (and you should) you can move them up past where you are going to run and gun to know if its safe. Or you can start your turn with Run and Gun with a mimic beacon to throw if you do reveal another pod. The risk/reward is actually pretty easy to calculate. "If I can delete this enemy, is that worth the chance the revealing another pod. Would I rather get shot at or risk that?" Usually, it's OK to take the risk, especially if you plan to minimize it. Also, against the last pod in the mission...you can just blow them up. u/jonasnee avatar jonasnee • 3mo ago The sword has a higher hit chance. u/hielispace avatar hielispace OP • 3mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter No it doesn't. Shotguns have an in built 10% crit, plus 40% from flanking, plus 5-15% from laser sight (actually more because laser sights give more crit if you are super close). You can push your crit to over 100 with a shotgun. Not so with a sword. u/jonasnee avatar jonasnee • 3mo ago Sorry i should have maybe been more precise here, the special sword from TLP has higher hit chance than normal swords. u/hielispace avatar hielispace OP • 3mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter No it doesn't. I have tested this myself multiple times it has the same 88% chance to hit at squaddie as a normal sword, it's just a display bug. It displays the 20% aim bump that is innate in all melee weapons while the normal sword doesn't. StableLower9876 • 3mo ago Thank you GameFAQs u/Sharoth01 avatar Sharoth01 • 3mo ago Thanks for this writeup. I learned a few new things. Aleventen • 3mo ago Fuckin huge RegularFootman • 3mo ago Awesome analysis. Thanks! dwhite10701 • 3mo ago Great guide! I'd add a point about Untouchable -- it doesn't cover an enemy attack during your turn (like an alien ruler attack, for instance). I got hit bad a couple of times in that scenario. u/hielispace avatar hielispace OP • 3mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Oh good to know! I will add that post haste! I love it how this game just doesn't tell you these things. xabierus • 2mo ago Amazing work tyvm! tooOldOriolesfan • 3mo ago The Bolt caster is really good due to the high damage and accuracy it provides. If I take a second ranger they will usually get this weapon. Early in the game I often give it to my specialist since they have combat protocol to use if it is unloaded. I've found Icarus armor to work really well on Grenadiers. I used to use it often on the sharpshooter or ranger but the grenadier works better IMO. Bluescreen rounds tend to go to my specialist and grenadier although I know some prefer to use AP rounds on the grenadier. Usually it is Ranger-Talon, Sharpshooter-AP, Grenadier&Specialist-Blue. u/hielispace avatar hielispace OP • 3mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I don't like the Bolt caster much personally, it's just too much a loss of flexibility. But you're in that the damage and accuracy are very nice. I don't think I'd ever equip one on a Ranger, though. The two things shotguns give are damage and accuracy. So I'm just not getting much in the trade. Giving them to specialists is much more appealing. Icarus armor is good for everyone. It's the best armor in the game it's a free teleport to anywhere on the map. But it can only go to one person. I think sharpshooters and grenadiers do make a stronger case for it than Rangers I agree. Because they don't have Run and Gun. Bluescreen rounds can (and often do) go on everyone. It's+5 damage it's just so insane. I think it's a pretty tough decision between talon and BS on Rangers. It depends on what the shadow Chamber shows you honestly. Like are you fighting chosen? Then talon is better. Is there a sectopod and 15 codexes? Then BS rounds are the way to go. I do find Talon rounds are my default choice on this class, but if you just equipped a sets of BS rounds on everyone you bring out that is just fine. dwhite10701 • 2mo ago Nothing better than putting the Icarus armor on a ranger with bladestorm and the katana, then dropping him smack in the middle of an unactivated pod and watching him decimate the whole group. shinobigarth • 2mo ago • Edited 2mo ago Ranger is the only class I don't give BSR to unless I don't have spare Talon, or you see that the mission is almost purely robo. Sharpshooters if you have going down the slinger tree, should always have BSR. At colonel, being able to attack 5 times with a BSR pistol can potentially leave a sectopod nearly dead or all the way dead if the armor has been shredded. The extra damage from BSR is at least the same, or more than just ignoring the armor with AP ammo, but will do even more if the secto's armor is gone, plus it lets the sharpshooter hit codices for more, where AP ammo wouldn't do anything. u/jonasnee avatar jonasnee • 3mo ago I am pretty sure reaper is on the sword line. You are too kind to tracer rounds, if you have them there are other classes that benefit from it more. I would never give my ranger those. Hair trigger and instant reload are better than stocks for rangers, you generally go for high hit chance shots, if you are trying to nick an enemy with low hp where hit chance dont matter then basically any other class/weapon is better for it, esp. specialist are good with stocks. I also notice you dont mention vests even though they are a descend option. Will (★☆☆☆☆) - Will is only ever used for psi defense in X2, and that is just not a stat I care about. Most things that interact with will just don’t matter. I just sell these. This is wrong, will is used to decide the chance your soldier gets critically wounded rather than die. I would probably agree that its still a bad option. Aim (★★★★☆) - Aim is something everyone wants, and rangers need it the least because, you know, shotguns. So it can be hard to justify giving them an Aim PCS over your other units. But it does buff the hit rate of bladestorm and still is good if you have a shotgun. If you are absolutely overflowing in aim PCSs, first of all, good job rolling high on the RNG check and second yea sure use one on this class. I can’t give this 5 stars because there are simply candidates who need them more, but you won’t regret using them on this class. NO. Rangers do not need accuracy. If you have aim PCS give them to your sharpshooters and Grenadiers, they actually need the aim. HP and Dodge is way better options, it should go: Mobility: 5 Dodge: 4 HP: 4 Aim: 2 Will: 1 u/hielispace avatar hielispace OP • 3mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I am pretty sure reaper is on the sword line. It sure is. Whoops! I even have the order right when I rank everything individually. Hair trigger and instant reload are better than stocks for rangers, you generally go for high hit chance shots While this is usually true, there are situations where you can't move up and get those hit chances, and in those cases stock is nice. It is also good for rapid fire because if you can't quite get close enough to make both shots double 100% now you are upping your min damage roll by quite a bit. I also notice you dont mention vests even though they are a descend option. I didn't mention vests because vests are both a waste of research time, an elirium core, and your utility item slot. I can't cover every utility item in that section, I'll go over them in depth when we do utility items. But I think if you forget vests exist you're run is better for it. Don't build vests. will is used to decide the chance your soldier gets critically wounded rather than die That's true, I forgot about that. I also don't care. I am not wasting a PCS slot to gamble slightly better that my dead soldier might not be dead. Rangers do not need accuracy. This is usually true, but they also have an ability called bladestorm. If you do not buff your aim (or have the katana) you're to hit will sit at around 60-70 percent. With an aim PCS you can push that quite a bit higher. Now eventually you will have the katana and not need that, but if you bring 2, 3, 4 rangers on a squad they still want more aim for more bladestorms. Also it lets you take rapid fires from further tiles away while still having two 100% shots, and that's pretty good. I do agree other classes want them more. HP and Dodge is way better options HP, Dodge, and Will PCSs are actually free supplies at the black market. I think they are fake, I would rather have the supplies then have them on a soldier they are have that little of an impact. u/Ok_Simple_5093 avatar Ok_Simple_5093 • 2mo ago Will also determines how quickly your soldier gets tired, and prevents them from gaining negative traits. Putting will PCS on all your primary squad members early on means they can go on more missions together, level up quicker, and bond quicker. I'm almost certain you can replace pcs on soldiers, so you can slap on mobility and aim once the soldier is comfortably leveled, or if you've padded their will stat on covert missions. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter >Will also determines how quickly your soldier gets tired, and prevents them from gaining negative traits. As far as I am aware, it does not. Tiredness is percent based, not number based. You lose something like 10% of your current will when you see a new pod (don't trust that number) and if you hit a certain percent you get tired. I think that's how it works. So will PCSs have no effect on how often people can go on missions. u/Ok_Simple_5093 avatar Ok_Simple_5093 • 2mo ago From my experience I notice soldiers with higher will go much longer before entering the tired state, so I'm not entirely sure u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I have spent the last 20 minutes trying to find out and have failed. I know the Chosen's brutal trait is an exact number, but not other sources of will lost. So...um....I don't know! Not sure what to do from here. u/Ok_Simple_5093 avatar Ok_Simple_5093 • 2mo ago It would make sense that fatigue is based on a threshold of will, because otherwise it doesn't matter how much will you have if it's based on percent lost, if all soldiers lose the same % regardless of their will or level. It would make sense that a soldier with 50 will gets fatigued slower than a soldier with 30 will under the same circumstances. Seems that going below 66% of max will causes the tired state, so that's 33 will from a max of 50, or 20 from a max of 30. Doesn't make sense to me that a soldier with 50 will would lose 20 points to will for the same action that a soldier with 30 will would only lose 10 points, if that makes sense. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter See I thought it doesn't matter how much will you have. That will was only psi defense (and bleedout, but whatever). That's how I thought it worked. I agree that'd be dumb, but as far as I know that is how it works. It wouldn't be the only dumb mechanic in this game. I am going to dig into the games code to find out if I have to! u/Ok_Simple_5093 avatar Ok_Simple_5093 • 2mo ago Yeah I'd check specifically to see if the loss to will is a uniform percent of the max or if it is scaled to soldiers max will, reducing the losses as will increases. u/Ok_Simple_5093 avatar Ok_Simple_5093 • 2mo ago So I just started a facility mission with a fully rested squad of fairly varied max will. They are all in concealment and they have all just seen enemy troops. As far as I've read, this is the only event that would cause will loss so far this mission and there is a 50% chance for each soldier to experience loss. All 6 of them have already lost some will with that event so I'm not sure if it was just incredibly unlikely that all 50% chance to lose will hit or if everything I've read is wrong and movement DOES cause will loss. Assuming it's the former, and they only lost will from observing an enemy unit, here's how much each one lost: Ranger: 41/45 - 4 will lost - 9% Ranger: 39/47 - 8 will lost -17% Specialist : 51/53 - 2 will lost - 4% Specialist: 45/57 - 12 will lost - 21% Grenadier: 41/54 - 13 will lost - 24% Sharpshooter: 42/45 - 3 will lost - 7% I really don't think the amount of tiles moved changes will loss because the soldier that moved the fewest tiles lost the second most will. And I'm not sure how max will plays into this as the soldier with the second highest will had the highest will loss. There's no flat will loss, but also not a fixed percentage will loss either. It's a small sample size but still thought it was interesting. u/Ok_Simple_5093 avatar Ok_Simple_5093 • 2mo ago Or I guess a simpler way to put it, is if an action like seeing a lost, causes a 33% chance to lose will, that when a soldier does lose will its a uniform number of points, rather than a percentage of the max will. Say, 5 points lost if the will loss chance succeeds. This means a soldier with 50 will can sustain more will loss success chances before they get to 66% of their max will, than a soldier with 30 will. [deleted] • 2mo ago Mark-C-S • 3mo ago I got a Will PCS just today and was just wondering if anyone actually uses them, and on what soldier. Now I know 😂 u/Ok_Simple_5093 avatar Ok_Simple_5093 • 2mo ago I put will pcs on players early on if i get them because it reduces fatigue, and i can send my primary squad members on missions more frequently to level up and bond quicker. Replace with mobility and aim later on and then supe up my primary squad stats with covert missions. SublightD • 2mo ago Great guide. Only thing I disagree on is for those of us that aren’t gods at this game, having the utility slot is a game changer. Sure I’d love to grapple across or phase wall the map with light armor. But sometimes I just need that extra nade to clear cover, or most importantly, carry a psi shield. There’s nothing worse than watching my MCd ranger destroy my team. God players will tell me not to ever get in that position, but for us mere mortals, the safety net is a big deal. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I think grappling hooks will get a new player out of a jam more often than a grenade or a mind shield will. Like if you get mind controlled, you have 5 units to solve that problem on your next turn and if you have brought suboptimal utility items, that problem is harder to solve. Wanting an extra grenade is legit, but you know what's better than a grenade at clearing cover? A big ass rocket! So if you find yourself wishing your ranger had more cover destruction, an exo suit beats predator armor everytime. Even more if you get the rage suit, though that's late game. There is an interesting discussion about how to write guides for all skill levels. Like, if you can flawless the entire game (which I cannot), then medical protocol is useless. It literally doesn't function. But if you can't do that, then it might have some uses. How good is a medkit does change based on your skill level (kind of, I think they are always bad and they are a trap newer players fall into, but that's a discussion for later!) I don't really know what to do with that. I mean, I can imagine how I was at lesser skill levels, sure. But part of what has pushed me higher is equipping the right items! So should I tell people to play worse because they are new? That seems odd to me. u/Jumpy_Walk8542 avatar Jumpy_Walk8542 • 2mo ago Totally get this. It's common in a lot of turn based strategy games like Heroes of Might and Magic and DnD-based games like BG3. If you play optimally, you don't need healing because you don't get hit, and on higher difficulties you can't afford to be hit (because healing will not compensate for it) so you have to play optimally anyway. u/Sweet_Oil2996 avatar Sweet_Oil2996 • 2mo ago • Edited 2mo ago Abilities: Conceal isn't only useful when there is no reaper around as a scout but also in ambushes. In ambushes on covert missions the priority is getting to the extraction point as you can't kill all enemies. They have more reinforcements than you can kill. Being able to scout after the initial encounter is huge. Usually you don't have your reaper on covert operations because he is so valuable in your fighting team. Rangers with conceal however are great in covert missions. Weapon mods: Repeaters are op when they trigger, but they don't trigger that often. I think of them more of a bonus and not something that is reliable enough to base a fight on. The ranger is a soldier I would consider to not have a priority on this. Priority 1 is the reaper because of banish. Priority 2 probably SPARK because of overdrive, priority 3 anyone with serial and/or killzone, priority 4 specialist because of overwatch and covering fire (it improves covering fire a lot because the repeater has no overwatch penalty and no shooting through cover penalty, so it's excellent on low percentage shots which are made anyway during the enemy turn). Death from above also profits from a repeater as long as you don't have Dark Lance. The value of the repeater is further diminished by the high damage of the shotgun and by using the sword (then the ranger isn't shooting). The shotgun does kill enemies on it's own, you don't need the repeater on it. The repeater is best used for low damage weapons or multishot shooting soldiers (reaper, skirmisher, SPARKs, specialist). I don't quite see the value of stocks for the ranger because when do you miss? Not that often and you replace a high damage hit with a low damage hit. Any enemy that has low hp, is behind cover and is worth it to expose yourself can be killed with the sword. The stock is really great on skirmishers (shoots often, weapon is not high damage), specialists with covering fire, everyone else who does low percentage shots. For must die enemies on low hp, throw a grenade, use hail of bullets (if your grenadier has it) or use combat protocol. I think more valuable for the ranger are weapon mods that improve damage (laser sight) or improve the chance to get more high damage shots out per turn (hair trigger, auto loader). Strengths should be reinforced. This is high damage hits for the ranger. A stock reinforces multiple shot abilities and low percentage shots which are not the realm of the ranger. My ratings for ranger would be laser sight 5, expanded magazines/auto loader 4 (but expanded mags have priority on reaper, sharpshooter, skirmisher, SPARKs and grenadier, so it's usually auto loader), hair trigger 3, everything else 2. PCS: Usually mobility is the best, but dodge and hp can be argued if your innate mobility is already high. While alphastrike is plan A you can't rely on plan A to work every time. Sometimes (often?) you can't guarantee that there are no activated enemies left standing after your turn and then it would be good if you have a plan B. That plan B is survivability and dodge or hp would certainly help. Rangers are the most exposed soldiers (maybe except templars but templars have parry and deflect). Since mobility can also be improved with covert ops the value of mobility implants diminishes with very high mobility soldiers. The difference between a soldier with 18 mobility and one with 21 mobility is much smaller than between 13 mobility and 16 mobility. Not only in relative values but also in usefulness. Going beyond 18 mobility is very optional and then you can look for alternatives. A high dodge ranger (100% is possible with covert operations) is close to being broken. Sprinting into a group of enemies with shadowstrike and blademaster is a really great opener and you can practically disregard the consequences. Better than a plasma grenade. I wouldn't rate aim pcs that high. As you wrote rangers don't need it because they are fighting from close range where they get aim bonuses for the range they fight from. Usually their enemies are flanked, so aim is also not needed for negating cover. Aim pcs are great on grenadiers built as gunners and on sharpshooters for hitting things behind cover. The specialist can also use them for his covering fire shots and overwatch. I think hp and dodge pcs are at least competetive with aim pcs for the ranger if not better. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter >In ambushes on covert missions the priority is getting to the extraction point as you can't kill all enemies. That ain't true, you can just kill all of them. As long as you bring three soldiers to any mission with a risk of ambush (or bring a mimic beacon, if you are late enough into the game to afford to give one up) you can just kill the reinforcement pod and then every one else. It just isn't that hard. It's more tedious than anything. >dodge and hp can be argued if your innate mobility is already high. While alphastrike is plan A you can't rely on plan A to work every time. You know, I should've made this one first, actually. I think I might post a guide to actually beating missions next instead of the next class guide, or maybe I'll finish all the class guides next? Idk but I should make that guide. Anyway, the plan B shouldn't be getting hit, it should be stunning the enemy. Frost bomb, mimic beacon, flashbang, parry, untouchable all exist to, in one way or another, turn the enemy's turn off. HP and Dodge are stats you hope never come up. And they aren't enough to save you from catastrophic failure. If an entire mission gets away from you and everything starts going to shit, a few extra points of HP *might* be the difference between life or death, but you don't really control which unit the aliens target so it might not, and even if they do target your Ranger, they might just get crit and die anyway. And if you have a super high dodge stat yes you become basically immune to crits and that's great, but by the point you can stack that much dodge up you have several majors and colonels and the game has lost the ability to hurt you unless you massively fuck up. rynchenzo • 2mo ago Great stuff, keep the guides coming please it's really helpful for a newbie like me. genericJohnDeo • 2mo ago I don't think deep cover is as bad as people think it is. It's not a "does nothing" ability, it just doesn't fit into the most standard alpha strike playstyle, especially not when you assume you can be near perfect every turn. Deep cover let's you trade your regular attack for an overwatch attack and hunker down. You take an aim and crit penalty for an extra 30 defense and 50 dodge. That's not a bad trade if you know you can't finish a turn with less than 2 enemies alive. It also works really well with the odd 2-3 specialist strategy where you basically use a group of specialists to give one soldier a constant 20-40 defense buff. That combo let's you give your ranger 50-110 defense which is enough to overwhelm nearly every enemy's ranged attack. The only attacks you have to worry about are the 3 or so melee attacks that have 75+ aim ( and mutons are the only really dangerous ones there). In the right context it can actually be better at fixing a bad situation Than most abilities. It makes you play the game in a weird way, but This strategy worked really well for me in a beta strike no sqaud size upgrade run. It also changes the calculus on dodge a little because with the serpent armor it's really easy to hit 100 dodge with a single PCS (or 1-2 covert ops) making the ranger Immune to crits and allowing them to actually tank several successful hits. The only other thing I'll add is that Will PCS does have a use you didn't mention. It let's you take a soldier on missions more often which can be pretty decent. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter >Deep cover let's you trade your regular attack for an overwatch attack and hunker down. Yea that's a terrible trade. Especially on this class which is the best at pushing damage through. And it's across from untouchable, the skill that blanks an attack! >That's not a bad trade if you know you can't finish a turn with less than 2 enemies alive. If that many enemies are left active you need to be throwing a mimic beacon and then trying to kill as many of them as possible to clean them up on the crack back. Otherwise things are going to snowball against you very fast. >It makes you play the game in a weird way, but This strategy worked really well for me in a beta strike no sqaud size upgrade run. Beta strike changes the math on a lot of abilities, which is why this guide is not about it. The entire calculus of abilities changes. u/Rnorman3 avatar Rnorman3 • 2mo ago You wrote “arashi” when you meant “katana” in the section about bladestorm. For weapon mods, repeater has 5 stars in the table but 3 for the description. I’d also probably rate it 1 star for the ranger (outside of the super early game). As you mentioned, the proper ranger build involves 100% crit and 100% aim. I’m rarely flanking something with my ranger that isn’t already dying to the crit. If I am, I have a plan to finish it with a different squad member - I’m not counting on the repeater. IMO repeaters are best in the early game (and then replaced when you start getting the superior attachments) and on assault rifles for specialists and/or low ranking units (like for the SITREP that requires all sgt or lower). And I could maybe see an argument for them on beam cannons, since your grenadiers are usually the opening salvo to get the shred going. But those so desperately want aim and ammo already that repeater is hard to fit in (and largely unnecessary with proper xcom fundamentals, as I’m sure you’d agree). Stock I think falls in a similar area - good in the early game when you can still miss and/or don’t have the mobility to achieve full hit chance. But once you start getting higher ranking rangers with mobility PCSes, stock is basically worthless. If you’re playing with the TLP, the energy sweeper (don’t remember the name prior to the beam upgrade) is very good and usually has the upgrades you want. You’ll obviously play the arashi as soon as you get it. But you’ll probably want a second shotty in the meantime for missions with 2 rangers. And if you roll the modular shotguns, you’ll want that second shotty alongside the arashi rather than the energy sweeper. The mods I’d go for are 1. laser sight, always; 2. Hair trigger or one of the ammo ones 3. Whichever you didn’t choose for 2. Hair trigger is just too valuable on a class that has such high value actions like the ranger. Proccing a hair trigger feels like cheating. Especially with implacable. But I can definitely at least see an argument for mag/reloads just to keep your ranger’s tempo high if you have to choose between them. It’s a guaranteed floor of action economy (not having to worry about taking time off to reload) for a class that wants to be constantly running and gunning (no pun intended - in fact, maybe an actively negative pun here given that “run and gun” the ability literally lets you reload, move, and fire all in the same turn because it’s busted). PCS is always mobility. Aim is cute and all, but you don’t need it (again, we are always 100/100 as you say). And the Aim PCSes are too valuable to just be frittering away. You need these on your sharpshooters and grenadiers. And potentially even stuff like skirmishers. CLT113078 • 2mo ago I love serial rangers with expanded magazine and autoreloader. You can wipe out so many enemies on a single turn with it. panadarama • 2mo ago I just heard Bradford moaning with joy from ooooooooooooovvvvvver thhhheeeeeeeeeeeeeeeere^^ voudo • 21d ago as you wrote, the ranger is by far THE one machine killer. Used different variations of him and 3 on a squad is pure gold. thanks for this Vodoriga • 2mo ago When will we get more guides? I see you wrote quiet a bit, i'd be a shame if i'd have to wait a week for other class since in my sceadule i should attempt my first ironman run. Thank you regardless. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I plan to post one every two days. Vodoriga • 2mo ago Much obliged ================================================================================ Xcom Part 10.txt ================================================================================ So this class is broken. They should not have made this. It breaks the logic of this game so hard. It lets you do some truly silly things. I think my flawless rate when I have a reaper vs when I don’t is like 80% compared to 50% or something silly like that. So yea, best class in the game and it isn’t close. As for why, it’s Shadow it’s because they have Shadow, but for more details, let’s go: Here is how the rankings for abilities (and other stuff) is going to work. ★★★★★ - The Best of the best. Abilities and things that you build around, or weapon mods that are best in slot. Things of that nature. The difference between having stuff in this tier and not is so massive I’d consider it nerfing yourself not to grab them. You really, really, really want stuff with 5 stars. ★★★★☆ - Really strong abilities. Abilities I am always happy to have and would trade a lot of other abilities for, but they aren’t quite as “must have” as the 5 star ones. ★★★☆☆ - Abilities that are pretty good. Stuff that I would buy with AP quite happily but might pass up if the other ability is better. ★★☆☆☆ - These are underwhelming. These abilities just don’t really do enough to justify having them. They might have very niche use or be passives that just kind of do very little. Stuff I just don’t care about. They aren’t horrible or useless, but you probably wouldn’t miss not having them. ★☆☆☆☆ - Trash abilities that are just worth nothing. ☆☆☆☆☆ - Given to abilities that are actively harmful. There is only one of these in the entire game. Stats: To begin, they have the following aim and HP at the following ranks: Rank Aim (★★★★★) HP (★★☆☆☆) Squaddie 75 5 Corporal 79 5 Sergeant 82 6 Lieutenant 85 6 Captain 87 7 Major 89 7 Colonel 91 8 This class actually has the best aim in the game, because they have the best aim growth and unlike a certain sharpshooter actually has a range table that helps them! They have lower HP, but, honestly who cares? HP just isn’t that important a stat. Weapons: Reapers wield the Vector Rifle and the Claymore. And I’ll go over the claymore in the ability guide because that’s kind of all it does so I’ll just go over the Vector Rifle. Vector Rifle (★★☆☆☆) - Vector Rifles have a unique better medium range table, but at the cost of doing 3-4 damage instead of 3-5. Also the later upgrades of the gun deal even less damage than the normal assault rifles (details in the weapon guide). As trade-offs go, it isn’t great. More accuracy is great but less damage is very sad. It gets even worse as you rank up, but this class actually has the highest damage ability in the game (fucking why did they do that) so its fine. If I could give them a normal rifle I would, but you can’t, so it's fine. Abilities: As always, here is a table of every ability the reaper gets. I also cheated on a certain ability because it deserved it. Rank Stealth Saboteur Marksman Squaddie Shadow (★★★★★★★★★★) Claymore (★★★★★) Corporal Remote Start (★★★★★) Blood Trail (★★★☆☆) Sergeant Target Definition (★★★☆☆) Shrapnel (★★★★★) Lieutenant Silent Killer (★★★★☆) Distraction (★☆☆☆☆) Needle (★★☆☆☆) Captain Sting (★★★☆☆) Soul Harvest (★★★☆☆) Major Highlands (★★★★★) Banish (★★★★★) Colonel Homing Mine (★★★★☆) Annihilate (★★☆☆☆) GTS Infiltration (★★☆☆☆) If you are looking at that and wondering how a class can possibly have that many 5 star abilities, it’s because Firaxis forgot to fucking balance them. As for the details, well, here they are: Shadow (★★★★★★★★★★) - Shadow is both a passive and active ability. It puts the Reaper in a unique stealth state that gives them +5 mobility and reduces enemy detection radius to 1 (to start). Also when you take shots or other actions it gives you a chance to break shadow rather than a guarantee. You also get an active ability version that has 1 charge and can be used as a free action. So even after you break Shadow you can go right back in. You cannot enter shadow the same turn you left it or while flanked. So the way Shadow works is a little complicated. The game starts you off with a 0% chance to be revealed and enemy detection radius being 1 tile around them. Then after you take a shot it jumps to 50% (and rolls at that percent) and if you are still in shadow enemy detection radius becomes 3 tiles. Then it goes to 80% and enemy detection radius is at 5 tiles and it doesn’t increase after that. Also for some reason shaking someone from Dazed has a 10% chance to reveal you. In addition, anytime you hack an objective, steal the blacksite vial, or accomplish any sort of mission objective that isn’t shooting someone in the face you will always drop out of Shadow. You also can’t return to Shadow if you have some mission critical item. You might see I gave this 10 stars instead of 5, and that’s mostly for the bit but also because this shit is broken. Like not in the normal “very good” sense no I mean “they should not have put this in this game it is too good and needs to be nerfed” sense. This is, bar none, the best perk in the game. The only one that even comes close to competing with it is locked to Psi-Ops and so you can’t have it at squaddie. This one perk radically transforms how missions play out. Now you can literally scout out every single pod on a mission ahead of time. It almost turns the main loss condition, activating multiple pods, off. It doesn’t quite, a pod can come from an angle you didn’t scout or you can move in a way your reaper didn’t scout, or get super unlucky and have your Reaper patrolled into, but it comes as close as is reasonable. It enables an extremely low risk high reward playstyle where you scout a pod, overwatch trap it, kill it easily, and repeat. And you get another charge of it! Even if you are revealed because you had to take a shot or whatever you can just go right back into it! I don’t know what they were thinking with this, it’s too good. But hey it’s in the game and you should abuse the fuck out of it. An important note, sometimes you will simply have to take a shot with your Reaper in Shadow, do it. They gave you another charge of this ability so leaving it isn’t that bad. And even if you are about to run out of charges, you still got at least two pods of scouting out of it that’s fine. Claymore (★★★★★) - Claymore is an active ability that has 1 charge, costs one action, and does not end your turn. It stays on the ground on a specific tile and can be shot at to explode, dealing (at base) 5 damage in a 3 tile cube. It can be shot by anyone but if the reaper shoots it they remain in concealment, and it also doesn’t break squad concealment. It will also be set off by other explosives (this does not include the gas or acid grenade). Oh and giving this class Shadow wasn’t enough they need a second broken tool. This actually reads, in the early game, “delete one pod from the map for free.” Short of a Sectoid, this plus a grenade one shots literally everything in the early game. And if you throw a grenade powered by a grenadier onto it, that pod is now dust. Just delete a “2 trooper + officer” pod off the map. Or you can just shoot it with your reaper and stay in concealment, that works too! The only downside is that this eats their secondary weapon slot but honestly, I’d take that trade. Shit is crazy. Remote Start (★★★★★) - Remote Start is an active ability with a 2 turn cooldown that ends your turn. Your reaper fires a shot at any explosive environmental object, so cars, explosive barrels, fuel tanks, etc, that then explodes and deals double damage with double the radius. This almost always results in dealing 12 damage. This does not break stealth. Yet more broken nonsense from this class! The first enemy that can survive this attack is a muton, at force level 5! And you get this at corporal. If a pod just so happens to patrol next to a car, boom, they dead. That’s it, lights out. And it doesn’t break concealment so you can be 16000 miles ahead of the rest of your squad and kill that pod with 0 risk to yourself. The only “downside” is that you don’t get to choose to set this up, the situation just has to present itself to you, but hey “you only get to cheat the pod system and laugh at this game sometimes” isn’t much of a criticism. This is such a silly class man. Blood Trail (★★★☆☆) - Blood Trail is a passive ability that causes your Vector Rifle to deal +1 damage to targets that were wounded this turn. Hey, this is the first not broken Reaper ability! Hooray! This is only OK. Oftentimes it won’t make the difference between guaranteeing lethal and not because an injured unit probably only needs 3 damage to finish them off, but it's good against Chosen, Rulers, and once you get Banish it is a lot of extra damage. It’s decent, but not mindblowing. I usually get it with AP once I get Banish. Target Definition (★★★☆☆) - Target Definition is a passive ability that marks every enemy the Reaper sees so you can see a highlight of them even when in the Fog of War. I’ve sort of come around on this ability, but I still don’t think it's that good. It does give you extra information to play with, but oftentimes you can live without. If you don’t have mods that tell you exact sight lines of enemies (and for this guide I’m assuming you don’t) then it can be really annoying or even impossible to know exactly when you’d trip that pod. But at the end of the day it can save you from activating another pod, and I can’t hate an ability that does that. Information is power. Shrapnel (★★★★★) - Shrapnel is a passive ability that increases the damage of the claymore by 3 and increases the radius by 1. Oh good now the claymore one shots stun lancers. That’s what it needed, because it was so weak before. That increase in radius is not to be underestimated. The extra flexibility and enemies you can hit with this are so good. Silent Killer (★★★★☆) - Silent Killer is a passive ability that doesn’t increase the chance you are revealed when you take a kill with the vector rifle. OK, that is technically what that ability does but it is confusingly worded. Because you start at 0%, if you get a kill you stay at 0%. If you fail to get a kill it’ll go up to 50%, then if you get a kill it’ll give you another 50% roll. The way to read this is “if you only ever get kills, you won’t ever be dropped from Shadow.” This is a perk I go back and forth on. On the one hand, missions aren’t (usually) long enough to need the extension to shadow because you get that extra charge. The real utility is that if your reaper has vision on a pod that hasn’t activated yet, which does happen a fair amount, you can shoot with them (if you get to 100%, which is not hard for this class) without any risk of triggering that other pod. I basically always pick this up, mostly because the other option at this rank is terrible, and I know a lot of people really like it, but I think it’s just “very good.” Distraction (★☆☆☆☆) - Distraction is a passive ability that puts your Reaper into shadow whenever the claymore gets a kill if they are not in Shadow already. OK, so this is useful if a) you are out of Shadow (and you get Silent Killer this rank), b) you want to be back in Shadow (meaning you aren’t fighting the last pod on a mission) and c) have a claymore left. Those do not all happen at the same time basically ever. I don’t think I’ve taken this perk in years and I can’t think of a single reason to ever do so. Don’t take this. Needle (★★☆☆☆) - Needle is a passive ability that grants your reaper 2 armor pierce while in Shadow. I mean it's OK, but usually reapers are finishing off targets that are already shredded, so what difference does this make? It has some synergy with an ability you get next level but that honestly isn’t usually worth building for. If you have a savant reaper then maybe buy this with AP, but honestly? Meh. Sting (★★★☆☆) - Sting is an active ability with 1 charge that ends your turn. It fires a shot that, no matter what, won’t break you out of Shadow. This is a kind of mediocre ability that has a surprising amount of synergy. If you roll either Holo Targeting or Shredder from your XCOM perks this is a way to apply those on a class that usually wants to attack last. Otherwise it can be good if you can’t get a 100% shot but can’t risk dropping Shadow for whatever reason. Otherwise it’s kind of whatever. It’s good, but not that good. Soul Harvest (★★★☆☆) - Soul Harvest is a passive ability that gives the Reaper a +5 crit chance every time it gets a kill, to a maximum of +25. There are two ways to build your Reaper for the late game, either as a crit fisher or to maximize the use of Banish. You can’t really do both so you have to commit. This is the center piece of the crit fisher build. With just a little extra crit from this, a superior laser sight, and talon rounds you can get pretty good crit numbers, eventually reaching 100% if you get close enough And, obviously “point and crit” is quite strong. But it has its problems. For one, you have to build your gun to synergize for this instead of Banish which I feel is the wrong choice most of the time (you can kind of do both if you get lucky, but I’ll cover that later). The 2nd is that it’s slow. You need two kills to replicate the same crit chance as a Shotgun after all. And finally it relies on having Talon Rounds to really get the most out of it, and sometimes your reaper won't roll Tactical Rigging. But even then, just a lot of crit is good and it's completely passive, so you can just throw this on your Reaper and get pleasantly surprised when you get more crits rather than building for it. Highlands (★★★★★) - Highlands is a passive that gives you an extra charge of your Claymore. Why do they keep giving this class broken nonsense?! One claymore already sets you up to easily wipe a pod, now you get to two that twice? It’s even better with a perk they get next rank. This shit is amazing, take it, obviously. I don’t think you need me to say that more of one of the most broken abilities in the game is better. Banish (★★★★★) - Banish is an active ability that has 1 charge, always reveals from Shadow, and ends their turn. You shoot at a target until they die or your gun runs out of ammo. Each shot suffers a -15 penalty to aim and cannot crit. So this is the highest single target damage ability in this entire game. You know, on the class that needed help being good. This class was someone’s pet in Firaxis. I can just feel it. If you are just walking around with a gun that has no upgrades, this is only very good. Three shots at a target is a lot of damage, but a ranger’s rapid fire will do more because Vector Rifles are a low damage gun. The real silliness is if you give your Reaper an expanded magazine. Because now you are shooting them 6 times in a row! That’s obviously nonsense, but it gets even more silly. Each of those shots has the chance to prox a repeater trigger. So if you have a superior expanded mag and a superior repeater, you have 62% chance to instantly kill your target. If you have Insider Knowledge, it jumps to 79%. 79% chance to just remove an Alien Ruler from the field, or the Chosen, or an AVATAR. Whatever you’re shooting at dies to 4/5th chance. Does that sound good to you? And even if they don’t, you just shot them 7 times. I doubt they're doing too hot. Always take this, even though it should’ve been a skirmisher ability. Also when you get this go and buy Blood Trail with AP. You need to injure the enemy before you click Banish; it won't trigger in between shots (unlike holo targeting, which will), but if you do it’s plus 6 damage, that’s pretty good. Homing Mine (★★★★☆) - Homing Mine is an active ability that uses a claymore charge, costs 1 action, and does not end your turn. You stick the claymore to an enemy, decreasing its radius by 1 but causing any shot against that enemy to set the claymore off. And the game doesn’t tell you this, but it makes the next shot against that enemy always hit, no matter what. This gives you a bit more flexibility with your claymore. Instead of needing both actions to land and shoot the claymore, you can stick it to an enemy then find a good time to shoot that target and get the same effect. The problem is you aren’t as likely to hit multiple enemies, because the radius of the boom gets smaller. The real benefit to this is the secret “the next shot can’t miss” buff it gives. Now you can open on a pod with a chain shot and just waste a Sectopod off the jump. It’s also good if the AVATAR in Leviathan teleports 1600 miles away and you can barely see them, now that 40% chance is a 100%, works great! It’s good, but not anything broken despite being on this class but it’s good. Annihilate (★★☆☆☆) - Annihilate is a passive ability you must have Banish to acquire. It buffs banish to keep shooting at available enemies even if the first one dies. You’ll now shoot at every active enemy, moving onto the next when one dies, until every enemy in line of sight is dead or you have no more ammo. First of all, why are we buffing Banish? It doesn’t need it. Second of all, this is kind of whatever. If you get really lucky with Repeater kills this can do silly things but I wouldn’t bank on that. This just conflicts with the main use case of Banish, which is to delete a high value target. You just don’t often have enough shots left over for this to be impressive. This at best saves your squad enough AP to mop up everything else. And it can screw you up by auto targeting a mind controlled ally (they count as enemies, and Annihilate does not discriminate) or causing an Archon to enter battle frenzy or what have you. Those situations aren't common, but it is worth noting. In the end, however, it’s more damage for clicking the button you were already going to click, it’s not that bad. Infiltration (★★☆☆☆) - Infiltration is the GTS perk, it makes Reapers invisible to ADVENT towers and gives them 25 hack. Why…do I want this? Invisibility to towers might give me some better pathing I guess, but…I mean…I don’t really care. 25 hack to a class that isn’t specialists just isn’t enough to really want to hack stuff. It doesn’t do nothing, but also it costs 200 supplies, that just ain’t worth it. XCOM Abilities: A new segment for our hero classes, they get XCOM perks right off the bat so they go in their class guides. They also get a unique list compared to everyone else. Here’s the list and my star rating of all of them. I’m not going to give an explanation of any of them (except Tactical Rigging) because they are just perks from other classes, but yea here you go: Ability Shredder (★★★☆☆) Holo Targeting (★★★☆☆) Deadeye (★★★☆☆) Squadsight (25 AP) (★★☆☆☆) Killzone (25 AP) (★☆☆☆☆) Tactical Rigging (★★★★★) Shredder (★★★☆☆) - Reapers want to last hit enemies, but this has decent synergy with Sting I guess. With banish you can shred the armor of a Ruler with this, that’s not bad. But at the end of the day, this isn’t this class's job. Holo Targeting (★★★☆☆) - Again, not what this class wants to do but good if you have Sting. Usually you want to set this up before you click Banish, but if you don’t it’s good to have it in a pinch I guess. Deadeye (★★★☆☆) - Deadeye is better on this class than on sharpshooters because you can actually get 133 aim with a scope, being very close, and this class having very good aim to get a 100% to hit Deadeye shot. In the end this is still very risky to use, especially because you want to be last hitting enemies, but sometimes more damage is what you need. Squadsight (25 AP) (★★☆☆☆) - I don’t know why you would want this on this class. This class has more vision than normal. Why do I need squad sight? I can see more pods than everyone else. I don’t know what the point of this is. Also it costs 25 AP, so skip it. It’s technically more vision, and that’s not bad, but also just not worth buying with AP. Killzone (★☆☆☆☆) - So I have to drop out of Shadow, somehow still know a pod is about to wander past without activating them, then click Killzone? No…no I’m not going to do that. This is antithetical to what this class wants to do. Skip it. Tactical Rigging (★★★★★) - Tactical Rigging grants this class a utility item slot. It is their only way to get one. Holy shit this is broken. You know what’s better than a 7 shot banish? Getting all 7 of those shots buffed by bluescreen rounds! The only downside to this is I have to make this guide longer to talk about utility items, but that’s a me problem. Always take this when you get it. Weapon Mods: Now onto weapon mods. I’ll keep this brief because the reddit character cap, but here’s the table: Weapon Mod Scope (★★★☆☆) Laser Sight (★★★☆☆) Hair Trigger (★★★☆☆) Repeater (★★★★★) Stock (★★★☆☆) Expanded Mag (★★★★★) Auto-Loader (★★☆☆☆) Scope (★★★☆☆) - Scopes are always good, but this class has the literal best aim in the game, so you don’t really need them. If you get 3 attachments this is a good choice for your 3rd one, but otherwise there is better. Laser Sight (★★★☆☆) - Laser sights are necessary for the crit fishing reaper build, but that’s a 3/5 build for reapers so laser sights get a 3/5. Hair Trigger (★★★☆☆) - Free actions are good on everyone, but because Reapers guns deal the least damage and they spend a lot of time not shooting, it isn’t what you want on this class specifically, but if you have an extra early game go ahead and throw it on. Repeater (★★★★★) - Repeaters are necessary to get the maximum out of Banish and are just very strong generally, so always equip them on this class. Stock (★★★☆☆) - You often use stocks to clean up an enemy on very low HP, and with silent killer this is exactly what reapers want to be doing, so this can be a decent choice. Also if your chance to hit with Banish is low this will do damage with each hit regardless, which is pretty good. The problem is that this class has such high aim that you usually aren't missing shots. This is pretty filler on this class. Expanded Mag (★★★★★) - Shooting 6 times with Banish is a lot better than shooting 3, always equip these. Auto-Loader (★★☆☆☆) - Reapers just don’t have enough slots for this. There are too many strong options to really justify putting these on, but they aren’t terrible. Just replace them with something better when you get the chance. Utility Items: Faction units can’t change their armor, so we’re just going to go over their utility items. They only get one if they roll Tactical Rigging, but if they do they are very, very good. The ones you’d consider are a grenade, mimic beacon, and experimental ammo. There are others you could try but for the sake of keeping this short I’m just going over those three. Frag/Plasma Grenade (★★★☆☆) - Grenades are good items, but they always reveal you from Shadow when thrown, which is not ideal. Still it lets you double explode Claymores by yourself, that's not bad. It’s just a little outcompeted. Mimic Beacon (★★★☆☆) - Mimic Beacons are broken, but is this really what you want your reaper to be doing? Throwing one of these? Their gun is low damage so it’s not terrible, but again it reveals them from Shadow if you throw it so there are better candidates. Experimental Ammo (★★★★★) - This is what you want on your Reaper. But they are not all created equal so here’s the full list. Ammo Type Viper Rounds (★★★☆☆) Dragon Rounds (★★★☆☆) AP Rounds (★★★★☆) Tracer Rounds (★★☆☆☆) Talon Rounds (★★★☆☆) Bluescreen Rounds (★★★★★) Viper/Dragon Rounds (★★★☆☆) - These are functionally the same item, they give you a conditional +1 damage. They don’t work on every enemy you fight, but if you are planning on Banishing a Ruler or Chosen this is not a bad option. There is better, but these work pretty well. It can be plus 6 damage on a Banish, that’s pretty good. AP Rounds (★★★★☆) - AP Rounds are good if you don’t roll shredder from the tree and want to open on an enemy from Shadow, especially an Avatar. You can nearly OHKO an Avatar with Banish, AP Rounds, and a superior expanded mag (if you have insider knowledge and every attack lands, it is a full one shot kill, fun fact). For the final mission that’s exactly what you want. On missions other than Leviathan I’d probably prefer BS rounds, but these are good. Tracer Rounds (★★☆☆☆) - More aim is good, but this class is super accurate so you don’t really need it. Talon Rounds (★★★☆☆) - This is for the crit fishing build, that build is ⅗ so this gets ⅗ on this class. Bluescreen Rounds (★★★★★) - So with banish this is plus 30 damage on a Sectopod/Gatekeeper. That’s…that’s pretty good. The two enemies with the most HP just nuked from orbit is quite nice. This is what I default to on this class, it’s also what I default to on most classes. PCSs: And lastly, let us go over PCSs. As always the higher quality ones are always preferred. PCS Aim (★★★★☆) HP (★☆☆☆☆) Dodge (★☆☆☆☆) Will (★★★★☆) Mobility (★★★★★) Aim (★★★★☆) - Everyone wants aim, but this class doesn’t really struggle with it. It might help you get to more 100% 6 shot Banishes though, that’s good. HP (★☆☆☆☆) - I’m going to say this for every class. But this does basically nothing. This is a game about alpha striking. Hopefully you simply don’t get hit. Now if you do, will this save you? Only maybe! Get crit and you still just drop dead. The opportunity cost is also so high. You can’t have a better PCS if you have this one. Honestly just sell these. Dodge (★☆☆☆☆) - It’s an HP PCS, but worse! Literally don’t even think about using this. Dodge is just too unreliable to even consider a real stat on your soldiers. A classic case of “every bad for enemies, useless for you.” If you see a dodge PCS just see it as picking up credits for when you sell them at the black market. Will (★★★★☆) - Reapers by default have the lowest will of any class so you can’t just spam them on every mission, but this helps you bring them out more. And reapers are broken, so that’s pretty good! Mobility (★★★★★) - More mobility on your main scout class is elite. It lets you gain even more information more quickly. Also it is sort of extra aim because the closer you get to an enemy the more your aim table kicks in. This is the best one. Summary: People overuse the word “overpowered” but if anything deserves that label it's this stupid class. They gave it everything, it is not OK. If you are struggling in this game, go into the additional options menu and click “start at Reaper HQ” and then everything will be better. There’s a reason top players sometimes ban themselves from using them. I mean look at how many 5 star abilities they have! And Shadow! As I said at the start, class is broken. An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 154 Downvote 53 Go to comments Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section u/G-unit32 avatar G-unit32 • 2mo ago It's taken nearly 10 years but this guide has been worth waiting for. Great work OP. u/bill-smith avatar bill-smith • 2mo ago I still think you underrate Silent Killer, but otherwise, sure. You'd be interested to know what Long War of the Chosen did to the Reapers. They nerfed Shadow. It is charge based, but it only lasts 2 turns. They did buff the stealth Ranger, though, so you can bring a concealed scout on every mission even without Reapers. The Reaper is still an extremely strong class in that game. Garr_Incorporated • 2mo ago Throwing knives at the enemies, shooting from the back with cover penetrating shots on wounded foes or flanking the enemy for incredible crit and relocation. Love them to bits. u/The_James91 avatar The_James91 • 2mo ago It's my favourite class, but yeah, it's broken OP. You basically just have a 'delete this pod' ability in the early game and a 'delete this unit' ability in the late game. Man though setting up an insane explosion hits like crack. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Remote Start is my crack personally. It's RNG whether or not enemies will even stand next to a car. On Legend the Claymore needs a little oompfh, like being activated by a grenade, to consistently clear/cripple pods. Much less so for Remote Start. It does monster damage even with all the damage sponge aspects of up to Legend. u/Windigroo7 avatar Windigroo7 Cake icon • 2mo ago I think Silent Killer has an argument for 5 stars as it basically removes the only downside of Reapers; being unable to reliably kill enemies without breaking concealment. Yes, it does have an extra charge, but that means there's a real chance of taking at most two shots to kill per game with your Reaper, and as you always say, guaranteed things are the best in this game. With that perk, the Reaper becomes an excellent finisher for wounded enemies. You shot an enemy and was left with some HP? I can save moving a troop, a grenade or combat protocol because my Reaper will easily flank and finish it off without breaking Shadow. This also boosts Blood Trail as again, it gives you the chance to take shots without worrying. biketheplanet • 2mo ago Not only is this class completely broken, it also impacts the Ranger class. Before WOTC, you had a real choice with how to build the Ranger class. You really need to scouting to keep the whole squad alive, but then you sacrificed the raw damage output and melee capabilities of the Ranger class. With WOTC you can just ignore the scouting abilities on the Ranger (except for one or two as a backup to the Reaper). So, introducing the Reaper broke two classes! u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Shadowstrike with prolonged or reupped concealment is something, but overall I agree. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You still need a phantom ranger for when your Reaper is tired, but yes it makes a 50/50 decision a 75/25 or 80/20 decision. u/Sweet_Oil2996 avatar Sweet_Oil2996 • 2mo ago If you want use for your scout rangers again you can use the mod covert infiltration. https://steamcommunity.com/sharedfiles/filedetails/?id=2567230730 This is the mechanic Long War of the Chosen uses for missions. When you do a mission you don't do it immediately, but your team needs time on site to infiltrate before it can do the mission. This way the team is out on the field longer which makes it necessary to have multiple teams because you are running multiple missions at the same time. Including fatigue this means your reaper needs two to three weeks before he is available again for another mission. Now you can't have a reaper on the team every time and you'll need ranger scouts. Long War of the Chosen alters the Shadow mechanic so it is no more that broken as in WoTC. Shadow is now an active ability that lasts for two turns but is a cooldown ability. The ability tree has changed a lot. Now there is a knife tree that competes with the rifle tree. The knife replaces the claymore. No more claymores, no more remote start. The reaper is no longer your explosives guy. Knife throws never reveal you if you are in the shadow. If the knife tree is fully built you can even solo missions with the reaper. It strengthens the silent killer theme. Banish has been nerfed so each subsequence shot done with banish does 1 damage less. On the other hand, banish is now a cooldown ability. Still excellent as a scout and if you want him to make into the silent killer you are now using knifes. shocky32 • 2mo ago Nothing more fun than throwing a homing mine on a Sectopod or Gatekeeper and using Banish. wearyoldtraveller • 2mo ago The only time I found Banish really useful was dealing with the Archon King. To kill it the first time you meet it, you just homing mine it and shoot with Talon Rounds + Superior Repeater + Superior Mag Upgrade. If you have the continent bonus that gives + to weapon mods, you're taking 8 shots that has a 30% chance to instakill it. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Banish is good versus all damage sponge enemies and is more pronounced on Legend. It's basically THE best method for killing Chosen in their citadels. You only get a scant few turns until they revive on Legend, so you can Banish a Chosen and then have the rest of your team dump rounds into the Sarcophagus. You might have a few regular enemies spawn in but you should be able to safely one cycle the Sarcophagus even with all challenge factors on Legend, potentially not even letting the Chosen get off a shot or ability the whole time. Other than that Banish is the best ability vs Rulers, but you may have to game the system and put off fighting Rulers to best use it. You definitely can with non-Integrated DLC, as they are hardlocked behind a non-expiring mission. Mostly though then Banish feels like "I don't want to deal with the Rulers but I do want the rewards." The nice part is is that even if the dice roll on Repeaters fails, it still does SO much damage you can either finish them off normally or more or less force them to portal out immediately after, at least not endangering your squad compared to the nasty surprise they otherwise can sometimes be. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter While you kind of mentioned it indirectly, it's notable that Reapers are S+ if playing ironman. Savescumming for information (e.g. you ran into dumb sightlines for a nasty reveal / failed ambush, or you Intel-ed the Dark Event and immediately reloaded or you brute forced a Hack to see what'll happen) is an option though a cheesy one on normal campaigns. You can turn the game into an efficiency of action economy puzzle, rather than one where you are forced to deal with more randomness. While this isn't strictly totally different on ironman, it does mean riskier plays are more punishing. Scouting with the mission start Concealment or with Phantom Rangers is something but it's really limiting since the detection range is big enough to stymie almost anything but Grenadiers and Sharpshooters. You have to really be aggressively forward moving to have your Reaper revealed, which can happen but you still have a massive safety net as long as you keep or reup Shadow. === It's also notable that Reapers can work as stealthy spotters for Squadsight Sharpshooters if you do want to use them early (there's pros and cons) AND that even on missions where you don't get a Concealed insertion (such as Retaliation or certain VIP missions), Shadow works just fine. I'm assuming you're alluding to Stasis as the other broken ability but I'd say Shadow is still stronger. Besides all the later game investment necessary, Stasis is fixing or mitigating a mistake on an activated pod, while Shadow is fundamentally changing how you approach and attack pods while opening up strategies completely unique to Reapers, while being an awesome support class and decent to great damage depending on what you're doing. Remote Start is like an RNG second claymore that's stronger when it does set up. It's not always relevant, there will probably be entire missions you don't use it once, but there will also be missions it's a second pod delete button LONG before Banish, since WHEN to use your one claymore is something to think about for Legend. On Commander and below you can almost always use it on the first pod you see. Also when you get this go and buy Blood Trail with AP I find myself picking Blood Trail much earlier on Legend. As MUCH as I like Remote Start, I honestly think Trail first is better, and I used to never do it in that order. A solid Reaper shot low rolling and not being able to kill a single basic trooper sometimes is sad. Now, the ability has to have the unit damaged to buff at all, but other than Claymore or Remote Start or Sting (which is later) I wouldn't generally consider a Reaper an "opener" class. Outside of the original ambush and such, they seem to be more of a finisher class with multiple skills pointing that way. I've found myself plenty of times having enemies that'd survive with 1 HP even with a 100% shot (unless it crits), so Trail is a consistent difference maker, which is funny as I overlooked it forever with other OP skills, like Remote Start having huge damage potential. === Speaking of Remote Start, my second Supply Raid of my current Legend campaign rolled Surgical SITREP, which SUCKED. I actually didn't even really think it was possible to complete with basically Sergeant skills at best, at least not without injury. I had to really stretch it, but I was able to Flawless that mission (which included armored mutons and MECs btw) from a mix of Hunter's Axe, Frost Bomb, and Remote Start as action economy tools. I knew all three were good already but it made me appreciate them even more just how much they help action economy. The claymore into grenade combo allowed me to save my frost bomb even with a little cleanup, which I would have used on the last pack when thin on resources but a second Remote Start cleared them, incidentally also using Target Definition to safely track them. Why…do I want this? I've been puzzled by their GTS perk for a while, trying to think of like ANY use case that'd even barely justify it. The only thing I can think of is that it... might (?) be useful for mitigating the door hack on a soldier that's captured, but damn is that niche and with a little work you can extract the soldier out in a single turn anyways. Undoing capture is already a waste of resources in many ways and I'm not sure I'd ever want to send a Reaper solo to do it, so a Specialist breaks the door and this perk is then literally whatever minus maybe sometimes not getting spotted by a search light, which just comes up so rarely as ever relevant when you can see the radius and path around it. And of course that's still different from the tried and true method of just blowing a whole in the facility and scrambling out which many prefer. I can see some value in other GTS unlocks but the Reaper one might just be the very last thing I'd say to spend money on once you're sitting on thousands of supplies. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I do agree that Shadow is stronger than Stasis. Stasis is broken but it doesn't fundamentally break the math of the game and let you scout every fucking pod for free. And you also don't get Stasis *at Gatecrasher!* u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The only real value of Stasis to me is working as a "better" frost bomb vs targets that'd otherwise only lose action points and not get a full stun. The only truly valuable thing is does is uniquely stop the Archon King's Devastate ability, whereas regular Archon pinions can usually be trivialized. But: A) The Archon King has to be on that mission and you have to be ready for it. B) You need a Psi Soldier AND a Psi Lab, both hefty investments on Legend. C) You need favorable RNG to even roll Stasis in the first place at a point where the crowd control even matters. It's such a confluence of events that it's almost irrelevant to really plan for and consider. Stasis can be handy against other targets but it's a perfect example of a win more bonus. It's the difference between possibly a Flawless mission and maybe an injury or two, but that's assuming you've already burnt up to 2 Mimic Beacons and up to 2 Frost Bombs. Are you like pulling the whole map? Late game you can manage it with multihit abilities but it's basically showing off or being wildly reckless at best. By contrast, even if you don't start with a Reaper they're probably the priority first faction contact when you can with Covert Ops, and they remain useful all game long (as you say, even with Gatecrasher) with late game utility in Banish. Even if you don't get lucky with Repeaters (and my last campaign all 3 Rulers bypassed an Execute with extended mags), Banish should still tear their HP apart. While it is unfortunate and chaotic if a Ruler manages to portal out, the fact that a single Reaper can effectively nullify them regardless of the outcome (assuming sufficient Aim of course) makes it a clearcut case of Reaper >>> Psi Operative. I like Psi soldiers as a late game supplement for Specialists, but honestly even for the final mission I almost always prefer other classes anyways, such as Templars for unique late game utility. giabao0110 • 2mo ago Mfw the supposedly stealth class does more explosive damage than grenadier u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter They did not balance this class at all did they? "What if the sneaky scout class also did the most damage, had explosives, and had every possible weakness covered up?" Silly, truly silly. u/Weltallgaia avatar Weltallgaia • 2mo ago If no one can see or hear shit, it IS stealth u/ulughen avatar ulughen • 2mo ago Frankly Remote Start should be Lieutenant ability with 1 charge per mission. Still would be auto-pick. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea it'd still be very pickable. "Whoops the pod is in the wrong spot and now take 12 damage" is just absurd. Not under your control, but ridiculous. alexis_ramest • 2mo ago Great guide! Lots of info I didn't know about. I've never picked Soul Harvest. Do the stacks reset every mission or are they permanently buffing the Reaper? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter They reset every mission alexis_ramest • 2mo ago Then yeah it sounds only ok baddoge9000 • 2mo ago I rate the guide shadow/5 stars. Gj lil bro u/veegeeplz avatar veegeeplz • 2mo ago I always enjoy reading these write-ups of yours. Just picking through your Templar one currently. I notice that you say that Banish should've been a Skirmisher ability, which is an idea that's also crossed my mind previously. Do you have any other thoughts regarding how you'd balance this class? (Or any of the other XCOM 2 classes.) u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Cut banish from Reapers, they don't need it and by giving it to Skirmishers they have something to do late game. I'd also give Sharpshooters an actual range table so they can 100% at squaddie without a scope, make it a good range table to because they can't move and shoot. Probably also cut Deadeye and Return fire or stronger perks so their early game is better. Other than that shotguns could use a slight nerf, I think specialists could use a buff probably a better skill in place of field medic and ever vigilant, something more alpha strike oriented. Other than that I think the balance is pretty good. u/veegeeplz avatar veegeeplz • 2mo ago Thanks for sharing. I agree that Sharpshooters need something. 2AP to fire is really awkward to work around a lot of the time, and they don't really make up for it until much later. I've never really worked out what I'd want to do with Specialists, besides fixing Covering Fire. I think their core design is mostly fine, they just stick out like a sore thumb in a game where you alpha-strike 90% of the enemies. Besides that, I think most of your thoughts are spot on. Looking forward to your next write-ups. someguyhaunter • 2mo ago The first few runs I had with reapers I discounted them thinking they were snipers without any punch. As soon as I started using them as recon units and abusing the abilities with weapon attachments they became #1 and a must bring in all cases. u/ToasterStrudlez avatar ToasterStrudlez • 2mo ago I've got two reapers and boy is it fun. Really love sending them solo into an ADVENT blacksite to stealth it, yeah I'm missing out on exp, but it's rule of cool. Probably my favorite of the WOTC heroes. No longer do I have to worry about being an idiot and sending my squad one tile too far... Was raiding a UFO, had a lot of sectoids, and I mean a lot, and there was like 9 grouped up? Fun times. Reapers are fun especially if you're playing against modded enemies, and also if you have the mod which lets you eventually bring 8 guys through GTS... But that's modded territory soooo... Garr_Incorporated • 2mo ago Doesn't Remote Start also makes the explosives double their explosion range? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter They do! Can't believe I forgot to say that, it's fixed now. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter While it's extremely niche, I saw a video recently that showed it is viable to do Shen's Last Gift with a Reaper (thanks to a STUPID 32 damage Remote Start) even with just ballistics. I'm not sure how much value an early SPARK really has on Legend (since you're still at best trading a whole bunch of Tired or possibly even Shaken soldiers for it), but it was interesting to see it was even possible, as I felt the mission was kind of a suicidal task without at least mag weapons. I tried to push for an early (but not RUSHED) SPARK on my current Legend + Integrated DLC Grim Horizon campaign as an option in my back pocket and even then without hard rushing Proving Ground I still only got it out around the time Mag Weapon research did too. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It's sort of tough to justify doing that mission with your Reaper. Sure you get a boatload of XP but you effectively force your Reaper onto the bench for like 2-4 missions. That sucks. And honestly if you have that mission turned on it isn't for the spark its for the XP. If you want a free spark just unclick the mission and build one for free at the Proving Ground u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I agree. I found the investment of the mission too much to do all that early on Legend. A low rank SPARK is just not worth much versus other soldiers and has major downsides of not building up bonds (especially early when level 1 and 2 are pretty good) and not being able to go on covert ops missions. I do think there's a bit of fun you can do with a SPARK but you can also avoid them all game long and be fine, or probably even better for making better long term investments. If you buy one from the Proving Grounds you're also spending alien alloys away from weapon upgrades etc. Maybe if you don't go for Predator armor it's something but the armor is more useful for the utility item slots really, as well as unlocking stuff like EXO Suits which remain good. === The XP for doing the mission is nice but if you're benching soldiers into Shaken for a while I question the trade off, especially if they're your good soldiers that could kill Chosen or more easily Flawless missions to avoid injury. I'm almost certain that a Covert Ops that gives a promotion, especially into Captain, is likely the better play with less opportunity cost. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I usually do the Lost Towers with my B team once I get bluescreen rounds because then the mission is a joke and you can rank up a lot of lower level units. Leading_Resource_944 • 2mo ago Can somepne varify if the Reaper gets any Exp for Claymore or Remote Explosiv Kills? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter They do u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yes, it counts as damage from them. Similarly, if you have another soldier detonate a claymore against a Chosen with Reaper weakness, it'll also do extra damage. u/Rnorman3 avatar Rnorman3 • 2mo ago Only thing I want to add is re: the weapon mods. In the late game if you roll modular vektor rifles, I think auto-loader is actually a solid third, but you can use just a regular or advanced rather than superior. Reaper almost never needs to reload, esp with expanded mag. The exception is right before they are about to fire off banish. Say you popped 2 claymores and maybe took a sting shot + a guaranteed kill shot. That’s 4 of your ammo down. You can obviously set up by manually reloading. But having the auto-loader just gives a bit more flexibility in terms of being able to move + banish against like a teleporting chosen or something. Especially since the class doesn’t really need the extra aim, crit is only relevant if doing the other build as mentioned, and hair trigger is like..fine. But I’m not trying to plan my reaper’s turn around a 15 (or 20% at best) chance for a free action. There’s just not much for them to do with it once they roll it since they are typically only trying to take last hits. It’s super niche and requires rolling the breakthrough for, but worth mentioning imo. But yeah I agree 100% with mag and repeater as first 2 options. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I feel like scope (either aim or crit), repeater, and extended mag is the correct setup for Banish. While Reapers do have good Aim, some of the harder enemies (notably Gatekeepers) have a high defense stat. Now you might not Banish a keeper specifically but Defense is relevant on late game enemies and especially harder difficulties. u/Rnorman3 avatar Rnorman3 • 2mo ago • Edited 2mo ago You don’t need scope and you don’t need crit IMO. Their aim is already quite good and crit (as OP mentions) is a different build (and probably just strictly worse, given how good the banish build is). The crit numbers also just simply don’t matter when you’re taking 6-7 banish shots with repeater. Either repeater kills them (highly likely) or they live and it’s an easy enough cleanup regardless of crit or no crit. Gatekeepers are dying to blue screen rounds regardless. Whether it’s BSR from banish or from chainshot or from fan fire, they are dying to BSRounds. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Unless I'm mass shooting Lost I've never been in a situation where I felt I needed an autoloader on a Reaper, let alone always having access to extended modified vektor rifles. I prefer both Sharpshooters and Rangers for Lost killing, though Skirmishers can be good in a pinch too. And I feel like prioritizing autoloaders to those classes is better (sometimes also Grenadiers if using ammo burning skills), as it helps them both thin the herd of Lost (if help is even needed in the first place) as well as keeping mobility up to not really stop to pause and reload. Rangers in particular excel at mobility momentum and sharpshooters can Death from Above / Serial more targets that way too (though Darklance has an built-in autoloader). Reapers already have so much mobility in Shadow that I risk overextending them rather than them needing to keep pace. I've never put an autoloader on a Reaper and have never noticed a time I would. Mags are strictly superior for Banish and the only other time you're dumping rounds all the time is Lost. u/Rnorman3 avatar Rnorman3 • 2mo ago I never said anything about the lost, you did? You don’t have to “prioritize” the auto loader - you literally just throw a basic one on there in the third slot (if you have it). The classes who want autoloaders still get the premium ones. The vektor rifle can use a shitty basic one. The idea is that you play the map normally, picking off random units, shooting at claymores and remote starts the way your reaper always does. And then by the time you need to banish something, you always have the ability to move + full clip dump because you have the autoloader (and you’re not realistically taking more than 6 shots with the reaper leading up to that). You can do the normal 1 action reload. But there’s some instances - such as teleporting chosen - where the ability to move + fire a full clip banish without having to reload is quite valuable. It’s niche, but I think it’s the best “third” option if you get modular rifles. Just because the others don’t actually do anything that you care about. The above scenario, while niche, actually does something when it comes up. +aim, +crit, and +action on hair trigger mostly don’t. u/wyrzo avatar wyrzo • 2mo ago (normal difficulty player) I always was pushed back by vector rifles dmg. Sniper just did more dmg, and in the later stages of the game, he really does pack a punch, while reapers weapon looked like a stick in comparison. A rookie mistake, I know. I guess I should give them a try next time I play wotc. inconspicuous_bear • 2mo ago • Edited 2mo ago Something worth mentioning that I hadn’t seen (apologies if I missed it) is that the vektor rifle does +3/4/5 crit damage which is the same as shotguns and higher than any other weapon. Despite the low damage of the weapon at base, you can one shot a lot of early/mid game enemies with a crit, and flanking and getting closer range for a laser sight is trivial for a reaper. I think needle is a bit better than you give it credit for. Combine with shredder you’ve got +2 damage and +2 armor shred on armored targets which makes reapers great at weakening or sometimes even one shotting armored enemies with crits. Add in holo targetting and they quickly become the go to first shot against the many high health and armored enemies. A practical example is hitting a muton and leaving it in kill range for a stock/lightning hands/quick draw, or killing it straight up if you have some damage boosts from breakthroughs or special ammo. I guess my point is, don’t sleep on the value a reaper can have beyond just a finisher, especially in the early/mid game when you might not have the juice to kill everything otherwise. I’d also argue the value of the repeater is a bit overstated. Without it, when is 6 shot banish alone really not enough to get you through the pod or alien ruler? Having a laser sight + expanded mag gives you the best of both worlds really. u/Rnorman3 avatar Rnorman3 • 2mo ago The main problem with needle is that it plays kind of awkwardly. Reaper wants to ideally be last-hitting units to try to stay in stealth. It’s what makes needle (and rolling shredder/holo targeting) kind of awkward. AP is at its best when it’s actually penetrating armor. If your team is being built correctly and you’re taking engagements correctly, you should mostly be shredding armor via cannons and explosives. Meaning the AP on a “finishing” hit is going to be pretty irrelevant most of the time. If you are doing as you propose with holo targeting, shredder, and needle as your “opening shots” with a reaper, you’re risking losing your stealth. Which is probably suboptimal. You’re bringing the reaper for their scouting potential, claymores, and banish (in the late game). Turning them into a bootleg grenadier feels like a weird option when you could just be using your grenadiers to do that role. Repeater + expanded mag is the mathematically correct option for taking out the only enemies that you actually need banish for - rulers and chosen. Placing crit on the weapon instead and giving them talon rounds can let you do some crit stuff (especially if you’re stacking with soul harvest) but I’m just not sure that it’s worth it. Not only do you have to go out of your way to ensure that the reaper always gets the last hit for their stacks, the damage on the vektor rifle is low enough that even with the crit boost, it’s just not super impressive. Talon rounds takes you to 7-8 damage per shot. Blood trail can add +1 if they have already taken damage. That’s not enough to rely upon with alien rulers. Or the chosen. The archon king has 120 health, 5 armor, 25 defense, and 35 dodge. Even the viper king has 69 with 3 armor (and 25 dodge). Assuming you’re still shredding all their armor with grenadiers, setting up blood trail and holo targeting, you’re still not favored with 6 (or 7, if you have level 4 mags) shots of 8-9 damage - and that’s assuming every shot is a crit. Your max crit is still only 60. Let’s just assume you crit on 4 shots, hit all of those, hit on one regular shot, and miss on one regular shot. And roll dead even on the +1 damage per shot for the crits. We will even give the +1 to the standard shot that hits. Thats 8+8+9+9+5=39. Which is pretty close to the best scenario you can expect. If you have a repeater, not only are you super favored to just outright kill it, you can run ammo like dragon or poison for the guaranteed +1 damage on the shots without relying on the crits and your floor scenario where you don’t outright kill it with repeater still leaves the target close to as damaged as the crit build would have. You’re taking 6 (or 7) shots at 5-6 damage and inflicting a DOT that triggers on any/all subsequent ruler reactions that they take. Applying the same math, we get 5+5+6+6+6=28. Before the DOT damage. And any low rolls on the crit build cost you an extra damage, because talon only gives +1 on crits rather than flat on the status condition Ammo. What if you encounter the alien ruler before you’re able to fill stack your soul harvest - which is pretty likely to be the case? Well in the case, we are looking at 40 crit. Since we are looking at low rolls, instead of rounding “up” to 4 crits (as we did for 60%, ~3.6 crits per 6 shots), let’s round “down” to 2 crits (from 2.6 expected crits). Let’s still assume that we only miss 1 shot because of holo targeting and that we have blood trail. We can still assume that we go dead even on our damage spread and roll +1 on half of our shots, but again we round down; given that we hit 5 shots, we get +1 on 2 of them. We will go 1 crit and 1 standard shot. So we have 8+9+4+4+5=30 which is just barely above the floor for the repeater build (the 20% case where repeater doesn’t outright just kill them). Ok-Huckleberry-419 • 2mo ago Starting reapers so you can eventually get 2 Col reapers is disgusting. Changes the game significantly. Mark-C-S • 2mo ago Ah man you're right, why isn't Banish a Skirmisher ability?! That would make so much more sense, and help replace their really lackluster end game abilities. Instead of making Reapers even more broken. Calinate • 2mo ago You didn't mention prox mines. I like to use them on Reapers since they don't break stealth. It's like having another claymore charge. Maybe not worth giving up BS rounds for though. u/TyphonNeuron avatar TyphonNeuron • 2mo ago Meh, I don't really agree. I found far more utility for skirmishers and templars. I only get a reaper as cover action to get in contact with the faction and hunt chosen and get resistance orders, hopefully between the eyes. [deleted] • 2mo ago ================================================================================ Xcom Part 11.txt ================================================================================ Templars are a pretty big skill check. They are extremely powerful, but if you misuse them they will end up doing more harm than good. The fact that they are primarily a melee class, even more than rangers, has its risks. But the upside is worth it if you get a grip of them. As for how, well… Here is how the rankings for abilities (and other stuff) is going to work. ★★★★★ - The Best of the best. Abilities and things that you build around, or weapon mods that are best in slot. Things of that nature. The difference between having stuff in this tier and not is so massive I’d consider it nerfing yourself not to grab them. You really, really, really want stuff with 5 stars. ★★★★☆ - Really strong abilities. Abilities I am always happy to have and would trade a lot of other abilities for, but they aren’t quite as “must have” as the 5 star ones. ★★★☆☆ - Abilities that are pretty good. Stuff that I would buy with AP quite happily but might pass up if the other ability is better. ★★☆☆☆ - These are underwhelming. These abilities just don’t really do enough to justify having them. They might have very niche use or be passives that just kind of do very little. Stuff I just don’t care about. They aren’t horrible or useless, but you probably wouldn’t miss not having them. ★☆☆☆☆ - Trash abilities that are just worth nothing. ☆☆☆☆☆ - Given to abilities that are actively harmful. There is only one of these in the entire game. Stats: To begin, they have the following aim and HP at the following ranks: Rank Aim (★★★★☆) HP (★★★☆☆) Squaddie 68 5 Corporal 71 6 Sergeant 74 7 Lieutenant 76 8 Captain 78 8 Major 79 9 Colonel 80 10 They have exactly the same aim and HP growths as rangers, but honestly? This character's aim is just not that important. They run around clicking Rend what do they need aim for? Why Firaxis gave them better aim than grenadiers I don’t know, but here we are. Weapons: Templars wield their gauntlets and an autopistol. Gauntlets (★★★★☆) - Gauntlets are an extremely powerful weapon for one major reason: they always have a 100% to hit. There are only circumstances where a Templars melee attack can miss are if you try to melee a muton and they counter you or if the enemy has Lightning Reflexes and you have Bladestorm. That’s it, that is literally it. Not missing is pretty sweet. I’m docking them a star because they are melee only and that’s a hit to their flexibility, but not missing is more than you could ever want. They also start at 4 damage minimum which is great, but they don’t scale that high even with tier 3 gauntlets, but it isn’t that big a deal. Autopistol (★☆☆☆☆) - Autopistols are the exact same as normal pistols except you have to buy their upgrades separately. I should be giving these two stars like pistols, they are literally the same, but because this class has a short range weapon and another attack they can do from distance if they don’t want to do that one this gets clicked when you overwatch your entire squad and literally never another time. I literally never even upgrade these to magnetic or plasma, I just leave them at their base level to save on supplies and alloys. Abilities: As always, here is a table of every ability the templar gets. Rank Psiblade Dynamo Sage Squaddie Rend (★★★★★) Volt (★★★☆☆) Focus (★★★★★) Corporal Parry (★★★★★) Aftershock (★★★☆☆) Amplify (★★☆☆☆) Sergeant Overcharge (★★☆☆☆) Pillar (★☆☆☆☆) Stun Strike (★☆☆☆☆) Lieutenant Deflect (★★★☆☆) Channel (★★★★☆) Captain Reflect (★★★★☆) Invert (★★★★★) Deep Focus (★★★★★) Major Arc Wave (★★★★☆) Exchange (★★☆☆☆) Colonel Ionic Storm (★★★★★) Void Conduit (★★☆☆☆) Ghost (★★★★☆) GTS Deep Focus (★★★★☆) Focus (★★★★★) - Focus is a passive ability that allows the Templar to build up a resource called Focus. They gain one Focus for every enemy they kill with Rend specifically, and they can stack up to 2 at a base level, 3 at most with the Deep Focus perk. Each stack of focus grants an additional point of damage on melee attacks, one point of mobility, and 10 dodge (3 focus is only 25 dodge). I’m breaking my usual format a little here to rank Focus first because it’s impossible to talk about this class without talking about Focus. Focus is a very strong mechanic. It is extra damage and mobility. The only downside is that you need to kill enemies with Rend specifically to get it (at least to start). That actually incentivises you to make bad plays by rushing in to get a kill when you shouldn’t be. Just avoid the game tricking you, and you’ll do just fine! Rend (★★★★★) - Rend is your basic attack. It is a melee attack that (as mentioned above) cannot miss except under very specific circumstances (mutons can still counter it, that’s it). It does 4-5 damage at base with a 10% crit chance (which never goes up, because it’s a melee only weapon) and it does more damage the more focus you have, but more on that in the Focus section above. In addition, after you Rend you will have a move only action. Think of it like Implaccable that doesn’t only trigger on a kill. So this is bonkers. A cannot miss button that deletes a basic trooper? Sign me up! The only downside is that it is melee only. So if you run in to melee an enemy, you might be about to trigger 16 trillion enemies and get your whole team murdered. That’s the real skill check with this class; you have to know when it is safe to melee and when it’s not. And you don’t have the extra bit of flex a shotgun or other similarly ranged weapons have, you must melee with this thing. The way to handle this is simple: bring a scout. I recommend bringing a scout anyway but this class needs one all the time or you will blunder in like an idiot. I also recommend clicking Rend as some of the first actions you take on a turn so you can adapt if suddenly you trigger another pod. Though you do want to be scoring kills specifically with Rend to build Focus. Just make sure to be able to handle this screwing you. At the same time, I mean it can’t miss what more do you want? Volt (★★★☆☆) - Volt is an active ability that costs 1 Focus and ends your turn. It deals 2-5 damage at base to one target within line of sight. It deals double damage to psionic enemies and will chain to other targets within 2 tiles up to a number of times equal to the Focus you had before you used this, hitting them as well, and piercing armor. It’s bad Combat Protocol! That 2-5 range is just begging for heartbreak. You are going to click this needing 3 damage, getting 2, and then cry. The bouncing and doing extra to psionic enemies just doesn’t come up as much as the squadsight armor piercing move that specialists have. Still, you will click this plenty. Mainly when running up and Rending will trigger another pod. It is damage that has no roll to hit, that’s not bad! Parry (★★★★★) - Parry is an active ability that can only be used after you Rend. It consumes the move only action you get and ends your turn. The next source of damage, and it does not matter what it is at all, is negated against the Templar. Literally everything is blocked. So this is Untouchable, but better, at Corporal….what?! This is absolutely bonkers and makes Templars the only true Tank class in this game. This is effectively a stun tool the game hands you for just using this class, and that is damn good. But there are some things to consider. One, if more than one enemy is active, this will only block the first attack, and then your templar is as easy to kill as anyone else, so do be careful with that. In addition, it does nothing to fuck with the alien’s AI, this means knowing how the enemy acts is imperative to getting the most out of this. Ironically, this means you want to click Parry when you aren’t in cover. Enemies (on legend) always prefer the highest percent shot they can take and don’t know if you have Parry or not, so will waste their shot on your templar. It also means you can’t count on Parry to absorb a Stun Lancer attack or for a Priest to shoot you instead of using Stasis, etc. Even with all of those cavates, this ability is nutty. Always take it. It’s so good. Aftershock (★★★☆☆) - Aftershock is a passive ability that buffs Volt to make any target hit by this has a +15 aim against them. So this is across from Parry and therefore I just cannot recommend you take it here, but you should consider doubling back for this. Against Gatekeepers or other high defense enemies that +15 aim buff is quite nice. Holo targeting is so good and this is very similar, but it is a lot weaker. Your attack takes a resource, it doesn’t do a lot of damage, and just isn’t what you want to click with your templar a lot of the time. Still, this is pretty good. Amplify (★★☆☆☆) - Amplify is an active ability that costs 1 focus and 1 action. The next attack(s) deal an additional 33% damage. The amount of focus you have before you click this is how many attacks it lasts for. So if you only have one focus and use this it buffs one attack, if you have two it buffs two attacks, etc. This is…OK I guess? It’s more damage and if you click this and then Rend you will do more damage than if you just clicked rend but at the cost of an action and a focus…I don’t know…I feel like I could be doing something else with it. I don’t miss it when I don’t have it let me put it that way. And even when I do have it I sometimes go eh? Rather do something else. Overcharge (★★☆☆☆) - Overcharge is a passive ability that gives 33% chance to generate Focus when you click Rend even if you don’t kill. The game’s tooltip says it only works on non-lethal Rend attacks, but I swear I've seen this trigger when I've gotten a KO, and this game's tooltips are unreliable, so I think it actually can trigger even if you kill, giving you two Focus at once. It’s the best perk at this rank, but it still isn’t great. It’s just fundamentally random in a class that does not need randomness because their main attack cannot miss. I pick it up at this level because what else am I going to do but if you have a really good XCOM perk pick that instead. Pillar (★☆☆☆☆) - Pillar is an active ability that costs one action, does not end your turn and costs 1 Focus. It creates a block of full cover at the location selected for a number of turns equal to the amount of Focus you have when you use this. I think the idea is to click Pillar, then Click Rend and be in full cover after Rending but that’s actually bad, you want to be as exposed as possible so the enemies target you and you absorb the hit with Parry. You can block ladders with this…I guess, but also who really cares? I almost gave this 2 stars but I think that’s overselling this. I don’t use this and wouldn’t even if it were free. Stun Strike (★☆☆☆☆) - Stun Strike is an active ability that costs one action, does end your turn, and costs 1 Focus and has a 2 turn cooldown. It has by default an 80% chance to knock an enemy backward 1 tile. That chance increases by 5 per Focus you have before using this. Hey look its Demolition from grenadiers again, but worse! Now you have to judge if an attack will send them in the right direction, it is still a gamble, and you can’t even blow up cars with it! Hooray!! Also this ability is buggy as shit. There are times where the game has told me it landed and then nothing happened (on the TLP missions specifically, if that matters). Don’t take this. I don’t even know why this perk is here this class doesn’t give a fuck about cover they stab stuff! You can maybe knock someone off a roof but you should also be able to find literally any other better play than that. No, just no. Deflect (★★★☆☆) - Deflect is a passive ability that gives a chance to deflect an upcoming basic attack, so a shot not a melee attack or flamethrower or micro missiles just a normal shot, and negate its damage. The chance is 30% with 1 focus, 40% with 2 focus, and 50% with 3 focus. A 50/50 chance to just say “no” to damage is quite good, but not without its caveats. One, that’s only a 50/50, and sometimes you lose the coin flip. In addition it triggers after Parry is used up. So it only does something if your Templar is shot at twice. Now that’s not exactly impossible. Templars are often in the middle of nowhere begging the aliens to hit them, but it is worth noting. I would recommend picking this up and then hoping it never comes up. Don’t plan on this bailing you out, don’t build strategies around it, but just be pleasantly surprised when you don’t take an injury when you should’ve. If you roll Sustain from your XCOM perks this is a bit better because that 50/50 rather than being a coin flip between getting bailed out and maybe dying becomes a coin flip between getting bailed out and getting very injured, and that’s more appealing. Channel (★★★★☆) - Channel is a passive ability that gives every enemy a 20% chance (and psionic enemies a 50% chance) to drop psionic loot. If the Templar stands on that loot, they gain 1 stack of focus. The psionic loot expires after 3 turns, just like normal loot Behold! The best ability I never take. This is a great way to generate a ton of focus very quickly. 25% doesn’t seem that high but given how many enemies you kill in a mission you’re likely to get 4, 5, 6 bits of loot with this. The only problem is that those bits of loot are annoying as fuck! They clutter the map and the camera pans over to them every time one of them expires even if I’m 6000 miles away and please just get out of my way. I never take this, but you should. It’s good, it’s really good, it's a lot of focus very quickly but after 3700 hours my patience has been worn too thin for this bullshit. Same reason I never take Ever Vigiliant, though this perk is much better than that one. Reflect (★★★★☆) - To take Reflect you must take Deflect first. Reflect is a passive ability that, if you have 2 or more focus, gives you a 40% (50% at 3 focus) chance to negate an attack and deal 4 psionic damage to the person who shot you. This triggers after Parry but before Deflect. The game implies this only works if Deflect also triggers, that is not so. Yet more lying from the tooltips in this game. So the way the game words this it sounds like 50% of shots deflected by Deflect are shot back, but that is not so. They are completely independent die rolls. What happens is first the game checks to see if Reflect is procced, then it checks to see if Deflect procs, then it hits you if both of those fail. So at 3 focus you have a 75% chance to negate any normal attack against you. 75% chance to just not get hit is pretty good. And the enemy has to hit you in the first place for either of those to trigger so you can have a 80-90% chance to just not take damage. But 80-90% isn’t 100, and I don’t like relying on a 10% chance I don’t get murdered. Again if you have Sustain the 10% isn’t “get murdered” its “get horrifically injured” and that’s better, but hopefully this never comes up. Invert (★★★★★) - Invert is an active ability that costs 1 action, 1 Focus, and doesn’t end your turn (lot of those in this class huh) with a 2 turn cooldown. It switches places between your Templar and an enemy in LoS. Holy shit this is broken. You know how the Chosen are always annoyingly just a little too far away to fight easily, where now they are right next to everyone in your squad! A spectre has run away to some random corner of the map? Well now they are out in the open with their pants down! Avatar teleports too far away? Teleport then right back! Positioning is a huge part of this game and this forces the enemy into a bad position for 1 action. Then you can just wreck face. It solves so many situations so easily. The only problem is if you Invert into a bad pod activation, but my advice about using this class with reapers fixes that (as reapers often do prevent fuck ups). Deep Focus (★★★★★) - Deep Focus is a passive ability that increases your maximum Focus to 3. What do you want me to say? Obviously this is good, it's more Focus! More damage, more mobility, more everything. Take this it’s dead obvious that this is good. Next! Arc Wave (★★★★☆) - Arc Wave is a passive ability that deals double your Focus level (deals 1 damage at 0 Focus) in an arc behind the Templar’s Rend. It will damage cover and the environment but not your units. It also doesn’t do damage to the target of your Rend. It’s more damage for clicking the thing you were going to do anyway and if you get Reaper this is absurd because you can bounce a lot of damage around for free. 6 free damage at a different enemy just for clicking Rend and full focus is pretty sweet. Exchange (★★☆☆☆) - Exchange is an active ability that costs 1 action, 1 Focus, and doesn’t end your turn (yet again) with a 2 turn cooldown. It switches places between your templar and an ally in LoS. Compared with Invert I find this hard to use. You could slash with a Ranger, swap, the Rend with a Templar I guess but you could probably do that anyway. And if you are bringing up someone with this it puts your templar too far away to rend stuff with their 1 action point left. You can skip this. You might find some niche situations where it’s helpful but there is enough stuff on the Templar’s skill tree I want to buy that I usually pass over this. Ionic Storm (★★★★★) - Ionic Storm is an active ability that ends your turn and has a 4 turn cooldown. It consumes all of your Focus. It does 3-5 damage at base in a roughly 9 tile wide circle and does an additional point of damage for every upgrade to your gauntlets and for each stack of focus you have the damage is multiplied. So it does 9-15 with base gauntlets and max focus. Every unit you kill with this gives you a stack of Focus back. This is basically just another heavy weapon you get to carry around, but like a lot of Templars stuff it wants you to last hit enemies. That being said, it’s totally OK to just cash out with this and deal a fuck ton of damage to a bunch of targets to set up for a Reaper or Serial chain for another unit. It’s also a good way to cash out so to speak if your templar rolled Reaper and their Rends start doing too little damage to justify continuing. You don’t get to click Parry after doing this which is really its only downside, but if everyone is dead, who needs to tank shots? Void Conduit (★★☆☆☆) - Void Conduit is an active ability that costs 1 Focus and ends your turn. It targets an enemy humanoid (so ADVENT soldier, Codex, importantly AVATARs) and deals 4 damage to them, restores that much HP to your templar, and reduces the enemies actions by the amount of Focus you have before you use this. So if you have 1 Focus and use this, the enemy will only get 1 action on their turn. If you have 2 they are fully stunned for a turn (unless they are an Avatar), and if you have 3 it lasts between turns. It’s bad Stasis! That’s a little unfair, because you can shoot the person being restrained with this, but it’s a pretty apt comparison. It doesn’t work on every unit type, it takes your whole turn, and the other niche stuff it does is sort of whatever. The actual use case of this is to stop AVATARs from hopping around! AVATARs can’t teleport when they are restrained by this (which probably has some lore implications if this game would ever get a sequel…oh I made myself sad again) so you can just light them up. It might be worth picking up if you plan on bringing your Templar to Leviathan (which isn’t a bad decision by any means) but it’s sort of whatever otherwise. Ghost (★★★★☆) - Ghost is an active ability that costs 2 Focus and ends your turn and can only be used once per mission. It targets an enemy humanoid corpse on the battlefield (meaning if you haven’t made one of those yet, this won’t work) and creates a purple glowy templar with an amount of Focus equal to the Focus you had before you used this. That templar has all the abilities your normal templar does, but it also has the Reaper skill (I think they regret giving that to rangers and not this class, but whatever) but everytime they use Rend they lose 1 Focus. In addition they can’t ever gain Focus and go away forever if they run out. Importantly (for only me) if a Ghost fades away or dies that counts as a death on the final stat screen, which I’m pretty sure is only to annoy me! Ghost is fun! You get another Templar running around and 3 Rends isn’t that many; it's often enough! Also if you have Bladestorm the Ghost gets it too, so you can just run next to people and pseudo Rend them and not waste your Focus. It’s pretty good, in fact with Bladestorm its fucking amazing, but it isn’t the greatest ability ever. It’s just very good. Deep Focus (★★★★☆) - The GTS perk for templars lets them start missions with 1 Focus. That’s it, that’s all it does. Yes, in fact, I do want to start every mission with 1 Focus. Now I can use invert on the first Pod I see! It’s very straightforwardly good. I don't have much more to say. XCOM Abilities: Onto the XCOM abilities they might learn, I won’t explain what they do because that’s in each class guide but you’ll figure it out I’m sure. Here’s the table: Ability Bladestorm (★★★★★) Reaper (★★★★★) Fortress (★★★★☆) Lightning Hands (★★★☆☆) Shadowstep (★★★☆☆) Quickdraw (★★☆☆☆) Face-off (★★☆☆☆) Sustain (★★★★☆) Bladestorm (★★★★★) - So you know how Rend can’t miss? Well that applies to Bladestorm attacks as well. Meaning if you have this perk, your Templar’s damage basically doubles. More than doubles if you include standing on top of reinforcement drop points and slashing at everything as they drop in. They should not have given this class Bladestorm it is fucking crazy! Reaper (★★★★★) - Chain-kills are good and because Templar build Focus as they kill stuff that effectively replaces the damage loss from Reaper, at least until you hit max Focus. This is obviously very good to clean up a bunch of enemies at once but do be warned that (unless you have a mod that fixes this but I can’t take those into account for this guide) you cannot click Parry and Reaper in the same turn, so don’t end your turn excepting to be able to. Fortress (★★★★☆) - On Psi-Ops I’m a little underwhelmed by this but on this class it lets you melee enemies who explode on death, and that’s great. It doesn’t seem like that big a deal but just that little bit of extra flex is often enough. It means your Templar can solve a purifier instead of someone else and that can free up your turn quite nicely. Plus it can help with pathing and make Templar immune to a lot of attacks you can't Deflect/Reflect. Lightning Hands (★★★☆☆) - A free shot is a free shot and you can blue move, fire this, then Rend in the same turn and that’s nice. But then you have to actually upgrade the Templar’s pistol to get the most of this, and I don’t want to do that, so meh. If it shows up you should consider it but there is so much worth buying on Templars skill tree (Reflect, Deep Focus, and Invert are all at the same rank) that maybe skip it. But maybe not, but maybe yes. It’s up to you. Shadowstep (★★★☆☆) - In a similar boat Overwatch isn’t that common but ignoring it when it does come up is nice. Good for Chosen with Watchful, good for Heavy MECs, but otherwise, eh. It’s OK. Quickdraw (★★☆☆☆) - I mean…it’s OK but how often is the target of your rend within 1 blue move? Not very I’d wager. It can be free damage, but also…I’d rather just click Rend and Parry. Face-off (★★☆☆☆) - This isn’t clicking Rend and then Parry, in fact it doesn’t let you do that! There are maybe some situations where this is better, but they are rare. Pass. Sustain (★★★★☆) - I brought it up a bit in the other section but Templars are the most likely to get shot at in the entire game, so being able to cheat death is very good. It can also make your Templars an emergency mimic beacon if everything goes to shit. Hopefully it won’t, but this is XCOM, so… Weapon Mods: Templars can’t equip weapon mods. 😞 Utility Items: Templar’s can’t get Tactical Rigging but they come with one utility item slot. I think the candidates are grenades, mimic beacons, and mindshields. Interestingly this is the only class in the entire game that doesn’t want special ammo! We did it boys, we found a single class that doesn’t want BS rounds! Hooray! Frag/Plasma Grenade (★★★☆☆) - Sometimes, especially early into a run, you won’t be able to Rend safely and this does more damage and has more utility than Volt. So often you’ll just bring these because there isn’t anything better. Grenades are good, what more can I say. Mimic Beacon (★★★★★) - Sometimes, there are too many enemies to click Rend and then Parry. Sometimes you have to just throw a meme beacon and buy yourself a turn. Templar’s utility item slot is sort of free because they don’t need ammo and mimic beacons are the best utility item in the game so why not give them to this class? It works. Mindshield (★★☆☆☆) - As I just said templars utility item slots are uncontested for the most part so if someone else is carrying the beacon (and you don’t have multiple yet) then this isn’t a bad call. But honestly I’d take the grenade most of the time. PCSs: And lastly, let us go over PCSs. As always the higher quality ones are always preferred. PCS Aim (★☆☆☆☆) HP (★★☆☆☆) Dodge (★★☆☆☆) Will (★★☆☆☆) Mobility (★★★★★) Aim (★☆☆☆☆) - Won’t see me giving an aim PCS a bad rating elsewhere! Rend can’t miss what are you doing giving this class more of a thing they can’t use? Every other class wants one of these! Stop being silly! HP (★★☆☆☆) - Templars are the most likely unit to take damage so this is a little better on them. It can also push the math in Deflect/Reflects favor by making you not risk death if they don’t proc. I still usually just sell these but it’s better than on any other classes. Dodge (★★☆☆☆) - You can get silly dodge numbers on this class with these, and while that’s not great it is funny! I would still just sell these but you can do it if you really want. Will (★★☆☆☆) - Templars don’t really need more will. You get to bring them out more, but eh. Mobility (★★★★★) - Yes, I do want more mobility on the (mostly) melee only class. Like, obviously this is the best one. You didn’t need me to say that you knew that already. Summary: This class is extremely powerful. Rend and Parry are so good that this is basically what you spend most of your time doing and they have extra utility on top of that. They really want those powerful XCOM perks like Bladestorm and Reaper to get to their highest highs, but even without those this class is quite strong. Just be careful not to click Rend and then activate 19 billion enemies all at once. But if you don’t do that then you’re golden! An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 127 Downvote 50 Go to comments 1 Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section u/Wonderful_Discount59 avatar Wonderful_Discount59 • 2mo ago I'd rate mind shields higher. Templars are one of the classes that you really, really don't want to get mind-controlled. inconspicuous_bear • 2mo ago Especially if they have bladestorm since they can fuck up your units just for starting their turn next to the newly mind controlled templar. alexis_ramest • 2mo ago It was a ranger in my case, but this is literally how I lost my first iron man run that went all the way to the last mission. Mind control, start of my turn, ranger kills Avatar, ragequit u/McGrevin avatar McGrevin • 2mo ago Not only do you not want them mind controlled, but because of the way you use them they're far more likely to be the target of mind control as well. If there's a pod with a priest and something else, the templar can basically parry them both by using party and having a mindshield Royal_Ladder5434 • 2mo ago This! u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Good lord, 10 parts already. And we aren't even done with all the classes yet! This might actually end up as long as Dune when I'm done, which is pretty funny. MirrorFR • 2mo ago Keep it up! I love these guides, especially now that I've bought WOTC IWantAGamingChair • 2mo ago Honestly, I’ve been looking forward to these. It has got me itching to run it again. How many parts you think you’ll write up? Lol u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I think it'll end up being 20-25. After classes there is research, base building, weapon guide, just a big list of how much everything costs which is probably useful to have in this, general enemies (that might have to be two guides, depending on how long that goes), the chosen, rulers, covert ops, and probably something I'm forgetting. So...we have a bit to go! u/XCOM_Finx avatar XCOM_Finx • 2mo ago i'd swap Aftershock and Amplify ranking. I find Amplify to be Templar's most sleep on ability. If you know basic math it quickly become a action economy perk in disguise. Assuming you are within range to Rend, you can Amplify first to help someone else damage which will often result in one fewer shoot required to kill meaning less attack needed to alpha strike. Also very handy for fighting Chosen early on when your damage output isn't the best. A Ranger getting a crit on Amplify will make Rapid Fire redundant. Its why (along with Parry) Rangers and Templar are by far the best class to bring in a Chosen Stronghold. This ability is why I also pick Channel further down the line to maintain high focus while Amplifying left and right. Aftershock I used once and wasn't impress at all... Templar was the class I used to dislike alot, but I eventually gave them a fair chance and they became my favorite faction class. Many recommend to start with Reaper to secure scouting from the start, but I much prefer Templar because from my experience when you get good enough the main issue on campaign start isn't scouting, but raw firepower. Starting with a Templar solve that just by clicking an option before starting a campaign... I mean you still have to play very well but as you rightly said "Templars are a pretty big skill check." which is a tradeoff i'm taking any time. Plus, I have a soft spot for their resistance order. You give me Pursuit of Knowledge, Deeper Learning and Trial by Fire and i'm happy. edit : I forgot a neat trick with Parry that I think people should know. If you Rend then Parry, get Teamwork or Combat Presence, Rend/Parry again those Parry charge actually stack so that allow you to take more than one hit without taking damage. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Templars are really weird where they are strong early, lag a little in the mid-game (though I agree about your Amplify assessment and utility) and then pick up late game when they have better gauntlets, 3 Focus, and more utility skills like Invert. It's a really weird like inverse bell curve of power where Rend and Parry are stupid but then they're more of a late game investment unless you relegate them to Covert Ops. The funny thing is that Parry doesn't sound that different from something like Aid Protocol, helping them when they are predictably out of cover or in bad cover. But the way the AI works with flanked/exposed shots, it becomes almost like a mini-Mimic Beacon on demand that you can use near every turn. You can't guarantee an AI will take a shot on a Parry, but you can kind of bait enemies, or more often leave two enemies with an okay safety net if you can "force" one to use a different ability. I believe Parry also works like Untouchable and ignores even explosions and stuff, which makes it even stronger than it seems as a ballistic shield. u/XCOM_Finx avatar XCOM_Finx • 2mo ago Yeah idk why 2 tier gauntlet are so shit, with only a +1 to damage, it leads to Templar struggling in the midgame damage wise, but I guess its not the end of the world. By then you should have other class like Rangers who can pick up the slack. Unless you roll Bladestorm early enough then it heavily compensate with the amount of extra attack you get. u/Jumpy_Walk8542 avatar Jumpy_Walk8542 • 2mo ago Many thanks for all of these. I thought a melee only class must surely be worse than the Sharpshooter, but it sounfs like they are pretty good! u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter They can't miss! What more do you want out of a class than not being able to miss! Also parry, parry's crazy baddoge9000 • 2mo ago Dont do this to me bro. I dont have the time to jump into xcom again 😩 u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Come on...you know you want to start a new campaign... it'll be fun...join us...join us!!! u/not_vichyssoise avatar not_vichyssoise • 2mo ago Well, you got me. Haven't played X-com in a few years. Just reinstalled it a few days ago. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Victory! Aetyhs_Affilion • 2mo ago You got me too, i just play and lose another campaign :) baddoge9000 • 2mo ago Must resist urge to install.... 20mods, must resists urge to say it.... "thats xcom baby" Quantum_Aurora • 2mo ago Me putting vests on all my templars and rangers and reading how much you hate vests: 🫥 u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Hey look don't let my hatred for an item in a video game stop you. I'm just some asshole on the Internet. But also...yea...I mean... vests do kind of suck... u/Johaggis avatar Johaggis • 2mo ago To be fair, if you don't roll fortress, Hazmat Vests can solve the aforementioned pathing thing for templars. And the opportunity cost isn't super high, as you mentioned. Having an item with a small benefit without taking an action is nice u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea but then you have the different opportunity cost of having to burn cores and proving ground time trying to roll for a Hazmat Vest. When you could just give them a grenade or mimic beacon without any of that. mitiamedved • 2mo ago Agree with most except Mindshields - they are a must, always, no matter what on Templars. You do NOT want your Templar to get mind controlled. I’ve had it happen maybe once or twice in 100 campaigns I played, and I’ve not taken off a mindsheild off Templars since. TruShot5 • 2mo ago Yea agreed. Other classes tend to do dumb things, and might work out. A Templar with guarantee slap you with a rend, and ruin your day. u/SlavaUkrayini4932 avatar SlavaUkrayini4932 • 2mo ago I like your writing. It's entertaining and pretty informative. Are you going to have a part for discussing bonds? They are mostly random but you can still force some of them to happen with a covert action or with enough time. I think they are worth discussing, at least for faction classes since their numbers are limited. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter First, thank you! Second, I'll talk about bond when I cover the training center and AP and all that. Roll them all into one. Assuming it doesn't go over Reddits character cap. generalguan4 • 2mo ago What does TLP stand for? Also what is the one ability that’s 0 stars u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter TLP is tactical legacy pact. It was the last DLC for this game. The one ability with 0 stars is Covering Fire, covered in my specialist guide u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I very seldom occasionally use autopistols to one tap or finish off Lost. Similar to a Sharpshooter their pistol is not ammo dependent so it can be useful in a pinch. But the Lost are hardly much of a challenge most of the time and their health outscales the pistol quick unless they are softened up. The autopistol is probably the least used weapon in the game, especially not really synergizing with the rest of the class. While Lightning Hands, Quickdraw, etc are common and somewhat tempting pickups I find I just never have the AP, as Templars are one of the classes I tend to go deep into buying abilities for, as utility somewhat between a Psi Operative and a Ranger, both of which are useful. === I actually find myself using Volt incredibly rarely, to the point I've basically never gotten value out of Aftershock and to the point I stopped dumping points into that despite ostensibly sounding good. It comes up both as often and less often than using Soulfire on a Psi Operative I'd say, as a cannot miss melee attack with Implacable/Parry is pretty good. The rare times I can't attack I either move them closer or consider dropping a Mimic Beacon or something. === Amplify is pretty good against Chosen. I rarely use it against other targets but that extra oompfh is like a mini Rupture usually long before Rupture is available. There are various reasons you might not want to melee a Chosen and this is good then to help the team. I basically never use it below Legend though. You can also chain an Amplify into an Invert which is cool. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea Amplify against the Chosen can be OK. It's decent against like Gatekeepers as well. I find I get a lot of use out of Volt + Aftershock on Templars that don't roll Fortress when taking down Sectopods/Gatekeepers/Purifiers. Gives them something useful to do against those enemies. It is much worse than it sounds on Paper and Templars are so AP hungry I sometimes skip it entirely, same with Amplify. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I find the +damage and +mobility from keeping Focus high pretty good. It's not unusual for me to get to 3 Focus and stay there for basically the entire mission. Almost all of my utility skills with them are for dealing with the Chosen (Invert especially) or the very niche option of Avatar combat. 3 Focus Rend + Parry, especially with upgraded gauntlets, is pretty good. A Ranger can sometimes be preoccupied with other things or priority targets (especially if leaning into the Katana), so having another organic delete option is nice. Arc Wave is kind of silly but the chip damage might be the difference between a Death from Above Sharpshooter kill or not so eh. It's probably more expensive than it's worth but you can play a Templar pretty "dumb" with Rend 'hammer' focus and get good utility out of it, just carrying a Mimic Beacon as a get out of jail free card sometimes. antiguy1 • 2mo ago Templar lives and dies on whether they roll Bladestorm. Without it, they're still good but with it, they solo maps. 100% accurate reaction Bladestorm guarantees anything less tanky than an Andromedon dies in essentially one Rend while their multitude of defensive skills makes them near untouchable. This is also a good place to ask why you're undervaluing Mindshields. Psionics are one of the few attacks their skills don't protect them from and losing a Bladestorming Templar to a Mind Control can be a squad wipe. The Chosen also have the potential to daze them without a Mindshield and a Templar that dives into an enemy might not have an ally nearby to revive them. Moistinatining • 2mo ago Chiming in to say that it's clear from how OP writes that they value alpha striking/clearing enemy units >>> defensive items. In this framework, mindshields aren't bad per se, but are not worth the opportunity cost when compared to a mimic beacon (which even psionic enemies will prefer to shoot at if placed in the field with no cover) or a grenade (which has the potential to remove a psionic enemy from the board). Similarly, I also think the language of these guides is really about putting a soldier's abilities in context with playstyle, not just in isolation. In theory, you're right that mindshields shore up a templar's primary weakness. But also, simply killing the templar's weakest matchup with other soldiers or, at the very least, waiting to move your Templar until after you minimize the risks of/clear the board of psionics, is an equally viable strategy that OP practices/values highly (especially given their medikit write-up). Also, the game gives you a lot of information about what enemies you'll be facing, with you being able to tell exactly what enemies will show up on a given mission. Plus, like OP has mentioned before, you can roughly guess when you'll encounter a chosen on a random council mission/guerrilla op, so you can even plan around the warlock if need be. With that in mind, mindshields simply aren't always useful in the same way that mimic beacons or grenades are. antiguy1 • 2mo ago Similarly, I also think the language of these guides is really about putting a soldier's abilities in context with playstyle, not just in isolation. Ok, let's talk about this with context. First, the power of a Mindshield isn't because it blocks mental attacks. It's because enemies cannot tell if a solder is wearing a Mindshield meaning they'll waste their turn and cooldowns for nothing. There are very few ways to make a Chosen waste their turn and Mindshields are one of them. It's not just the Warlock either. Harbor Wave, Parting Silk, Tranq Shot, Concussion Grenade; Mindshield allows you to use offensive actions on the Chosen instead of wasting moves reviving solders. Also the Berserker Queen is a bitch and Mindshields help when she uses Quake/Faithbreaker. Second.. what else are you going to give a Templar? They're not the best user of throwables as they almost always want to use Rend as their turn ending move, vests suck, they don't have great Hack stats for a Skullmine and the only ammo they would want is Bluescreen (not only because they're broken but because their actual worst matchup is a Sectopod. Lightning Field and Wrath Cannon bypass Parry, they can elect to shoot the same target twice and a killing Rend blow will cause them to get caught in the death explosion). Yes, if you have the Shadow Chamber and you know there's no psionic enemies, and you encountered the Chosen the last map (even though that's not a 100% guarantee if multiple Chosen are alive) and it's not a map type with reinforcements, then yes use something else. But for the majority of encounters, Mindshields are best-in-slot. Moistinatining • 2mo ago I meant in context with the rest of your team's loadout, but I get your point and I'd definitely try to build my Templar with a mindshield during chosen encounters/against alien rulers. But more often than not, Templar's utility slot is where I'd be putting a mimic beacon if I'm not fielding a specialist, and that's ultimately a hard choice in the mid game, especially if you don't have the second squad size upgrade or the Templar GTS upgrade yet. By the late game, I still wouldn't be fielding mindshields as I'd likely already have a psi-op with solace at the point. As to your other utility options, while Templar's core loop is built around rend + parry, I wouldn't choose to rend in a situation that would leave 2+ enemies on the board; using a blue move to reposition and throwing a mimic beacon would be the safer play here. I think this situation comes up fairly often throughout both the mid/late game with Templars since they can't reliably one-shot enemies at full HP once advanced troopers come into play. Also, unlike OP, I do find uses for their autopistol as I like fielding Templars on lost missions due to their high aim and unlimited ammo, so I'm likely to give them venom or dragon rounds whenever the lost appear (this is admittedly niche but is just a nice option that I'd like to point out that I don't think people talk about). Fielding a mindshield definitely makes the Templar tankier and allows you to play more aggressively as a result. I can definitely see its utility, but ultimately, I have to consider all of the utility items I'm bringing with me for a mission and with that in mind, I still don't think mindshields boost a templar's performance significantly enough to warrant it replacing a mimic beacon for me. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The solution to mind control/daze is to kill the unit doing it. If, for example, a sectoid mind controls one of your units you have 3 other units to solve that problem that should be enough. The chosen are bit more of a problem but even then it isn't that hard to handle, Revival Protocol exists for a reason. I would also recommend not just throwing a Templar into a pod and seeing what happens. You have 4-6 units on the board, act like it. You don't actually want your Templar that far away from the rest of your squad or they will pull another pod that you can't handle and then you're rolling some dice with deflect/reflect and that's not a situation you really want to be in. antiguy1 • 2mo ago Well yes not Sectoids. At the stage of the game where you'd actually have a mid-level Templar you'd be more concerned with Priests, the Warlock and Avatars, all of which are healthy enough that killing them one turn is not a guarantee on Commander and up. Also Revival Protocol doesn't clear Mind Control. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter For Priests they don't really have that much HP, it isn't hard to alpha them down and even if they Sustain that breaks the mind control. The Warlock is a bit trickier. But if you get them under half HP he goes into his bubble and will break the mind control himself before your templar can kill you and you always have two turns to get him to that point. And worst case scenario you can throw a frost bomb at the Warlock or a Flashbang at the Templar to neutralize the threat (Templars cannot Rend whole disoriented). For Avatars, bursting them down to 0 as fast as possible is absolutely critical regardless of what they do on their turn. Either it's after skulljacking a codex in which case they have half HP or it's waterworld time and killing an Avatar prevents a round of reinforcements from spawning, so you gotta get on shit asap anyway. And even if you fail you probably didn't fail so hard that you can't clean it up on the following turn. antiguy1 • 2mo ago Priests they don't really have that much HP The have the most HP of any of the common ADVENT troops, plus innate Dodge and Defense and that's before considering cover bonuses. At Mag-tier weapons, that's potentially 3 shots to kill if you get unlucky with damage rolls. Or you could just equip a Mindshield to completely invalidate the risk and focus on more actively threatening units like Lancers and MECs. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea but you got two turns to kill them. Turn 1 you focus fire the other dangerous units. Turn 2 you're down a unit to MC or stasis but then you can focus fire just them and kill them. They might survive at 1 HP but then they do which psi move they didn't do last round and then they die. u/nut55555 avatar nut55555 • 2mo ago I use exchange for avenger defense mission move your turret to location they can shot distruptor is pretty fun. u/ConstantPop4122 avatar ConstantPop4122 • 2mo ago Just started using my template today.... First time out, one-tapped a gatekeeper with ionic storm..... I'm a convert. u/Hikary21 avatar Hikary21 • 2mo ago What modlist are you playing? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Currently nothing but QoL, UI, and bugfix stuff. Though I do often play with making psi ops normal units (and fuck around with their skill tree to be less broken) and some modded enemies like Rift keepers and Pathfinders. u/buenosvapores avatar buenosvapores • 2mo ago Does Parry stop you from being able to run away though? I wondered if it could have a downside that you don’t get to reposition into safety from multiple hits u/TheFatBassterd avatar TheFatBassterd • 2mo ago Overcharge definitely has a chance to give you an extra focus on a kill, it's happened to me a few times. Really confused me the first time until I figured it out. And for bladestorming reinforcement points, it's probably good to mention that if heavy mecs are dropped that they will just go into overwatch rather then active your bladestorm on them. I had this happen to me over and over and over again on a mission. I snowballed and started just camping the reinforcement points with my Ranger and Templar both bladestorming as everyone else took overwatch, then finished them off with a couple of my lower ranked soldiers to help promote them. But those Heavy Mecs were annoying AF because they would just sit there and not trigger any attacks towards it. dwhite10701 • 2mo ago Good write-up as always. For some reason I hate to bring multiple hero class soldiers on a mission together. You're right about bringing a reaper along to scout when using a templar, but I always feel like I'm cheating one of my ordinary soldiers out of a chance to gain AP. I like the flexibility that Exchange offers. It's kinda like a weaker Icarus jump that's available to every soldier on your squad. u/BusinessCat88 avatar BusinessCat88 • 2mo ago I just found out arc wave is considered "melee" and counts towards reaper kills. It also doesn't seem to decrease in strength with reaper kills. Holy smokes, I was not prepared! If you plan out your move you can do some ridiculously heinous stuff with the templar ================================================================================ Xcom Part 12.txt ================================================================================ I’m going to say something that may sound contradictory, but is not. Skirmishers are both overhated and the weakest of the faction units. What do I mean by this? Well they have a reputation for being a terrible unit amongst some of the X2 community and I don’t agree. In the early game they are extremely powerful. They aren’t as obviously broken as reapers or as flashy as templars but they are very good. I’d go so far as to say on Gatecrasher specifically I think they are the strongest unit you can have on that mission. The problem is that power doesn’t carry into the late game. None of their late game perks are that good, in fact most of them are quite bad, and so when your ranger is running around rapid firing people and reapers get Banish skirmishers are still doing the same thing they were as a squaddie. Still, their base tool kit is strong enough to give them a lot of power to play with, but they do end up, in the long run, being the weakest late game unit, and that’s sad. Here is how the rankings for abilities (and other stuff) is going to work. ★★★★★ - The Best of the best. Abilities and things that you build around, or weapon mods that are best in slot. Things of that nature. The difference between having stuff in this tier and not is so massive I’d consider it nerfing yourself not to grab them. You really, really, really want stuff with 5 stars. ★★★★☆ - Really strong abilities. Abilities I am always happy to have and would trade a lot of other abilities for, but they aren’t quite as “must have” as the 5 star ones. ★★★☆☆ - Abilities that are pretty good. Stuff that I would buy with AP quite happily but might pass up if the other ability is better. ★★☆☆☆ - These are underwhelming. These abilities just don’t really do enough to justify having them. They might have very niche use or be passives that just kind of do very little. Stuff I just don’t care about. They aren’t horrible or useless, but you probably wouldn’t miss not having them. ★☆☆☆☆ - Trash abilities that are just worth nothing. ☆☆☆☆☆ - Given to abilities that are actively harmful. There is only one of these in the entire game. Stats: To begin, they have the following aim and HP at the following ranks: Rank Aim (★★★★☆) HP (★★★☆☆) Squaddie 68 5 Corporal 71 6 Sergeant 74 7 Lieutenant 76 8 Captain 78 8 Major 79 9 Colonel 80 10 They have exactly the same aim and HP growths as rangers, which is good. It’s the 2nd best aim growth and HP isn’t that important a stat so it’s all good. Weapons: Skirmishers wield their bullpups and ripjacks. Bullpup (★★☆☆☆) - Bullpups are shotguns that have a 3 clip and deal 3-4 damage instead of 4-6. So…a really bad shotgun. It gets worse as the gun levels up, their damage grows barely at all. Bullpups are kind of the worst of all worlds. The short range table is usually a blessing, but because this class grapples around it can be a little iffy. They do low damage, and they have a small clip. If you could give this class a normal rifle or shotgun they’d be much better. Ripjack (★★☆☆☆) - Ripjacks are basically swords that does a flat 4 damage rather than having a range and are used by specific abilities in the skirmisher's skill tree instead of just slashing with it. So it’s a slightly worse sword. It isn’t that big of a deal though. Abilities: As always, here is a table of every ability the skirmisher gets. Rank Hussar Judge Tactician Squaddie Marauder (★★★★★) Justice (★★★★☆) Grapple (★★★★★) Corporal Reflex (★★☆☆☆) Total Combat (★★☆☆☆) Sergeant Wrath (★★★☆☆) Zero-in (★★★☆☆) Lieutenant Whiplash (★★★★☆) Full Throttle (★☆☆☆☆) Captain Combat Presence (★★★★★) Retribution (★★★☆☆) Interrupt (★★☆☆☆) Major Waylay (★★☆☆☆) Reckoning (★★★☆☆) Colonel Manual Override (★★☆☆☆) Battlelord (★☆☆☆☆) Judgement (★☆☆☆☆) GTS Parkour (★☆☆☆☆) Only 1 5 star ability after squaddie, ouch. Marauder (★★★★★) - Marauder is a passive ability that makes your standard shot a non-turn ending action. So if you don’t move you can shoot twice. The ability so good they nerfed the rest of the class out of fear! If you target one enemy with this, your gun becomes a 6-8 damage one instead of 3-4, that’s pretty good. Obviously you have to not move and not miss for that, but because of the grappling hook this class gets, that's not that big of a problem. It’s a lot of extra damage and action economy, it’s obviously very, very good. Shame skirmisher’s gun isn’t that good otherwise this would be even crazier. Justice (★★★★☆) - Justice is an active ability that costs 1 action, isn’t turn ending, and has a 3 turn cooldown. It targets one humanoid enemy (so ADVENT, codexes, spectures, and AVATARs) and rolls a chance that is your aim + 20 - their defense and cover (so no range table is applied) to pull them adjacent to you and slash at them with your ripjack. This is very good. Because the enemy is pulled directly next to you and this only costs 1 action if it hits and you click shoot you can kill an officer with just the skirmisher's actions alone. The chance to hit is also usually very good unless the enemy is in full cover. It is very good, doesn’t work on every enemy, but is very good. Grapple (★★★★★) - Grapple is an active ability that is a free action and has a 2 turn cooldown. You grapple, just like having a Spider Suit. A grappling hook on Gatecrasher?! Yes please! It’s a ton of extra mobility and (because of the +20 aim bonus from height) aim for free. You get this so early compared to normal spider suits. This never goes out of style. Reflex (★★☆☆☆) - Reflex is a passive ability that grants you an additional action point the turn after you are targeted for an attack. This only works once per mission. I can only repeat this so many times before I sound like a broken record, but this is a game about alpha striking, you don’t want to get targeted. And it’s not like skirmishers get parry to negate the damage they just have to eat it. Now in a turn where everything is going to shit and you are starting to nose dive into a death spiral this can bail you out. It lets your skirmisher shoot three times (or probably move shoot shoot) in a turn. So it can be helpful, but it is more of a recovery tool, and I don’t like recovery tools in this game. It is probably the better ability at this level, but eh. Total Combat (★★☆☆☆) - Total Combat is a passive ability that lets you throw utility items as a non-turn ending action. So you can throw a grenade then shoot or move, for example. On any item that isn’t a grenade, I don’t know what this is doing for you. You can already shoot and then do something else so what’s the difference between throwing a mimic beacon then shooting or shooting then throwing a mimic beacon? The real use case is so you can grenade someone’s cover then shoot at them. And that sounds good, but in practice it’s just hard to pull off. You don’t have launch grenade so you can’t throw your grenade that far, so often you need to move up to throw it and now this ability has done nothing for you. There are situations where this is helpful, but eh. It’s just hard to actually use in practice. I honestly prefer Reflex over this. And given my suspicion for most reactive abilities in this game that is saying something. It’s fine, and if you think it’s better than take it, but meh. This whole rank is meh. Wrath (★★★☆☆) - Wrath is a non-turn ending action that costs 1 AP and has a 3 turn cooldown. It gives you the same chance to hit as Justice, but can target anyone and pulls you towards the target to slash them instead of you pulling them. If this misses you don’t move and you can’t choose the tile you end up in. It’s Slash, this is just Slash but it costs 1 AP. In fact it’s a lot worse than slash because getting this to 100% to hit is actually really hard. I used to really like this ability, the more time goes on the less and less I like it. If it hits great you pull yourself to the enemy and can shoot with your last AP too but if you miss you don’t move so your plan is sort of ruined. I don’t know, it’s not that bad and it can be useful but the more time passes the less I click it. Zero-in (★★★☆☆) - Zero-in is a passive ability that gives every shot after your first one on a turn +10 crit chance, and if they are against the same target, it’s +10 aim as well. EDIT: If you do anything else, move, grapple, reload anything the bonus will go away. That crit chance is sort of whatever because skirmishers don’t have anything to incentivize them to go crit fishing but a free +10 aim on heavy targets you need to shoot a lot is pretty good. Nothing mind blowing, but it’s not bad. EDIT: because apparently if you do literally anything other than shoot twice in a row the Zero-in bonus breaks, this class actually prefers expanded mags over auto-loaders. Whiplash (★★★★☆) - Whiplash is an active ability that is a free action and only has 1 charge per mission. You make an attack that has a similar chance to hit as Justice/Wrath, it does a 6 flat damage, but 12 to robots and does not pierce armor. This is very good “hey you take 6” is obviously strong. It can miss, that sucks, and it doesn’t pierce armor so the extra damage on robots takes some work to get that to fully sing because you have to shred armor first. That isn’t too hard, but it is a thing you have to do. It also only works once per mission, which is sad. That’s not that big a deal most of the time, most missions just don’t have that many enemies in them, but on Leviathan it's a problem. Still, this is quite good. Full Throttle (★☆☆☆☆) - Full Throttle is a passive ability that grants your skirmisher +2 mobility per kill gained for the rest of the turn. I don’t even know how I would use this. Like, I have to shoot, get a kill and then move and for some reason that move has to be enabled by 2 extra mobility. That does not seem very likely. If you are fighting lost this is funny but that’s not a reason to take this. Combat Presence (★★★★★) - Combat Presence is an active ability with a 2 turn cooldown that costs 1 action and does not end your turn. You target one ally within line of sight and they gain an additional action point. Holy shit this is good. Trading actions 1 for 1 is extremely powerful. This lets you get a pseudo rapid fire, extend serial/reaper chains, or just give you a little extra flexibility. It is probably the most powerful ability skirmishers have, it's just that good. Shit’s crazy. Retribution (★★★☆☆) - Retribution is a passive ability that causes skirmishers to slash at any target that moves or attacks within melee range. It’s Bladestorm, they just made Bladestorm again. But it’s worse, because skirmishers don’t get Blademaster. It’s chance to hit on a target with no innate defense at this rank is 69% and it only gets lower from there. And 70% is just too low to base a gameplan around. You can do the same “run into an unactivated pod slash at all them” thing with this as you can with Bladestorm, but why am I using a super special hero class to do something a normal unit can do better? There isn’t any katana or similar to make this insane, so it sits a good few rungs below Bladestorm in power. Still, its free attacks sometimes that’s pretty good. Interrupt (★★☆☆☆) - Interrupt is a one charge active ability that ends your turn. When the enemy moves or attacks, the skirmisher can take any action other than overwatch. If they make an attack, it does not suffer the overwatch penalty. Their first action fully resolves before Interrupt triggers, so if they move into cover for example the shot you take with this will be reduced by it. I don’t really know what the point of this is. Like, why not just go on overwatch? Sure if you take a shot with this it’s more likely to hit in theory, but if the enemy moves into full cover then that is probably no longer true. And I don’t really know what the point of doing other stuff is. I guess you could throw a grenade during the enemies turn which is cute but, like, what are we doing here? You might be able to squeeze use out of this, but honestly skip it. Waylay (★★☆☆☆) - Waylay is a passive ability that lets you take as many overwatch shots as you had actions remaining. So had both actions remaining on the previous turn you take two shots. Why are we building around overwatch on a class with the short range table? There are times where you will sit on your butt and just click overwatch and nothing else, but is this really going to be the difference maker between life and death? Its benefit is so marginal for a Major perk. You know specialists get Guardian at this rank right? Reckoning (★★★☆☆) - Reckoning is a non-turn ending action that costs 1 AP and has a 5 turn cooldown. You run in and slash the enemy. It acts just like the ranger’s Slash but only costs 1 AP. This….this is just Wrath again! It’s literally just Wrath but you always move and pick the tile you end up in. With Retribution you can click this then get a bunch of bladestorm attacks off if you attack a fresh pod, but doing so is just worse than doing it with a ranger. You get to keep an action point, but…so what? This can give you a lot of forward momentum because you can dash, slash, then move again and that can be useful sometimes but this is literally just Wrath but again most of the time. Why is this a Major perk again? Why does it have a 5 turn cooldown when you can spam slash??? Manual Override (★★☆☆☆) - Manual Override is an active ability that has no cooldown and costs 1 action and does not end your turn. Every ability’s cooldown on the skirmisher is reduced by one. This is the best Colonel ability skirmishers get, and isn’t that sad. There will be situations where you really, really need to grapple and this will shave the one turn off that cooldown, it’s just sort of thin. And if you have time to sit there and spam this, you could’ve just waited for everything to come off cooldown anyway. It’s not bad, but if the other Colonel abilities weren’t garbage then you could justify skipping this. Battlelord (★☆☆☆☆) - Battlelord is an active ability that has 1 charge and ends your turn. You get to take an action after an alien moves or attacks twice. The game says “each time” but this ability is bugged (Firaxis why?!) so it only works twice. This is better Interrupt, in effect. You get to use Interrupt twice on a turn. If you have a colonel, why is the enemy getting to take so many actions? I guess if you like throw a mimic beacon and they shoot at it you get to take two more shots that round so it’s technically +1 attacks, but also what are we doing here? You know rangers get rapid fire here right? The situations where this is useful are just so specific. Skip it. Judgement (★☆☆☆☆) - Judgement is a passive ability that makes it so any enemy who attacks the Skimisher has to roll a will check (I am unsure of the exact percentage, but I know it increases with your armor tier) or they panic. What are we doing here? Why are we getting targeted for attacks at colonel?! Why is a bad SPARK ability the capstone of this class? What?! This baffles me, truly and completely. Panicking the enemies is nice and all, but this is the turn after you needed the enemy stunned if you got targeted, not during. It doesn’t interrupt enemy attacks after all. This offends me that they think I might want this. Parkour (★☆☆☆☆) - Parkour is the GTS ability that gives you a 5% chance to gain an additional action point after taking any action. This roll happens after you do anything, move, shoot, grapple, click Whiplash, anything. A 1/20 chance to maybe do something? For 200 supplies? No thanks. You can get the dice to roll for this a lot, but as anyone who’s played D&D before will tell you just because you roll a lot of dice doesn’t mean any of them are going to be a Nat 20. This is just too luck based for how much it costs. You’re basically spending 200 supplies on a regular hair trigger, that shit ain’t worth it. I do want to mention at this point a variant strategy that The Reddest of Goats (https://www.youtube.com/watch?v=nKLMIHusFik) ) figured out where you Hunker down and apply Aid Protocol to a skirmisher and use their reactive abilities (specifically return fire which we will talk about in a minute) to become basically unhittable and wear down the enemy. This works because if you stack defense high enough ADVENT literally can’t hit you with normal attacks because their to hit rolls are static, and with return fire or retribution you can just slowly whittle away at ADVENT as they miss you over and over again. For example an advanced trooper has an aim of 70, so if you get 70 defense by hook or by crook (hunkering down gives 20, high cover gives 40, and aid protocol gets you over the line) they literally cannot hit you and because skirmishers have so many reactive abilities you just slowly chip away at them. And the idea is pretty similar for other unit types as well. That's just one example. Now this is funny, and it works to an extent, but it has a lot of issues. One is that it requires you to bring 3 specialists to keep aid protocol up at all times due to the ability’s cooldown. You have to bring medkits to heal the skirmisher up when (and with this it is more a when not an if) you get hit anyway. And a lot of enemies punish this heavily. Heavy MECs will happily use explosives on one unit, Sectopods can get three shots off from high ground and just kill you if you get unlucky, a Viper’s bind doesn’t have a to hit roll if they get next to you, and you need a mindshield or you are begging to get owned. In addition it basically paralyzes the rest of your squad, they can’t jump into a fight or you’ll ruin the setup. There is just so much variance involved in doing something like this than just playing the normal “alpha strike or die” style that I find this build kind of underwhelming. It’s so specific compared to just…not doing this and doing anything else. But it doesn’t not work, it’s just really specific and annoying. And if your skirmisher doesn't roll Return Fire it barely functions, so I wouldn't recommend it. It is very funny however, you get an enemy phase build from Fire Emblem in XCOM that’s hilarious. XCOM Abilities: Here are the XCOM abilities skirmishers can learn, and yet another area they get kind of screwed on, how sad. Abilities Return Fire (★☆☆☆☆) Lightning Reflexes (★★★☆☆) Tactical Rigging (★★★★★) Volatile Mix (★★★☆☆) Saturation Fire (★★★★☆) Return Fire (★☆☆☆☆) - So I have to get shot at, not the best start, and then I make a short range table shot off with the overwatch penalty on a gun with a 3 clip…yea…no…I’m good. I think this might actively nerf you in some situations when you take it. It is necessary for the Enemy Phase build I mentioned above, but I don’t really go for that. Lightning Reflexes (★★★☆☆) - Lightning Reflexes is a passive ability that makes the first overwatch shot miss the skirmisher on their turn. This is better Shadowstep most of the time. Usually there isn’t more than one enemy on OW and this solves that cleanly rather than requiring some offensive action from your skirmisher/ranger/whatever directed at that enemy. Still, overwatch isn’t that common, so it’s not the most helpful, but probably worth picking up. Tactical Rigging (★★★★☆) - Tactical Rigging is a passive ability that grants you an additional utility item slot. Utility Item slots are good, so this is good. You get to carry a grenade, a mimic beacon, whatever along with special ammo. That’s pretty good. If this shows up, take it. Skirmishers get a utility item slot by default so you don’t absolutely need this, but it is good. Volatile Mix (★★★☆☆) - If you get this early, then your skirmisher gets to play on Veteran for a little bit as their grenades one shot troopers again. And obviously “click and kill trooper” is very good. I bring up a ton of non-RNG ways to kill troopers in this guide series for a reason. Now it won’t last, eventually troopers level up to advanced and you can’t one tap them anymore, but hey even then extra damage is good. I wouldn’t pick this up if it shows up super late, but if it doesn’t then go ahead and take it. Saturation Fire (★★★★☆) - Taking a fuck ton of shots and maybe blowing up a bunch of cover is pretty good, but not as good as it is on grenadiers. You roll each shot with the short range table, so the attacks far away will probably miss. But even then it is a bunch of cover removal and having a grapple lets you use this pretty flexible. Though to be warned this ends your turn unlike a normal shot. Hey, Firaxis, why can’t this class roll Shredder? Or Holo? Or hell why not Rapid Fire? I would kill to let this class have Blademaster for their ripjacks. Templars can get Reaper but skirmishers can’t have any fun? For shame! Weapon Mods: Now onto weapon mods. Luckily for skirmishers they can really make anything work. Unluckily they really want all of these, but hey that’s how it goes. Weapon Mod Scope (★★★★☆) Laser Sight (★☆☆☆☆) Hair Trigger (★★★★☆) Repeater (★★★★★) Stock (★★★★☆) Expanded Mag (★★★★☆) Auto-Loader (★★★★☆) Scope (★★★★☆) - More aim is more better. The short range table can make this not super necessary, but if you want to max out the use of Saturation Fire or similar, this is good. And skirmishers are more likely to shoot from farther away than rangers so this can help with that. Laser Sight (★☆☆☆☆) - Bullpups don’t have anything to really justify crit fishing on them, so this is a waste. Hair Trigger (★★★★☆) - Every shot you take has a chance to roll the extra action and this class shoots twice in a turn. You get pretty decent odds to make it shooting three times in a turn. With a superior hair trigger you have a 27% chance to get an additional action. With insider knowledge it jumps to 36%. And that is pretty damn good. Repeater (★★★★★) - Similar logic to the Hair Trigger, but instant killing is better than an additional action. Though of course they go hand in hand quite well. Stock (★★★★☆) - Two shots per round means two props of a Stock if you miss both. With an advanced stock (which you can get pretty early with a little luck) you can kill a Trooper by just clicking shoot twice. And even in the late game “hey idiot take 6” is still good. Expanded Mag/Auto-Loader (★★★★☆) - Short of Saturation Fire no ability consumes more than 1 ammo at a time so these are pretty interchangeable. Having to reload can slow you down a lot from clicking shoot twice so having to do that less or having a way out of it is good. Expanded Mags are maybe a little better, but I wouldn’t stress about it. Utility Items: I think the three to consider here are grenades, mimic beacons, and special ammo. There might be more but these are probably the most important ones. Frag/Plasma Grenade (★★★☆☆) - Pairs well with Total Combat and Volatile Mix especially early into a run, and hey grenades are always good. But there is better. Still I run these on this class for a while. Mimic Beacons (★★★★★) - Because you can shoot and throw this in the same turn, skirmishers might actually be the best unit to hold this in the entire game. Now they really, really, really want special ammo so that probably takes priority, but if you get Tactical Rigging this in the 2nd slot is probably best. Experimental Ammo (★★★★★) - Skirmishers can shoot twice, so they get double the effect of Experimental Ammo. This is the full list: Ammo Type Viper Rounds (★★★☆☆) Dragon Rounds (★★★☆☆) AP Rounds (★★★★☆) Tracer Rounds (★★☆☆☆) Talon Rounds (★☆☆☆☆) Bluescreen Rounds (★★★★★) Viper/Dragon Rounds (★★★☆☆) - These are functionally the same item, they give you a conditional +1 damage. Because skirmishers shoot twice that becomes +2 damage, and that’s quite nice. Against Chosen and Rulers this is very good, but as always BS rounds are better. AP Rounds (★★★★☆) - Short of throwing grenades or having a grenadier around, skirmishers have no way around armor (why can’t they roll Shredder?!) so this is very helpful against andros and AVATARs and the like. I’d still prefer BS rounds most of the time, but these are good. Tracer Rounds (★★☆☆☆) - More aim is good, but giving up the extra damage is a tough sell. If you roll these before you have the rest then skirmishers make a good candidate for them, Talon Rounds (★☆☆☆☆) - Don’t go crit fishing on this class. I know Bullpups kind of act like shotguns but they don't have the innate +10 crit or the damage to justify going for crits. Bluescreen Rounds (★★★★★) - This is the last time I get to say this, but yea these things are broken. +10 damage if you focus fire a Sectopod? Yea that seems pretty good. As always, BS is king. PCSs: And as always, here is each PCS: PCS Aim (★★★★★) HP (★☆☆☆☆) Dodge (★☆☆☆☆) Will (★★☆☆☆) Mobility (★★★★★) Aim (★★★★★) - Everyone wants aim, and skirmishers are no exception. The choice between this and mobility is actually a tough one. I think this is probably best in slot, but it’s close. HP (★☆☆☆☆) - I’m going to say this for every class. But this does basically nothing. This is a game about alpha striking. Hopefully you simply don’t get hit. Now if you do, will this save you? Only maybe! Get crit and you still just drop dead. The opportunity cost is also so high. You can’t have a better PCS if you have this one. Honestly just sell these. Dodge (★☆☆☆☆) - It’s an HP PCS, but worse! Literally don’t even think about using this. Dodge is just too unreliable to even consider a real stat on your soldiers. A classic case of “every bad for enemies, useless for you.” If you see a dodge PCS just see it as picking up credits for when you sell them at the black market. Will (★★☆☆☆) - It lets you bring up your skirmisher on more missions, but eh? Their power falls off pretty quick so that’s not super helpful. Not terrible, but probably better than selling these, I guess. Mobility (★★★★★) - Mobility is always super good on a class with the short range table. Is it better than aim I’m not super sure, but it might be. It’s a tough call either way. Summary: I know I was rather negative throughout this, but skirmishers are not as bad as people say. Sure in the late game all their perks suck and they wield a bad shotgun but who cares they can shoot twice in a turn and have a grappling hook on Gatecrasher. Early power matters most and skirmishers have a lot of it. They scale poorly into the late game, but you can just stop using them at sergeant to have a carry unit for the late game Low Profile mission jump scare. Or use them all the way through because their base kit is so good that they are still perfectly functional in the late game, they just get outcompeted. An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 134 Downvote 62 Go to comments Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section baddoge9000 • 2mo ago Son, its me Dad. Me and ur mom are worried son, this xcom obsession is consuming you. Please come home, we promise the chance of us taking you back is 95% u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter you act like my xcom obsession hasn't already consumed me. I've been playing this game for 10 years get with the program! And I literally just got a job its fine don't worry about it. baddoge9000 • 2mo ago Posting xcom essays on reddit is not a job son!😩 /uj what is ur job tho? 🤔 u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I'm assistant director at a Mathnasium. Where I can teach people real skills instead of how to be good at a decade old video game. baddoge9000 • 2mo ago Oh wow I a director at a mathnasium. I also got an assistant who likes the game.... wait Matt is that you?!? u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter 5% chance we disown you and leave you for dead in a gutter. Only 5% though! u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Damn I was expecting to come to the defense of Skirmishers, but I do agree with the assessment of overhated and weakest. Hero units are, at the end of the day, still useful in their own way, but you just have to know what that way is and Skirmishers do have far more questionable / low impact skills than other classes. I used to pick up Total Combat all the time as it sounded like the better of the two baseline options at that rank, but then I realized I basically never used its intended effect even though I do throw things with the Skirmisher a fair bit. Typically though, it's going to be a Mimic Beacon AFTER moving / doing one shot. Because of their low damage and the ability to target two different enemies, Skirmishers are good finishers. I can't really think of many scenarios you actually want to throw something first. Perhaps a grenade, but why aren't you taking a Grenadier that does it further, easier, and better? There's maybe a niche here for an acid or poison grenade or something but I just don't really know. Skirmishers are one of my top choices for ammo besides Rangers, and they're also more flexible on which ammo to carry. As such unless you roll Tactical Rigging you might not even carry a grenade past the early game (when they are strongest anyways), and even then I'd still choose a Beacon and ammo... It's actually a one star for me in that it sounds tactically flexible but it's a waste of AP. If there is an XCOM line ability at this rank I'll almost always get it instead. Reflex is better but it only comes into play when combat is going to shit. I'm surprised you didn't mention the even bigger problem with Wrath, in that it almost always leaves the unit out of cover unless you're somehow flanking the enemy you want to Wrath. Unless it's the last enemy of the pod, Wrath is just dangerous for leaving your Skirmisher exposed to everyone else. You usually want to Wrath into them and then shoot them ideally, and again they don't have something like Parry or Implacable to cover that choice. Justice is much better IMO as like an earlier, weaker Invert, where you can pull distant enemies closer to firing lines of the rest of your squad, without having to give up the cover you already have. Zero-In would be more useful if you could chain Lost kills, as I think the Skirmisher is one of the best early game Lost killers if you need a little bump just from how their action economy and Headshot works. Sadly autoloaders reset Zero-in so the bonus is never that relevant. It's rare I shoot the same target twice with a Skirmisher and rarer still that the +10 will make a difference. I'm almost always going to try to shoot from height in part because of their easy access to Grapple from the start, and because scopes aren't necessarily the best option for their bull pups. You could make a case for almost any modification due to their flexibility IMO. The non-armor piercing and miss chance of Whiplash pisses me off. It's not like Full Throttle instead is worth much but HONESTLY I get so little value out of Whiplash in my campaigns. Almost any target I want to hit has enough defense or cover this "Lightning Hands" type attack usually doesn't actually hit, and when it could it's rare that I'd even target it with a Skirmisher anyways. I sometimes use this against robotics (typically an out of position MEC) and gatekeepers but it honestly pisses me off from it usually having coin flip accuracy. Free damage is free damage but when the odds are so bad I care less. But yes Full Throttle is another one of those abilities that I'm not even sure what the intention was at all. There might be some utility with Reflex, but then, once per mission? This ability would be a lot better if it worked kind of like Focus, where you stack +1 mobility for each kill you've gotten on a mission. As is I can't imagine what value you'd get out of it. Why would you want your Skirmisher to be miles ahead on a Lost mission, especially when they already have inherent Grapple? Funny sidenote about Combat Presence: Psi Operatives' Inspire doesn't work on SPARKs, but Combat Presence does (ever wanted to shoot something FOUR times?). In fact I'm pretty sure you can Combat Presence a Dominated or Haywired enemy as well. I think it's barely worth mentioning as it means you have essentially the two weakest special classes in the game on the same team, but you know, I like my Hunter Protocol and Rainmaker anyways despite it likely being way less flexible than any other soldier for the slot. But anyways more to the point Combat Presence is like THE reason I'd ever take a Skirmisher past the mid game. Their ability to grapple or throw a Beacon gives them an officer type support role (a la Long War) and they can trade one of their actions for an even more damaging action on someone else, like a crit fishing Ranger. I like Teamwork from Bonds and this is an agnostic version. And while it doesn't come up SUPER often it's on a cooldown rather than limited in quantity, though Advanced Teamwork is typically more than enough for most missions. Retribution's main value IMO is if you Justice an enemy (optionally also shooting them) and they don't end up dying, then Retribution can kill them on their turn, though it's not a guarantee. It's a little safety option but I also forget I have it sometimes as I don't always pick it up. On Rangers pre-Katana I've had SO many misses on Bladestorm that I usually just come back for it with AP on the one or two Rangers I'll even use it on. I prefer this one over Whiplash though because at least it's done more for me sometimes. Skirmishers are good versus lost but they don't have infinite bullets unless you stack autoloaders and this class isn't a priority for them for me. Interrupt is another confusing ability. If it halted enemies on pod activation it might be fun to throw a grenade on them all or something, but the fact they take cover means it's usually a whole lot of nothing. You're spending one turn now to just take your turn later anyways. Huh? And if you mistimed it as a special overwatch you get nothing out of it without shooting or moving more. Reckoning is a little better than Wrath as you can dash Slash and then Grapple out to safety at least. Compared to Rangers though where you can build around their sword, this ability makes me really sad by being both late and not really that great. Skirmishers don't get enough bonuses to their Ripjack to make it worth it, and if you want to Ripjack still, just use Justice. Also damn you actually referenced that niche strategy video. I was considering mentioning it as funny, mostly in the sense of trying to get value out of the basically two worst classes in the game IMO. The team is something on missions with no time limit, but those are already easier by virtue of not needing to make risky moves. The time limit is what makes missions riskier more than anything. That strategy is also dependent on the Skirmisher actually getting Return Fire, which is neither guaranteed nor necessarily early. You going to use multiple Specialists on a team on Legend for using a Skirmisher for a laugh? The notion that it breaks the game isn't notable to me, as it's easy enough to get other overpowered soldiers that are more flexible. I had a run recently where a single Sharpshooter with Shredder made a big difference when my Grenadiers weren't always tied up the way they used to be for armor shredding. "It’s so specific compared to just…not doing this and doing anything else." I feel exactly the same lol. I think it was born purely out of Skirmisher hate. Basically 'Look guys, you can smurf Skirmishers to not get hit as often!' If I roll Saturation Fire I prefer Expanded Mags on Skirmisher but it's a small difference (and RNG of course). It's mostly centered around 3 bullets baseline being awkward for a class that can shoot twice. Even a small mag to 4 makes a difference as what is living past two turns typically, and then you can reload before hitting the next pod. I actually like Saturation Fire more on Skirmishers because it can show up before you have Colonel Grenadiers, and my Grenadiers tend to have so many other roles like Holo Targeting, AoE damage + armor shred grenades, single target cannon armor shred, etc. Skirmishers are a support so breaking cover and maybe using experimental ammo during it is cool, almost any ammo can be useful. I personally prefer Dragon Rounds on them though, as they get inherent extra damage vs organics and rarely burning can be a useful status effect if you're going to use one at all. antiguy1 • 2mo ago FYI Zero In only works for standard shots taken immediately after the first one. Doing anything else, including using aim-dependant abilities just as Justice/Wrath and free actions such as Auto-Loader reloads and Grapple break the bonus. This is also why Skirmishers greatly prefer Expanded Mags over Auto-Loaders. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Oh I did not know that. Man this class can't have anything nice can they. antiguy1 • 2mo ago Eh, use them on timed missions where their multiple ways to move and deal damage without ending their turn are the most useful. But yeah, definitely the least powerful Colonel-level class. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter They are a good unit, it's just they could've been so much better generalguan4 • 2mo ago I’m glad my initial assessment of skirmishers matches your in depth guide of wow this guy sucks compared to all the other classes. Yes you can make it work but he didn’t come close to getting a spot on the a team. I was like ooh I can shoot twice. Wait his shots don’t kill in one hit so I just have to make two rolls instead of one? Rather just move and shoot once. However a skirmisher is the perfect b team leader or rookie babysitter for a second squad. I used mine to soften up enemies for my rookies and squaddies to land kills on. If they keep missing? Pass them another turn! Grip out of place enemies into the open for easier rookie kills. That was pretty successful. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Random note, I added predator armor and similar to the utility item guide, because I realized it wouldn't be anywhere else if I didn't! redbird7311 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Poor Skirmishers, I think they were trying to go for a less gimmicky and more, “sustained”, type of unit that stays consistent in performance in missions, Skirmishers don’t really get weaker throughout the mission unlike a Reaper who gets their cover blown early or a Templar who works best with build up. Problem is that the other two faction classes aren’t that much weaker at their weakest and it doesn’t take a lot of investment to make it where they stay consistently at their strongest for the majority of the mission. By their 3rd or 4th rank, they are just better than Skirmishers in most situations. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The thing that really struck me is how bad their XCOM perks are. No rapid fire no chain shot hell if they had holo or shredded that'd be killer. They really don't have much going for them late into a run do they? redbird7311 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yeah, they definitely have the most potential for X-com perks, I even used a mod that randomized some of the X-com perks and it’s amazing how having one or two things really changes the class. Had one with shedder and blue screen rounds and got lucky with one getting holo and rapid fire. I would still say that they weren’t stronger than reapers and templars after hitting the highest rank, but damn did they do work. u/bobothegoat avatar bobothegoat • 2mo ago The Long War version has chain shot as a default perk at sergeant. Funny enough though, I usually take implacable at that rank instead. Of course, LWotC is basically its own game. MinigunGamer_YT Cake icon • 2mo ago they are the strongest class simply bc the early game is the most important and skirmishers are by far the best at squaddie rank and around then. They also usually have one good skill per promotion like Zero In, Whiplash, Retribution, Combat Presence, Slash then they completely become ass at Colonel u/Rnorman3 avatar Rnorman3 • 2mo ago I am also baffled by the skill tree for the skirmishers. It just kind of feels “tacked on” at the last minute. Zero-in specifically feels like it could have been an entire tree built around their “shoot twice” gimmick. Like the first level could give +10 aim on any shot after the first each turn, and then like +10 (or even 20) crit if it’s against the same target. A follow-up skill could be called like “expose weakness” and give even further crit if hitting the same target and ignore all armor (a little awkward for the second hit, but thematically like he’s learning the enemies weak points after the first shot). And then a third capstone skill that lets the zero-in bonus apply to any shot after a slash/wrath/justice instead of just shooting and then refunds a single action point if you kill an enemy with a second shot/action after focusing them. This kind of gives you some late game punch in terms of focus firing a single target. And if you do get the kill, you get an extra action to either move forward, reload (which bull pups desperately need), or even take a +10 aim shot at a new target. If the crit numbers are high enough, you could also open up the possibility of using talon rounds and going for a crit build. Full throttle could have also leaned into this same play style by just slightly tweaking how it works. Have it work to where any kill gives 2 stacks of “momentum” where each stack of momentum gives you +1 mobility. Momentum decays by 1 stack each turn. So the turn you get a kill, you have +2 mobility if you’re still using it the way full throttle works in vanilla. But you also get to carry over 1 mobility for the next turn. And then if you get another kill, you can keep stacking it. You could even balance around this in different ways. Maybe at base level, if you lose your momentum stacks you suffer a 1 movement penalty that turn and then a later level of the skill removes that. Or you have a later level say momentum no longer decays. Something like this really plays into the skirmisher’s base mobility with grapple, justice, and wrath as the king of flexibility and mobility on the battlefield. Now that I’m thinking of both of those things, I’m also feeling like an inverted “steady hands” ability that gives crit if you have momentum stacks (or if you get to a certain threshold of them maybe) could also be interesting. Having some skills like that would make the bullpup feel less awful with its low damage, low range, and low magazine clip. All of the “do actions on the enemy turn” stuff feels so uninspiring and doesn’t even thematically feel like it matches up with the class’s theme. I also agree that the xcom skills they can roll kind of suck. Saturation fire just feels like kind of a middle finger to a class with bullpups. Shredder and lightning hands would be incredible for this class. Lightning hands would be super interesting with the ability to fire 3 times (and potentially stack zero-in triggers). u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Oh god if they could learn lightning hands. Imagine...they gave them fucking return fire when they could've had lightning hands! Wow do they hate this class! MinigunGamer_YT Cake icon • 2mo ago total combat is really good for your first skulljack, bc u can still take an action after your skirmisher ripjacks. Useful on exsquiite timing where u need to skulljack around sgt rank. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Oh I had not considered this, that is very good. You could get some nice skullmining value as well. That's interesting. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Ah but there's a caveat, like everything. You mentioned sometimes sticking a Skulljack on Rangers as an option to get into melee, especially because if the mining fails at least you can shotgun blast or sword slash them in the face. Problem is, on any class that's not a Specialist (and even then), your Hack stat is dogshit and that means you're rolling a HIGH chance to eat Feedback damage. Now as you probably know storyline Skulljacking is a different thing, but relevant two times per campaign? Yawn. === I will say there have been times I was fine eating the Feedback damage just to get a damage spongey ADVENT unit off the field (and other than Lancers and maybe Priests so few of them even matter to prioritize), but this was almost always as a mistake cleanup move more than anything else. I agree with your assessment that ammo and mimic beacons are the best options for these. In the early game it's unlikely you'll have ammo so the jack is something (especially if you are rushing it for AVATAR Progress etc), but even with Tactical Rigging I'm not sure I'd take a Skullmining Skulljack on a Skirmisher. You're taking a risky roll to hit at all (and it's not like Skirmishers have great point blank options, you'd probably have to Grapple out), you're basically killing your chances at extra Intel (which is most of the point of ever Skullmining in general), and you're having a very high chance of taking damage on top of it. Like, why not just shoot twice from a height advantage? Toss a grenade at their cover with someone else if you're worried about aim, and how about not taking the damage as Skirmishers aren't actually that tanky despite having some skills based around it (not like you can stack armor on them anyways!). === Other than Intel harvesting, which is RNG, most of the Skullmining I'm ever intentionally doing is typically for one of two reasons: for some bizarre reason I don't want a Purifier to explode (and they are so nonthreatening in general otherwise), or I'm just sick and tired of Priests and I just want to delete them. It's rare that a Priest truly poses a problem, but once you get to the higher up versions they are like a much worse Sectoid. Stasis is actually far more annoying than Mind Control despite it being way safer, as it fucks with action economy and typically means I want to try to kill them soon before they do a Mind Control probably next turn. Holy Warrior would be my preferred thing they do but I honestly just don't see it come up that often compared to Mind Meld in EU. Words cannot describe how tired I am of them Stasising my units, Sustaining themselves, and worst of all shutting down things like Implacable and Death from Above just to continue to make action economy ever worse. Not threatening enough to wipe out like Lancers, but annoying enough to potentially delay turn after turn. So saying "no, fuck you you're actually dead THIS turn" is a niche option vs Priests, but again I'd still prioritize them on Specialists to at least help with the Hack stat and occasionally give you extra Intel. Feedback sucks but it's rare that Specialists are in direct line of fire enough to worry about damage, it's the injury timer and Flawless pride more than anything. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea you are pretty likely to eat the 2 feedback damage. But if you aren't me and obsessed with flawless missions, eh. Who cares? I'm also not sure I'd actually do this (any utility item could've been a mimic beacon or BSR) but it is at least interesting. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It's basically a one charge per mission Reckoning that eats a utility slot, likely causes self-damage, and likely still leaves the Skirmisher in a bad spot, though at least you can position for cover theoretically. It's because Skirmishers have single AP cost actions (and free action recharging Grapple) that Skullmining is bad here. If you miss the Skullmine you better have Grapple up or otherwise hope a shot and Retribution is enough. If I run a Specialist I'm almost always going to have it as part of some bond pair, so at least I theoretically could move it out or Aid Protocol whatever if I really had to. Skirmisher bond pairs are a little more awkward but I typically try to tie it to a Ranger if I can as they're both mobility classes. Other than Mobility PCS I don't find even more mobility to help Skirmishers that much, whereas Specialists can easily drag behind if ever using their support skills, so the mobility bonus of Skullmining is something. I find myself running the turn timers down to 3-1 on Legend a lot more if I stand and fight vs booking it to the evac, and I haven't been as lucky with Infiltrate, Private Channel etc that mitigates that a lot. MinigunGamer_YT Cake icon • 2mo ago u say twice a campaign but for exquisite timing u really need your skirmisher to help fight the codex as you will not have squad size 2 unlocked yet and potentially not even I if you're unlucky. Your troops have very limited options for dealing with psionic bombs at that stage of the game, so sometimes just one more grenade or shot from a skirmisher after the jack can make or break the mission. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I mean sure, I'm not disagreeing with its utility there. But a niche utility for an achievement? Like, lots of builds can help achievements, like stacking Psi Operatives for Who Needs Tygan, or three SPARKS literally ever when you can only really repair one. It's still not something I'd recommend normally. I used to pick Total Combat all the time until I realized I just don't really use it actually. Skirmisher start into a one AP grenade toss is the only general utility I can otherwise think of. Skirmisher is one of the few classes I'd even consider a Skulljack on, but even in the case of a Codex I'd rather have two shots against it (/its split), a Flashbang to mitigate it, or a grenade to soften it up and break cover. MinigunGamer_YT Cake icon • 2mo ago fair point, I was just pointing out how in most playthroughs i take reflex in that specific one i take total combat. Corporal Skirmishers Sergenant Templar and Sgt Reaper are all kinda duds. u/ruler2k2k2 avatar ruler2k2k2 • 2mo ago As someone who enjoys using Skirmishers, this is a fair write-up. A lot of their abilities are either redundant (any of the ripjack stuff) or don’t work as advertised (interrupt & battlelord). Since it wasn’t mentioned in the post, the Skirmisher HQ is why my preferred start is with a Skirmisher. While the description says ‘construction’ time are reduced by 50%, it also applies to excavation times as well. The damage fall-off by mid-game is pretty bad, as in I’ve had Chosen Stronghold assaults where I didn’t even bring a Skirmisher because even with a Chosen weakness to Skirmishers, their damage wasn’t up to par. But like all personal, there is plenty of covert actions they can be sent on. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea Skimisher HQ is nuts! But that's not really the unit. u/PratalMox avatar PratalMox • 2mo ago Yeah, no disagreement here. Kind of a Sharpshooter situation, where Firaxis were so worried about how OP the class could be if overtuned that they pre-emptively nerfed them much more than they needed to u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It's sort of the opposite, where they come out of the gate swinging and then... nothing they get nothing after squaddie. But yea it's a similar deal u/betweentwosuns avatar betweentwosuns • 2mo ago Bullpups don’t have anything to really justify crit fishing on them, so this is a waste. This really can't be overstated. Bullpups crit being only a +1 is so much of why they feel underwhelming as a class. You take so many flanking shots, and then your crit reward is often literally not even above your normal damage range. MartinCeronR • 2mo ago • Edited 2mo ago Regarding the PCS, I think Aim is better than Mobility. An Aim PCS is the only way to increase the hit chance of Justice, Whiplash, and the other ripjack attacks, so that gives it the edge for me. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Ah fair point. I've usually stacked Mobility on them and Grappled to catch up if need be, but I'll try Aim as I typically don't use many of their special abilities past the midgame, and mostly make them double shot turrets with Combat Presence. u/Jumpy_Walk8542 avatar Jumpy_Walk8542 • 2mo ago • Edited 2mo ago Thank you again for these guides. Interesting that you rate Battle Lord and Waylay so poorly, especially when you compare Waylay to Guardian. Aren't they fairly comparable? Guardian may be better in a lot of cases and has a higher power cap, but sometimes you lose the coin flip on it when you really need to win. Apart from that, I think the "strong early, weak late" is an interesting dynamic and does give the Skirmisher an effective niche. They're like a reverse Sharpshooter! u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The thing about overwatch is you shouldn't ever be doing it while enemies are active, only when you are about to reveal a pod. So for Waylay specifically that means you literally didn't move or do anything last turn to get that extra shot off. And this game has turn timers. Will it happen? Sure, maybe. But Guardian just happens in situations where you'd be clicking overwatch anyway. Battlelord is just better interrupt, but if an enemies first action is to rush into cover it sucks. If they poison spit you now you're extremely nerfed. It just isn't great. u/Jumpy_Walk8542 avatar Jumpy_Walk8542 • 2mo ago Ah, I see. On the issue of revealing pods, is there a way to tell when you will trigger a pod with a non-concealed soldier? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yes, but actually no, but yes. Every enemy has a set sight line. And so you can count tiles and do the math and see if a move will reveal them. That is in principle, in practice that's impossible. It's an absurd thing to do. But with the Gotcha Again Redux mod the game will just tell you when you'll reveal a new pod if you would have that info in principle. And it should be in the base game because it is some bullshit. u/Jumpy_Walk8542 avatar Jumpy_Walk8542 • 2mo ago Thanks. I actually asked because I saw there was such a mod. Was wondering if there is a "correct" way to do it without the mod. u/betweentwosuns avatar betweentwosuns • 2mo ago Battlelord would be a really cool Sergeant or Lieutenant ability. u/rabel avatar rabel • 2mo ago Did I miss Templar guide? You're teasing it in the "Abilities" section with a typo. Does anyone care? Probably not but I'm still obsession over XCom2 so keep 'em coming u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yes I posted it on Wednesday, but that does remind me that I forgot to post the index in this one, one moment. u/PenumbraChaser avatar PenumbraChaser • 2mo ago I think it is interesting that your prefer the Skirmisher over the Reaper on Gatecrasher. I tend not to use Skirmishers, I might need to fire up a game and give it a go. I'm probably not utilizing the hook properly. I seem to recall it being difficult to put yourself in a position to be likely to land two shots on the sectoid or officer. Or is it best used to clean up after grenade damage? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Once you pop the claymore you're left with a 3-4 damage gun and a dream. Like, what are you supposed to do? Skimishers also have a crap gun but they have justice. And justice + bullpup can one shot the officer. And then you can just camp out and wait for it to recharge because gatecrasher has no time limit. And of course shooting twice is pretty good when everyone else around you has grenades and nothing else. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I don't hate a Reaper start even considering the peashooter bolt action rifle, as it's less bad once you get up to Shrapnel Claymore and that is pretty fast (and I'd DEFINITELY always prefer a Reaper over rookies anyways like the others you have on Gatecrasher), not to mention their ever strong scouting utility without having to take Phantom on a Ranger that's a worse ability anyways and critically not Blademaster to help vs early Sectoids as a pretty time sensitive thing on Legend. Sword slashing a Sectoid is already risky as it's not 100% for a while so not having Blademaster is a mistake IMO unless you're able to run two Rangers early. === That said a Skirmisher start is interesting. The HQ scan is pretty strong but I feel it's more relevant midgame, as you're going to need supplies (and critically, engineers) to build facilities and relays and upgrades at the accelerated pace, as well as trying to balance Scientists and tech unlocks for more facilities. To me the real power of a Skirmisher start is their Resistance Orders. Unless I get really lucky with Reapers or Templars, there are situations I run a good number of Skirmisher Orders for a fair while, or even start to prefer them more as the game wears on. I had a disastrous Skirmisher campaign start a while ago but lucked out on really strong Orders that helped the strategic layer while I recovered on the tactical layer. While I always recruit a second faction hero, Skirmishers are probably at their weakest here. They start to fall off midgame once you have access to light armor for Rangers and Sharpshooters, and I was surprised how yucky it felt trying to balance the XP for TWO Skirmishers vs just stacking one on the missions I did take it on. My second Skirmisher just never felt relevant on that campaign, especially when it didn't roll Tactical Rigging but the first did. Still, I agree that the early part of the campaign is when the game is hardest, but I'd still say unequivocally for consistency throughout Reaper > Templar > Skirmisher. Reapers just offer so much tactical flexibility that you have to keep it in mind for missions when you don't have one, because one is either Tired or Covert Ops or healing, whatever. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Reapers on Gatecrasher specifically is a problem. Every mission after that they are the most powerful unit in the game. But you have to get through Gatecrasher. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I feel like is one is struggling with Gatecrasher, even though it can be rough on Legend, then perhaps that difficulty is not the right option. It's a test of worst case scenario tactics with terrible aim and few resources, leaning into how do you deal with RNG. Personally my go to is grenades and high cover / height advantage as much as possible to mitigate RNG (so Reaper with a "grenade" in Claymore and from Concealment for better AoE is not nothing). While Grapple does grant height it's typically only half cover which risks a nasty injury timer more readily, and that was part of why my recent Skirmisher start was rough. Squaddie Skirmisher aim wasn't great, and once I did take damage in half cover I more often would take one shot and then retreat to full cover or Grapple for safety. All the hero units have issues on Gatekeeper, as Skirmishers blow their limited abilities on cooldown quick, the Reaper rifle sucks as soon as you break Shadow, and Templars do not have access to Parry even though Rend is still good. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Gatecrasher is literally gambling. Like, you just don't have enough control over it to flawless it consistently. You can do everything right and still have deaths and that is not true of every other mission in the game. You just don't have the tools you need yet. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Right I agree, but I'd still say a claymore and grenade into deleting the first pod mitigates a lot of risk, and doesn't immediately break Shadow to at least set up for the second pod. While it is true you can wait for Skirmisher cooldowns it was literally the first pod that was an issue that run. The aim and damage just wasn't there, and I kept getting chipped by the enemy compared to the relatively more control I felt with Reaper and Templar, even with something as simple as a single Claymore and single flank shot. You do also have the option of the Reaper shooting the Claymore and then doing an overwatch trap or different concealment break with your rookies to save a grenade. It's still deleting a pod from the first mission, which IMO only a Reaper start can do, saving health for injury RNG for later pods. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It helps, but you have 2 other pods to deal with. I just find it's easier with a Skimisher. Greande from a rookie -> shoot twice or justice to kill the officer is very nice. It can happen that you just run into two pods at once on GC, but if that happens I think you just die. Like, what is a Templar supposed to do about that? If you catch two pods on top of each other as a reaper then claymore gaming is gg, but if they catch you then, um, die I guess. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Two pods at a time on Gatecrasher is suicide. It's the first mission, I'd probably just reset. That said I think I'd attest the Reaper is mathematically superior and I'll summarize why: As far as I know, Legend Gatecrasher is ALWAYS three pods: Three ADVENT Troopers Sectoid and 1-2 Troopers (wiki says only one but I'm not totally sure that's true) Two ADVENT Troopers and an Officer === For a Reaper start the only hard pod is actually the Officer one. At the start, use Shadow to scout for the Trooper only pod. While your units start in Concealment I might not even necessarily move them around that much at this point, unless it's to try to get a height advantage for later. Find the Trooper pod and set yourself up so the Reaper can safely use both actions the subsequent turn. Then, you Claymore, shoot the Claymore, and delete one pod without exposing your Shadow or the rest of your team just yet. === Now ideally you'd want to find and isolate the Sectoid pod. An overwatch trap is possible, but risky. Instead, toss a grenade to soften up the Sectoid and damage the trooper(s), though there is a good chance the ADVENT survives, but that's okay actually! You do have the option of using your second of three grenades to guarantee the Trooper dies. I would try to use a height advantage or flank shot with a rookie first though. If all fails and your rookies and RNG are shit, you do have the option to take a 100% accuracy flank shot with your Shadowed Reaper. The Sectoid is almost certain to survive but that's actually okay. As far as I'm aware of from recently learning they actually prioritize Reanimate over Mind Spin, which basically means they shouldn't actually damage you on their turn. If your Reaper broke Shadow that sucks but it's not the end of the world, and you can get lucky. For me I'd still hopefully have two grenades left at this point. I'd consider using another one on the Sectoid just for guaranteed damage, as I'm not sure you can guarantee cover destruction. But hopefully between another grenade, two rookie shots, and a Reaper shot you can finish the pod, and you should still have not taken damage. As long as the Officer pod hasn't gotten in range yet (which isn't a guarantee and this is why you scout with your Reaper), you should be able to reload your rookies and re-Shadow your Reaper. === The last pod is the hardest, and it's mostly because of the Officer being a damage sponge. Still, hopefully you have one grenade left. Use it to break cover on the Troopers (at least one but perhaps both). Try to kill at least one trooper, maybe lucking out on two. Now is when you have to pray for help from full cover (where there is some on the ground), but it might actually be the first time in the mission you're actually starting to take shots. You still might get an injury, but at least you should be at the point you only have two enemies left in the mission so hopefully you don't get a death, or at least not more than one. Save your last 100% shot from your Reaper for the officer, and just do what you can to chip him down after the second trooper of that pod is dead. === So that's my general strategy. If you're going to wait for Skirmisher cooldowns I don't think it's any less cheesy than this ideal pod engagement. You definitely can delete the trooper only pod and I think it's mathematically worse to use the claymore on the Sectoid pod, just because you can semi consistently get a turn of no damage from the Sectoid no matter what they do, ideally killing the Trooper(s) with them. Learning how high Sectoids prioritize reanimate as their psi ability dramatically helped me with dealing with them early game. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter See I always found more success claymoring the officer pod. The trooper pod every shot you take has a chance to KO and with grenades you can clean up, then I can reup shadow and go after the officer pod. While if I don't use the claymore on the officer pod sometimes you get marked and then die. Especially if the engagement is a little awkward. For most of my L/I deathless runs I rotated between reaper-skirm-templar until I gave up and picked Reaper at the start screen because I was tired of losing and I always found reaper gave me the most trouble. Templar could also just kill you if you rend the wrong target but that's templars for you. 4 more replies u/PenumbraChaser avatar PenumbraChaser • 2mo ago I ran GC a bunch of times tonight w/Skirmisher and I'm convinced by your logic. SilentJ28 • 2mo ago minor typo: "As always, here is a table of every ability the templar gets. " u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Whoops! IBlackKiteI • 2mo ago I haven't actually played XCOM 2 in ages but am checking out these guides as they come up. Has some mad lad make some kind of well regarded class rebalance mod outside of Long War 2 yet? u/Responsible_Chair968 avatar Responsible_Chair968 • 2mo ago Some games don’t deserve this kind of attention. Xcom always has. You are fulfilling this game’s prophecy… and our own within it. Well done and thank you and carry on, Commander. 🫡 u/invasionofcamels avatar invasionofcamels • 2mo ago I never really got Skirmishers and felt I must be missing something, but nope - this just reinforces the initial suspicion! What I really don’t get is that the intro narrative (from Betos…?) describes them as “unmatched in close range combat”…or words to that effect. How do they possibly justify that description when they have an underpowered slash attack…and that’s it? ================================================================================ Xcom Part 13.txt ================================================================================ SPARKs are weird. Unlike every other unit type, how you get them (and if they are worth it or not) is based on the settings you choose for your campaign. And they have a lot of unique things about them. Let's start with those uniquenesses, then discuss how you get a SPARK in each setting, what it costs, and how that influences things then we will actually talk about the class. SPARKs are weird SPARKs are the only mechanical unit XCOM can get access to without hacking. They cannot take cover, are immune to poison, fire, bleeding, and cannot bleedout. They cannot pick up mission objectives like the blacksite vial, can’t carry bodies, and can’t form bonds. They also can’t equip utility items or PCSs and can’t gain AP or buy abilities with the Training Center. However they can be deployed wounded, even at 1 HP. They also start with 1 Armor and 10 defense and never get tired. Only one SPARK can be repaired at a time, so if two of them are injured one of them will stay at their current HP unless you switch which one is being repaired. All told, this is mostly a negative deal for SPARKs. The real big loss is they can’t ever equip a utility item, because utility items in this game are crazy good. When they use overdrive their damage is still competitive with other units (fully maxed out rapid fire from the Arashi using talon rounds is 38 damage, fully maxed out damage from clicking overdrive + shoot three times is 36, so close) but it would be a hell of a lot stronger if they could use BS rounds. It isn’t all bad, being able to be deployed on literally 100% of missions until they die is a huge benefit. In fact it’s so good that it is entirely possible to anchor your entire campaign around it. Basically power leveling a SPARK to be a colonel because they can’t feel fatigue. Sure they are less powerful as a colonel than almost all other classes but if they get one 50 days earlier than everyone else who cares you just cheated yourself an end game unit way sooner than you should’ve. I can’t stress enough just how much fatigue slows you down. When I play non-wotC XCOM 2 I deploy like 8 units ever because you can concentrate power so much easier, but not so in WotC. This lets you stack so much XP into just one unit that you can sort of skip ahead in the power curve. But how viable that is depends on what settings you pick at the start. Unlocking SPARKs There are 3 different possible ways to get a SPARK. The first is with integrated DLC turned on, the second is with it turned off and the Lost Towers mission disabled, and finally it is through the Lost Tower mission. Here’s a table of how to unlock the SPARK in each situation. Setting Cost for 1st SPARK Cost for 2nd SPARK Integrated DLC 100 supplies, 20 alloys, 5 elerium crystals, 2 elerium cores and 14 days at the Proving Ground Same as the 1st one. Lost Towers Off Free other than the 14 days it takes at the Proving Ground 100 supplies, 20 alloys, 5 elerium crystals, 2 elerium cores and 14 days at the Proving Ground Lost Towers On Given to you after completing the Lost Towers Mission 100 supplies, 20 alloys, 5 elerium crystals, 2 elerium cores and 14 days at the Proving Ground So clearly, with Integrated DLC turned on, that is a hefty price to pay even for your first one. And that alone basically makes this class irrelevant. You are paying for a class that isn’t actually any stronger than just units you can build normally. If you have Integrated DLC turned on, I wouldn’t really bother with SPARKs unless you just really like using them. It’s just too high a price. With the Lost Towers turned off, however, that is a different story. You get (as we’ll cover later) a rocket and a unit with Overdrive for free? For constructing the building you have to build for story reasons? Yes…Yes I would like that very much. As mentioned above you can rush the Proving Ground, build a SPARK super early, then use them to carry you through the game because they can go on every mission. It’s not without some downside, you are slowing the progress of your other units by feeding XP to the machine, but it does work. If you have the Alien Rulers wandering around and the Viper King is coming for you at Force Level 4 (rude Firaxis, very rude) then building a SPARK asap is a good way to handle him. With the Lost Towers mission enabled things get tricky. You really don’t want to do that mission before your whole squad has Mag Weapons, especially on Legend. It isn’t impossible to do earlier than that, but it’s really dicey. So that delays you getting a SPARK by a bit. And that mission makes anyone you send on it shaken, which isn’t very good. But that mission does give you a fuckton of XP, so a thing you can do is wait until you have Bluescreen Rounds, then send a bunch of lower leveled soldiers and power level them. You level up your barracks and get a SPARK at basically no risk. That SPARK probably won’t see a ton of combat just because they are joining the party late, but as an emergency carry for a Low Profile mission that pops up super late into a run (the Low Profile jumpscare, as I call it) they are pretty good. OK, that’s enough nonsense and caveats and other boring stuff, let’s get into the class itself. Here is how the rankings for abilities (and other stuff) is going to work. ★★★★★ - The Best of the best. Abilities and things that you build around, or weapon mods that are best in slot. Things of that nature. The difference between having stuff in this tier and not is so massive I’d consider it nerfing yourself not to grab them. You really, really, really want stuff with 5 stars. ★★★★☆ - Really strong abilities. Abilities I am always happy to have and would trade a lot of other abilities for, but they aren’t quite as “must have” as the 5 star ones. ★★★☆☆ - Abilities that are pretty good. Stuff that I would buy with AP quite happily but might pass up if the other ability is better. ★★☆☆☆ - These are underwhelming. These abilities just don’t really do enough to justify having them. They might have very niche use or be passives that just kind of do very little. Stuff I just don’t care about. They aren’t horrible or useless, but you probably wouldn’t miss not having them. ★☆☆☆☆ - Trash abilities that are just worth nothing. ☆☆☆☆☆ - Given to abilities that are actively harmful. There is only one of these in the entire game. Stats: To begin, they have the following aim and HP at the following ranks. Oh, and sparks have fancy names for their ranks but they are the same thing. Squire is squaddie, Champion is colonel, you get it: Rank Aim (★★★★★) HP (★★★★★) Squire 73 10 Aspirant 76 10 Knight 79 10 Cavalier 81 10 Vanguard 83 10 Paladin 84 10 Champion 85 10 While they don’t top out at the highest aim, they do have more aim than any unit that isn’t a Sharpshooter or Reaper, and that’s pretty good. They are also the only class that doesn’t gain HP as they level up, but they start at the max HP so who cares? As mentioned above they also have 1 armor and 10 defense to start, gaining a point of armor with each armor upgrade. Weapons: SPARKs wield Heavy Auto-Cannons and BITs Heavy Auto-Cannons (★★★★☆) - Heavy Auto-Cannons are just cannons but have Shredder built in. There is literally no other difference. Same clip size, same damage, same everything but they are a touch better. Now how long your grenadiers go without shredder is like two missions but hey it's better to not go those two missions without it. Not good enough for me to upgrade them from 4 to 5 stars, but it is better. BITs (★★★★★) - BITs allow you to hack objects from a distance but give you barely any hack. Remote Hack is an amazing ability even without the goodies you get from winning the hack check, but it is a slight knock against them. The BIT also lets you carry a heavy weapon, and that’s amazing. A free rocket for just building one of these is amazing. Abilities: As always, here is a table of every ability the SPARK has and my star rating of each of them. An important note, you cannot go back to get stuff with AP on this class, so if something is across from a really good perk I will hold that against it. Opportunity Cost is a bitch sometimes. Rank Future Combat War Machine Squire Mechanical Chassis (★★★★☆) Overdrive (★★★★★) Aspirant Bulwark (★☆☆☆☆) Adaptive Aim (★★★★☆) Knight Rainmaker (★★★★☆) Strike (★★★☆☆) Cavalier Intimidate (★☆☆☆☆) Wrecking Ball (★★☆☆☆) Vanguard Repair (★★☆☆☆) Bombard (★★★☆☆) Paladin Channeling Field (★☆☆☆☆) Hunter Protocol (★★★★★) Champion Sacrifice (★★☆☆☆) Nova (★★★★☆) GTS SPARKs don’t get nice things Mechanical Chassis (★★★★☆) - Mechanical Chassis is a passive ability that allows you to jump up to high ground without needing ladders or similar and grants immunity to fire (that’s the only one the game calls out by name with this ability, but it’s really all the SPARKs unique nonsense). This is slightly funny to rank, but in general it’s very good. Getting easy access to high ground is great. Especially with Overdrive. Immunity to fire is sort of whatever, but hey better have it than not. Overdrive (★★★★★) - Overdrive is an active ability that is a free action with a 4 turn cooldown. It grants you an additional action point and makes all abilities that are turn ending only cost 1 action. Every shot you take after the first one has a -15 penalty to aim. This is extremely powerful. It’s better run and gun, better rapid run, etc. You won’t often get the full juicy “click shoot three times” but even just “move to high ground fire rocket shoot once” is very strong. This is the reason to use this class. Shame they can’t have BS rounds to do a +15 damage to Sectopods. That aim penalty sucks, but luckily you're only stuck with it for (if you pick the right perk) as long as you are a Squaddie (well, “squire” but whatever). And any other squaddie would kill for this perk. Bulwark (★☆☆☆☆) - Bulwark is a passive ability that gives you 1 armor and allows you to act as full cover for adjacent allies and enemies. Another defensive ability I don’t like. I don’t really know what the point of the full cover thing is, like, what are you supposed to do with it? Use it as cover I guess but bunching up like that is begging to get a grenade tossed your way. And enemies can benefit from it which is sad. I have heard of players baiting enemies into using the SPARK as cover then moving to leave them flanked, but honestly that sounds so unreliable to set up I'd rather not even try. And if you take this you can’t have Adaptive Aim so skip it. Adaptive Aim (★★★★☆) - Adaptive Aim is a passive ability that removes the aim penalty from Overdrive. Yes I would like a rapid fire that doesn’t take a -15 to aim. It only comes up when you click Overdrive but clicking Overdrive is why you brought this class, so that’s pretty good! This is where SPARKs really come alive (well, they're a robot, so…fully boot I guess?) as a unit. The thing you brought them to do is now actually operating at its best. Rainmaker (★★★★☆) - Rainmaker is a passive ability that increases the damage and radius of heavy weapons by 2. Heavy weapons are good, and making them better is also good. Once you get shredstorm cannons this is hilarious you can deal absurd damage to an absurd number of enemies. But that’s for a bit later into a run. Even with just a rocket this is quite strong. More boom is more better. Strike (★★★☆☆) - Strike is an active ability that ends your turn deals 7/9/11 depending on armor tier as a melee attack with a 4 turn cooldown. So its chance to hit is aim + 20 - innate defense like other melee attacks. If you have Overdrive active with this, if you move only a blue move it’ll cost 1 action. If you move a dash length it will cost 2 actions, and if you move 3 moves it’ll eat your whole Overdrive. This is kind of annoying to use. If it always cost 1 action when you click Overdrive you could use it to make Overdrive an even stronger Run and Gun + Rapid Fire, but alas, that’s not how it works. A melee attack is a nice tool to have, but because of how finicky it is with Overdrive and because it’s across from Rainmaker I usually skip this. Plus melee attacks have the inherent risks of pulling multiple pods, as I’ve mentioned several times before. Intimidate (★☆☆☆☆) - Intimidate is a passive ability that grants a chance to panic for any unit that targets the SPARK for an attack. Doesn’t work on overwatch shots, for whatever reason. The chance to panic goes up as your SPARKs armor gets better, but I am unsure of the exact percentages unfortunately. If you do, let me know and I’ll add it! Don’t get shot at! I hammer this home every chance I get but you don’t want to get targeted in the first place. And this doesn’t actually get out of getting hit, it might do literally nothing. Panic does stun the enemy for a round which can maybe pull you out of a death spiral, but their actions are unpredictable while panicking and they can trigger pods that aren’t currently active by shooting at them. An unpredictable, unreliable, defensive ability is all the things I hate at once! Nope, not having this. Wrecking Ball (★★☆☆☆) - Wrecking Ball is a passive ability that makes SPARKs destroy terrain while Overdrive is active. So the use for this is to path through the enemies cover, destroy it, and then shoot at them. But also…this class comes with a rocket…and you could’ve just flanked them anyway. You might be able to set up for the rest of your team but honestly it’s all pretty thin. It’s not useful, but if the ability across from it wasn’t garbage I wouldn’t take it. Repair (★★☆☆☆) - Repair is an active ability with 2 charges that costs 1 AP. You heal a SPARK (including yourself) for 6 HP. Also this is another lying tool tip: it will only ever heal 6 HP no matter how upgraded your bit is. Now normally this is where I’d go on and on about how healing is bad in this game and post another 2700 word essay about this one ability, but luckily for all of us this actually does something! If you deploy a SPARK wounded, you can use this to heal them back up to full and pretend like they aren’t wounded at all. It gives you a bit of wiggle room on the mission even if you bring a unit with literally 1 HP. Though that isn’t without its problems. For one there is no training center here so you are giving up Bombard to take this. For another, if your SPARK isn’t injured and doesn’t get hit twice this ability is blank. And short of acid SPARKs are immune to everything that could want healing other than straight damage anyway. It isn’t useless, and there is an argument for it, but I just prefer Bombard. If you build multiple SPARKs one of them having this is OK, but I usually don't do that. Bombard (★★★☆☆) - Bombard is an active ability with 1 charge that ends your turn. It creates a 5 tile wide blast anywhere within squadsight range that deals 6 damage to all targets caught within it, increasing by 1 for each tier of BIT above the basic one. It doesn’t do any damage to the environment or shred any armor. This is a weird ability. You’d think it’d be another explosive attack but actually it just does a bit of damage, that’s it. Now “point and deal 6 damage in an AoE” is pretty good but it isn’t as good as also destroying cover. This is sort of the opposite use case of most explosive attacks, it's for finishing off weak enemies instead of setting up. The range on this is nice as well, even if your SPARK is out of position this is still a thing they can do. It’s not the craziest ability, not shredding armor or destroying cover does sort of limit it, but it’s pretty good. Channeling Field (★☆☆☆☆) - Channeling Field is a passive ability that increases the damage of your next shot by 1 for each time you get attacked on the previous turn. If you miss the extra damage is wasted. So I have to get targeted for an attack, live to see me next turn, and for all that I get +1 damage that might not even work if I miss? And this is a Major ability? Yea…no…no this is bad. This is very very bad. This would be bad on classes that can actually take a hit like templars and rangers (parry and untouchable) and it’s super bad on this class that despite what the game suggests is not actually a tank. Why did they think a class that can't take cover and heals slow as fingernail growth would be an effective tank anyway? That just pushes you more into alpha striking, which this ability is bad at! Hunter Protocol (★★★★★) - Hunter Protocol is an active ability that gives you a 33% chance to make an overwatch shot on any enemy that is revealed. This is amazing. 33% is more often than you think, especially when pods have 3-4 enemies in them. This can really soften enemies up for you without you having to do anything. You literally just see a new pod and suddenly that Andromedon has less HP and armor and you didn't have to do anything. And even if you miss, you are fighting the 0.7x overwatch penalty, if you have a stock that's still a bit of chip damage. Damage that is action economy free is so good. To get the most out of this you want your SPARK to be the one revealing enemies, which means other than your scout they should be at the front of the line. That isn’t too hard to do; they can’t take cover after all. This is just a bunch of free attacks you get for free, that’s pretty good! Sacrifice (★★☆☆☆) - Sacrifice is an active ability that ends your turn and has a 3 turn cooldown. It causes every attack in a wide area to only target the SPARK, who gains +2 armor and +20 defense while this is active. This also works on AoE attacks. So an acid bomb for example would only deal damage to the SPARK and Codexes’ psi-bomb would only jam the SPARKs gun. This ability is kind of niche. It needs things to be tilting against you but not tilting so hard that this reads “your SPARK dies.” Though if things are going hard enough against you that might be better than “everyone dies.” The interactions with the psi-bomb is nice and can be helpful, if you are getting acid bombed it’s better if only one unit is. But for things like micro-missiles everyone’s cover still gets toasted so it’s not that good. It’s not the worst but it's a defensive ability that isn’t parry or untouchable, so…eh. Plus the other ability at this level is way better (what a shame they don’t get AP). Nova (★★★★☆) - Nova is an active ability that is a free action and you can spam forever, kind of. It does 6 damage in a 2 tile burst around the SPARK. The first time you use this on a mission is free, but the next time does 2 damage to you, then 4 the next time, and so on until you’re dead. If you are like me and feel self loathing and shame everytime you don’t flawless mission (that was a joke) then you only get to use this once, but even using this once is pretty sweet. Run into a group of enemies, deal 6 to all of them, then do something else that is pretty good. In the final chamber (and assuming you don’t care about how many units die in a playthrough) you literally have no reason not to literally kill your SPARK with this, it’s not like you can use them later! But even in a normal context sometimes taking two damage is better than getting merced to death by an entire pod. Plus its a free action so Rulers can’t react to it, might tip the scales in getting them to flee. It’s pretty strong. And they don’t get a GTS perk, so that’s it. I normally don’t do this because AP exists but I can actually just give you a build for SPARKs, it does: Adaptive Aim Rainmaker Wrecking Ball Bombard Hunter Protocol Nova And maybe consider Repair and Strike but I usually don’t take those. That’s how I think you should build this class. Weapon Mods: Now onto weapon mods. And this matters a lot because it’s the only form of power boost you get outside of their abilities. And there is actually a lot you can do here. SPARKs probably have some of the most contested weapon mod slots in a pure “but I want everything on their gun” sense. Shame there is no chosen heavy autocannon to give us 4 attachments. Weapon Mod Scope (★★★★★) Laser Sight (★☆☆☆☆) Hair Trigger (★★★★★) Repeater (★★★★★) Stock (★★★☆☆) Expanded Mag (★★★★★) Auto-Loader (★★★★★) Scope (★★★★★) - We’re here to get the max use out of overdrive and while SPARK aim isn’t bad pushing it higher is always good. Maybe some of the other options are better because SPARKs have easy access to high ground, but also more 100% shots is better. Laser Sight (★☆☆☆☆) - We ain’t got the space to fuck around with something like this. Hair Trigger (★★★★★) - Every time you shoot with overdrive you get another roll of the dice with this. With 3 shots that’s a pretty good chance for a 4th. Now they keep getting lower to hit rolls without Adaptive Aim, but if we take Adaptive Aim then we don’t have to worry about that. And obviously “4 attacks in 1 turn” is very, very good. You need an expanded mag/auto-loader to make the most of it, but that’s OK, you need that anyway. Repeater (★★★★★) - 3 dice rolls in a single turn (hopefully) to delete an enemy is pretty good. SPARKs can’t have BS rounds so this is your only chance to do enough damage with a SPARK to merc a Gatekeeper/Sectopod with only a single character's actions. Stock (★★★☆☆) - With Overdrive this is a lot of guaranteed damage. SPARK slots are a little too contested for this to be my go to, but it’s still pretty good. Really good with Hunter Protocol as well. Expanded Mag/Auto-Loader (★★★★★) - There isn’t really a difference between those except in edge cases but this is absolutely necessary on this class. Having to reload when you want to click Overdrive sucks so bad. In addition Hunter Protocol, the other most powerful ability in this class, eats ammo rapidly so you really need a way to keep stocked up. Expanded Mags are probably slightly better but a lot of classes are hungry for those and Auto-Loaders still work, so whatever. Utility Items Heavy Weapons: SPARKs don’t get utility items (that sucks so bad) but they do get a Heavy Weapon slot, so lets go over those Rocket Launcher (★★★★☆) - Your default heavy weapon and the one I recommend sticking with until you get powered weapons. It’s huge, does nice damage, and with Rainmaker both of those are even better. It can get stuck on terrain which is a hassle but it’s nothing you can’t work around. Shredder Gun (★★★☆☆) - The shredder gun is actually pretty equivalent to the rocket, maybe even better, but I’m docking it a star because it has an opportunity cost the Rocket doesn’t. And it’s a 50/50 to get this or a Flamethrower. But if you had one of these you’d heavily consider it over the rocket. You might still go with the rocket, but this is in the conversation for sure. Flamethrower (★☆☆☆☆) - This is terrible. It does little damage and while fire is a neat status effect it actually can harm you if you light a Sectoid on fire for example. It’s good against lost, but I value that about as much as I value a penny, it is technically positive, but actually worthless. Blaster Launcher (★★★★☆) - Blaster Launchers are damn good on everyone, it isn’t quite best in slot because of Rainmaker but it is extremely powerful and you would not be sad to equip one on your SPARK. Shredstorm Cannon (★★★★★) - Shredstorm Cannon is best in slot for SPARKs. The way this interacts with Rainmaker makes it huge. It deals absurd damage in an absurdly big area and can damn near clear entire maps in one go. It is so very good. Hellfire Projection (★☆☆☆☆) - Everything I said about the flamethrower is still true but the opportunity cost is even higher. Next. Plasma Launcher (★★★☆☆) - With rainmaker this becomes 3 wide instead of 1 wide and that allows you a good deal of extra flexibility with it. It probably does end up being better than the rocket because of that. I’m only giving it 3 stars because you’d really rather this be something else but it works in a pinch. PCSs: 😞 Summary: SPARKs are weird. They have a few things going for them, but in general are a little too high investment to be super worth it. I usually have 1 that I level to sergeant for a Low Profile jumpscare, but that’s an artifact of the settings I prefer when playing this game (I usually have both Lost Towers and Alien Nest turned on) more than the actual class. I wouldn’t ever recommend building more than 2, and even the 2nd one is stretching it. But they are a fine enough unit. If they could use utility items they’d be pretty good, but alas, we can’t have nice things. An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ EDIT: They can pick up the blacksite vial, actually. I was wrong. They just kind of stand there in the cutscene but the game treats it as them grabbing it. Upvote 188 Downvote 53 Go to comments 1 Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section Bigby1002 • 2mo ago I think a big reason that sparks feel worse than MECs is that with MECs you could put in a soldier who was already trained and immediately get a promoted mec. New sparks have to start from zero. It's a significant investment for not a lot of payoff tbh u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I feel like faction hero units are similar too though. Sure Parry is great on Templars, but if you start training a Templar or Skirmisher late (even if it's your second one for instance) I think that's really questionable. You can get decent use out of two SPARKs but some units just really suffer from being behind the curve, which can especially happen with the free SPARK from Shen's Last Gift, and the other alternative campaign setup option for SPARKs isn't without pitfalls either. Reapers are somewhat unique as their stealth scouting and claymore remains strong pretty much all game. Later game promotions are nice of course, but even the fairly early Shrapnel carries Reaper utility a fair while with everything else being bonuses. And of course, Psi Operatives are completely at the mercy of RNG in terms of when they actually have useful abilities. Needing to build the Psi Lab fundamentally delays them it's just that timing can have them overcome limitations, at least for the late game. u/TheFatBassterd avatar TheFatBassterd • 2mo ago Yeah Reapers are pretty great. Mine barely even fire shots directly at enemies. Just scout out pods and blow up vehicles and claymores. They also tend to level up more slowly of course but I find the majority of their worth is in scouting. redbird7311 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Also, you are stuck buying squad upgrades for sparks despite the fact that you only need one or two while you are, comparatively, paying lower prices for a mech. I think the devs knew about the mech troopers being meta for EW and they wanted to prevent sparks from dominating in 2, so, they made them less powerful. u/Reddit-Arrien avatar Reddit-Arrien • 2mo ago I’ll say this; the main thing holding SPARKs back is how expensive they are. Not just building them, but also upgrading their chassis and cannons. Resistance Heroes don’t have this because a) their weapons are cheap and b) the cost of the core classes’ weapons were lowered to compensate. In turn, for Mectronic Warfare mod, the best thing about that IMO is not the skill changes, but they make both building sparks cheaper and made it so there upgrades are just tied to core class weapon upgrades (ie their cannons are upgraded alongside grenadier cannons, their armor alongside the medium armor purchase, and their BIT alongside gremlin upgrades). I wish there was a mod that just does that…… On a different note, since they don’t use cover, you can use SPARKs to safely perform the “Beaglerush Maneuver”; Break concealment by having the pod patrol into you so that they activate their turn, not yours. Normally, they’ll just shoot and likely kill your exposed soldier, but SPARKs are never exposed/flanked, so they’ll virtually always scramble to cover/move closer rather than shoot. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea sparks are super pricy. I often don't even upgrade their armor, it's just not worth it. If you are doing the "I will bring this robot on every mission and power level them to colonel" strat (which most don't, but I've done it before it works) then it's worth it but other than that...eh. Winterimmersion • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I got the one mod that gives sparks a dedicated ammo slot, and honestly it makes them so competitive. Almost even worth the cost. Its a shame they didn't buff them when WOTC released. It would be really nice to be able to send them on covert ops to get stat boosts like other soldiers. I really want to love Sparks, but during a unmodded wotc playthrough they just fall short. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter A utility slot would go so far. 3 shots with bluescreen rounds and overdrive would deal a minimum of 39 damage to a sectopod/gatekeeper if every attack landed. Maximum of 45 without hair triggers or whatever else. That is a fuck ton of damage. But no, they can't have nice things. u/Entree_Eater avatar Entree_Eater • 2mo ago I think they actually were buffed when WOTC released, I'm playing XCOM2 with the reinforcement pack but no WOTC, and my SPARKs can't equip weapon mods and their aim seems to be closer to Grenadier aim than what's mentioned in this post (~65-75ish instead of ~75-85), maybe u/hielispace can provide more details. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The did gain the ability to equip weapon mods in WotC, but I don't think their aim changes. I can test it in a few hours. u/Entree_Eater avatar Entree_Eater • 2mo ago Just took a look at my own save again, I have a Squire at 65 aim, Aspirant at 68 aim, and Champion at 77. 0 mods X2 with only reinforcment pack DLC With tiredness not being a thing pre WotC, and these guys being even more underpowered, feels like there's no real use case for them without WotC 😅 u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I meant to post this yesterday to keep my "every 2 days" pattern but I forgot! So I'm posting it now. Psi ops will be on Wednesday, and then I'm done with the classes, hooray! boozenpuken_0923 • 2mo ago I’ve only ever used them in “vanilla” WoTC, but I love Sparks for the vibes more than anything. Especially in missions where you don’t necessarily need* stealth. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter They cannot pick up Weirdly they can pick up loot, which I usually forget because of their other restrictions. Even though Overdrive is like the main reason I even bother with SPARKs for a fair while, I'd still be hard pressed to rate it 5 stars. I can't tell you the number of times weird line of sight prevented me from seeing a priority target or sometimes any target at all. I think it has to do with them not interacting with cover and peeking mechanics like normal soldiers. Point is, realistically, most of the times I want to use Overdrive I only actually get two shots out of it after moving to reposition. Now it is two shots similar to a Skirmisher but actually with Shredder, either against the same heavily armored target (great on Legend) or softening up two different targets. It's good, but it's not every turn, it's often not even every pod if you're keeping a good pace, and thus I think activating it often is just making up for the "lost" utility while you wait for it to come off cooldown. If you can actually set up 3 shots in a row it's beautiful and I love it, but in practice it's just a better version of a Skirmisher double attack you can use sometimes. It's only 4 stars for me, especially because of Adaptive Aim basically being non-negotiable. It's a shame too because while I don't typically care about Bulwark giving cover to units, the one armor is actually tangible if you ever intend to make a SPARK a tanky type unit. They're still pretty fragile even with two armor points from the Predator Armor tier upgrade, they really can't just take endless shots over and over but can usually shrug off Lost if they get caught up in them. Rainmaker is just so absurd with Shredstorm. Once you get to the late game you can more often handle two pods at a time, and Shredstorm is just so insane then. Strangely, it's less the spread that I find matters but moreso the distance. With regular heavy weapons on an EXO Suit I so often find myself just out of range for some attacks (til Blaster Launchers) or not quite getting the angle I wanted to with straight shot rockets etc. Rainmaker allows for a lot of flexibility to more realistically catch 4, 5 enemies at a time, sometimes even one shotting them depending on damage rolls and what they are specifically. Rainmaker can clear the entire ground floor of a building or even rip the sides of buildings off for enemies at height, and it's a pretty unique and powerful capability so I rate it decently high. Unfortunately if you're trying to maximize SPARK utility by getting one as soon as you can I think Strike is quite competitive if not even better in the early game, as it's on a cooldown rather than once per mission, allowing you to get better utility in prolonged engagements. Wrecking Ball is pretty niche but I find myself enjoying it. It's somewhat unreliable for breaking enemy cover but it's great for carving shortcuts through a mission. Want to get to the Chosen Citadel teleporter faster? Want to cut off a turn or two on Guerilla Ops evac? This is the ability for you. Being strictly tied to Overdrive is a bummer, as I don't think this is so OP to not just have it on all the time (after all, Andromedons and Gatekeepers do it inherently), but it's usually not that big of a deal to be mindful of it. It's like a significantly better Wraith activation as it works for your whole team for pathing, and it pairs well with Strike in particular if you want to optimize it. I treat Bombard similar to Whiplash. In a pinch I have used it occasionally but it's honestly the one charge per mission that kills me. It just isn't Capacitor Discharge no matter how similar it might seem. If it had a bigger AoE I'd probably be more favorable but it's not unusual for me to just not use for an entire mission compared to a jetboots height advantage shot or more shredder etc. If Grenadiers are my AoE Shredders then SPARKS are primarily single target shredders, or otherwise fulfilling a role similar to Skirmishers if I'd think about bringing them. It's funny that Hunter Protocol has the same issue as with Skirmishers; You have to chew through the XP and leveling of so many whatever abilities to get to an actually good one later in the game. Hunter Protocol is great, in fact I'd say it's the only five star ability of the bunch unless one just REALLY loves Rainmaker. It's not exactly free damage, as it does cost ammo, but it does significantly help their action economy considering they can't double or triple shoot all the time. If you pick this up though I think it does kind of lock you into expanded mags as one of your weapon modifications. You can work around it a bit with autoloaders (which I think are actually superior earlier in the SPARK leveling process), but Protocol should go off often enough that you can end up with a depleted 3 base rounds if a pod activates on the enemy turn. You're not always going to hit, but leaning into this as much as possible makes the SPARK a great spearhead, with a fairly good chance of softening up targets as a more proactive but also passively useful overwatch. You just need ammo, and it works, and that's pretty cool! When it triggers on Lightning Reflexes that's a bummer but it's still more useful than it's not. It's not evident to me whether an aim scope (to help beat the overwatch penalty) or a superior stock (to do consistent chip damage) is better. Personally, I prefer the Aim just because actually landing a Protocol shot at full power significantly helps in finishing that enemy off after pod activation. I usually prefer 'More Units Dead' over 'Spreading Damage Around' but it's honestly situational as sometimes you really need to squeeze every point of damage out for the best outcome for a turn. I do use the height advantage aim bonus from their jet boots a lot, but I can't ALWAYS shoot from height, I do at times shoot from the ground, so I give the edge to the scope personally. At least with how I tend to play them. It might depend on whether or not you pick up Strike or Rainmaker, as the former can more often end up in the thick of things while the latter I tend to hang back a little for scoped shots and wide spread Shredstorms. Overall, SPARKs have an interesting niche but it's niche upon niche where I basically only really use three sometimes four abilities out of their whole kit. If these could go on Covert Ops (unmodded anyways), they'd probably be one of my favorite units for Ops and I'd be unlikely to use Skirmishers as I do. But because Skirmishers can do Ops and more importantly can bond AND use Combat Presence, I give the edge to Skirmishers. Being able to go on any mission even if injured is a handy thing to have in your back pocket though as a team fill, even if it's just one. Some missions you'd be hard pressed to avoid damage to your SPARK if you have bad pod activation (e.g. I sometimes have Retaliation missions like this, also supply crate tagging ones from time to time), but in general it's not TOO hard to keep your SPARKs alive as long as you aren't crazy reckless. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I think overdrive has to be 5 stars. It's better rapid fire, better run and gun. The things holding it back is the class not the ability. Even if you don't get the juicy "shoot thrice" effect move move attack is called Run and Gun and that shit is 5 stars. I do agree scope v stock is an interesting choice. I think scopes are probably a bit better but they are also in super high demand so if you stick a stock on this class to save on scopes I don't blame you. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Stocks and autoloaders are probably better til Hunter Protocol, but I think scopes and expanded mags probably beat it later. In the early part of the campaign, being able to reload without losing a move and shoot or being able to free reload into triple shot Overdrive is great. Skirmishers have Grapple as effectively similar. The jetboots are great on SPARKs, made me realize how much I underrate it with Icarus Suit, but it's still not free. It's like a better version of Sharpshooter setup design, similar to the powerful Snap Shot of EU, but also with Shredder. u/SlavaUkrayini4932 avatar SlavaUkrayini4932 • 2mo ago I think Julian's voice pack justifies getting at least one spark per run antiguy1 • 2mo ago • Edited 2mo ago Psst! Remember what you said about Invert (★★★★★)? Positioning is a huge part of this game and this forces the enemy into a bad position for 1 action. Then you can just wreck face. Wrecking Ball does the same thing. Enemies in cover? Not anymore! Except Wrecking Ball can remove cover for multiple enemies instead of just one. This is the ONLY cover destroying ability that isn't either A: limited charges or B: requires an enemy for targeting. You can even make your own high Cover or flank routes by selectively destroying the environment AND it doesn't break Concealment. It also makes rescue missions hilariously easy since you can just Kool-Aid man the SPARK through the cell wall without triggering the alarm. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter wrecking ball is significantly weaker, it requires you to be within move distance of the enemies, clicking overdrive and wanting to move with it (not super rare but usually I'd rather just be clicking shoot three times or moving to high ground) and importantly it doesn't move the enemy closer. It removes cover, but so do grenades. The real value of invert is you move the enemy from far away and hard to reach to directly next to you where your range tables can just wreck face. Especially against the chosen who trigger farther away than other enemies. u/SlavaUkrayini4932 avatar SlavaUkrayini4932 • 2mo ago You can also paint custom pathes for wrecking ball. If you have a high ground with a wall, you can plan a path with a lot of up-downs and U-turns to make a wall of high cover for your entire squad on a high ground that normally doesn't have cover, or even allow you to fire in enemy's direction. Shooting would probably be better, but it's good to have options! antiguy1 • 2mo ago Yeah I should've mentioned waypoint mode for precisely moving troops; I think most people who play this game don't realize that's even an option. Hydralisk18 • 2mo ago Not sure if theres a mod, I should definitely look into that, but I'd love to try and playthrough the campaign using only a squad of sparks from start to finish u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The starting soldiers mod can accommodate. Though be warned it means no covert ops so no hunting the chosen! u/Chubzzy1 avatar Chubzzy1 • 2mo ago I like SPARKs but they are either way too expensive or you get them far too late to matter unless you choose skip the towers mission, which sucks because its my favorite mission in the game. It also sucks that they cant pick up mission objectives, why cant the giant robot pick up an unconscious person? Unfortunately they feel like they are supposed to be a tank character in a game that heavily discourages getting hit. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea unless you are a Templar and can say "lol no" to taking damage you aren't a tank in this game you're a target. Halollet • 2mo ago If you haven't used sparks, use them. 100% agree on their lack of fatigue making them invaluable mid game, especially on higher difficulties. I usually only had one as sort of a back up incase all my grenadiers were out but I've been using them more and more. I recently made 3 to get an achievement, the mission had the beast sitrep and oh my gawd. They shredded bezerkers and faceless like they were nothing. It was mid game so was still leveling up my humans and what should have been a slog for a fight was an easy win for the machines. Also, Shredder Gun should get 6 stars since the spark does not use cover, you can line up the perfect shot and take out 2 pods with ease. It's so good. Will in use in the end game? No. But they are a mid game must. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter There's also an achievement for using a SPARK to kill an Avatar. I missed my chance with the Codex part of the game, but they aren't bad on Leviathan. I think it's just that bonds are nice for flexibility on that mission in particular. Halollet • 2mo ago I don't have that achievement either, doing a casual run through tongrab it soon. But yes, the bonds and teamwork ability is way too good to pass up. Saved my ass tomany times. But yes I'll have to take either Sparkie Shen, Julian Buttdace, or Lopez the Heavy to go kill an avatar soon. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter If you haven't already passed that part in the story, the easiest way to get the achievement is to last hit an Avatar that pops from the Codex with a SPARK. Otherwise you have to bring a SPARK on the final mission, no other spares spawn. Halollet • 2mo ago That's brilliant. Thanks! u/ferrofibrous avatar ferrofibrous • 2mo ago On Legend, Sparks are a great stopgap due to no fatigue. They can generally fill in for a Grenadier's slot on your mission, but also have ranged hack if you have no Specialists available. They're also immune to nearly all Chosen special abilities which can be clutch. They're great on Lost missions between early armor for the few hits they might take, but being able to do missions with +60 enemies and not be tired is very handy when rest timers are so long on Legend. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Tiredness soft caps on a per mission basis assuming no injuries or death. So even if you fight a TON of Lost for instance, there's only so much it can do unless they get injured in the process. But yeah Tiredness is irrelevant for SPARKs. I just recently had a month on Legend where no joke like 7 missions lined up in two weeks. It was rough going and the SPARK was a nice stopgap, especially for armor shredding. u/veegeeplz avatar veegeeplz • 2mo ago They cannot pick up mission objectives like the blacksite vial Huh. It must be some mod I'm using then, because I always get my SPARKs to take the Blacksite Vial. Will have to try and find some time later to test this without mods. They also start with 1 Armor and 10 defense and never get tired. Again, something I'd have to double-check, but I believe it's 15 Defense. The chance to panic goes up as your SPARKs armor gets better, but I am unsure of the exact percentages unfortunately. If you do, let me know and I’ll add it! Eurgh, I used to know this. The gist is that the armor the SPARK currently has accounts for one side of the roll, and the enemy's Will stat accounts for the other. So if you're wearing "appropriate" armor for the enemies you're facing, it's something like a ~25% chance to Intimidate. But enemies that have especially high Will stats, like Sectoids, are basically impossible to Intimidate. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It might be 15 defense and I just remembered incorrectly. I am 99% sure that SPARKs can't pick up story items though. Because the cutscene is with a human hand for the blacksite. But hey if I'm wrong I'll post a correction. Good to know the chance for intimidate is about 25%, not that it matters. You shouldn't ever take that ability, but hey good to know. u/veegeeplz avatar veegeeplz • 2mo ago It is a pretty funny cutscene with the SPARK. They just stand there and don't animate. No reaching out animation, like with other soldiers. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I do in fact stand corrected I just booted up the game with no mods and the spark can grab the blacksite vial. And they do just stand there. I will correct my guide posthaste! u/Sweet_Oil2996 avatar Sweet_Oil2996 • 2mo ago • Edited 2mo ago You can build a SPARK as a tank but it is kind of niche. The idea is to use this against biological enemies. The build is: Bulwark Rainmaker Intimidate Repair Channeling Field Sacrifice Those abilities all have synergy. To use this, run your SPARK in sight of an enemy pod (even multi pod is doable), then use Sacrifice. Support with aid protocol. This gives the SPARK a defence of 10 (innate) + 30 (or 40 with better gremlin) = 40 (50) defence. If you feel like it you can smoke the SPARK additionally for even more defence but this uses a utility item, so that's a heavy price. Up to half of the enemy pod panics, the other half will try to hit the SPARK and mostly miss. Armor will soak the damage. Repair will repair it if it got damage. In the next turn the SPARK has a super shot for a lot of damage. High ground gives aim bonus. SPARK sacrifice = mimic beacon this turn + haywired MEC = another team member on your side in the back of the enemy = your mimic beacon next turn. Excellent for a target rich environment. Icing on the cake: Channeling does improve the damage of the shredder gun and the shredstorm cannon. Both the shredder gun and the shredstorm cannon don't use aim, so guaranteed ludicrous level damage in a very large area (Rainmaker). Much better than a blaster launcher shot. The blaster launcher doesn't benefit from channeling field. Ever played a lightning amazon in Diablo 2? Step 1: herd the enemies, step 2: eliminate all of them in one shot, step 3: laugh maniacally. The disadvantage is that you miss out on Hunter Protocol which indeed is an excellent ability. You also miss out on adaptive aim, but this can be mitigated by holo targeting, scopes and high ground. But in essence you can build a combat plan around a tank SPARK. I wonder why you are giving sacrifice such a low rating when you love mimic beacons. Sacrifice is a cooldown mimic beacon with defense, armor and chance to panic enemies not using up a utility item slot so it should be a 6 or 7 star ability with your preferences. If you run a SPARK with those abilities you don't need any mimic beacons on your other team members, freeing up a lot of utility item space. Now your specialist doesn't carry a mimic beacon but a skulljack and a medkit. With this he is now a haywire specialist so MECs in a pod are good for you. You can aid protocol and haywire in the same turn. u/VanquishedVoid avatar VanquishedVoid • 1mo ago Mimic beacon is good because a non-teamate is taking all the fire in an emergency and is functionally a room-wide flashbang as long as it's alive. Sacrifice is mediocre in a bubble because 2 armor really isn't a lot for "I'm taking everything and I barely have the defense to evade hits." Also, OP is super into alpha strike only, no beta strike. Intimidate > Aid Protocol boosted by Threat Assessment> Sacrifice is a powerful Spark/Specialist synergy. antiguy1 • 2mo ago • Edited 2mo ago Rainmaker over Strike is kinda wild. All Rainmaker is just 2+ damage and +1 radius for ONE attack. That's not value, especially compared to Strike. Strike hits harder than the auto cannon, allows you to reposition and allows you to bypass enemy cover bonuses. Overdrive>Strike to a flanking position>Shoot>Shoot is devastating at any point in the game and it's not even one use like the alternative. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Overdrive into strike doesn't work the way you'd want. If you move a dash length with strike in overdrive, it consumes two actions. Which sucks so bad. And yes rainmaker is once per mission that's more value than you'd think. Missions are 6 pods at most, and "hey I nuked 1/6th of the map" is insane value. Plus the interactions with shredstrom cannons is truly absurd. You can hit 2-3 pods of enemies and once and easily wipe them all out in a single turn. Obviously that's a bit late into a run but it's still pretty good. Strike is fine, like I do think it is a reasonable consideration, but rainmaker overall is more flexible and more powerful. antiguy1 • 2mo ago Overdrive into strike doesn't work the way you'd want. If you move a dash length with strike in overdrive, it consumes two actions. My example was for an enemy within one action point of a move, but even if you have to burn two moves to get to a flanking position against an enemy in cover, that's still more effective damage than just sitting still in Overdrive and shooting. If you insist on Rainmaker, don't get for the Shredstorm. Get it to help your early game Rocket Launcher. Rainmaker's +2 damage means a +50% damage boost to a low damage roll rocket and significantly help with catching all members of a pod at once. generalguan4 • 2mo ago They are also bad because they cannot bond with teammates. That means in a squad of 6 if you take one you lose out on two potential bonded abilities tooOldOriolesfan • 2mo ago I only used Sparks as a toy later in the game to play with when I already had a strong squad and knew the game was in hand. In LWOTC they are much more useful IMO. Stronger offensively and can take some damage. Ok-Huckleberry-419 • 2mo ago I love them but I use mods for them. It seems ridiculous that they can’t have an ammo slot. No PCS is fine no bonding fine. Should be an upgrade for 3 weapon slots but I can deal with 2. The real issue is the utility slot and there’s no real world reason a mechanical war machine wouldn’t be allowed to have blue screen rounds, other than for balance. I just find it trivial. u/N7_Rabbit avatar N7_Rabbit • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Never bothered to develop one. u/dmac3232 avatar dmac3232 • 2mo ago I pretty much ignored them for years, but I got bored at a certain point, started using them and now they're one of my favorite units. I frequently run two per mission; they're huge, take a lot of punishment, are immune to fatigue/fear, and have a wide range of means to completely fuck things up. I love them. Plus, the sound/feel of their firearms are just about the most satisfying thing in the whole game. The amount of sheer damage you can cause with 2 SPARKS, 3 assaults and a reaper is absolutely insane. u/Synaptics avatar Synaptics • 2mo ago To me, with SPARKs there's a sort of sweet spot where they work best. Because their weapon/armor/BIT upgrades are separate (and somewhat expensive) just having 1 SPARK is not really worth the cost to keep their gear up to date. But you also don't want to go too heavy on SPARKs because they're not as good as actual colonels in the late-game, and so there's a sense that you're "wasting XP" on them that could be going to real soldiers. Especially since they tend to hit max rank quickly due to their lack of fatigue, at which point you literally are wasting XP. So IMO they work best when you build about 3 of them. And be sure not to overuse them. It's really tempting to just send all of them out over and over (especially since you pay so much for them) but your real soldiers need to get XP to grow into their full potential. Even if you're not using them all the time, having an extra couple SPARKs at base gives you a strong safety net for those moments when a mission pops up a bad time while everyone's wounded/tired. Or when your best soldier(s) are out on a chosen covert op. redbird7311 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Sparks are really weird, they are pretty expensive for what is ultimately a good unit with a bit of an identity crisis. On paper, they can do plenty, they can tank, do plenty of damage, AOE damage/cover destruction, and more. Problem is that they can’t do most of their roles super well or said roles can be covered better by other classes. They can tank, but they aren’t good enough at it where you want them to and, if you need a tank, you probably have mimic beacons by the time you get a spark. They can hack, but they don’t do a well enough job in my opinion for me to want to want to take one of them over a specialist. Also, the price really guts them. You are stuck paying squad upgrade prices for a unit you are only gonna have one or two most campaigns. Other classes, even the faction classes, can justify their prices for them, sparks haves harder time doing that, so, a lot of players upgrade them late, which doesn’t help. I think the devs were trying to avoid the mech trooper meta from EW, for those that don’t know, mech troopers were strong very strong, so strong that not having them was usually considered nerfing yourself. However, I think they over corrected. They aren’t bad, but, god, they aren’t cheap. biketheplanet • 2mo ago I tried one, once in my first WoTC campaign. Otherwise I never build one. They just aren't too interesting to me, but choice is always good. I know some people love them. u/jonasnee avatar jonasnee • 2mo ago While they don’t top out at the highest aim, they do have more aim than any unit that isn’t a Sharpshooter or Reaper, and that’s pretty good. They are also the only class that doesn’t gain HP as they level up, but they start at the max HP so who cares? As mentioned above they also have 1 armor and 10 defense to start, gaining a point of armor with each armor upgrade. Think its worth remembering that you can give a PCS to your grenadiers, not to mention train them via missions, so in reality sparks aims fall off a lot more than the stats tell you. Now onto weapon mods. And this matters a lot because it’s the only form of power boost you get outside of their abilities. And there is actually a lot you can do here. SPARKs probably have some of the most contested weapon mod slots in a pure “but I want everything on their gun” sense. Shame there is no chosen heavy autocannon to give us 4 attachments. Sparks feels like the last class i wanna give a repeater since i usually want to shred armor with them and the base dmg is rather high. hair trigger and extra ammo is always going to take priority on Sparks over repeaters not to mention a scope. Bulwark (★☆☆☆☆) - Bulwark is a passive ability that gives you 1 armor and allows you to act as full cover for adjacent allies and enemies. See this is an ability that really is garbage, people moan about blast padding but at least it has no downsides and can be taken alongside what just happens to be the best ability at corporal. Shredder Gun (★★★☆☆) - The shredder gun is actually pretty equivalent to the rocket, maybe even better, but I’m docking it a star because it has an opportunity cost the Rocket doesn’t. And it’s a 50/50 to get this or a Flamethrower. But if you had one of these you’d heavily consider it over the rocket. You might still go with the rocket, but this is in the conversation for sure. I personally think its better but would agree with it being equal to rockets because of cost and risk of getting the shitty flammenwerfer - and i dont call my sparks Hans. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Giving a repeater to your opener is actually really good, because it means you start shredding a target and then whoops they are dead and now your turn is much, much simpler. 10times • 1mo ago I think Hunter Protocol is one of the best skills in the game. It’s almost silly how often it procs. I don’t know how they calculate aim for it but it feels like it hits more than a normal overwatch shot. Once I get Hunter Protocol I always take a spark, even in late game. Also Overdrive is fantastic for the chosen stronghold missions. I save it for when the chosen dies and it’s time to bust their resurrection pillar. Three high damage shots at the pillar from a single unit is super helpful. u/NotARabidDugong avatar NotARabidDugong • 13d ago 2 things. First, I actually was able to retrieve the Blacksite vial with my SPARK. Second, the Julian voice is the best dialogue in the game and makes having one worth it at all times. Especially when you cover him with smiley faces! ================================================================================ Xcom Part 14.txt ================================================================================ It’s the best of classes, it’s the worst of classes. It’s Psi-ops! This is both the strongest class in the game (except maybe a fully maxed out late game sharpshooter/ranger) but also this class is terrible and you probably shouldn’t use them. Is that confusing? Well, allow me to explain! To use a psi-op you have to research psionics then build the Psi Lab. The details of the Psi Lab will come in the buildings guide but suffice it to say this building is kind of a rough sell, it’s very resource hungry. But regardless after you build it you can throw a rookie into it and you will get a choice of 3 abilities to train in. They will take 15 days (on legend, I believe it’s 10 days on lower difficulties) to get. They can’t gain XP normally; this is the only way to level them up. And you can just learn one ability after the other. If you leave them cooking long enough, you can get every ability on their tree. Additionally, they rank up for every ability you give them and have their own unique ranks. So if they have one power they are an initiate, two they are an acolyte, etc. This is a tough sell, generally. The classes in this game are insanely strong, so the extra effort to get what is admittedly a very powerful unit just isn’t worth it. You can beat the game without ever touching these guys and it wouldn’t even be that much harder, if harder at all building the Psi Lab does slow you down in building other things after all. Psi-ops are win more, if you are familiar with that concept. They help you beat runs you’ve already got locked up, not get a run from maybe losing to winning. But they are fun, and have the best anti-ruler ability in the game so maybe you build them just for that. Or just for fun, they are fun! As for the rankings, because you unlock this class so late I’m only considering the use case of their abilities for the late game, so for example Soul Fire would be amazing if you got it early, but you don’t so it gets docked down a few points. OK enough of an introduction, let’s get to it. Here is how the rankings for abilities (and other stuff) is going to work. ★★★★★ - The Best of the best. Abilities that things that you build around. Or weapon mods that are best in slot. Things of that nature. The difference between having stuff in this tier and not is so massive I’d consider it nerfing yourself not to grab them. You really, really, really want stuff with 5 stars. ★★★★☆ - Really strong abilities. Abilities I am always happy to have and would trade a lot of other abilities for, but they aren’t quite as “must have” as the 5 star ones. ★★★☆☆ - Abilities that are pretty good. Stuff that I would buy with AP quite happily but might pass up if the other ability is better. ★★☆☆☆ - These are underwhelming. These abilities just don’t really do enough to justify having them. They might have very niche use or be passives that just kind of do very little. Stuff I just don’t care about. They aren’t horrible or useless, but you probably wouldn’t miss not having them. ★☆☆☆☆ - Trash abilities that are just worth nothing. ☆☆☆☆☆ - Given to abilities that are actively harmful. There is only one of these in the entire game. Stats: Rank Aim (★★★☆☆) HP (★★☆☆☆) Initiate 67 5 Acolyte 69 5 Adept 71 6 Disciple 72 7 Mystic 73 8 Warlock 74 8 Magus 75 8 They have the worst aim and HP growths of any unit, but that also doesn’t matter at all. Like even a little, none of their abilities use their gun and they actually have amazing survivability because of one ability they get. These stats are sort of irrelevant. Additionally they start with a Psi, basically their hack stat, of 50 but they gain a random amount between 4-12 per rank up. So I can’t put it in the chart. More is always better but it’s out of your control and I wouldn’t stress about minmaxxing it, very few of their abilities actually care about this number. Weapons: Psi-ops wield normal assault rifles (and therefore can use the Bolt Caster) and the Psi Amp. Assault Rifles (★★★☆☆) - They use them worse than Specialists because they have the worst aim, but you’ll still probably click shoot with this class a decent amount. Not all the time, they have a lot to do, but sometimes. They make a good candidate to hold the Bolt Caster because they have stuff to do that isn’t shoot. Psi Amp (★★★★☆) - Another weird thing to give stars to, but its bonuses are nice. The extra Psi strength is sort of whatever but higher level psi amps deal extra damage. I recommend skipping the tier 2 amp and just waiting for the tier 3 one. You are using this class late anyway so waiting on that isn’t a big deal. Their best skill doesn’t even care about any of this. Abilities: Here is the table, as a reminder you can learn any of these in any order, other than the two “upgrade” ones, which I’ll flag when we get there. Rank Telepath Resonant Initiate Soulfire (★★★★☆) Stasis (★★★★★★) Acolyte Insanity (★★☆☆☆) Inspire (★★★★☆) Adept Soul Steal (★★☆☆☆) Stasis Shield (★☆☆☆☆) Disciple Solace (★★★★☆) Sustain (★★★☆☆) Mystic Schism (★★★☆☆) Fortress (★★★☆☆) Warlock Fuse (★★★☆☆) Domination (★★★★★) Magus Null Lance (★★★★☆) Void Rift (★★★★★) GTS No soup for you! Soulfire (★★★★☆) - Soulfire is an active ability with a 3 turn cooldown that ends your turn. It deals (at base) 4-6 damage to any organic target that cannot miss and pierces armor. “Click and do damage” is very good, obviously. If you got this early it'd be 5 stars easy, but you don’t, so 4 stars. It’s really good for knocking enemies down in HP to keep Serial/Reaper chains going, hit an Avatar to force them to teleport into a better spot for you. It’s good. It would instant one shot a trooper if you got it early, but you don’t, so sad. Stasis (★★★★★★) Stasis is an active ability with a 3 turn cooldown that costs one action point and does not end your turn. It puts any enemy (except Chosen) into a bubble. Inside that bubble they cannot take actions but you cannot harm them in any way. Units are not cured of damage over time effects but won’t take them inside the bubble. They are effectively removed from the battlefield for one turn. Your eyes do not deceive you, this ability has 6 stars, because Stasis was a mistake. They should not have put this in this game. Let me ask a rhetorical question, how do you lose soldiers? Well, by the enemy taking too many actions. The solution? Take an enemy off the board. For the cost of one action you take an enemy and remove them from play for an entire round. This cuts any pod you are fighting in strength by so much. Stasis a Sectopod to kills its fodder buddies, stasis an Andromedon to not get Acid Bombed, stasis a fucking Alien Ruler to reposition. Oh yea, this shuts down Alien Rulers entirely. You get an entire turn to just…do whatever. It interrupts Devestate! You get a whole turn to maneuver around it! Whatever problem you are having, putting it in a bubble is guaranteed to help. There’s a reason they made the Chosen immune, they knew they fucked up. This is the only skill that rivals Shadow in its insanity. The only reason this isn’t better is that it’s on a class locked behind the late game (though honestly Shadow might still be better, it'd be closer though) Otherwise I’d give it 100 stars. Insanity (★★☆☆☆) - Insanity is an active ability that ends your turn and has a 3 turn cooldown. You roll your psi strength against their will (I believe the percent chance is literally just psi strength - minus as a percent, but someone do correct me if I’m wrong) and if it works a random mental status effect is inflicted on the enemy. They can panic, be disoriented, or be mind controlled for 2-3 turns. If this was earlier in the game I’d be nicer to it, but at this point you have so many tools at your disposal that a stun tool as unreliable as this just isn’t what you want. I basically never click this even when I use psi ops. The only reason to learn it is to upgrade Void Rift, but we’ll cover that in a bit. You should learn this and then not use it. I mean it’s fine, like it’s not the worst thing in the world, but there is better. I mean this class has Stasis, so… Inspire (★★★★☆) - Inspire is an active ability that ends your turn and has a 3 turn cooldown (lot of that going around). You grant another action point to any other squad member in line of sight. Except a SPARK, it doesn’t work on SPARKs. They care not for your weak magic. This is obviously great, often you will click stasis, click inspire in a turn and that is a huge swing in your favor. It’s worse than clicking teamwork (though more flexible) or combat presence, but it is a nice bit of flexibility. I almost gave it 3 stars but it's a little too strong for that, but it is on the weaker end of 4 star abilities. It’s sort of a B+/A- skill, if that makes sense. Soul Steal (★★☆☆☆) - Soul Steal is a passive that upgrades Soul Fire. You must have learned Soul Fire for this to be offered for you to learn. You now heal half the damage you deal with Soul Fire back, rounded down. I mean, it’s free healing for doing a thing you’d do anyway. If you have Sustain and are unlucky enough to have to use it then this is a way to build back your HP but honestly how often does that happen at this stage of play? It’s a passive and it’ll trigger sometimes but honestly skip it for better stuff offered. Stasis Shield (★☆☆☆☆) - Stasis Shield is a passive that upgrades Stasis. You must have learned Stasis for this to be offered for you to learn. You can now target allies, not just enemies. Funny that Stasis is broken and this does nothing. There are very, very, very, very few situations where Stasising an ally is better than Stasising an enemy. If one unit is already injured and can't survive an attack and you don't have vision on the enemy and also you are out of other stun tools and also don't have anything better to do then I guess you'd click this, but I'm really grasping at straws here. Just stasis enemies, that’s broken. Don’t bother with this. Solace (★★★★☆) - Solace is a passive ability that creates a 4 tile radius aura around the Psi-Op that negates any mental debuff. So the Psi-Op and any ally within the aura cannot be mind controlled, dazed, disoriented or stunned. They can still be knocked unconscious, for some reason. AKA “hey Warlock go fuck yourself” the perk. This is shutting down a lot of nasty stuff the aliens can do to you. Though it doesn’t fix Stun Lancers stabbing you in the face and knocking you out, for some reason. This also almost trivializes the Chosen because they can’t daze you. Also good for Avatar mind control in the final chamber if you let them live a round. This is great, take it. Sustain (★★★☆☆) - Sustain is a passive ability that triggers when the Psi Op would die, instead they don’t, are put at 1 HP, and are in a stasis bubble until the start of your next turn. This can only trigger once per mission. It is a get out of death free card! The only problem is a) you’d prefer to never have this matter at all and b) the aliens aren’t guaranteed to target your psi op with their attacks. You can, if all else fails, run into the middle of nowhere with your Psi-Op and say “look at me I’m a target” and treat them as a mimic beacon that screams in agony and will be wounded for 16 years once you get back to base, but hey, if you have to, you have to. And just cheating death is obviously good if it happens. Schism (★★★☆☆) - Schism is a passive ability that is an upgrade to Insanity. You must have learned Insanity for this to be offered to you. It makes Insanity deal 2-4 damage automatically, even if it fails, and applies the Ruptured Status. So attacks deal an additional 2 damage to them. (the game says it "ruptures" them, but has a different damage modifier than the Rupture skill, because...fuck you that's why.) This is the reason to learn Insanity. It’s auto-damage which is nice and applying Rupture is good. The real thing is that if you have Void Rift (which I’ll cover in a minute) it also buffs that. I still don’t click Insanity much when I have this, but it buffs a different great skill to be even better, and that’s quite nice. Fortress (★★★☆☆) - Fortress is a passive ability that makes you immune to poison, fire, acid and explosions. That is a nice list of immunities, but at this stage of play how often are you getting owned by those? It can help you path, because you ignore fire or acid on the ground, and on templars this is quite nice for enemies that explode on death, but for this class it’s just sort of a “nice to have” perk. Fuse (★★★☆☆) - Fuse is an active ability with a 3 turn cooldown and ends your turn (yet again). It lets you explode any grenades or explosives the enemies have on them, including if they are dead and haven’t thrown them yet. So if an officer has a grenade on them, it’ll blow up on themselves and blow up their own cover, shred them, etc. This perk is really funny. “Thanks for bringing explosives for me to use, idiot!” The best use for this is on perks while you are in stealth to blow up a whole pod at once. There aren’t a ton of situations where this is exactly what I want to click, but it can save you a grenade by using the enemies and that’s not bad. And it’s funny, that’s worth a lot! Domination (★★★★★) - Domination is an active ability that has 1 charge and ends your turn. You target one non-robot enemy and roll a psi check against their will and if you win you mind control that enemy until the Psi Op dies, evacs out, or the mission ends. They work for you now! This is absurd. The sheer change in action economy you get when you click this is ridiculous, assuming it works that is. You get a mimic beacon that shoots back and will scream in pain! It’s the best of all possible worlds! The best target for this is Andromedons, because they have shit will and 207 billion HP and armor. Though as a small note, if a unit you have mind controlled dies, it counts as a death on the final stats screen. Does that matter? No. Does it bother me a lot? Yes. Null Lance (★★★★★) - Null Lance is an active ability that has a 5 turn cooldown and ends your turn. It deals 7-11 damage at base (+1 for each tier of psi amp after the first one) in a 1 wide, 17 tile long line (technically it is as long as your sight line is, but that is almost always 17 tiles) ignoring all cover and obstacles. It will hit allies but does no damage to structures. This is basically just another heavy weapon you get to carry around. It can be hard to line up more than two enemies to hit with it but that’s OK two enemies hit with a fucking psionic laser is pretty good! Though there is a very important bug with this ability I have to talk about. If you don’t shout “kamehameha” at your screen when you use this your save file will corrupt itself. Just important for you to know that 😉 Void Rift (★★★★★) - Void Rift is an active ability that has a 6 turn cooldown and ends your turn. It deals 3-5 damage (at base) and rolls a 50% chance to apply Insanity to every creature within a 7 wide radius. This is an extremely powerful ability, especially if you have Schism. Because then every target in the area (that isn’t a robot) gets an extra 2-4 damage and is ruptured. You can delete whole pods with this if you catch them unaware, or at least get close. This is basically the reason to learn Insanity and Schism as far as I’m concerned. Armor and Utility Items: Moving onto armors and utility items, here is my view on which of those you should consider. I won’t go over every utility item because I’d be here all day, but I’ll go over the ones I think are important. Similarly armors will be covered by category and in more broad terms because this guide is already very long. Here is a table of how good each armor type is on this class: Armor Light (★★★☆☆) Medium - (★★★★☆) Heavy - (★★★★★) Viper Suit/Armor (★★★☆☆) RAGE Suit/Armor (★★★☆☆) Icarus Armor (★★★☆☆) So for armors, they don’t have any special reason to want to be in light armor beyond wanting the extra movement. Everyone wants to carry a rocket around and because this class has sort of rough aim and no reason to invest in it just giving them another big boom is good. I wouldn’t use the alien rulers on them just because they have better candidates, but it’s not like they don’t work. As for utility items, I think we only have 3 to go over. Grenades, Mimic Beacons, and Bluescreen Rounds. Normally I’d talk about special ammo more detailed but for a class that has 0 gun related perks, there is no need. Frag/Plasma Grenade (★★★☆☆**)** - I mean, sure? It’s not like this is bad on this class but why did you become a wizard if you want to throw grenades at people? You’ll use them if you have them but…I mean…really? This is what you’re doing with the power to manipulate the fabric of reality? Mimic Beacon (★★★★★) - Look someone has to carry it and because Stasis is only one action (what were they thinking) you can throw this and click Stasis in the same turn for maximum stun. At this point you can have as many mimic beacons on a mission as you want, so why not give this class one? Bluescreen Rounds (★★★★☆**)** - Just because they don’t have any shooty abilities doesn’t make BS rounds a bad choice. +5 damage is +5 damage no matter what. It’s basically this or another mimic beacon (or heavy armor). Honestly this class's utility items don’t matter that much. They just don’t have any reason to need to care. Weapon Mods: This class has no gun abilities, literally none. So I’d actually recommend giving them the bolt caster instead of decking out a gun for them. If you do want to give them a gun, my advice isn’t really any different to that of specialists, minus anything I said about Guardian. PCSs: I’m feeling a bit like a teacher on the last day of school going over things this class does not care about, but sure. Why not? PCS Aim (★★☆☆☆) HP (★☆☆☆☆) Dodge (★☆☆☆☆) Will (★★★☆☆) Mobility (★★★★☆) Aim (★★☆☆☆) - What are you doing? You have 7 other classes to give PCSs to and this class doesn’t give a fuck about its aim. I guess if you have 10000 aim PCSs then sure. But also, who cares? HP (★☆☆☆☆) - I mean they don’t care that much about their PCS but on a class with Sustain and this late into a playthrough I don’t know how you would ever be in danger of dying. Dodge (★☆☆☆☆) - It’s an HP PCS, but worse. Again just sell these. Will (★★★☆☆) - It lets you bring them out a bit more but weirdly will has no effect on psi offence, so it won’t help you in an actual mission much. It’s fine to give this to the class that doesn’t need anything else. Mobility (★★★★☆) - Mobility is good because it can give you a few extra tiles of reach with Null Lance/Stasis/whatever, but other classes want this more. If you are bringing a Psi Op on the final mission and just want the best in slot, this is it. Summary: Despite the absurdity this class gives you they aren’t worth it due to their cost on the strategic layer. But if you do build them and they cook in their little Psi Lab enough they are the strongest class in the game. What is ADVENT supposed to do about Stasis and Domination and Null Lance and Void Rift on the same unit? Cry, that’s what. Before WotC this was the undisputed best end game unit, but with the darklance and katana and the training center that's less true than it was. Still, if you really want to have a wizard on your team for Leviathan, they are damn strong. It's just a shame the process to get them isn't really worth it. An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 169 Downvote 50 Go to comments 1 Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter And with that, all the classes are done! Hazzah! We still have more to do. Next up is the Training Center/AP guide, then the weapon guide, then probably the research guide, base building guide, then enemies, chosen, and rulers and then that's it. So we're over half way through but not quite down yet! u/cyborgdog avatar cyborgdog • 2mo ago I started XCOM 2 like a month ago and thanks to your guide it went from a frustrating game to one of my favorites games ever, I saved your directory post in my favorites as well, good job Commander. -FurtherReading • 2mo ago I love these posts and can't wait to read the rest! Without much time to game nowadays getting to read through each of these is almost as good as a playthrough. Thanks for all the hard work you're putting in. Novaseerblyat • 2mo ago Some minor corrections: the rupture from Schism "only" increases damage by +2, unlike the +3 from the Grenadier Colonel ability, and Void Rift only has a 50% chance of rolling Insanity on each organic inside. There's some other minor stuff too, like how Null Lance range is actually based on soldier vision range (and thus is cut short by the Assassin's Mountain Mist or slightly increased by that one otherwise completely ass hack reward), but those don't matter as much in a vanilla run. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Wait why does Schism have a different damage modifier than Rupture? The game says it ruptures the enemy! Stop lying Firaxis! The rest I did not know and have will update. Novaseerblyat • 2mo ago Because Rupture technically isn't a status effect like something like burning or poison, it's instead a modifier to the damage itself the same way shred and pierce are - where Schism applies '2 rupture' and the Rupture ability applies '3 rupture' if that makes sense. 1 damage rupture's relatively common in mods (especially applied by enemies) for this exact reason. u/Reddit-Arrien avatar Reddit-Arrien • 2mo ago On the plus side, the damage from schism is applied after rupture, so in practice its damage starts at 4-6. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I have literally never seen Mountain Mist even show up in the Dark Events list and it's rare I even get hit by a blinding grenade by the Assassin. I have no idea what might trigger either as I can go entire campaigns without seeing either. This is definitely niche knowledge I expect few know. Novaseerblyat • 2mo ago The Mountain Mist Dark Event isn't actually real, that's why. It's cut content, no idea why it was added to the wiki. u/Chubzzy1 avatar Chubzzy1 • 2mo ago You nailed it with the "win more" criticism. Unless you rush the psi-lab to the detriment of literally every thing else, the typical psi-op experience is them sitting in the lab for 2 months before they give Advent the belt in the last 2-3 mission of a campaign. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I believe there's streams/recorded videos of people trying this on Legend. It's the only difficulty where it'd really matter early and the opportunity cost is crippling. Hell for me even just hard rushing Magnetic Weapons was more crippling than I'd expect when there's other important shorter research afoot. u/GoodHeavens1942 avatar GoodHeavens1942 • 2mo ago 'They can still be knocked unconscious, for whatever reason.' As powerful as the solace field probably is, I don't know if I'd trust it to protect me against the psychic effects of a crowbar to the skull. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Gordon Freeman knows this one weird trick! Garr_Incorporated • 2mo ago "I wonder if the aliens are edible." u/comfortingmyself avatar comfortingmyself • 2mo ago It's impressive how thoroughly WotC managed to nerf Psi Ops, despite (to my knowledge) making zero direct changes to the class. So many indirect changes all come together to make Psi Ops a shadow of their former selves: - Bonds take a couple of otherwise-exclusive Psi Op abilities (Inspire and Solace) and let any unit use them. Also your Psi Ops will take forever to make Bonds of their own. - Fatigue means that you can't use your Psi Ops as often as you'd like. - General power creep with Reapers and Templars existing, the Chosen weaponry becoming available late game, and the Training Center overhaul to let any unit use all their best skills. - Breakthroughs don't really benefit Psi Ops, certainly less of a benefit than they provide to other classes. It's not like there's a dedicated breakthrough for Psi Ops or anything like that. - Alien Rulers were nerfed in a gajillion ways, so the single biggest reason to rush Psi Ops (early access to Statis) has likewise become less relevant. - The Barrier Dark Event doubles enemy Tech and Psi resistance, and usually there's bigger priorities to thwart. In base Xcom 2 I pretty much always built the Psi Lab. Nowadays I only build it if I'm just wanting to fool around in the endgame. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter There's a case to be made for using the Covert Op option that forms a soldier bond. Even if initial compatibility is garbage (and it's not unusual to see 4 or below etc), as far as I know as soon as soldiers have level 1 they will always reroll into higher, typically the 7.0-7.5 range from what I've seen. Once you're there it's time consuming but not impossible to get Level 2, though Level 3 is a hefty investment for that late and probably unnecessary anyways given Inspire and alternatives. Level 3 feels like overkill in general, especially for how long your soldiers are out of the action on Legend, but I do use Dual Strike more on Legend so eh. Novaseerblyat • 2mo ago Unless I've consistently gotten lucky across my nearly 1300 hours, compatibility clamps to exactly 7.5 if below once bonded. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You might be right. I don't often pair people that have naturally low compatibility, and I typically only do the relevant Covert Op once or twice per campaign. It's almost exclusively an option for Psi Ops or a late game unit reward that has good Training Center unlocks. charioteer117 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Psi Operatives are my favorite class, even over the faction soldiers because casting your psi magic all over the aliens is just very fun and cool. Usually they are a lategame class but you can also rush a Psi Lab after getting magnetic weapons and you’ll have Psi Ops in the midgame with half their abilities available, but as long as you have the basic 3: inspire, soulfire, stasis, they’ll perform decently well. It’s not the BEST strat, but it is viable. I will also say it’s bullshit that Legend doubles Psi Lab timers because that adds up very quickly. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Psis already take too long to train and it's excruciating on Legend. It is many multiple months to fully train them. IMO your best strat on Legend for using them at all is to always cook up two at once, so at least one might be usable before the game is over. I typically build a Psi Lab in my third row of Facilities and it feels like an 'appropriate' spot as I settle into my resources, already have Mag weapons, etc. It's a gamble to see if they pay off before being irrelevant, or like only being available in the late LATE game, but that's also okay as I typically build it on a shielded power spot, so it only costs me supplies and rookies I'd otherwise not use. I don't think you can justify building this without avoiding power consumption on Legend, as it's too hefty a cost for potentially too little reward. But my runs have usually allowed me to do the Lab and the Shadow Chamber on those spots so I don't have to sweat the rest of my base building, especially since I typically already have all facilities I'd consider essential (except Shadow Chamber sometimes but it's not like you can totally avoid it) by the end of the second row. stuckinatmosphere • 2mo ago The Psi-Op lets you drop void rifts on all three Avatars in the final room and that's very funny. Also if you bring one of these guys, a specialist with good Hack, and are running Double Agent, you get even more friends on every mission. Good times had by all. u/Bomber678 avatar Bomber678 • 2mo ago What, and also use the Templar ability to create a psi clone? u/WittyFix6553 avatar WittyFix6553 • 2mo ago I’ve been following along for a while now but I do have one question: Would you say that XCOM is about alpha strikes? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Someone should count how many times I say the words alpha strike in this guide series. I bet it's a lot. u/Bomber678 avatar Bomber678 • 2mo ago It's really unclear what his view is on how you should play xcom 2. I think using overwatch a lot when you trigger a pod? u/Reddit-Arrien avatar Reddit-Arrien • 2mo ago -The last time I played (which is not too long ago), fuse has no cooldown, so it can be spammed every turn if you want to. -afaik the damage from schism is applied after rupture, so in practice it’s starting damage is 4-6 rather than 2-4 -Domination works against Dark VIPs, and if you make them evac, that counts as a successful capture (save you the effort to KO them and have a soldier carry them out). u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Ha, Stasis does deserve six stars. It has a solid niche on Legend, and if you have the resources to do it it can be worth pursuing even a single psi soldier borderline just for that. In my current campaign I lucked out on early ranks of my one of my psi soldiers being Stasis and Void Rift, two of my favorites. I was like wow, I actually get to use these soldiers for a change (as I was on the cusp of getting plasma upgrades)! RNG is a fickle mistress in XCOM but just being able to use Stasis against Sectopods or Andromedons feels great. At the same time though I delayed Plasma probably a whole month more than I needed to, so that's on me and opting to cover the gaps with Bluescreen instead. I'd contest that Shadow is still better. The ability to engage entire pods with such safety is huge. Stasis is just a 'mistake' delayer, whereas Shadow does more than just win more. The fact that Stasis is technically a first rank ability on Psi Operatives makes me wish to play the version of the game where their ranks weren't RNG, and instead progressed like SPARKs or whatever. If I could get Stasis that early I'd probably actually get a Psi Lab out soon after the Psionics research is available early game. I dock some points from Inspire since it takes your full turn and I often forget since Stasis is a busted one action only. It's a worse Combat Presence and Teamwork. Both are still good and I use it all the time, but it does make me wonder if I would have been better served just having a different class. This detail in particular is what gives me a shove towards giving a Bolt Caster (usually with Bluescreen) to this class, so at least I can reload and Inspire on the same turn as not a total waste. Bonding with Psis is often awkward both due to compatibility (do I really have time to do the bonding Covert Op?) and due to the fact I'm often starting to have some Level 3s by the time I even get my first usable Psi Op. I have never used Stasis Shield, or a Sustaining Sphere, even though I can see the appeal of both. It's a defensive ability that spends precious action economy. I'd probably only even consider it if I somehow pulled 3 pods and was SURE my Captain+ was going to die without it. And honestly at that point I'm just trying to fix a situation that could sour into a squad wipe, like a Sectopod getting off all its actions nearby. Because of their ranged support, fulfilling a similar role as a Specialist but way better, I've never really had my Psi Op take that much damage to even worry about Sustain (let alone healing). I find they are one of the classes least dependent on positioning unless you're leaning into heavy weapons and/or Null Lance, so typically no more than one or two enemy units can even see them. That said, Solace is great as an ultra version of Stand By Me. It's not that hard to move a backline Psi Op in such a way to cure ailments if you somehow end up in that situation, and it's great to mitigate debuffs. One of the only good defensive abilities in the game, and that's because it's completely passive. The only thing I knock against Void Rift is that the animation for individual Insanity applications is tedious as all hell. That said when you get all your buffs out I'd argue this is the strongest heavy weapon type attack in the game. Sometimes it'll outright kill units in one application, and those that don't are usually left crippled by Insanity rolls and Rupture damage. Were Psis to have normal skill progression I can see why this would be Colonel, but by the nature of how they level you can potentially get this earlier in the "leveling" process, giving a great offensive tool to your arsenal. I typically have my Psis roll in EXOs or WAR Suits anyways at a certain point, so more boom and AoE is always great! u/V-Lanner avatar V-Lanner • 2mo ago I must have the worst luck my psi ops received shredder and kill zone lol. The low aim hurts, I may go aim for the PCS having shred on multiple targets with plasma rifle is too good to pass up. u/shuipz94 avatar shuipz94 • 2mo ago I thought Psi Ops can't get bonus abilities from the Training Center (in WotC)? It's why I always use Rookies with Standard combat intelligence for Psi Ops. Unless, they can roll bonus abilities through the Advanced Warfare Center in vanilla? u/V-Lanner avatar V-Lanner • 2mo ago You know, I think you're right I am playing a modded version of xcom2 right now. Next time I'll state that to avoid any confusion. u/customcharacter avatar customcharacter • 2mo ago Despite the absurdity this class gives you they aren’t worth it due to their cost on the strategic layer. Disagree. Sure, they take a while to build up, but it's not like you have to lock them in a closet the whole time. The moment you get Stasis they become useful, and Tired Psi Ops can still progress their learning. The only thing that stops them is healing an injury. The time investment really isn't that bad either. It's a base of 10 day for on-rank abilities, which is halved with a staffed Engineer. Though for some reason this is more than doubled on Legendary to 25, so even with Legendary basically doubling the length of the game it's still a harsher timesink...but it's a lot safer than bringing a Squaddie to a FL 20 mission. I would also point out that natural Psi caps at 100 and the median roll is +8.5, so you need to roll consistently below average to not reach that by the time they hit Magus. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You aren't ever really in a position to bring a squaddie to a FL 20 mission, though. Like, the runs over at that point you're just stalling it out. u/customcharacter avatar customcharacter • 2mo ago Are you sure? It only takes ~6 and a half months on non-Legendary/9 and a half months on Legendary for FL to hit that point. That's ~mid-October 2035/~January 2036. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea basically all my campaigns on legend end in Feb 2036, so just a little bit after FL 20. u/customcharacter avatar customcharacter • 2mo ago Eh, maybe it's a skill difference then, because my one successful L/I run went to June 2036, and it was not a victory lap. According to the screenshot I took, I lost 22 soldiers, and I'm pretty sure most of those were Squaddies when I was trying to fill out my roster again after my third Chosen takedown went terribly, hence why I brought it up. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter oh yea if you get squad wiped killing a chosen you might be sent back down the mountain. But that's pretty rare. And in that case then yea getting a psi op can be a way to sort of stabilize (also buying people off the black market). But that is a niche situation. Even when I'm not going for deathless runs I lost like 1 soldier post FL 16 at most, usually to a sectopod that I couldn't stun. u/plzreadmortalengines avatar plzreadmortalengines • 2mo ago I think this is the big important point though - psi operatives provide a sort of insurance against losing a campaign to squad wipes in the mid-late game. I agree psi labs should be one of the last things you research/build, but if somebody was playing legendary for the first time I would absolutely not advise them to skip it entirely. I have come back from full squad wipes with colonels on L/I, and psi ops are a big part of making that easy. u/Dry_Area_1278 avatar Dry_Area_1278 • 2mo ago just wanted to pop in and say I've been enjoying the guide! Your thought process is very clear and easy to follow, and I've learned a lot. Thanks for all the hard work! antiguy1 • 2mo ago Solace does not protect the Psi-Op from Mind Control. I can vouch for that personally. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Huh, I may have run into that as well but it seems like a bug. The wording on the ability specifically says it's supposed to extinguish/block all mental impairments including for themselves. baddoge9000 • 2mo ago Thanks Matt. I salute your effort 👌 u/N7_Rabbit avatar N7_Rabbit • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I know they are op but i just can't. Psi is for aliens we have guns! redbird7311 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Psi-operatives are very odd and used to be my favorite class, hands down, but now I find the things I liked about to be things I don’t like. They are usually considered the strongest class in the game, but also are the most unnecessary as you said. I also find them the most boring class because they are too strong and versatile. That kinda sounds contradictory, but most battles with them maxed out go like this: Player runs into problem. Psi-operative uses one of their many abilities to either trivialize or outright solve the problem. They give the player a lot of margin for error to the point where things can really only go wrong with them in your team is if you actively misuse them or just get really unlucky. To me, X-com is at its best when it forces you to think and plan, something that psi-operatives don’t encourage as much as most other classes. Also, and this is a preference I prefer going on the journey for promotions and abilities with my soldiers and I won’t understand the decision to just stick psi-operatives in a lab as their training. It feels a lot better having the story of how my specialist save day because she shutdown a sectopod, how my soldiers beat the odds, got that one crit when they needed it the most, how they came out of a bad situation with 1 hp, barely scraping by, and/or how they saved a teammate bleeding out by doing just good enough to deny death. Meanwhile, psi-operatives don’t really get that, they stay in the lab and aren’t that hard to replace, so, I didn’t find myself caring for them too much. Which is odd, because I used to like the fact that I didn’t have to send them on missions to level up and how they are so strong. u/Aleolex avatar Aleolex • 2mo ago Dont you unlock the psionics research right after the sectoid autopsy? I understand wanting to prioritize other research but I'd hardly call that late-game. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yes but what they mean is a combination of the following: You need to prioritize this tech over the MANY other useful things early game (like Bluescreen, I'd also argue Plasma Grenades, Mag Weapons, and continent bonuses at least, probably also the basic Proving Ground into Skulljack) Psi Labs have a hefty power, supplies, and maintenance cost consumption, especially if you're going for both slots to mitigate the deep time cost on Legend (it's less bad on Commander) The RNG nature of skill unlocks means you might be cooking a Psi Op for up to months to get them actually worth taking over another soldier. If you're unlucky the best skills might get locked to the last 4 or so unlocks. On Legend, with a dedicated Engineer for training reductions you're still looking at half a month typically for unlocks, and that's assuming they never get injured or go on a covert op or whatever. IMO, the best case scenario for their usability on Legend is by the time you get Plasma weapons. Which if you can survive that long I'm not sure how you can really lose anymore other than total carelessness about the AVATAR Project and/or complete squad wipes on your best soldiers. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You unlock psi ops after researching both the sectoid autopsy and psionics. But then you have to build the psi lab on top of that. At the absolute fastest without shooting yourself in the foot you might be able to get it around Force Level 10-12ish, but even then it's probably wiser to do other things with the energy you spent getting this far. And on top of that you have to stick the psi op in the lab to actually get abilities, which pushes things even further out. u/Darkone259 avatar Darkone259 • 2mo ago Psi operatives are by far the coolest but they can feel weak at times that's why using mods for them is just often better in my experience, i wish they when with the Xcom EU way in the base game making it so any class could become a psi operative ontop of their original class, spreading out the abilties more idk u/FreeMystwing avatar FreeMystwing • 2mo ago As soon as I saw the title of this post, I thought - if you don't gas up Stasis as one of the best abilities in the game you'd be trolling. Garr_Incorporated • 2mo ago I think the reason Solace does not fix Unconscious is because that is the effect you are put into when using Medikit on your Bleeding Out units. So this aura would effectively awaken various units that are meant to stay down. Though this is still rather nonsensical. ================================================================================ Xcom Part 15.txt ================================================================================ So the Training Center lets you rebuild your character builds (which I don’t think I’ve ever done, so whatever), bond soldiers up to level 2 and 3, and most importantly lets you spend AP getting abilities across the skill tree you didn’t pick up and buy XCOM abilities. So this is a guide to how to get the most out of all of that, first, bonds. Bonds: Every soldier has a compatibility with every other soldier, anywhere from 0.0 to 10.0, usually sitting in between those. The higher the number, the faster they build a bond. If the number is in the 9s you can build one just after one mission together, if it’s low enough you’d be better off doing the covert op. Once bonded, their compatibility increases to 7.5 if it is lower, and you gain a charge of teamwork. Then you can keep building up bond points until you can train in the training center for 10 days to level up the bond to level 2. A level 2 bond shaves 1 day off of covert actions if both of them are sent on it, if they are adjacent they gain a 10% aim bump, and they cleanse mind control and other mental statuses just by standing next to each other. At level 3 you gain an extra charge of teamwork and gain the Dual Strike ability. If a bond member dies, the other person will roll a very hard will check or enter a panic state. Berserker, Shattered, etc. This isn’t that big a deal, because you plan for units to not die, but it is worth noting. Teamwork (★★★★☆) - Teamwork is an active ability with one (two at Bond level 3) charge shared between bond mates that costs 1 AP. It gives that AP to the other bond mate. Teamwork is very, very good. Combat Presence, even limited to one other unit once per mission, is just very strong. It increases your flexibility greatly. Dual Strike (★★★★☆) - Dual strike is an active ability with one charge that ends your turn. Both units fire a standard shot (for Templar it’s an auto-pistol shot, similarly if a sharpshooter moved they fire their pistol) at the target. The target has to be in line of sight of both units to use this ability. This is pretty good. Sort of dependent on who you are bonded with but it’s a way to cheat holo-targeting and/or shred a target and obviously it is just a nice bump to your damage for that attack. Given how late into a run you usually get this you almost always have stronger tools, but this isn’t bad. Moving onto more general advice, there is, technically, a correct unit to bond every other unit to. You want all your highest ranking soldiers bonded together, for example. And certain soldier types benefit from bonds more if you are bonded with a ranger you can spend 1 action to give them a pseudo Run and Gun and you can similarly give the sharpshooter an extra AP to move and shoot. All that being said, don’t stress about it too much. You can just bond with whoever pops first. You don’t have to, if you want to wait that’s fine, too. But having bonds is better than not having them, and so waiting for the perfect bond pairs is sort of silly. We just don’t have time for that. But I wouldn’t stress too much about it. It isn’t too hard to sort of force 6 level 3 bonded soldiers to be the ones you send on Leviathan or whatever and there are other things more worth minmaxxing. It is sometimes worth it to send your A team on the “make bond” covert op, but it can be hard to justify given all the other covert ops you might be doing instead. The thing that is important to note is that leveling up a bond to level 2 sucks. It sucks so bad. You incapacitate two soldiers for 10 whole days and get nothing for it! Sure you can cleanse mental status effects and all that but it isn’t worth not using your units for 1-2 missions. Especially because for some ungodly reason if the UFO or Chosen come knocking you can’t use the units at all. Bond level 3 is quite good, but it takes 15 days to get and that’s even more of a pain in the ass. I usually only upgrade bonds when I’m in the endgame just spinning my wheels until the Shadow Chamber is done cooking, and even then sometimes I don’t bother. It’s just not that big of a deal. Combat Intelligence and AP You can use AP (once you build the Training Center) to spend AP (ability points, not to be confused with Action Points, good job on that name Firaxis!). Most abilities cost 10 AP + the rank it is across from. So if an ability shows up at sergeant rank it’ll cost 12 AP because that’s two ranks above squaddie. Certain abilities that the devs thought were too powerful always cost 25 AP (though they missed the best one, lol). Soldiers gain a different amount of AP depending on their Combat Intelligence when they rank up. This is retroactive as well if you do the “increase combat int” covert op you’ll get the AP you would’ve got all in one go. Here’s a nice table of how it works and the percent chance a unit gets that combat int in the first place: Com Int AP Gained (above baseline) Starting % chance Standard 0 50% Above Average +1 25% Gifted +2 15% Genius +4 9.5% Savant +7 0.5% So a 50/50 to do better than standard. This is mostly out of your control, but if you have a bunch of rookies to train up in the GTS, pick the ones with high combat int first, obviously. I wouldn’t stress too much about it, but more is better. You will also gain XCOM pool AP for taking high ground shots, doing what the game considers “team attacks” (blowing up cover to then shoot the guy, literally using teamwork, it’s pretty inconsistent though), attacking from stealth and generally “good plays” you make. You only get 1 AP per pop (without Trail by Fire) so I wouldn’t stress about it. You’ll get them anyway from just playing the game well. In addition killing a chosen is 5 AP, killing a Ruler is 8 AP and letting them run is 2 AP, and killing Julian is 15 AP if you do that mission. This is a big way to afford to buy stuff in the XCOM ability pool, but the covert Op to gain more also exists and again none of this is worth absolutely stressing over. You’ll get plenty just playing normally. XCOM Abilities If you want my advice on what abilities you didn’t already take are worth picking up go read the class guides and basically anything I rate 3 stars and up is worth your time, but for the XCOM abilities specifically it varies a bit by class, so let’s start with a big table that shows every possible thing you can get and how much I value it on each class. I’ll go over each ability individually as well but unless it’s super worth noting I won’t distinguish between classes there. In addition, here’s how the rankings go. ★★★★★ - I always buy this when it shows up as soon as I can. ★★★★☆ - I usually buy this when it shows up but if there is a better ability on the tree itself I might delay this a bit. ★★★☆☆ - I buy it if I have surplus AP ★★☆☆☆ - I don’t usually buy this ★☆☆☆☆ - Buying this is an active waste of AP ☆☆☆☆☆ - Buying this makes your unit worse. Ability Ranger Grenadier Specialist Sharpshooter Aim ★★☆☆☆ ★☆☆☆☆ ★☆☆☆☆ - Blast Padding ★☆☆☆☆ - ★☆☆☆☆ ★☆☆☆☆ Chain Shot (25 AP) ★★★★★ - ★★★★★ ★★★★★ Covering Fire ☆☆☆☆☆ ☆☆☆☆☆ - ☆☆☆☆☆ Deadeye ★★★☆☆ ★★☆☆☆ ★★☆☆☆ - Death From Above ★★★★★★ ★★★★★★ ★★★★★★ - Deep Cover - ★☆☆☆☆ ★☆☆☆☆ ★★☆☆☆ Ever Vigilant ★★☆☆☆ ★★☆☆☆ - ★★☆☆☆ Guardian ★★☆☆☆ ★★★☆☆ - ★★☆☆☆ Hail of Bullets ★★★★☆ - ★★★★☆ ★★★★☆ Holo Targeting ★★★★★ - ★★★★★ ★★★★★ Implacable - ★★☆☆☆ ★★☆☆☆ ★★★☆☆ Kill Zone (25 AP) ★★★☆☆ ★★★★☆ ★★★★☆ - Lighting Reflexes ★★☆☆☆ ★★★☆☆ ★★★☆☆ ★★★☆☆ Phantom - ★☆☆☆☆ ★☆☆☆☆ ★☆☆☆☆ Rapid Fire (25 AP) - ★★★★★ ★★★★★ ★★★★★ Run and Gun - ★★★★★ ★★★★★ ★★★★★ Rupture (25 AP) ★★★★☆ - ★★★★☆ ★★★★☆ Salvo ★★★★☆ - ★★★☆☆ ★★★☆☆ Serial (25 AP) ★★★★★ ★★★★★ ★★★★★ - Shadowstep - ★★☆☆☆ ★★☆☆☆ ★★☆☆☆ Shredder ★★★★☆ - ★★★★☆ ★★★★☆ Untouchable - ★★★☆☆ ★★★☆☆ ★★★☆☆ Volatile Mix ★★☆☆☆ - ★★☆☆☆ ★★☆☆☆ For the faction soldier ones, those are in their class guides, because this will be long enough. Aim - Aim still sucks even when you put it on another class. It’s just way too slow. If you roll it on rangers you get to do the forbidden tech of having it and deep cover to get a free 20 aim for just not attacking last round. Which is decent, helps you when you are opening from stealth or if there is a little space between pods, but it also probably isn’t worth the AP unless literally every other ability they have is also trash. Rangers are rather AP hungry after all. They want to buy a lot of abilities on both sides of the tree. Blast Padding - Still terrible, especially because you get it later. I am not interested in building a tank; the best defense is killing everything that moves. Chain Shot (25 AP) - Still bad Rapid Fire, but better because (with the exception of sharpshooters) it’s only classes with better aim. On tangers specifically it can be really easy to get this to double 100%s and then it just is Rapid Fire. And because it isn’t on your grenadier you can apply holo first then click this and that pushes that likelihood up even higher. It’s a little weird to give this the same rating as Rapid Fire, but they are both 5/5 worthy, it’s just Rapid Fire is even better as a 5/5, if that makes sense. Covering Fire - The reappearance of the worst ability in the game. If you want my full rant go check out the specialist guide but the short version is that taking this actively nerfs you. And I don’t know about you but taking an ability that makes me worse seems like a bad idea. Deadeye - Deadeye is better on classes that have real range tables than it is on sharpshooters. Especially on rangers who can actually hit the 133% aim requirement to get Deadeye to 100% to hit with their short range tables. Death From Above - I gave this 6 stars, because this in the normal pool was a mistake! If you get a kill from high ground on any class that isn’t a sniper rifle, you get one action point back, so you can shoot again. And if you get a kill you can shoot again, and again, and again, and again. Infinite Serial while you have high ground is pretty damn good. If a soldier rolls this, rejoice, grab it, and never look back. Also give them a Spider Suit/Icarus Armor, because now that soldier needs high ground. It doesn’t even really matter what class they are, any of them can make absurd use of this, though Specialists probably have the worst time because their gun does the least damage but, like, “oh no I’m fundamentally breaking the games action economy with a worse gun what a tragedy." There’s a reason I ban myself from doing this. Deep Cover - This is as useless on other classes as it is on rangers. On sharpshooters specifically it can be a reason to go for Aim instead of Steady Hands, but if you are planning on using Serial or DfA chaining then Steady Hands is still better because Aim only applies to the next attack, not every attack that turn. This is basically a blank spot as far as I’m concerned. Shadowstep - You don’t really need more than one unit with this, because that unit can solve overwatch for the whole squad. It’s not the worst thing but I usually don’t buy it when it shows up. Ever Vigilant - No class gets to buff their overwatch like specialists do, but it is a free overwatch so it isn’t the worst thing. You can apply holo for free if it’s on a grenadier. That's not bad. But honestly I still skip because it annoys me. And even if it didn’t it still isn’t worth much. Guardian - Again no class has as good of overwatch as specialists, and this doesn’t work with killzone so that’s sad for sharpshooters. But even they sometimes just click overwatch and getting those 50/50 rolls is nice. It isn’t as good as on specialists but it's always pretty good. Hail of Bullets - Look no one likes missing and this makes it so you can’t miss. It’s really that simple, a “no miss” button is good on every class. I wish skirmishers could learn this, that’d be nice. Holo Targeting - This lets you set up chain shots for grenadiers and just buffing aim all around is very, very good. I’d take this on every unit if I could. Implacable - This is better on sharpshooter because it gives them more forward momentum as they can’t move and shoot, but otherwise it's sort of meh. Without being able to pair this with untouchable or bladestorm it kind of is an extra move action to do…nothing with. Kill Zone (25 AP) - Kill Zone is worse on rangers because of their range table but every other class likes this quite a bit. Being able to holo an entire pod with a grenadier is quite nice and just a bunch of shots off is good. Lighting Reflexes - Weird how this is the only non-class ability you can learn, but whatever. Being able to break overwatch is nice because there is basically never more than one enemy overwatching at a time, so this is an upgraded shadowstep in a lot of ways. It isn’t super necessary, but it’s OK. Another important note is that shadowstep overrides this. So if you have shadowstep this is literally blank.That’s not that big a deal because you can just not buy this but it is important to note. Phantom - You only need one scout at a time, and the more that are stealthed the less you can have on overwatch or whatever. I think a lot of the time this actively harms you, but hey if you really need a scout then buy it, I guess. Rapid Fire (25 AP) - Obviously this is insane on every class. It basically always ups your expected damage unless your chance to hit starts very, very low and then you can just not click this. Extra damage is good, shooting twice is good, this is good. You should buy it when it shows up. Run and Gun - This is probably the 2nd best non-25 cost you can get. It’s extra mobility and (unless you are a sharpshooter, lol) extra aim by getting closer. Sharpshooters still get a lot of use out of this because it lets them move and shoot with their main gun before the Darklance, only a blue move, but it's something! This is exceptionally strong and I’d take it on every unit I had. Rupture (25 AP) - This is actually better on other units than it is on grenadiers because you are more likely to get it early. And in a vacuum it is quite powerful. Anytime before andros and gatekeepers start showing up you’re pretty likely to just one tap any non-chosen with this. And debuffing the Chosen with Rupture is pretty sweet. Salvo - Salvo is a hair better on rangers because they want the RAGE Suit but it’s pretty good on every class. Most classes don’t really want to equip grenades late into a run but this a good reason to give them heavy armor. Is there any unit that doesn’t want to go rocket -> shoot? I don’t think so. You might skip this on a specialist to run mimic beacon/bluescreen or maybe skip it on a sharpshooter to have a grappling hook but I’d probably still consider it on both of them, depending on what I need. Serial (25 AP) - Chain killing is good, this lets you chain kill, so it's good. A lot of the time, especially early, you’ll actually use this to just get 1 AP back from killing one unit but that is still enough to often push you over the line on a turn. And late game it’s just as silly as on sharpshooters, probably more so because you can stack aim easier on other classes. Man sharpshooters are catching a lot of strays this guide huh? Oh well, nature of the beast. Shredder - More shred is more better. It gets redundant if you have too many copies of this on a team, but that’s like 4+ not just one additional unit. Shredding gatekeepers before you click chain shot is pretty sweet. Untouchable - Without implaccable and a short range gun this is a little harder to get use out of than on its home class, but it will still sometimes save you some damage, not all the time, but sometimes. Worth considering picking up at least. Volatile Mix - If you build the training center super early and you find this early it is pretty good, it lets you play on Veteran for a bit. But if you are like me and build the training center later than then it doesn’t really do much. Most units don’t want to carry grenades late into a run. So really it’s 4 stars and then 1 star which I guess averages out to 3. Summary: I hope this helps give you some direction about how to use bonds or what abilities to buy. I know it was a lot of information to throw at you, but hey the name of the series is “overly complete guide” you signed up for that! An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 83 Downvote 18 Go to comments Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section u/comfortingmyself avatar comfortingmyself • 2mo ago I feel like I never utilize Bonds to the best of my ability. Stand By Me is a really good perk and yet I always forget about it in the heat of battle. And Dual Strike is obtained sufficiently late into the game that I forget to incorporate it into my habits. The -1 days on Covert Ops is really good below Legendary, accelerating your Covert Ops by a pretty sizable amount. An intel run can take only 3 days with this, which is frankly absurd. On Legendary it's much less notable. Also a factual nitpick: Bonds take 6 (level 2) or 12 (level 3) days to upgrade on Legendary. 6 days is low enough that you can usually do it between missions. 12 days requires those soldiers to skip at least one mission, though. redbird7311 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I feel like bonds have the weakness of being tacked on, a cherry on top, instead of something you want to invest in. I’ve found them rarely being part of how I plan missions and, when I do, they still don’t mean too much. Nice to have in your back pocket, but not much to write home about most of the time. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I actually find Bonds to matter a lot more on Legend, though I agree below. The ability to give a Ranger an extra shot (which might translate to Implacable and/or Untouchable as well) is pretty damn good, as I feel like Rangers start to fall off a little til they get Arashi/Katana in the later part of the game. Being able to spend a point so Sharpshooters can actually move and shoot without Run and Gun or Darklance can also be meaningful, if you're running early Sharpshooters. The game is weird in that it gives you two action points but not everything costs one, so you can bend the system a little by just using one point on a soldier and squeeze out a full extra attack even with just a Level 1 Bond, which doesn't even need a Training Center. Level 2 and 3 Bonds are probably too weak to really sweat on Legend as something you build around, but I'd actually say Level 1 Bonds are underrated, as just a single charge of Teamwork might really help a turn when one of the units isn't in position to be all that useful anyways, needing to reload or move up or whatever. u/Chii avatar Chii • 2mo ago Nice to have in your back pocket They are often my "backup plan" for missed shots. If i know i have a bonded soldier, they can take a 2nd shot if first misses. More often than not, i have grenadier bonded, which gives you a 2nd grenade if needed (which would be a flash as a last resort after using the first 'nade for cover destruction, and then shots miss...). I've never planned out a mission with bonds in mind tho - it's not tactically impactful enough, though i do keep an eye out for bonds when choosing soldiers to put on missions. When the opportunity rises to use a bond to get a perfect kill turn, i would probably take it (esp. for timer based missions), but otherwise, it is a backup plan that doesn't quite get much use until shit hits the fan - then it saves your squad wipe lol! redbird7311 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter This just makes me sad on how Skirmishers don’t get nice things from their X-com perk pool. Seriously, templars can get bladestorm and fortress, but Skirmishers can’t get rapid fire, shredder, holo, and so on? I’ve had Templars with blade storm solo pods and even occasionally clear maps alone, but Skirmishers, the class that is supposed to shoot good and shoot twice can’t get shit? u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I think the entire Skirmisher tree is likely incomplete anyways. Nearly half of their abilities are buggy, pointless, or confusing compared to the much greater potential of most other classes. It's still baffling to me that their ripjack can only directly melee attack as a LATE unlock and on a cooldown, and without Katana like with Rangers btw (but still also sort of Bladestorm?). Like, what the fuck? Their melee ripjack is best used as a ranged attack that's like an earlier, weaker Invert. Just utterly bizarre. redbird7311 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I have no idea why Fraxis decided that the Skirmishers is where they were concerned with balance with the faction classes. Reapers are right there just casually getting great perks every other level and Templars are practically unstoppable at a certain point. Skirmishers feel like they never get past being good though, which is sad, because they could be great, you just need a change here and there. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I treat Skirmishers the same way I do the Covert Operative unit from Enemy Within. Yes they technically can do damage and support or even kill, but they will never be doing the heavy lifting. Decent in the early game before light armor comes into play, and Combat Presence is handy in a pinch. voudo • 19d ago yeah I've used Skirmishers as a walking mimic before the RustyDios or Iridar skirmisher redux mod lol, and even then, using perk packs and different tables barely fixes them. the mod community have tried but they are only mid still, after 6 years 😞 u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter So I was today years old when I figured out that you can retrain SPARKs too. I never noticed as they are usually in some state of disrepair if I use them at all. An extremely limited niche that probably almost no one has ever done, but it's a thing. Losing extra AP spent makes the retraining almost pointless for humans. AP costs are pretty prohibitive in general unless you can somehow farm Covert Ops for AP (the Combat Intelligence ones barely matter til Savant) or farm Chosen for AP far beyond the point of reasonable. It's rare for me to have more than one or two supersoldiers in my whole roster due to lucky random skill rolls. Plus I'm not sure how tactically sound it is as it hurts when they're not available due to Ops or being Tired. Bond/squad members can also panic if one is injured or captured btw. Death is already the start of a failure spiral but you can't ALWAYS prevent injury if you get bad pod activations and bad enemy hit rolls. Capture is rare but I found the panic detail out the hard way on a map where things were just not going my way and the Hunter had all the advantages in his favor. My main issue with Dual Strike, even though I almost exclusively ever intentionally use it on Legend, is that nearly half a month out of service for what is likely some of your best soldiers is actually a LOT. Like, more than I realized. The level 2 bond time is paltry by comparison. I absolutely have made missions WAY harder by mistiming a Level 3, and I always seem to have one or more times in my campaign that just somehow 5+ missions align in like two weeks so everybody is Tired even if I do my best. Beware. Level 3 is overkill for Commander IMO, as if you're using both charges often you're either playing a Citadel/Leviathan, or you're messing up. I grant that I might just be playing stupid and reckless, but I feel like I'm usually Dual Striking in regards to pod activation mistakes, rather than it being truly tactically meaningful. Desperation DPS is how I'd categorize it. (blowing up cover to then shoot the guy, literally using teamwork, it’s pretty inconsistent though) So I only learned recently why this seems to be this way. The more evident thing is that it's hard capped to so many points per mission, minus anomalies like Chosen and Rulers. The thing the game doesn't really tell you anywhere is that when you have a chance to get a point, it's only a chance based on the Combat Intelligence of the unit performing the action. This both means that Standard units get team AP way less, but also it's usually not a big deal as you're performing so many relevant actions per mission you'd be hard pressed to not get to the point cap anyways, unless you just aren't really taking height advantage or flanked shots. It's a weird system, same as Will loss tbh which feels so overly complicated and hard to optimize. I actually think Implacable is pretty good on Grenadiers, as it applies to all kills, not just cannon shots. So if you kill a unit with a grenade or rocket or whatever, you can boost their momentum. While not unheard of I typically don't stack mobility on Grenadiers via PCS, etc, I typically like Scopes and Aim PCS on them if I can spare it. I don't always get kills with Grenadiers compared to AoE and softening targets with Shredder etc, but when I do it's pretty good and I like it. Salvo helps a little and I usually move up Specialists with Ever Vigilant so their actions don't totally go to waste. It's only Grenadiers that truly change my tactics with Implacable, as it can allow you to hit and run with the cannon range table a little better vs putting them in half cover where they are more likely to be targeted and have less to help them compared to Rangers and Templars. I think Phantom has some use if you're going to ever run early Sharpshooters. It lets them position better at a time when they are heavily dependent on good mobility and positioning, unless they roll an early Run and Gun. It sucks though because if I ever use Kill Zone more often than not Phantom actually hurts its utility. It's rare I get to do more than one Kill Zone a mission, and it's mostly a super overwatch in the early part of pod activation. I do agree that Rupture is weird by being better on literally any other class than the base one. Grenadiers just have too much other shit to do to be hitting Rupture all that often unless you're somehow fighting something over multiple turns and it has most of its HP left. It just doesn't happen with sound play with a Grenadier IMO. Something I also underrated is that if it hits, it guarantees a crit. It's like a different, better Hail of Bullets. Sometimes it's nice just to nail something through a wall with Hail, but more often it's useful to push a crit to get that extra damage to drop something into dead more assuredly. It's basically the only skill like it and it's interesting even if it doesn't come up super often. I've actually even found it useful on Rangers from time to time despite their high and easy crit fishing, both because I like autoloaders on them and because I don't always get Talon Rounds because of RNG. Being able to force a crit with AP, Dragon, Bluescreen, etc is interesting if you're running more than one Ranger per team. Niche, but a pretty good one tbh. You'll know if the 25 AP is worth it to you. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I've never seen a bond mate panic from injury before, they might from capture I honestly don't know but the first one I've never seen. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter There's some .ini files that deal with panic etc. If in the course of a mission a soldier's Will drops low enough to fall into the "Tired" threshold, then all sorts of ailments are more possible and likely. This is what's interesting about looking at the Will stats of soldiers who aren't listed as Tired technically but have 30/43 or whatever. In the course of the mission they will eventually fall low enough to be at risk. Whereas if you send them out on a mission with full Will, typically you have to face multiple pods before they hit the soft cap for Will loss, which usually soft caps at early Tired if not accounting for the possibility of injuries etc. As such if you're careful with Will you're less likely to see detrimental effects kicking in. EDIT: I double checked the direct files, it seems, won't (or... shouldn't [?] at least) ever panic the other half of a pair, but in practice this doesn't amount to much, because Squadmate rolls do happen for injury (which is what I meant to refer to earlier by what I've witnessed in clusterfuck missions). While it's maybe an oversight this might also be done this way to try to make better use of Stand By Me, so that pairs don't get completely debilitated from injury alone. u/lkwai avatar lkwai • 2mo ago I only went into the first two paragraphs, and I already learnt that after being bonded, their compatibility is increased to 7.5? Damn I've always been concerned that the compatibility would stay low and never tried to send low-compats on missions to get bonded. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yeah the game doesn't tell you this at all. The only way you'd naturally discover it is if doing a Covert Op to bond two low compatibility (e.g. 4ish) units. It automatically bumps them up to a bare minimum, which seems to be 7.5 darkdiashi • 2mo ago My poor sharpshooters catching strays! I’m one of those ones who came from XCOM 1 with the ironclad belief that they’re busted and never faced reality lol. I know you don’t talk about mods in the guides themselves, but do you know any vanilla+ style mods that fix their issues? Or do you just put up with it? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter They caught so many strays and I promise it wasn't doing it on purpose! It's just how it is! Iridriar has a class rework mod for them, it just gives them their good abilities quicker, and so it's better, but it probably still isn't enough. The real thing they need is for their gun to not suck u/vndt_ avatar vndt_ • 2mo ago • Edited 2mo ago Appreciate the posts. Lots of effort here. I'd like to add some facts + some opinions, maybe it can help: Facts: Bond level 2 adds Spotter. Your call on the rating on that. Good for setting up Chain Shot/Deadeye, especially with free shots like Overwatches/Lightning Hands. Also good for counteracting Low Profile from Chosen. Implacable has a niche with Lost fights where you can use it as a situational Run and Gun on a 0 cooldown. Ever Vigilant uses Pistol Overwatch if the Sharpshooter is not wielding a Darklance. It doesn't trigger after the soldier uses neutral actions like opening doors/picking up loot. Not sure if it screws up on Free Reloads. Opinions: Teamwork is 5/5. It's the first reliable skill in the game that allows a soldier to use both actions on damage, apart from the Skirmisher-gated Marauder and Reaper-gated death combo. I think KZ sucks on Ranger. It's not my plan to make my Rangers end their turn as an opener and completely remove their crit mechanics. I guess the hidden +1 Hunter's Instinct tech on pod opening is something, but to me, not worth 25 AP. I'd also rate Shredder lower on Rangers lower than other classes. To me, it's mostly useful only versus Rapid Fire targets that could use the +3 damage like Chosen/Avatar/Andromedon. They're not going to get reliable Shredder alpha-strike Overwatch shots, unlike Specialists. I'm also not a fan of Holo-target on Ranger, at least not a 5/5 star fan. They start wasting shots on low hit Overwatches and the effect only comes in reliably on the second shot of a Rapid Fire. I think Blast Padding on Rangers is 2/5. It functions as a weak Fortress when you park your Ranger under the reinforcement flare/try to stab Gatekeepers with the 100% shot/5 armor piercing Katana (but by then the game is over so eh). For me, almost all the time, the lightly wounded injury heals as fast as the Tired state anyway. Will it win the game? No. Active waste of AP? Maybe not. I rate Phantom higher on Specialists than on other classes. They have many skills that don't break Concealment. Even not considering Medikits, they still have Aid Protocol, Threat Assessment, Revival Protocol, Scanning Protocol, Teamwork, Haywire Protocol, and it's a Phantom unit with Remote Hack. It can unlock Rangers that are otherwise used as forward scouts in no-Reaper squads. u/RJ815 avatar RJ815 • 1mo ago • Edited 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Spotter is heavily dependent on the specific pair. Most of the time, especially early game, I just make bonds based off of compatibility ratings. Having basic Teamwork for an extra attack or move potentially is just really good almost no matter the class, and there will likely be times one half of a pair isn't even in position to do a good attack, so moving/reloading and using a point on Teamwork is pretty often useful. Now it is true that some classes probably benefit a little more, notably: Rangers to potentially get an extra sword or shotgun hit, Sharpshooters to potentially move and shoot the same turn, and Skirmishers to actually potentially attack three times. You can optimize but I really feel like that's more a thing for your "B" team, where you get past the early harder part of the game and you can be more picky, especially if remaining compatibility is like in the 4s and 5s and takes a while to naturally happen. === I have had cases where Spotter helps but I wouldn't call it reliable enough to really matter. The standing adjacent bonus in particular is really niche, basically only ever coming up if you're ambushing from a roof or something, usually when you're still in Concealment and not facing cover penalties anyways so big whoop. It also requires a specific order of operations to be useful. For instance, because Sharpshooters get Death from Above, I typically try to last hit things with them so they can either move up or get extra damage with a pistol shot. The problem is this means Spotter isn't really doing anything for their Ranger/Grenadier/Specialist bondmate. Which, if you're shooting from middle distance, the +10% might actually be nice. Instead you're often getting 10% on a class that might not even need it, either because they are tossing a grenade or already have better aim from being at height or whatever. The times when it brought a 90% to 100% are rare indeed, usually so inconsequential as to be almost unnoticeable, except I guess if fighting a Chosen with Low Profile or high defense units like Gatekeepers. Holo Targeting is just significantly more reliable and is often tied to something you want to be doing anyways, like applying Shredder. Anyways, it's something but really I get Level 2's because of the day saved on Covert Ops, and because sometimes Stand By Me is handy in a pinch. Your Implacable point is IMO only really relevant during the Lost World Dark Event. Yes it is nice, especially on Rangers that are pretty good at killing Lost but can't always have Run and Gun up. I don't find it that particularly relevant on normal Lost missions, as typically your team is either staying put (e.g. a perched Sharpshooter knocking down Lost while ammo allows) or ends up with staggered movement, where some are killing zombies and some are killing ADVENT and aliens. And I'd put forth that Lost World slows down Timed missions by about 2 turns on average, so recovering a little bit for your already most mobile units tends not to matter. Weakest link mobility is the limiting factor there. Similarly, Squadsight on Reaper is also good on Lost World, and can even be paired with Silent Killer and/or Soul Harvest for more utility, but that's a specific build that is less relevant with normal enemies, as I have to really go out of my way to pump up Soul Harvest for a whatever bonus with no Lost around. I can't say I'm 100% sure but I believe Ever Vigilant only triggers if the only actions you do that turn are move. As in, 2 action points spent on moving. Anything else messes it up IIRC, though I don't totally remember if Free Reload does. It doesn't come up often enough to matter, as I don't run autoloaders on Specialists typically nor do I usually see / pickup Ever Vigilant on other classes as I'd almost never double move them unless forced to. Specialists have mobility issues so it's best on them. Extra pistol or Darklance overwatch on Sharpshooters is largely irrelevant IMO. The range and damage on pistols is usually whatever til Plasma (desperation more than anything, to not like Hunker Down), and with Darklance you want to be maximizing its one action point shots with Death from Above. It not having extended mags means overwatch and Kill Zone is way worse on it even though it's a very strong weapon otherwise. Gives Plasma Sniper Rifles a small niche. There's probably something to be said for a Ranger with stocks and Killzone, but it's just not a strategy I run into basically ever. If I have two slots they are crit laser scope and autoloader, whatever of the best I have. If I have three slots I'm typically going to go extended mags, or maybe a superior hair trigger. I just don't run stocks on Rangers. If you got an early one I guess it's kind of like an early Hunter Protocol, which is something, but A) never seen it early enough to matter, and B) Rangers are pretty AP hungry anyways with almost all of their skills being competitive, so it'd be tough to justify it. Maybe one campaign though, as SPARKs for Hunter Protocol are a hefty investment. But yeah 25 AP for a super overwatch that has to be timed, has a cooldown, and more often than not misses anyways sucks. I usually stack Aim hard on Sharpshooters and if I ever use Killzone it still feels like a 50/50 on whether or not it even does anything, though Killzone -> Holo is a pretty decent opener. Shredder is worse on Rangers but I think it's still pretty good. Especially on Legend I find I feel like I can never have enough armor shredding unless like the Shadow Chamber tells me not that many enemies have armor to begin with. I definitely try to set it up so that Rangers get their Implacable/Untouchable procs, but that doesn't always happen. I tend to make them some of the first units that I move in case I get other surprise pod activations, and there definitely are times Rangers alongside Grenadiers are the first units to shoot that turn. It might be less pronounced below Legend, but there any and all units that can get Shredder and Holo Targeting are great. I try to killshot with Sharpshooters for similar class skill oriented reasons but it's hard to overstate just how powerful shredding from a safe distance is, as it often makes it a lot easier for a Ranger or whoever to kill afterwards. Death from Above pistoling or moving is nice but it's rarely instrumental til Darklance. If I take a Specialist at all on a mission, I'm either doing it for heals/support (such as Hacking), or because I need support and still hope they do some damage with their rifle. In both cases Phantom would be basically next to nothing. IMO only Rangers, Reapers, and Sharpshooters make sense to stealth up, as safe positioning until an ambush matters for all three of them. I also typically don't get my Specialists targeted by enemy fire unless they are close enough to shoot anyways, so defensive aspects of Phantom matter less then. Maybe if I got an early Phantom Specialist for scouting it's something, but it hasn't come up and Reapers are both better and more reliable, even if you don't start Gatecrasher with one. The super grenade of Claymore is too good to pass up even disregarding the strong stealth, and Remote Start can be a pod deleter too. ================================================================================ Xcom Part 16.txt ================================================================================ XCOM 2 has a fair variety of weapons, and rather than bloating each class guide with all this information, I thought I’d break it out into its own guide I can refer back to. And even doing that there is still just so much information to go over that we have to break it down further. Here is my ranking system: ★★★★★ - The Best of the best. Abilities and things that you build around, or weapon mods that are overwhelmingly the best in slot. Things of that nature. The difference between having stuff in this tier and not is so massive I’d consider it nerfing yourself not to grab them. You really, really, really want stuff with 5 stars. ★★★★☆ - Really strong abilities. Abilities I am always happy to have and would trade a lot of other abilities for, but they aren’t quite as “must have” as the 5 star ones. ★★★☆☆ - Abilities that are pretty good. Stuff that I would buy with AP quite happily but might pass up if the other ability is better. ★★☆☆☆ - These are underwhelming. These abilities just don’t really do enough to justify having them. They might have very niche use or be passives that just kind of do very little. Stuff I just don’t care about. They aren’t horrible or useless, but you probably wouldn’t miss not having them. ★☆☆☆☆ - Trash abilities that are just worth nothing. ☆☆☆☆☆ - Given to abilities that are actively harmful. There are only two 0 star things in this entire game. If you can guess what they are, go buy yourself a cookie. For this guide in particular this rating system is pretty loose. You can’t make a decision between an assault rifle and a cannon so one having 3 stars and the other having 4 doesn’t tell you anything. I am still using this system to both give you a general sense of how strong I think something is and also because it becomes much more useful in the class guides and I want to be consistent. Range Tables Range tables are, well, tables that tell you have much aim is either added or subtracted from your total. It’s why shotguns have such amazing aim up close but extremely poor far away. There are 4 range tables and every ranged weapon has one. The short, medium, long, and vector range tables. The short range table is for shotguns, bullpups, and pistols. The medium is for cannons, rifles and the bolt caster. The long is only for sniper rifles. And finally the vector table is only for vector rifles, because reapers are unique, for some reason. Anyway, here is a table of those tables that tell you how I rank each of them. Range Table Short (★★★★★) Medium (★★★☆☆) Long (☆☆☆☆☆) Vector (★★★★☆) I’ll talk about each range table in depth, but first I will just flat out port them into this guide for you to see. Note that weapons have different range tables at different tiers, though they only ever get better as the tech improves. OK here we go. Short Range Table (★★★★★): Tiles Away Weapon Range Bonus 1 40 2 35 3 32 4 28 5 23 6 19 7 16 8 12 9 6 10 2* 11 0 12 -2 13 -4 14 -7 15 -10 16 -12 17 -15 18 -17 19 -18 20 -18 21 -19 22 -19 23 -21 24 -25 25 -30 *For some reason, at exactly 10 tiles away tier 2 and 3 shotguns have +3 aim not +2. Why? No clue. Is that helpful information? Probably not. But hey, for the sake of completeness, here it is. As for why this is so elite, it’s simple, the number when you get really close is really big. The name of the game is to try and get to 100% to hit, because then you can’t miss, and then RNG can’t screw you (as much). The short range table just has the easiest time getting there. And on the weapons it’s on, especially shotguns, getting right into an enemy’s face is exactly what you want anyway. You could argue that on Bullpups the medium range table would be better, but I’m not convinced of that. That huge bonus up close is just so premium. You do have to be wary of using these weapons at range, but that just isn’t that hard to overcome most of the time. Medium Range Table (★★★☆☆): Tiles Away Conventional Aim Bonus Magnetic Aim Bonus Beam Aim Bonus 1 20 21 22 2 19 20 22 3 17 19 21 4 16 17 20 5 13 16 19 6 11 14 17 7 9 11 15 8 7 9 13 9 5 7 11 10 4 5 9 11 3 4 7 12 2 3 5 13 1 2 3 14 1 1 2 15 1 1 1 16 0 1 0 17 0 1 0 18 0 1 0 19 0 0 0 Weird that at exactly 16-18 tiles beam weapons are 1 aim point worse than magnetic ones but whatever. This is the “normal” range table. It isn’t bad, it isn’t great, but it's pretty good. It only ever gives a bonus which is nice. Not too much to complain about, not too much to rave about, it’s the very definition of “good not great.” Certainly better than the next one… Long Range Table (☆☆☆☆☆): Tiles Away Aim “Bonus” 1 -30 2 -27 3 -24 4 -21 5 -18 6 -15 7 -12 8 -9 9 -6 10 -3 11 0 Hey, remember when I said I’d give out 0 stars to things that actively nerfed you. Well, here it is! A range table that literally only exists to make your unit worse! By god do they hate sharpshooters in this game. This is half the reason that class isn’t very good. As a result of this, squaddie sharpshooters are the only non-rookie that, under no circumstance, can get a 100% to hit on a basic trooper with their main gun without a scope or tracer rounds. Just terrible. Be thankful this is only on one class. Vector Range Table (★★★★☆): Tiles Away Conventional Aim Bonus Magnetic Aim Bonus Beam Aim Bonus 1 25 26 27 2 24 25 27 3 22 24 26 4 21 22 25 5 18 21 24 6 16 19 22 7 14 16 20 8 12 14 18 9 10 12 16 10 9 10 14 11 8 9 12 12 7 8 10 13 6 7 8 14 4 6 7 15 2 4 6 16 1 2 3 17 0 1 2 18 0 0 1 19 0 0 0 This is just the medium table but better. I don’t know why they buffed Reapers (because this range table is literally only for them) like this when they already have the best aim growth but hey I won’t complain. You could argue this is better than the short range table, but personally, I prefer +40 at point blank range to +27. But hey, it’s not like you ever get to make that choice anyway so whatever. Primary Weapons Moving on from range tables to actual weapons, I will go through every primary weapon, rank them, and explain all the unique variants of each. I’ll also cover the TLP weapons and if they are worth using (hint: yes). These are in no particular order, but I think it’s only right to start with Assault Rifles. Rank Assault Rifle (★★★☆☆) Shotgun (★★★★★) Cannon (★★★★☆) Sniper Rifle (★☆☆☆☆) Vector Rifle (★★★☆☆) Bullpup (★★★☆☆) Gauntlet (★★★★☆) Heavy Autocannon (★★★★★) Assault Rifle (★★★☆☆) Rather than talking at length about every little detail, here is a table of the damage, crit damage, crit rate, clip size and mod slots of each rifle. Then another table of the special rifles from the TLP pack and the Disruption Rifle. Name Damage Crit Damage Crit Chance Clip Size Mod Slots Assault Rifle 3-5 +3 - 4 1 Magnetic Rifle 5-7 +4 - 4 2 Plasma Rifle 7-9 +4 (+3 in the vanilla game) - 4 2 Disruption Rifle 7-9 +4 - 7* See below *this is due to having a superior expanded mag, and if you have Inside Knowledge this increases to 8 Assault rifles are basically the default weapon, despite the fact that only three classes can use them. They are the definition of “middle of the road.” They have some weaknesses, some strengths, but are overall just “good.” Hence the 3 star rating. As previously mentioned they use the medium range table and start by doing 3-5 damage and a 4 sized clip. This is the rifle's biggest problem, you can shoot a trooper, hit them, and fail to kill them. This problem only gets worse as the game goes on. You don’t even have a chance to one shot an elite trooper with a beam rifle on legend. Now I’m making this out to be a bigger problem than it is, you have tools to handle this kind of thing, but still, it would be nice to deal 4-6. Here is a table of each of the weapon mods of the TLP rifle and the Disruption Rifle. Name Mod 1 Mod 2 Mod 3 Mod 4 Old World Assault Rifle Scope Old World Magnetic Rifle Adv. Scope Adv. Repeater Old World Plasma Rifle Sup. Scope Sup. Repeater Disruption Rifle Sup. Scope Sup. Repeater Sup. Expanded Mag Sup. Stock The TLP Rifle has exactly what you want, a scope and a repeater. Cheating kills when you hit and hitting more often, what more do you want? Well, maybe an expanded mag if you roll rapid fire from the Training Center, or a stock to set up kills, or a hair trigger maybe. If you find yourself drowning in scopes, you can absolutely bench the TLP rifle for something better, but you get this, literally, for free. And free is hard to beat. As for the Disruption Rifle, it’s basically perfect other than the stock. Why are they giving you stocks on the legendary weapons of this game that also have a superior scope? I don’t know, but hey 4 mods is better than 2 (or 3, with the tech bonus) so it’s still worth using, especially considering it’s special effect. I have more to say about the Bolt Caster and Disruption Rifle, but I’ll save it for the Special Weapons section to avoid bloat. Shotgun (★★★★★) To start, here is a table of the damage, crit damage, crit rate, and mod slots of each shotgun. Name Damage Crit Damage Crit Chance Clip Size Mod Slots Shotgun (Tier 1) 4-6 +3 +10% 4 1 Shard Gun (Tier 2) 6-8 +4 +10% (+15% in the base game) 4 2 Storm Gun (Tier 3) 8-10 +4 (+5 in the vanilla game) +10 (+20% in the base game) 4 2 Arashi 8-10 +5 +25% (from the superior laser sight) 7* See below *This is because the Arashi has a Superior Expanded Mag. If you have Inside Knowledge this increases to 8. Shotguns are the best primary weapon type in the game. They have the short range table, they have 4-6 damage at base, they have a 4 clip. They are as good as it gets. There are basically no situations where you’d trade any other weapon for a shotgun, which is funny because rangers are the only class that can even make that choice! Moving onto the special weapons; here is a table for the weapon mods of the Arashi and TLP weapons. Do note that each TLP weapon corresponds to a tech tier. So the Conventional Scatter Gun is unlocked from the start, the Mag Scatter Gun with the Shard Gun, etc. Name Mod 1 Mod 2 Mod 3 Mod 4 Conventional Scatter Gun Laser Sight Magnetic Scatter Gun Advanced Laser Sight Advanced Hair Trigger Energy Sweeper Superior Laser Sight Superior Hair Trigger Arashi Superior Laser Sight Superior Hair Trigger Superior Expanded Mag Superior Stock I’d prefer a superior repeater over a stock, but hey 4 weapon mods is still pretty good! I’d basically always want the Arashi over a normal Storm Gun, even if the Storm Gun has three weapon mods. There is a rumor that the Arashi has a better range table than a normal shotgun, but I can find nothing in either the game files or online that confirms this to be true. I think it’s just something people thought and didn’t check. Cannon (★★★★☆) Cannons are basically just rifles but better. They have the medium range table, deal 4-6 damage at base, and the only thing that is worse about a cannon than a rifle is that they have a 3 clip. For the rest of the details. Here’s a table for all the details: Name Damage Crit Damage Crit Chance Clip Size Mod Slots Cannon 4-6 +3 - 3 1 Magnetic Cannon 6-8 +4 - 3 2 Plasma Cannon 8-10 +4 - 3 2 How sad that this weapon doesn’t have a super special chosen weapon. Anyway, as you can see this weapon is exactly as you’d want it. It’s literally all upside aside from the 3 clip. But hey, they put an auto-loader and expanded mags in the game, use ‘em. For the TLP Cannon, here are the weapon mods they have: Name Mod 1 Mod 2 Conventional Cannon Stock Magnetic Cannon Adv. Stock Adv. Expanded Mag Powered Cannon Sup. Stock Sup. Expanded Mag That stock early is huge for letting you set up kills with grenades on basic troopers early, and the expanded mag helps you pay for hail of bullets and chain shot, but there is no scope, and I want one. I usually do dump the TLP cannon once I get an advanced or superior scope to stick onto a cannon, but while you are angling for that, or if you have a 2nd grenadier on a mission, it’s still pretty good. Sniper Rifle (★☆☆☆☆) Sniper Rifles are the only weapon in the game to be stuck with the long range table, they deal 4-6 damage at base and have a 3 clip. They are also the only weapon in the game that you cannot move and shoot with on the same turn. You must spend both actions firing them. Here’s a table of the details: Name Damage Crit Damage Crit Chance Clip Size Mod Slots Sniper Rifle 4-6 +2 10% 3 1 Gauss Rifle 6-8 +3 10% 3 2 Plasma Lance 8-10 +4 10% 3 2 Darklance 8-10 +4 10% 3* See Below *The Darklance has an auto-loader, so that 3 is a bit misleading. By god do Sniper Rifles suck. They have literally everything working against them. They have a small clip, they have the worst range table ever devised, and you can’t move and shoot with them! The only good thing, and I mean the only good thing about them is that they are in the 4-6 damage club, but that’s it. If they did 3-5 I’d drop them down to 0 stars. This weapon is trash and it should feel bad. For the TLP Sniper Rifle and the Darklance, here are the weapon mods they have: Name Mod 1 Mod 2 Mod 3 Mod 4 Conventional Sniper Rifle Scope Magnetic Sniper Rifle Adv. Scope Adv. Auto-loader Particle Lance Sup. Scope Sup. Auto-Loader Darklance Sup. Scope Sup. Auto-Loader Sup. Stock Sup. Hair Trigger Yet another ultimate weapon with a stock, and this one has the even more baffling decision of giving them an auto-loader over an expanded mag, but hey whatever the darklance is broken anyway so it hardly matters. As for the TLP Sniper, it has a free scope which sharpshooters desperately need, but I’d like a stock or an expanded mag or hair trigger on the rifle. So if you can spare the scope maybe go without, but it keeps sharpshooters as lower investment to just hand them the TLP rifle and not think more about them so you can go either way about it. Vektor Rifle (★★★☆☆) Vektor Rifles are the weapons of Reapers. They have a special range table that is more or less the medium range table but better. Other than that, here are the stats on them: Name Damage Crit Damage Crit Chance Clip Size Mod Slots Vector Rifle (Tier 1) 3-4 +3 - 3 1 Temnotic Rifle (Tier 2) 4-5 +4 - 3 2 Shadow Lance (Tier 3) 5-6 +4 - 3 2 This weapon is sort of a mixed bag. A better range table than a rifle is great, but 3-4 damage is a lot worse than 3-5 because it means you are coin flipping to kill basic troopers without crits even at point blank range. The real thing that sucks about them is their low damage growth. They do the least damage of any weapon. Less damage is less happy. Especially because this class gets banish and if the vector rifle did more damage at higher tiers that ability would be even better. But hey, they are accurate and are attached to a broken class, so it’s not all bad. Bullpup (★★★☆☆) Bullpups are the weapons of Skimishers. They have the short range table and the other details are below. Name Damage Crit Damage Crit Chance Clip Size Mod Slots Kal-7 Bullpup (Tier 1) 3-4 +2 - 3 1 Kal-15 Bullpup (Tier 2) 5-6 +2 - 3 2 Kal-90 Bullpup (Tier 3) 6-7 +2 - 3 2 This is literally just a shotgun but worse in every way. Same range table as a shotgun, but one less ammo, less crit damage, and lower damage. But the short range table is so good that it still makes this weapon pretty strong. There is some argument online that it would be better if this had the medium table because of how Skimishers work specifically, but I’m not convinced. And it’s not like you can make that trade anyway, what you see if what you get. Gauntlet (★★★★☆) This is the only melee only primary weapon. As such it does not have any weapon slots, does not take ammo and cannot be used at range. It also, you know, as a side thing, literally cannot miss (unless a Muton counter attacks you). So here’s a table of their damage output, but because Templars are super unique this is less helpful than normal. Name Damage Crit chance Crit damage Shard Gauntlets (Tier 1) 4-5 10% +2 Tempest Gauntlets (Tier 2) 5-6 10% +2 Celestial Gauntlets (Tier 3) 6-7 10% +2 Note I didn’t say +10% for the crit chance just 10% that’s because this rate is flat. It can’t ever go up or down. So ranking these is sort of apples to oranges, but I’ll try. The big thing is that they can’t miss and do 4 damage minimum. So click Rend and a trooper dies always and forever. The only thing keeping me from giving them a 5 star is you literally cannot attack with range with them at all even a little. But does that really matter? No. Is putting this with the other weapons a little silly? Yes. Am I doing it just for completeness sake? Also yes. Heavy Cannon (★★★★☆) For our SPARK enjoyers, here is a table of info for their weapons: the heavy cannons. One additional note, they have the shredder perk built within them. So a tier one heavy cannon shreds one armor, a tier two shreds two armor, etc. Name Damage Crit Damage Crit Chance Clip Size Mod Slots Heavy Autocannon (Tier 1) 4-6 +3 - 3 1 Helix Rail-Cannon (Tier 2) 6-8 +4 - 3 2 Elerium Phase-Cannon (Tier 3) 8-10 +4 - 3 2 Heavy cannons are literally just cannons but better, they are identical in every way but they have shredder built in. Now the amount of time grenadiers spend without shredder is like 2 missions but technically this is just better. The only downside is how expensive they are to build, but I’ve not included that info in this guide because I have to stop at some point or this will be as long as Dune. All the prices of literally everything will be in its own guide eventually, I promise. Secondary Weapons Now moving onto the secondary weapons. Again ranking them with stars isn’t super productive because you can’t ever not have them and they are literally all class specific but the data on exactly how they work and what damage they deal and all that juice should still be helpful. And I like giving things ratings, so that’s what I’m gonna do. Here’s a table of every secondary weapon and how I rate them. Rank Sword (★★★☆☆) GREMLIN (★★★☆☆) Grenade Launcher (★★★★★) Pistol (★★☆☆☆) Psi Amp (★★★★☆) Ripjack (★★☆☆☆) Autopistol (★☆☆☆☆) BIT (★★★★☆) OK those ratings are even more fake than most ratings are, but they exist for the sake of completeness, and do generally reflect how useful each of those are. It’s just I don’t know what that actually tells you. But enough banter, let’s get into each individual secondary. So in no particular order, let’s start with the sword. Sword (★★★☆☆) Swords are a melee only weapon. So they cannot be used at range and you must be adjacent to the enemy to use them. They grant a flat +20 aim bonus to any attack used against them and ignore cover but not innate defense. So hitting a trooper behind low or high cover is the same but there is a difference between a sectoid and an archon for example. Here is a table of each sword and their damage, crit chance, all that. No secondary weapon is moddable in XCOM 2 so we don’t need a table for that. There are three special swords worth mentioning, the TLP sword, the Axe, and the Katana. The TLP sword is literally just for looks. Gameplay wise it’s the same as a normal sword so I’m not giving it its own section. The Axe and Katana have their own very powerful quirks to them, but most of that will be in the Special Weapons section at the end of this guide. I will include their damage numbers and such in this table just so that’s all in one place. Name Damage Crit Damage Crit Chance Additional Effect Sword 3-5 +2 10% Arc Sword 4-6 +2 10% 25% chance to stun or disorient Fusion Blade 6-8 (5-7 in vanilla) +3 10% 75% chance to burn Hunter’s Axe 4-6 +2 10% Ionic Axe 5-7 +2 10% 25% chance to stun or disorient Fusion Axe 6-8 +3 10% 75% chance to burn Katana 8-9 +3 0% Cannot be dodged Pierces 5 armor The sword is a very useful tool in this game. I go over it in more detail in the Ranger guide but you will use it a ton throughout a run. It drops a bit in usefulness around the halfway mark of most campaigns, but it picks back up in usefulness later into a run. And no I don’t know why Fusion Axes and Fusion Blades do the same damage. I think they just forgot to change it when they buffed the Fusion Blade in WoTC. Bizarre. Also isn’t it weird that the Katana can’t crit by default. Like, why? What does that change the math on? Also that 75% chance to burn might be wrong. Everywhere online either said “100% chance to burn” which is incorrect or didn’t give a number! Fun! I’m pretty sure it’s 75%. I remember learning that at some point but if you have proof I’m wrong please let me know. GREMLIN (★★★☆☆) GREMLINs let you hack telephone poles and objectives from far away and are just used for almost all of the Specialist abilities. Here is a table of all the relevant details about them, hack bonus, defense bonus from aid protocol and all that fun stuff. Weapon Hack Bonus Aid Protocol Healing Bonus Gremlin +20 defense 0 Gremlin Mk II +20 +30 defense +1 Gremlin MK III +40 +40 defense +2 That healing bonus applies to both medical protocol and restoration. So ranking this is weird. Like, am I ranking aid protocol and remote hack and medical protocol and so on. Because that seems dumb. I’m going to not over think it and give this 3 stars for its general utility of being able to make the specialist class function and move on with my life. All ratings are necessarily fake but the ratings of secondary weapons are more fake. Grenade Launcher (★★★★★) Grenade launchers increase the radius of and the distance thrown of grenades and give a grenade only inventory slot. There are only two of them for some reason, so here’s a table of what they do Name Grenade Radius Increase Grenade Range Increase Grenade Launcher +4 +1 Advanced Grenade Launcher +5 +2 These are some absolutely elite bonuses. Grenades are already super strong and this makes them borderline broken. You can catch so many enemies in one blast with these from more flexible positions. Combined with the bonuses from the grenadier class this shit is amazing. I couldn’t ask for more from a secondary weapon. Pistol (★★☆☆☆) Pistols are an additional weapon that has the short range table and infinite ammo. There are also three special pistols. The TLP pistol is just a different skin for a pistol so I don’t have to worry about them. The shadowkeeper is a normal pistol except it has the Shadowfall ability, but more on that in the Special Weapons section, and the darkclaw, which does extra damage and ignores 5 armor. Here is a table with all the relevant information. Name Damage Crit Damage Additional Effect Pistol 2-3 +1 Mag Pistol 3-4 +1 Beam Pistol 3-6 +2 Darkclaw 4-7 +2 Ignores 5 armor Pistols aren’t great. Some of the abilities that use them are pretty good, but the weapon itself is bad. The damage numbers are so low and while the short range table is great, you can’t use it to gain easy kills in the same way because of the low damage. The damage is so low that two pistol shots are needed to equal one shotgun blast, and that just ain’t practical. The darkclaw, however, is very powerful for its interactions with bluescreen rounds and other sharpshooter perks. This isn’t the worst thing in the world, but it could be better. Psi Amp (★★★★☆) Psi Amps give bonuses to Psi Offense and increase the damage of abilities like soulfire, void rift, and null lance. The way psi-offense works is the difference between your psi-offense and your target's will is the chance your psi attack will have an effect. Here is a table of the important info: Name Psi Offense Bonus Damage Psi Amp +0 0 Advanced Psi Amp +20 +1 Alien Psi Amp +40 +2 Yet another “how the fuck am I to rank this” one. Psi-op abilities are broken in the extreme, and you need a psi amp for them, so…I guess I should give it 5 stars??? But then you don’t really use psi-ops until a run is already won so…I guess I’ll knock it a star for that. Sure, let’s go with that. The important part is what they do not the stars I give them. Ripjack (★★☆☆☆) Ripjacks are melee weapons just like swords in that they are melee only attack that gives a plus 20 aim but their damage is fixed (other than crits) rather than being a roll and can only be used by specific abilities of the Skimisher rather than just being able to use slash at all the time. Here is the table: Name Damage Crit Damage Crit Chance Additional Effect Ripjack 4 +1 10% Ionic Ripjack 6 +2 10% 25% chance to stun or disorient Fusion Ripjack 8 +3 10% 75% chance to burn Ripjacks are basically just bad swords, but the way the Skimisher class works that’s not the worst thing in the world. But if I could give Skimishers a sword, I would, it’s just better. Autopistol (★☆☆☆☆) Auto-Pistols are completely and utterly identical to pistols, but require you to buy separate upgrades and makes it so they can’t equip the shadowkeeper or darkclaw. I’ll include the table for completeness, but yea, their just pistols. Name Damage Crit Damage Autopistol 2-3 +1 Mag Autopistol 3-4 +1 Beam Autopistol 3-6 +2 This is just a pistol but on a class that absolutely does not need one. I often literally leave them unupgraded the entire run. I use autopistols so little. You can ignore them almost entirely and not really notice the difference. BIT (★★★★★) BITs allow Sparks to hack towers and objectives just like Gremlins but they also give a heavy weapon slot. They also upgrade in lockstep with GREMLINS. Here is a very small table with the hacking bonus Name Hack Bonus SPARK Bit 0 Plated Bit +10 Powered Bit +20 The thing giving this 5 stars is that heavy weapon slot and the remote hack. SPARK hacking stat is always bad even with the bonus but being able to hack an objective to not lose on the turn timer is just a nice thing to be able to do. The heavy weapon as well is very good. It’s always good to throw a rocket at your problems! It doesn’t do as much as other secondary weapons, but it’s still very good. Special Weapons There are a few weapons that have specific properties that make it suitable to discuss them separately. So I’m going to go through each one and rank them. I won’t go over “a powered shadowkeeper does X damage but a magnetic one does Y” I already covered that in the pistol section but I will talk about the useful pieces of information. Bolt Caster (★★★☆☆) The Bolt Caster has the medium range table, does extra damage, has an in built +15 to aim, can’t have weapon mods, and only has one shot per clip. In addition they have a 20% chance (50% against rulers) to stun the target. It counts as an assault rifle for the purposes of research breakthroughs and can only be equipped by the classes that can use those. Here’s a table with the info. Name Damage Clip Size Crit Damage Crit Chance Aim Bonus Additional Effect Bolt Caster 6-8 1 +3 - +15% 20% Stun Magnetic Bolt Caster 8-10 1 +4 - +15% 20% Stun Plasma Bolt Caster 10-12 1 +4 - +15% 20% Stun That one ammo clip makes this a really tough thing to recommend. If your specialist picks up rapid fire, chain shot, or hail of bullets from the training center this turns those off. You can’t chain guardian shots with this, it slows you down by having to reload a bunch. But, on the other hand, 6-8 damage and +15 aim is pretty fucking sweet. I often give this thing to rookies or low level specialists so they can hit something. If you know you’re going against rulers this is also an OK option. A lot of damage in one attack is exactly what you want against them and the stun chance of 50% is pretty sweet. But overall, I find them hard to use. But people get a lot of success out of them so maybe you will, too. Hunter’s Axe (★★★★☆) The Hunter’s Axe is an alternate sword that does extra damage (except for tier 3 ones, for some reason) but has an extra ranged attack that can be used once per mission. So I’ll show the table (again) and then I’ll discuss the throwing axe ability. Hunter’s Axe 4-6 +2 10% Ionic Axe 5-7 +2 10% Fusion Axe 6-8 +3 10% Axe Throw (★★★★☆) - Axe Throw is an active ability with 1 charge that is a free action. It does the damage of the axe itself, it is not buffed by blademaster or similar. It gains the 20% aim bonus from ranged attacks, has no range table, but is affected by both cover and defense. So if you have 68 aim on a basic trooper in half cover. The axe throw will have a 73% chance to hit with the axe throw. This is coded in a weird way to where sectoids don’t take extra damage from this attack, but if a chosen is immune to melee they will also be immune to this. This is quite strong, it’s a free attack that will usually have a pretty good hit rate and does good damage. It gives your ranger even more power and that’s great. I’d rather have the Katana (see below) but for my 2nd ranger on a squad I’ll always take the axe. Shadowkeeper (★★☆☆☆) The Shadowkeeper is a completely ordinary pistol but it has a 15% crit chance the Shadowfall ability. So here’s the table (again, exactly the same as a normal pistol) and then I’ll discuss Shadowfall. EDIT: The shadowkeeper also gives plus 10 aim Name Damage Crit Damage Bonus Aim Crit Chance Shadowkeeper 2-3 +1 +10 +15% Enhanced Shadowkeeper 3-4 +1 +10 +15% Powered Shadowkeeper 3-6 +2 +10 +15% Shadowfall (★★★★☆) - Shadowfall is a one charge active ability that costs one action point and ends your turn. It fires a pistol shot that cannot crit and cannot miss. If it kills, it grants individual concealment. Shadowfall is bad combat protocol, but bad combat protocol is pretty good. It doesn’t do extra damage to robots, it doesn’t pierce armor, it doesn't have squadsight range. But still a “I point at you and then hit you” ability is just so good in a game like this. Given I recommend never running more than one sharpshooter in a squad, this ability is enough to justify building the shadowkeeper and using it as your only upgraded pistol. Chosen Weapons Moving onto the WoTC special weapons. The Chosen each give special weapons. The Assassin and Hunter give two and the warlock gives only one. They each have their quirks. Here's a table of all the basic properties of each of them, then another table of the weapon mods they have, and then I’ll discuss each individual weapon and their (usually) very powerful extra benefits. And just to state on the outset, all of these get 5 stars. You should equip them when you get them. Name Type Damage Crit Damage Crit Chance Additional Effect Disruption Rifle Assault Rifle 7-9 +4 - 100% crit against psionic enemies Arashi Shotgun 8-10 +5 25% - Katana Sword 8-9 - - Ignores 5 armor Darklance Sniper Rifle 8-10 +4 10% Only takes 1 action to fire, still ends your turn Darkclaw Pistol 4-7 +2 - Ignores 5 armor Name Mod 1 Mod 2 Mod 3 Mod 4 Disruption Rifle Superior Scope Superior Hair Trigger Superior Expanded Mag Superior Stock Arashi Superior Laser Sight Superior Hair Trigger Superior Expanded Mag Superior Stock Katana - - - - Darklance Superior Laser Sight Superior Hair Trigger Superior Auto-Loader Superior Stock Darkclaw - - - - Disruption Rifle (★★★★★) - This is the best assault rifle in the game. It has a stock instead of a repeater which is sad but otherwise 4 weapon mods is better than 2 or 3. The real draw is that they always crit psionic enemies. Meaning you can use this gun to just melt avatars in the final mission. And that is pretty damn good. Otherwise, it’s an assault rifle. Arashi (★★★★★) - The Arashi is a shotgun that has 4 weapon mods. That and +1 crit damage is literally all this does that’s different from a beam shotgun. Now that makes it better than a tier 3 shotgun, and shotguns are broken so that’s pretty good, but it isn’t anything special. Katana (★★★★★) - The Katana is a sword that pierces 5 armor and cannot miss (mostly). What more do you want? This makes bladestorm utterly ridiculous because now the chance to follow up with a bladestorm attack is a guarantee. Technically, this can miss in rare situations with an enemy with high innate defense. Because the way the game works it doesn’t actually auto-hit but gives a +100% bonus to your to hit chance, and after the 0.7x multiplier of any reaction attack high defense enemies can have the bladestorm slash go just under 100% to hit. But that’s super rare, comes up like 1/20 runs. Regardless, this thing is broken, equip it when you get it. Darklance (★★★★★★) - Behold! The most powerful weapon in the game! The ability to fire a sniper rifle after moving doesn’t seem like a big deal, until you remember a little perk called Death from Above. DfA refunds an action point back to you after you score a kill with your rifle from higher elevation than your target. But now your sniper rifle only needs one action point. So you can just keep chaining kills together until you miss, you run out of ammo (and you have a superior auto-loader), or an enemy isn’t at a lower elevation than you. That is, quite frankly, as good as it gets. They make sharpshooters suffer the entire campaign but at least they give them this at the end of it. Shame they have a stock instead of an expanded mag, that’d make this thing even better. Darkclaw (★★★★★) - Darkclaw shots ignoring 5 armor is so huge. It means you don’t need AP rounds on a pistol wielding sharpshooter anymore. Now you can equip, say, bluescreen rounds and do an effective +10 damage per pistol shot to a Sectopod without any need for set up at all. And with perks like lightning hands and fan fire…well…that gets as silly as you would think. This and the Darklance on one unit creates an angel of death. Weapon Mods The last, and shortest (thank fuck) section is going over each weapon mod and how they function. Now I won’t go “this is best on this class for this reason” and go super in depth for everything, but I’ll give a general overview of how everything works and give some general gameplay advice. To start, I’ll give a table of how I generally see each weapon mod and also how they work. Name Effect Stock (★★★☆☆) +1/2/3 damage on a miss Scope (★★★★☆) +5/10/15% aim (additional 5% when targeting flanked enemies) Laser Sight (★★☆☆☆) +5/10/15% crit chance, with more gained as you get closer. Hair Trigger (★★★★☆) +5/10/15% chance to get an action refunded after shooting, even on a miss. Expanded Mag (★★★☆☆) +1/2/3 extra ammo per clip Auto-Loader (★★★☆☆) 1/2/3 free reloads Repeater (★★★★★) +5/10/15% chance to instantly kill any enemy hit with an attack by this weapon. Stock (★★★☆☆) - Stocks are reliability incarnate. Early into a run I wish every unit had a stock on it to easily set up kills. The later into the game you go however, the more and more that lovely 100% to hit pops up and the less stocks are useful. It’s why I don’t like all of the chosen guns having them. But even late into a run sometimes you just need to be able to do one damage no matter what, so they are always good, just not always maximally good. Scope (★★★★☆) - More aim is more better. The only downside is that you can’t also equip a laser sight. So on one or maybe two classes you’d rather have one of those, but otherwise literally just always equip this forever and ever and ever always. Hitting your shots is good, it’s really that simple. Laser Sight (★★☆☆☆) - This is literally only for rangers and maybe reapers, hence the two stars, but on those classes crit fishing is very profitable, especially on rangers. A small note, the game says you get more crit by getting closer to the enemy, and that’s true, but I have no idea how much. It isn’t by more than like 10% but if someone has the table of the exact values to show me, I’d love to hear it! Hair Trigger (★★★★☆) - A chance to get another action is very juicy, but that whole “chance” business keeps this out of being my favorite. They can bail you out of a bad situation, but it’s only a chance to. Still, it’s a chance to help you a lot. And sometimes all you need is rolling the dice more to try and get lucky. Importantly, this only gives you back one extra action, not a whole turn. Not a big deal, one action is quite a lot, but worth noting. Expanded Mag/Auto-Loader (★★★☆☆) - Expanded Mags and Auto-Loaders do the same thing in slightly different ways. They both make it so you run out of ammo less often. Expanded Mags are better on classes with rapid fire and chain shot and similar. Auto-loaders are better on classes without those things. Auto-loaders are better against codexes’ psi-bomb but are liable to run out of usefulness on long missions. Which is better? It depends on the weapon and class honestly but usually expanded mags. Both are fine but usually not my first choice until later into a run where those options come online. Still, they're solid. Repeater (★★★★★) - So I previously said that a weapon mod being unreliable is why I can’t rate them as top tier, but the upside of this weapon mod is so high that it has to have 5 stars. Sectopod? One shot. Gatekeeper? One shot. Chosen? One Shot. Alien Ruler? One Shot. This can one shot anything and everything. This massively increases the odds of something going in your favor. If you watch any 4 man ironman legend runs, this is the weapon mod they prioritize the most, it's just that good. And if you happen to be a Reaper with banish, things get extra silly. And that’s it! I’ve covered every weapon in as much detail as you could possibly want! This was extremely annoying to put together. Never ask me for anything ever again. Goodbye! An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 159 Downvote 48 Go to comments Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section u/putsomeiceonit avatar putsomeiceonit • 1mo ago Man, I wish auto-loader equiped weapons had the OPTION to use the auto-loader if you've got the time. I hate it when I'm storming the chosen compounds and burn through the auto-load charges before we even get to the tough bit! Or even, let me spend 2 actions to regain an auto-load for later etc...just give us something! u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It really is a nerf to the Darklance specifically, because it's tough to hold enough back to DfA chain in the final chamber. Or...you know...they could've gone with an expanded mag instead of a stock...but whatever. u/ferrofibrous avatar ferrofibrous • 1mo ago "Free Reload Anytime" is a small QoL mod that splits Reload and the Free Reload into separate actions. thaduck3 • 1mo ago There is a mod for this on steam workshop Artistic-Top-5093 • 1mo ago I think it should instead operate like dual mags. Every other reload would be free. u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter This was the most annoying thing to make in the entire world. But hey, I called this guide overly complete and I fucking mean it! u/puppleups avatar puppleups • 1mo ago It’s a really fun project to read, you’re doing great and thanks for all your work! u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You're welcome. Important_Garlic_785 • 1mo ago Bro, I’m totally in love with the game, I also forced my girlfriend to join as she likes to write and I let her create all the side stories for the characters I like to create, not mentioning our characters fighting side by side! I extremely enjoy these guides as I keep starving for more Xcom content, filling those gaps with a lot of knowledge is satisfying to say the least, your work is impeccable and your nickname popping up when you post on here became one of my favorite notifications I get on Reddit. I admire you’re efforts, commander! u/RJ815 avatar RJ815 • 1mo ago • Edited 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter 1/2 (woofh) So I wonder how much of this should be taken strictly in a vacuum. Because IF we're specifically not accounting for Height Advantage and Squadsight, then I do agree that the baseline values and setup for Sharpshooters are baseline bad to pretty terrible. With SPARKs I said Adaptive Aim is a near necessity. I feel a little less bad about Sharpshooters because Squadsight is inherent to their class. Back in Enemy Unknown I feel like you had much more serious consideration for Snap Shot as kind of like Run and Gun, and you could build your Snipers a little differently for that reason. I also feel like I use Squadsight way more in XCOM 2 than I ever did back in EU/EW. Where the long range table really sucks is if Sharpshooters pick up extra skills. It made me really sad to realize things like Rapid Fire don't work with Squadsight, meaning you have to thread the needle over positioning at height at an awkward middle distance while still having enough action points to actually shoot the rifle. By the time you get Darklance it's just far less relevant. Also sad is IIRC that even if you double tap an enemy with Rapid Fire, you won't get Death from Above. It means that abilities that sound potentially good on Sharpshooter often aren't that much, which sucks when they're already that particular. === Sharpshooter is also weird in the sense that a dedicated Pistoleer IMO doesn't make that much sense to build around. There was value in Enemy Within because your Covert Operative was limited to only carrying a pistol and actually buffing it could make a difference in that unit not being almost dead weight. But in XCOM 2 you're just not going to be doing all that much damage with pistols for a fair while. The Shadowkeeper helps but I feel like it's a bit of a peashooter (only 'bested' by the worse autopistol) til at least Magnetic, and even then I only really like Plasma more other than it being an "ammo free" weapon for picking off Lost. And it's strange because both Lightning Hands and Fan Fire are really good abilities that can come in clutch (Faceoff I find usually too niche though it's not bad with Darkclaw) but you're going to have your sniper rifle for kills for a bit unless you pick up a pre-leveled unit as a mission reward or Black Market mercenary. The power curve is just so weird for this class, where they can be borderline almost useless at worst (especially if you can't take good advantage of scopes and height), but then chain killing monsters at best. It makes it hard for me to accurately judge them as it depends on a variety of factors, and I always work to buff their aim so I can shoot through walls and low cover like nobody's business, making them excellent marksmen to pick off priority targets. But yes, by default, they need setup to get even close. u/RJ815 avatar RJ815 • 1mo ago • Edited 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter 2/2 There is a rumor that the Arashi has a better range table than a normal shotgun, but I can find nothing in either the game files or online that confirms this to be true. I'm guessing this is because of stories of the Assassin blasting someone from far away with her shotgun. It doesn't happen often but it is memorable when it does. I imagine that's more of a confirmation bias thing rather than translating into something tactically useful. Besides, you want to be taking flank or exposed shots anyways for crits, which kind of inherently helps aim even if you aren't putting it right in their mouth. If you're desperate then the Bolt Caster is an okay option for Specialists in the very early part of the game. With inherent aim and height advantage they work okay for pinging enemies at mid range. As soon as you get the 10% scope TLP old world mag rifle I think it's basically always better (even if the repeater never goes off as I have bad luck with 10% weapon mods), as a mere 5% and locked in as the only option on the conventional rifle is borderline nothing. I'd almost always prefer a stock instead since Specialist aim can have problems for a while. A +2 stock for sure I'd always prefer just to chip damage enemies down in the early game. Where the Bolt Caster gets interesting is in the mid game. Once you get Bluescreen I think the damage becomes much more appreciable for the garbage ammo. Cover and the one ammo makes it difficult to use against organics sometimes, but launching a tent spike at a MEC and either outright killing it or wounding it severely is not bad. Thing is though, when I get to this point in the game, if I don't have to (as you only have so many options other than worse rookies in the early game), I tend not to run Specialists. If I do it's almost exclusively because I need Scanning Protocol and/or Medkits for an early Assassin spawn, where you have a harder time bursting her down and are likely to take essentially unavoidable damage. So this means that the bolt caster tends to become very expensive in a lot of ways, doubly so when magnetic rifles are around as probably better on average with their ammo and damage range. I have at times slapped a Caster on a Psi Operative because moving, reloading, and attacking from range is different for them compared to every other class, but again that's basically so late game the campaign is already won or well on its way. You could just never use or upgrade the Bolt Caster and not really feel a difference. The 50% against Rulers is just way too risky, especially against an early Viper King that can severely injure or nearly squad wipe you if you're not really prepared. Frost Bombs are just a way better stun even though they don't last multiple turns but merely a few actions (though there is the VERY cheesy Lightning Hands option...). It's funny because I never really cared about the Hunter's Axe on the lower difficulties. I just never felt the extra damage once per mission was all that important actually, especially when I rarely to never stressed Aim for Rangers. That said it's very nice on Legend. Action economy is always at a premium and for a while it does a bit more damage than a comparable sword while providing a one time roll at free damage. I find it significantly more valuable than Whiplash for instance, and if this is the difference maker on killing a Lancer or other high priority target, it's worth it for that alone. You need all the help you can get on early Legend. And it does remain relevant for a fair while, even though I think the damage and armor piercing and can't miss of the Katana eventually supersedes it. Katana with the Colonel Reaper skill in particular is great for chain kills. I've never understood what the stealth aspect of the Shadowkeeper is supposed to be for. Granted, I've never really tried a pistol-centric Sharpshooter from early on, but even then I can't wrap my head around it. You're either last hitting something to the point that I'm not even sure what's there left that's dangerous for you, or you're just using it for guaranteed chip damage. The only realistic way you'll be at risk of getting shot at is if you Grapple into danger and just... why? A big value of Sharpshooters is damage at a distance that's pretty typically safe. They don't have many options for taking fire more than once or twice, and I don't count Return Fire as it's reactive, not proactive. Anyways the fact that it's once per mission makes it basically irrelevant for stealth, as you're almost certain to break it in the next turn or two once set up for more shots. If ALL Shadowkeeper kills re-stealthed or something (working something like Reapers' Silent Killer), that would be pretty cool but I just don't know what it's supposed to be other than a shittier Hail of Bullets. The extra crit is nice though as IMO Sharpshooters crit noticeably more with it, so a nice small passive bonus. I think Talon Rounds are still generally the wrong choice here as opposed to more bluescreen or dragon rounds or maybe AP, but I guess in theory you can roll the dice if you set up exposed shots. Avatars come up so infrequently I wouldn't really stress them with the Disruption Rifle. If anything this weapon is like THE best option for destroying Gatekeepers consistently. Get some Holo Targeting, Shred, and Bluescreen and the damage is beautiful. Being a good assault rifle on top of that is just a bonus, pretty nice for Guardian plays though. An interesting nuance about Darklance is that it almost completely supersedes Serial on Sharpshooters. There are niche situations Serial still comes in handy, even on a Darklance wielder, but typically a single unit with the lance and Claw is best IMO, just get more utility elsewhere. It does require Death from Above to be like In The Zone for EU, but again, what are you trying to do with Quickdraw that you think it's worth it? Pistols just aren't that impactful IMO to be avoiding a skill that starts pretty good for mobility and repositioning reasons, and then becomes insanely broken with the right setup, letting Sharpshooters skyrocket in killcount. Because of enemy Dodge, I think Aim stacking is actually more powerful than people realize, especially on Legend with different stats for enemies. The difference between a 99 and 100 is not just 1 percent, you have a very real chance of whiffing your attack and doing basically half of what you were "supposed to" as per the damage preview. Likely meaning you need a whole additional attack to kill than what was displayed. It's very often overkill but I find that hardstacking Aim on Sharpshooters and Grenadiers if you can help it (that is, both a Superior Scope and some of the best Aim PCS items you can get) ups their damage and utility almost more than anything. With Grenadiers especially I feel like you really need all the help you can get if you want to like literally ever use Chain Shot and not just whiff it. It misses too often for my preferences and setups as is (what? you're going to Holo AND Frost Bomb AND Scope AND Aim PCS for one ability?), but damn it's some juicy damage if you can get it. Scopes, mags, and stocks I feel are the objectively best setup for Grenadiers though you can trade mags for autoloaders if you have more or better quality of those. Hair Trigger is just too unreliable for me, even the Superior 15% version (I usually don't get to run the bonused 20% for long before the whole campaign is over). To me the only real value for this is if you're trying to set up something on Rangers where you're like running AP rounds to target enemies in a specific way and praying for a proc. But it's not a reliable strategy. 85+% of the time it's doing literally nothing, worse than a 1 damage stock even. I'd say you could make a case for these on Rangers and Grenadiers if you have a third slot on their weapons as the reward is pretty good to shoot again, but you're gambling in a game where even a 1% miss chance can spiral bad, so 85+% is just too much for me. I'd actually say the best class for this is a Skirmisher, maybe rarely a SPARK. An extra shot for either is really nice since they have more opportunities to fire more often. Typically other weapon mods take priority when I have them, but if you luck out on a trigger early and don't have anything better it's a thought, since at least they have a chance to proc it more often than anyone else. u/veegeeplz avatar veegeeplz • 1mo ago I feel a little less bad about Sharpshooters because Return Fire is just such a bizarre ability on them, so there's really no competition with Squadsight. Back in Enemy Unknown I feel like you had much more serious consideration for Snap Shot as kind of like Run and Gun, and you could build your Snipers a little differently for that reason. Small correction - isn't Squadsight a base ability for Sharpshooters in XCOM 2? I believe Return Fire is competing with Long Watch - Overwatch with Squadsight rules. u/RJ815 avatar RJ815 • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Derp, my bad, I'm thinking back to when Squadsight was a choice in Enemy Unknown. I basically never select Return Fire so it was a bit of a blind spot. Long Watch isn't really that great for a while either (unless you get Holo Targeting or stocks on them) but I'm almost never in a position to actually get value out of Return Fire, at least without my Sharpshooter being just dead from damage early game anyways. I've never felt the desire to get a Pistoleer going early, though I do think Lightning Hands and Fan Fire are very strong, with Faceoff being situational but good with Darkclaw. u/veegeeplz avatar veegeeplz • 1mo ago I agree with your thoughts on Return Fire, and I think that's the community's consensus regarding this ability. Long Watch's main gimmick is pulling pods from outside their vision range once you've broken concealment. You just have a scout keep an eye on them, put your Sharpshooter on Long Watch, and if you hit the shot then you've activated a pod during their turn. Is it a bit awkward and clunky to set up? Yes. But at least it can provide some value, which is more than I can say about Return Fire. EDIT: Obviously it's also a nice quality of life pick so you don't have to move your Sharpshooter and give up Overwatch with your Sniper Rifle. Again, niche, but it's there. u/RJ815 avatar RJ815 • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The gimmick is dependent on a Phantom Ranger or Reaper though. It's something but I think more often than not it's probably a detrimental use of action economy to "give up" a turn just to hold specific ground, though I've been a Legend grind lately and one pod at a time for a while is crucial to avoid injuries, and mission timers are tighter with baseline values. You can eventually stack aim, height, etc enough to overcome the overwatch penalties, but there are still Squadsight distance penalties so eh. I like Kill Zone on Legend as super overwatch and even that misses a lot lol. I mostly pick it up because I just don't use Return Fire. It pops up on Skirmishers a decent amount and I can probably count the times it actually did something on one hand, and that's on a unit that does get in the thick of things sometimes. (I'm not accounting for the Return Fire tank strategy as I think it's just silly and not viable during the hard parts of the game without a lot of RNG, not to mentioning timers messing with it.) u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I don't think height advantage or squadsight helps sharpshooters much at all. The name of the game is to see a 100% to hit pop up, that's what we want. And Sharpshooters have no tools that help them get there with their main gun that other classes don't have. Height advantage? Other classes get that just the same. Scopes? Same deal everyone can equip a scope. Sharpshooters as a class has a lot of aim but when you can get to 100% as a Squaddie with literally every other unit that isn't helping much. And squadsight isn't even that good. Sure more vision is good but it nerfs your aim even further. It takes so much investment to get sharpshooters to be able to consistently get that 100% to hit when I could just as easily brought a ranger instead who gets it from the word go. Eventually Sharpshooters get the Darklance and Darkclaw and start doing some wacky shit but so what? It's not like a ranger in that slot wouldn't also have obscene things to do. I mean if a grenadier rolls DfA from their XCOM abilities they out compete sharpshooters in literally every way. u/RJ815 avatar RJ815 • 1mo ago • Edited 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter As much as I love Rangers, with them being by far my favorite class (and Assaults in EU/EW were good too), I've noticed on Legend that their ability to pull extra pods is a serious detrimental factor, especially if ever trying to use their sword. It's honestly far less of a big deal on Commander, but it's IMO a problem all the time on Legend because of the baseline extra pod every single mission, way more often having two pods on top of each other or another close that a few extra tiles of movement will trigger. Their short range table, their crit fishing is great and I love it. They're also typically one of the first units to act on my team (usually less often with Templars as I try to clean up kills with them or do Parry a specific way). They are also by far the class that causes me to use Mimic Beacons more than anything else and it's not even close. As such, personally, hanging back with a Sharpshooter safely pinging away at enemies is fine by me, especially great on city maps but especially terrible in sewer maps with bad line of sight and not much height. I would say generally speaking you will always get better results running two Rangers / two Grenadiers in the early game if you can. Personally I hate Specialists more than Sharpshooters even. Squadsight does detract from aim but you have to be shooting pretty far to overcome the overall bonus for being stacked up higher. I totally get it, they have issues, but for me I need so much Aim help on Grenadiers to even think about Chain Shot, so a good chunk of the early game I'm just lobbing around grenades and rockets as not aim dependent. Thus it's easy for me to give scopes to Sharpshooters first and foremost, Rangers don't need them (Skirmishers and Reapers don't really either), and I'm just not taking Specialists if I want damage. So I get more value out of them than most I guess, turning them into true killing machines. I think being able to blast down a Codex in (usually) one shot with bluescreen is pretty nice, but it's hardly the end of the world because of Psi Bomb. Personally, I feel like Chain Shot specced Grenadiers need even more help than Sharpshooters to become viable and it's either risky a coin flip or just going for the late game, where Saturation Fire is pretty good too. u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Rangers could be in danger of pulling extra pods, if the class didn't come with it's own solution! It gets phantom, and you get Shadow. It is not hard to mitigate this problem. And it isn't even a ranger specific thing every class whats to get closer to the enemy. Even sharpshooters. Their best early game skill is lightning hands and that has a shotgun's range table. And you can't just sit there and plink away at enemies, this game has turn timers and almost every mission. Rescue stranded, lost missions, story missions and the base defenses are the only missions that don't. That's, what, 10 out of 60 missions in a run? At best. You have to move up, the game demands it, so if you're doing that anyway, then why aren't you holding a shotgun? Or a gun that benefits from being close to the enemy. I think specialists are amazing. Remote Hack alone allows you so many safer plays, it's 2 extra turns (mostly) of maneuvering and they get combat protocol which is like top 5-10 best perks in this game. They have problems, mainly in the midgame where they try and sell you that field medic does anything, but combat protocol, revival, remote hack, guardian, ever vigilant, capistor discharge. All solid to excellent. And hell, sometimes you might even need to cure poison with medical protocol. Certainly the 3rd best of the base classes but that's because this game has launch grenade and shotguns and run and gun and stuff, not that the class itself has problems. I've done exquisite timing runs where I run 4 rangers 2 spec and it works great and you don't have to do gauss weapons. Which for exquisite timing can be a little tricky. Grenadiers actually have an easier time getting to 100 aim than sharpshooters. At squaddie their aim is 67, so 20 from high ground and 13 from their range table gets you there. Which isn't easy but is doable. And for sharpshooters...oh, they can't at all, how sad. If you bring a scope they can as long as they have high ground and aren't 11 tiles or closer, but that's a lot less flexible on a class that can't move and shoot. At captain their aim is 73, which means high ground plus advanced scope is enough. Or being within 3 tiles and an advanced scope it's the same. Sharpshooters have 87 aim so they need a superior scope or high ground to get 100% to hit. They literally cannot do it otherwise. Not great. Now you can stack those, but you can stack those on grenadiers too and they get a range table on top of it. The math doesn't really work out for sharpshooters until you get 91 aim at colonel, where now it's actually feasible to get 100% to hit even with squadsight's aim penalty a lot of the time espically because the game hands you a free superior scope with the dark lance. But that's so much more specific. Plus grenadiers get launch grenade and shredder and holo! Compared to lightning hands quickdraw/DfA (before the Darklance) that's a much more favorable position. u/RJ815 avatar RJ815 • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It blows my mind how much you like Combat Protocol. Last hitting? Sure. I'd always do it versus a Lancer if I was in a scenario where I had to. But two damage is IMO just nothing on Legend. 90 out of 100 times I'm throwing a grenade or taking a rifle shot instead if my hitchance isn't shit. Specialists do pretty well, probably even better with height advantage even without a scope, and the TLP weapon progression is nice even if the repeater usually isn't all that relevant to my tactics and just a small bonus. By mag rifles they are a more serious contender, both because of more utility and because mag rifles are typically the first weapon upgrade I get, not accounting for Alien Ruler weapons or a scenario where you get the Arc Blade first from Instant Lancer autopsy. But honestly just surviving to mag weapons on Legend is like 50% of the campaign's challenge for me. I cannot overstate how much I hate the potential for conventional assault rifles to not even one shot the most basic trooper enemy at the start of the game. It's beyond terrible. I'll take a Reaper, Skirmisher, or Templar instead almost always to just not deal with that, and enemy damage spongey-ness only gets worse as the game wears on with Officers and so on so forth. Specialists don't get a pass because they can throw grenades, that's just me trying to survive with a bad team composition. I would always, always take even a Squaddie Grenadier instead if I could, and hopefully get Shredder on it soon. === By the time you get Guardian or really a Major of almost any class, the campaign is more or less already won and it's just wrapping up. It's a significant damage bump for sure, and I don't hate Ever Vigilant either. Haywire is a decent option for crowd control of MECs (turrets usually aren't that big of a deal but can be funny to hack) but it comes back to why aren't you just killing it instead? If I can stack Hack with Skullmining and the second Gremlin, the odds are better for a stun at least but the chance for Hacks to backfire means I think it's much worse on Legend when the odds are already against you. If you pick up a bonus +20 from an objective you had to do anyways, or Information War, that is pretty good and worth considering and I have done it, but I've gone many missions not even touching Hack/Haywire at all. By all means take them on missions that have hackable objectives as it might save a litle time and occasionally reward you with something decent, but I can't tell you how much setup I'd need to even consider Hacking lamposts or stunning a MEC vs just shooting it to death. u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Combat Protocol + grenade = dead trooper, no muss no fuss. Literally cannot fail way to kill someone. Blademaster sword slash is exactly 2 away (1 with the axe) from 100% cannot fail killing a sectoid, combat protocol cleans that up. Helps cleans up turrets, helps clean up MECs, it has squadsight range so if the Chosen has Watchful and is 160000 miles away you can still zap them and then move in with everyone else. It cleans up so many situations for you easy. Not one shooting troopers with the base rifle is annoying, but with WotC that's true of Reapers and Skirmishers as well it isn't as much a liability for this class. And even then the TLP weapons give you a stock to clean that situation up. An officer has 7 HP and so a 3 damage attack from a rifle plus cannon or shotgun auto-kills. It isn't that big of a deal. It's also a 1/3rd chance without crits, now that's much, much worse than a 0% chance but it's not that bad. I'm not sure surviving to mag weapons is half the battle, like yes it's the hardest part for sure but so much is left to go wrong. It is a major breakpoint for sure, but only one of them. Mag weapons and squad size 1 is a huge jump but so is predator armor and squad size 2. Once you have squad size 2 its gg, that's the run won unless everything goes completely tits up but it probably won't. You still have a good bit to battle after that first break point. My campaigns average about 55-60 missions and there are like 10-12 before mag weapons. Something like that, so it's not over. I don't know the last time I used haywire, like ever. Except for Shen, I guess. I don't even usually buy it with AP. They gave you combat protocol to kill robots I don't need another tool on the same class to handle that enemy, espically not a tool that can buff the enemy! No thanks! I do agree by the time you get Majors the run is basically over, you're just running down the clock. But by that token sharpshooters fare even worse. They have nothing at squaddie, they can longwatch + shadow at corporal but that's much worse than combat protocol + remote hack. Lightning hands is good but it's just having a shotgun every 3 turns and revival is actually quite helpful for when you can't alpha a sectoid or the chosen jumps you. Especially at this stage before you fully lock down the enemy with meme beacons. Then at luiet sharpshooters do probably pull ahead of specialists, quickdraw DfA are better than scanning protocol and a perk that has no text in it if you don't bring a bad item. But also the training center comes online about this time for me, and specialists make better use of the perks you get from that so...is it really fair to say that sharp>spec at this rank? I think a colonel sharpshooter is better than a colonel specialist even if you gave both their ideal training center perks but that's just fucking around in the late game so whatever. u/RJ815 avatar RJ815 • 1mo ago • Edited 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter While Combat Protocol is more reliable than a basic stock (which has to even drop in first place, which can possibly not happen to my surprise over many loot drops), I feel like I still lean on stocks on Specialist and Grenadiers shots as my primary chip damage, in part because it's not locked to finite charges like Protocol is. Picking up one on a Specialist early is probably fine, especially on Legend as the enemies are more likely to outright kill you than be healable damage until Predator Armor (not to mention the horrible wound timers at the start), which EU had the exact same glass cannon incentive problem on its highest difficulty. Protocol is okay but I feel like I see Lancers fast and tier 1 GREMLIN is already weak by then IMO. But maybe some people rush the MEC Breakdown for tier 2 and bluescreen faster than I do and that could be a factor. As dumb of a strategy as it feels, same as EU I felt the almost objectively correct strategy is to have only grenades on EVERYBODY til the armor upgrade. Don't get tempted by a medkit or flashbang, that one grenade absolutely can make the difference between a wound or not. As you went over elsewhere, one charge of heal is fine and you really want to try your best to not take more damage or any at all if you can help it, and the revive for Chosen is "free". It's surprisingly hard to beat 3 guaranteed damage from grenades and potentially on multiple targets, not to mention the absurdity of claymore + grenade when you can. I always got more wounds and worse timers from deviating compared to just more explosives, more of the time, running double Grenadiers when I could for the same reason. Aim is really only a major issue when you don't have scopes and rank stat progression, but you can toss a bunch of grenades to mitigate that for a fair while, and hopefully luck into a stock or two, but at least the TLP cannon is something. Reapers have an interesting option with Blood Trail. It does nothing for full health targets so they still sort of have the same Trooper issue, but it's good so long as a target is wounded. Officers, priests, and stun lancers are going to be up quick so Trail makes it so that your damage floor is at least better than rifles, while also having the nice short range bonuses and ability to sneak to a flank. Even with firing the gun more often I think two charges of Shadow is fine so long as you aren't revealed preemptively. But it's not like your other classes get overpowered stealth anyways. Skirmishers mitigate aim significantly by being able to take two shots and getting Grapple for free. The earlier units get Grapple the better, on Legend it's almost too late for high impact on Rangers and Sharpshooters and it's more a bonus than anything. Justice is also basically the best Skirmisher ripjack skill, and you get it for free running a Skirmisher at all, plus you get a decent inherent aim bonus on that plus it effectively helps team aim before Holo since it moves the enemy out of cover. It's definitely easier to get "okay" usage out of a Specialist faster than a Sharpshooter. I think Scopes and Aim PCS and TLP weapons are a wash as factors as they both benefit (though I'd argue Sharpshooters benefit more but whatever). Specialists benefit from being able to move and shoot any turn which is a major consideration, but rolling 3s against damage sponges is terrible, not to mention it gets even worse with Lancers having enough Dodge to occasionally be a problem. Sharpshooters require setup and really want to try to stay put with good Squadsight sightlines at height, but not every map or engagement is conducive to it. They work better as a 5th unit ranged support, whereas your core original four team IMO should be: ranger, grenadier, faction hero (reaper best but anything is better than squaddies and rookies really), and then optional. I'd try to run another grenadier or ranger or maybe a templar instead of another base class, but a specialist is okay. If they have good bond compatibility that helps a lot because a lot of the time that extra Teamwork-fueled attack from another class is probably better, or with one action point left they could toss a grenade, take a stock shot, whatever with their other turn, even aid protocol is occasionally something for AI manipulation. === If people underutilize Death from Above I think that's why their Sharpshooter gameplay is so painful. That's the key skill that helps them fire their damaging rifle and still keep decent Implacable style (but earlier yet more specific) mobility for evac timer missions as well as occasionally eeking out damage with a pistol shot, which feels less painful when you direct more damage with the rest of your squad elsewhere and use a peashooter to last hit a low enemy with usually pretty decent aim. They pretty badly need a Spider Suit eventually to keep pace with the rest of the classes by midgame though, and I feel like all the other mag weapons (definitely assault rifle, shotgun, and cannon) take priority which is also rough on power-spiking. Bluescreen helps them a lot though and tends to be my main ammo of choice for them helping with MECs and Codexes, also not being RNG-dependent like Experimental Ammo while fitting a great niche that remains relevant til the end of the game, even better by the time of Fan Fire. I also consider the fact that the devs made Specialists rank up faster, so using them as a damage option until later in the game feels like square pegging a round hole, whereas they had more faith that Sharpshooters are okay even though they aren't quite as broken and strong as EU Snipers, at least not til LATE game. Smitty2k1 • 1mo ago I love your guides and wonder if you have considered how to make a balance mod that would nerf/buff or make things more relevant/less OP? Or have recommendations for existing mods. u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea I've thought about a rebalance mod. The things that stand out to me is Specialists and Sharpshooters and Skirmishers need buffs, Reapers need a nerf. Everything else is fine enough I think. For specialists it's simple swap out covering fire, ever vigilant, and field medic for perks that actually do stuff. Or just buff covering fire to make it ignore cover that's fine. I think some mods do that. I'd probably say to actually give this class Killzone and not sharpshooters because they get the buff to OW, lean harder in that. But the class is mostly fine. For sharpshooters give them an actual range table and snap shot instead of just a bunch of nerfs from their main weapon. Make the class about being accurate actually accurate wouldn't that be novel. You could probably replace return fire for snap shot, or move things around just give them access to it soon. Also make Deadeye not suck ass, that would help. Skimishers need a blademaster equivalent for their ripjacks. Swap out all their weird overwatch perks for stuff that actually does something. Also give them banish instead of reapers. To nerf Reapers just make it so Shadow doesn't have the extra charge. Now you can't just blow Shadow without a care. You could give them an extra charge later into their tree because I've taken away banish and now they are a very low damage class, and that's better. Also make it so remote start doesn't do double damage, just make the radius bigger. I think that's more fair. That's off the top of my head anyway. u/seto_kiaba avatar seto_kiaba • 1mo ago Great work as always u/Bomber678 avatar Bomber678 • 1mo ago Am I tripping? I swear the shadowkeeper gives bonus aim, which makes it a must buy for snipers. +10, I'm pretty sure u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Oh I think you're right. Yea I forgot about that, I'll fix it in the morning. u/Bomber678 avatar Bomber678 • 1mo ago Surely bringing +10 aim to sharpshooter should bump it up a tier from their regular pistols. It really helps out the consistency of the sniper by a lot. I swear by equipping it to get results! u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Not really, it already has the short range table and sharpshooters aim stat. There aren't that many situations where it brings you from a 90 to an 100 u/Bomber678 avatar Bomber678 • 1mo ago It gives the sharpshooter +10 aim, that includes sniper rifle shots. That's a big deal, it's a whole advanced scope bonus u/vndt_ avatar vndt_ • 1mo ago It doesn't. UI bug. Same with the TLP Sword adding 20 aim in the UI. u/Bomber678 avatar Bomber678 • 1mo ago What?? Show me u/vndt_ avatar vndt_ • 1mo ago Vektor, not Vector. Gauntlets have stun/disorient chances based on Focus level. Bolt Caster attacks are undodgeable. Shadowkeeper has +10 aim. Fusion melee weapons have 100% burn chance (needs confirmation). Laser Sight proximity bonuses are found in XComGame.X2Effect_LaserSight. u/QuantumQuokka avatar QuantumQuokka • 1mo ago I feel like you've underrated the stock and weapons with a stock here. The stock is much much more useful than hair trigger or repeater, especially on higher difficulties. XCOM works based on an action economy, which means an enemy with 1HP left is just as dangerous as one with full health. Having a stock and knowing you can guarantee finishing off low health enemies is incredibly critical in XCOM. Yes, technically combat protocol does the same and better, but only the specialist gets that The stock is also very very useful in that a lot of XCOM abilities like untouchable rely on you killing an enemy outright. It's much more useful to know that you can finish a low health enemy this turn. This is also why the repeater and hair trigger are overrated. They're nice bonuses when they happen, but you can't rely on them, especially at higher difficulties. The chance for it to trigger is just much too low. They're very much a "nice to have, but not game changing" compared to all the other weapon modifications. The repeater is basically not actually useful on anyone other than a reaper with banish and a superior extended magazine. Even then, it's only a less than 80% chance of it getting you that instant kill u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Stocks are great, but given that for a lot of classes a 100% to hit isn't that hard to get, they go down in value, because you literally can't miss. They help you clean up kills, grenade + stock = dead trooper for example, but they fall off. While yes repeaters and hair triggers are random, the benefit is so huge. There is a reason people ban themselves from using repeaters in certain challenge runs they just cheat. It's a random cheat, but it's still a cheat. They help stack the deck in your favor. Especially against chosen and rulers. While yes they are unreliable the possibility for a free win is just too high to ignore. u/QuantumQuokka avatar QuantumQuokka • 1mo ago The problem with repeaters and hair triggers is that at higher difficulties, relying on them will get you killed. It's always worth remembering the sage quote from the IRA to Margret Thatcher. You have to be lucky every time. We need only to be lucky once. Advent could say the same to us, that we need to be lucky close to every time. They only need to be lucky a few times. The same is true here. At higher difficulties, getting lucky 15% of the time is not even close to being enough. You need a reliable strategy, which neither of those provide. I'd say if you tried to rely on it, it would actually shift the odds against you u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Relying on them is a bad strategy, but you don't have to rely on them to get value of out of them. Let's imagine you pull two pods at once. This is going to (usually) force you into using some sort of stun option. Mimic beacon, frost bomb, whatever. But if you get lucky with a reapeter or hair trigger, that can be enough velocity to get you out of that situation without needing those stun tools. So you can save them for the next encounter and so the probability of something going wrong on that mission drops a lot. Now maybe that didn't happen, but then you are left with the same solution as before, throw a mimic beacon. And they don't conflict you don't have gamble on a repeater or throw a beacon you can gamble, then act accordingly. Similarly to how you treat shots that are less than 100% in a lot of ways. On a lot of guns, bullpups, shotguns, assault rifles are the main ones that come to mind they aren't screaming to need a specific second attachment. Everyone (but rangers) want scopes but for that 2nd slot you have some flexibility. Sure an expanded mag on pullpups is nice a stock on an assault rifle can be useful but they aren't necessary, and you might not have them. Often the decision isn't "hair trigger v stock" it's "hair trigger v nothing." u/RJ815 avatar RJ815 • 1mo ago • Edited 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Stocks are valuable for overwatch chip damage. Yes, of course, you don't want to be overwatching if you can help it (except for Guardian), but it's going to come up. Even with good and fairly consistent 100+% aim on normal shots, overwatch shots have that detrimental modifier, being even worse for dashing units, and of course stuff like Spectres with their Lightning Reflexes. The nature of getting good stocks is RNG, as I had little to none early my last Legend campaign / prioritized them on Grenadiers. That said, when you do get them they are strategically valuable. Chipping enemies on overwatch is inconsistent as you can't guarantee it'll even hit the enemy you want. Chipping an enemy behind cover is great though. It absolutely can be the difference between a kill or not. It's also particularly good vs Priests so that you can at least force them into death after Sustain from a safer-for-your-unit high cover position etc. Stock interaction with Holo Targeting is especially nice, though sadly if a stock comes into play it doesn't do Shredder and can get reduced by armor. Still, stocks are a mainstay of my Grenadiers and Specialists for a fair while at least until I'm getting more Superior Scopes (though Advanced is at least better than basic 5%). I never really find them that useful on Rangers and Sharpshooters, but occasionally a Skirmisher might run it as well depending on what's available. I feel like Scopes are usually superior for SPARKs, but there is something to be said for running stocks if you get a decent one, especially with Hunter Protocol if you don't have a good extended mag or autoloader. u/ConstantPop4122 avatar ConstantPop4122 • 1mo ago I agree with most things in this guide other than the hate for snipers and sniper rifles. From early game, using a reaper and squadsight I killed all three rulers without them escaping or even getting sight of my squad on their first appearances..... On the final mission, two snipers (one with darklance, one with superior clip, both with death from above) absolutely dominated that map, 100% coverage with almost 100% hit chance of every enemy) it was almost so easy I was disappointed. u/RJ815 avatar RJ815 • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I think they agree with Sharpshooters becoming much stronger with the Darklance. I think early to mid game Sharpshooters are still viable, the strategy is just a bit more specific. I think Aim stacking on them is underrated as they are the only class to be able to consistently shoot or even kill through half cover, as you won't always have a grenade or claymore handy for that. (Also, Dodge becomes way more relevant on Legend with different enemy stats and the health pool totals.) They are good for nailing priority targets, like a lancer or field commander, and become good assassins of robotics once bluescreen comes into play. It's very specific but also no one can come close to nailing MECs, Codices, and Spectres the same way in particular. Chain Shot Grenadiers can kind of get close, but the aim is a lot worse and they have to be more in the line of fire to do so, while also not doing other grenade or shredder duties. And even then, once Sectopods and Gatekeepers come into play, Fan Fire bluescreen from Sharpshooters is beautiful. Winterimmersion • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Great write up as usually, I actually learned a few quirks I had no idea about like the katana being able to miss. u/Hectormixx avatar Hectormixx • 1mo ago Another amazing guide, you sir are a hero! baddoge9000 • 1mo ago You can rest now soldier. u/BusinessCat88 avatar BusinessCat88 • 1mo ago I think Sharpshooters are nerfed because they encourage passive play and Firaxis wanted to discourage that with mission timers and other design choices. u/RJ815 avatar RJ815 • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter If you're killshotting with Sharpshooters and Squadsight, Death from Above is actually pretty good. It's not Snap Shot good, as you need a Training Center and RNG Run and Gun for that, but it's not bad and makes Sharpshooters a little more usable if you get past those early tougher ranks (where I'm usually just using grenades and doing my best with the rifle, height, and the pistol). Activating Death from Above is very similar to Implacable on Rangers, but earlier and a bit more specific, though you kind of need height to adjust their aim til scopes/aim PCS anyways. It's a good mobility tool, and even has a little flexibility. If you find a good perch you can even kill one unit and then chip or possibly even kill another low health unit with the pistol shot, which is handy in cities and Lost-centric missions in particular, but usually pretty bad in the sewer type missions. === I see people griping about timers and whatnot but I've never had issues handily making the timers, especially with Rangers and sometimes Templars or Grenadiers as my spearhead units. Lightning Hands helps a lot to chip enemies down for a variety of reasons, especially nice with bluescreen. There does come a point in the mid game where you really should consider running light armor on them to help their mobility with Grapple, both to get in position for distance shots and to catch up when you need to on Guerrilla Ops evacs etc. I feel like Rangers are the only other class even that competitive for light armor but those have Run and Gun and other mobility tools so I usually don't sweat it. Grapple is what elevates Death from Above into actually good and closer to Snap Shot Sniper play. u/Wonderful_Discount59 avatar Wonderful_Discount59 • 1mo ago I modded my game to allow all classes to use all weapons. Snipers are so much more versatile when they can use assault rifles, or the bolt caster. (Rookies are also a lot more useful when they can use shotguns). Prince-Ali_ • 1mo ago Do you know if put a mod on a base weapon, does the mod Carryover if the weapon gets a magnetic or beam upgrade? u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It does Prince-Ali_ • 1mo ago Thank you so much for your help, these guides are super useful? Is there a way to only see your guides in the forum? Your profile is private, which I totally get, but I'd love to be able to read through your guides one by one instead of just scrolling the xcom feed until I find one. ================================================================================ Xcom Part 17.txt ================================================================================ This is probably the area on the strategic layer where people fuck up the most, so I thought it’d be the first in depth guide for this layer of play. I’m going to start with just a list of things to research in order. If you want to turn your brain off and just do that order, then you can, it’ll probably work (though obviously do any instant autopsy that pops up). But then I’ll go over every research in depth and the logic behind where this list comes from. So this is my standard order: Alien Biotech Resistance Communications Modular Weapons Officer Autopsy Magnetic Weapons (Experimental Weapons) Faceless Autopsy Gauss Weapons Resistance Radio Hybrid Materials Plated Armor MEC Autopsy Muton Autopsy Alien Encryption Elerium Plasma Rifle Beam Cannon Storm Gun Powered Armor Archon Autopsy Plasma Lance Sectopod Autopsy Whatever else I don’t care after this I didn’t include the shadow chamber stuff or the chosen weapons because when you do those is really odd (do the Chosen Weapons ASAP, do the shadow chamber ones if you are worried about the AVATAR project or want to know where to expand to but honestly you can leave them for a while) and doesn’t fit with everything else. Also the later you get into the list the less the exact placement matters. Doing the storm gun before the beam cannon is perfectly reasonable for example. And one final caveat this is assuming you don’t care about psionics like I usually don’t. I think that’s typically better for you, but if you want to sneak them in you can do so after the Muton Autopsy, I just usually don’t. But in the end that’s the order. If you want to turn your brain off and just do that, have fun and hope it helps. For everyone else, let’s go through every research project and rank them. With my normal 5 star rating system, though in this case here’s what each rating means. ★★★★★ - As soon as I can. I will drop everything to do these. ★★★★☆ - Stuff that is definitely on the to do list but there is some reason to wait. ★★★☆☆ - I’ll get to them when I get to them, otherwise they can wait. ★★☆☆☆ - I mean, if I got time, sure. ★☆☆☆☆ - I will not click on this unless it is instant (there’s a hint for you). Here is a table with every research project in this game and how I rate them as well as their costs, prerequisites and unlocks (items, not other research, that’s covered by the prerequisites). The ones in bold are necessary for story progression. Research Project Cost Prerequisites Unlocks Alien Biotech (★★★★★) None - - Modular Weapons (★★★★★) None - Equipping Weapon Mods Hybrid Materials (★★★☆☆) 4 ADVENT Trooper Corpses - Nanoscale Vests Resistance Communications (★★★★★) None Must complete first G. Op Contacting other regions ADVENT Officer Autopsy (★★★★☆) 1 Officer Corpse Alien Biotech Proving Ground, PCSs Magnetic Weapons (★★★★★) None Modular Weapons Magnetic Rifle, Magnetic Pistol, Magnetic Bullpup, Shard Gun, Beam Autopistol Gauss Weapons (★★★★★) None Magnetic Weapons Gauss Rifle, Magnetic Cannon, Temnotic Rifle Plated Armor (★★★★☆) 15 Alien Alloys Hybrid Materials Predator Armor, EXO Suit, Spider Suit, Tempest Gauntlets Resistance Radio (★★★★☆) None Resistance Communications Radio Relays and Continent Bonuses Psionics (★★☆☆☆) 10 Elerium Crystals Sectoid Autopsy Psi Lab Alien Encryption (★★★☆☆) None Completed the Blacksite and/or Skulljacked an Officer Shadow Chamber Elerium (★★★★☆) 40 Elerium Crystals MEC Breakdown Elerium Conduit Powered Armor **(**★★★☆☆) 30 Alloys, 10 Crystals Elerium Warden Armor, WAR Suit, Wraith Suit, Viper Armor, RAGE Armor Plasma Rifle (★★★★☆) 15 Alloys,15 Crystals Elerium Plasma Rifle, Beam Pistol, Beam Bullpup, Beam Autopistol Storm Gun (★★★★☆) 20 Alloys Plasma Rifle Storm Gun Beam Cannon (★★★★☆) 10 Alloys, 10 Crystals Plasma Rifle Beam Cannon Plasma Lance (★★★★☆) 10 Alloys, 10 Crystals Plasma Rifle, Archon Autopsy Plasma Lance, Shadow Lance Experimental Weapons (★★★★☆) None Have integrated DLC Hunter Axes, Frost Bomb, Shadowkeeper, Bolt Caster Assassin Weapons (★★★★★) None Killed the Assassin permanently Katana, Arashi Hunter Weapons (★★★★★) None Killed the Hunter permanently Darklance, Darkclaw Warlock Weapons (★★★★★) None Killed the Warlock permanently Disruptor Rifle ADVENT Datapad Decryption (★★★☆☆) 1 Datapad - About 50-70 Intel Alien Data Cache Decryption (★★★☆☆) 1 Data Cache - About 100-120 Intel Facility Lead (★★★☆☆) 50 Intel, 1 Facility Lead Access to a Facility in a region you do not control ADVENT Trooper Autopsy (★☆☆☆☆) 1 Trooper Corpse Alien Biotech Battle Scanners Sectoid Autopsy (★☆☆☆☆) 1 Sectoid Corpse Alien Biotech Mindshields, Advanced Psi Amp Stun Lancers Autopsy (★☆☆☆☆) 1 Stun Lancer Corpse Alien Biotech Ionic Blades, Ionic Ripjack, Ionic Axes ADVENT Priest Autopsy (★☆☆☆☆) 1 Priest Corpse Alien Biotech Sustaining Sphere ADVENT Turret Breakdown (★☆☆☆☆) 1 Turret Wreck Alien Biotech Defense Matrix Faceless Autopsy (★★★★☆) 1 Faceless Corpse Alien Biotech Mimic Beacon Viper Autopsy (★☆☆☆☆) 1 Viper Corpse Alien Biotech Nanoscale Medkits ADVENT Purifier Autopsy (★☆☆☆☆) 1 Purifier Corpse Alien Biotech +1 HP on vests ADVENT MEC Breakdown (★★★★★) 1 MEC Wreck Alien Biotech Bluescreen Protocol, T2 Gremlin Muton Autopsy (★★★★☆) 1 Muton Corpse Alien Biotech Plasma Grenades Berserker Autopsy (★☆☆☆☆) 1 Berserker Corpse Alien Biotech Overdrive Serum Spectre Autopsy (★☆☆☆☆) 1 Spectre Autopsy Alien Biotech Refracting Field ADVENT Shieldbearer Autopsy (★☆☆☆☆) 1 ADVENT Shieldbearer Corpse Alien Biotech Experimental Vests Archon Autopsy (★★★☆☆) 1 Archon Corpse Alien Biotech Beam Sword, Beam Ripjack, Beam Axes Chryssalid Autopsy (★☆☆☆☆) 1 Chryssalid corpse Alien Biotech Hellweave Andromedon Autopsy (★★☆☆☆) 1 Andromedon Corpse Alien Biotech Proximity Mine Sectopod Breakdown (★★★☆☆) 1 Sectopod Wreck Alien Biotech T3 Gremlin Gatekeeper Autopsy (★★☆☆☆) 1 Gatekeeper Corpse Alien Biotech Alien Psi-Amp Viper King Autopsy (★★★★☆) 1 Viper King Corpse (collected always when the Viper King dies) Alien Biotech Viper Suit Berserker King Autopsy (★★★★☆) 1 Berserker Queen Corpse (collected always when the Berserker Queen dies) Alien Biotech RAGE Suit Archon King Autopsy (★★★★☆) 1 Archon King Corpse (collected always when the Archon King dies) Alien Biotech Icarus Armor Good lord that was annoying to type out. And I wish I could tell you how long everything could take, but alas my abilities are limited in this regard. I might go back and update this with that information, but it would take a lot of very tedious work I haven’t done yet. OK now for the fun part, I am going to go through each research project one by one and not just explain the rating but also when you should do it. I’ll separate things into early, mid, late, and endgame. I can’t give you exact dates because that’s not how this game works but you’ll see my logic. Well, nothing more than to get to it. Alien Biotech (★★★★★) - Early - This is usually the first research I do. It unlocks autopsies and is necessary to beat the game and you have to do it eventually so might as well get it out of the way. You could do modular weapons first, but unless Gatecrasher gave you a good weapon mod there isn’t anything you get out of that out of the gate. Modular Weapons (★★★★★) - Early - Absolutely necessary not only to get weapon mods which are a huge source of power but also they are on the way to mag weapons, which are essential. Hybrid Materials (★★★☆☆) - Early/Mid - This unlocks vests, which I hate with the fiery passion of 1000 white hot suns (that’s a joke) but you do need to do this for predator armor. It waits until mag weapons are done and maybe even a little longer but you will do it eventually, and on the quicker end. Resistance Communications (★★★★★) - Early - If you want to contact a 2nd region by the time the 2nd G. Op spawns, you must do this as soon as possible. Otherwise you will be too slow and miss out on the choice between G. Op missions, and that can be deadly. You can be forced into an early kill the general mission (aka hell) and be in a really bad spot. You can miss out on countering an extremely oppressive dark event, you can miss out on getting another scientist or engineer you need as soon as possible. And of course it’s necessary to beat the game, get more supplies from contacting regions, etc. ADVENT Officer Autopsy (★★★★☆) - Early/Mid - When you do this depends on when you build the Proving Ground. You typically either build it 3rd or 5th (power always has to be 4th), and if you want to build it 3rd you have to do this one to unlock that facility, so it goes higher in the priority list. I usually build it 5th and therefore delay this for a bit, but it's up to you. Magnetic Weapons (★★★★★) - Early - You need mag weapons. You need them yesterday. They give you enough damage to beat the game. If you do exquisite timing runs on legend you literally don’t have time for gauss weapons and above you rock mag rifles and shard guns into the late game. This is probably the single biggest power spike you get. The only thing slowing you down is this takes so long to finish. While technically if you start researching them instantly you will always finish them sooner, it comes at the cost of not researching other stuff in the meantime. Because research scales by percent if something would cost 2 days and has 20% shaved off it now costs 38 hours. If something costs 32 days it now costs 26 days. That is a huge difference. My general rule of thumb is once mag weapons take 32 days to research on legend, click it. Before that, do other stuff. That will vary based on when you get offered scientists and if you build a lab and all that, but that is the general rule I follow. And if you are scientist starved I wouldn’t do this late regardless. By April 26th you really want to have this done. Gauss Weapons (★★★★★) - Early - Sometimes I sneak in the faceless autopsy between this and mag weapons if the 2nd retaliation mission finishes around that time (more about that later) but otherwise I just click this immediately after magnetic weapons. These weapons are very strong and I want them. Plated Armor (★★★★☆) - Mid - There are so many priorities to get through and predator armor is expensive. If you can’t afford to build them, then doing this research gets you nothing. And with weapons and mimic beacons and bluescreen rounds to get this can wait for a bit. You do really, really, really need predator armor (and exo/spider suits) but it has to wait just a hair. Resistance Radio (★★★★☆) - Early - You literally need to do this to beat the game and it doesn’t take super long so you might be able to sneak it in before mag weapons. Maybe not, but maybe yes! Regardless this lets you build radio relays which gives you continent bonuses (range from middling from amazing) and lets you not spend 18 trillion intel contacting new regions. You will do this pretty quick into a run, generally. Psionics (★★☆☆☆) - Mid/Late - So if you want to use Psi ops you have to do this, but they are so expensive and it takes time off of doing more important things. You might be able to sneak it in right after you research elerium or there about, but eh. It’s a step on the ladder to a thing that isn’t really worth it so…eh…. Alien Encryption (★★★☆☆) - Mid - I presume you are reading this guide because you want to beat this game at L/I and so doing this is literally mandatory. You don’t need to rush it, but the Shadow Chamber is a good building to have by giving you a heads up on what you are about to fight so it’s still worthwhile on its merits regardless. Also winning the video game, that’s good. Elerium (★★★★☆) - Mid - The research itself does very little but it unlocks plasma weapons and obviously that is very good, so you want to do this as soon as you can afford it. The elerium crystals can be a bit pricey so you might delay it for that or just because you want mimic beacons before you bother with this or whatever else, but this is certainly on the to do list. Powered Armor (★★★☆☆) - Late - Powered Armor, both as a research and the actual Warden Armor, is expensive as shit so you will wait on this until you can afford to build the things. Still, you have to build at least one WAR suit if you want blaster launchers, and you definitely want blaster launchers. So you’ll do this eventually. Plasma Rifle (★★★★☆) - Mid/Late - This unlocks a lot of extra damage for a good few units as well as being necessary for the other beam weapons. So obviously, you are going to do this. The thing is, you can beat the game on mag weapons alone. Like, I wouldn’t recommend it, but it can be done. So you don’t absolutely need this, and it can be such that you really need to “not lose the game to the AVATAR project” things when this pops, at least in my experience. So obviously you delay it for that. But this is obviously of very high value. Beam Cannon/Storm Gun/Plasma Lance (★★★★☆) - Late - To avoid having to repeat myself 10 trillion times, you do these when you have time, but they aren’t essential. The first one I’d recommend is the Beam Cannon because the other ones can be replaced with a Chosen Weapon, but otherwise yea you do these. Shame Plasma Lance requires another research before it. Sharpshooters really can’t have nice things can they? Assassin/Warlock/Hunter Weapons (★★★★★) - Late - These are the best weapons in the game and you went through the whole rigmarole of killing the Chosen so you probably should use their weapons. It makes the sharpshooter class actually good and makes rangers even stronger. What more do you want? Free crits on the AVATARs are good, too. ADVENT Datapad Decryption/Alien Data Cache Decryption (★★★☆☆) - Mid/Late/Whenever you need them really - Sometimes you need a little more intel to reach the next region to not lose, and obviously “don’t lose” is your highest priority. But sometimes you don’t need more intel and you should let these sit in your inventory forever. It all depends on exactly how things are going, so sometimes you need these and sometimes you don’t. Facility Lead (★★★☆☆) - Mid/Late/Whenever - This is basically the same as the datapads, you do these if you need to reach a facility to not lose, but if you don’t, then don’t bother. It’s really that simple. Contacting a new region to do a facility is better, obviously, but hey sometimes the math doesn’t work out and you need this to not lose instead. Experimental Weapons (★★★★☆) - Early - You do this basically whenever you build the proving ground. The frost bomb is extremely powerful (and the others ones are OK too, but the frost bomb is the money) so it should basically always be the first thing you do with the Proving Ground, so just time this for when you finish the proving ground, give or take. And if you don’t have integrated DLC turned on this will never show up so then you don’t have to worry about it and can ignore this. OK, onto the autopies, most of these will be short because this is already long enough and a lot of my advice is “don’t bother.” Also when I say “Instant” it means wait until its instant. I separated out the Officer Autopsy as well because it won’t ever be instant and is part of story progression so it’s in the other section. OK enough preamble here we go: Trooper Autopsy (★☆☆☆☆) - Instant - Battle Scanners are OK but you have absolutely no reason to rush them, even if your first Chosen is the assassin utility item slots are at too high a premium to justify them. Just wait until it’s instant (take a shot everytime I say that in this section). Sectoid Autopsy (★★☆☆☆) - Instant - I don’t really like mindshields but even if you do it isn’t worth going off script for. Wait until they are instant. Stun Lancer (★☆☆☆☆) - Instant - T2 melee weapons are nice and all but they aren’t that necessary and you’ll get them instant about when you can afford to build these anyway so just wait. You could maybe justify doing this a little earlier but I don’t find it necessary. Priest Autopsy (★☆☆☆☆) - Instant - I don’t build Sustaining Spheres so I don’t bother with this, next. Turret Breakdown (★☆☆☆☆) - Instant - I don’t value the defense matrix much, and even if you do you can just wait for this to be instant. Faceless Autopsy (★★★★☆) - Early (we broke the streak hooray) - Mimic beacons are OP as fuck so this is an autopsy actually worth doing. You can’t build mimic beacons until you kill 4 faceless (one for the autopsy, 3 for the item) so you probably have to wait until the 2nd retal mission and there isn’t a point to do these before that, but after that (or just around then, if you want to have it ready to go) you do this research ASAP. Purifier Autopsy (★☆☆☆☆) - Instant - I don’t build vests so this doesn’t do anything, next. Viper Autopsy (★☆☆☆☆) - Instant - I don’t build medkits, and even if I did this gives you such a small buff you have to do even more work for that this isn’t worth anything, next. ADVENT MEC Breakdown (★★★★★) - Early- This is necessary to do the Elerium research, which is necessary for T3 stuff. And it unlocks the godly bluescreen protocol. You do this pretty quick, probably as quick as you can. Muton Autopsy (★★★★☆) - Early/Mid - Plasma grenades are very good, so this is very good. It isn’t that good, you don’t need to rush it down but you should do it pretty quick. Berserker Autopsy (★☆☆☆☆) - Instant - I mean overdrive serum is OK but I basically never build it and even if you wanted to use it this isn’t worth wasting time on, next. Spectre Autopsy (★☆☆☆☆) - Instant - I don’t use Refraction Fields, so don’t bother with this, next. ADVENT Shieldbearer Autopsy (★☆☆☆☆) - Instant - I don’t use vests, so this does nothing, next. Archon Autopsy (★★★☆☆) - Late - This gives you T3 melee weapons which is pretty good, but not worth rushing. It is also necessary for the Plasma/Shadow lance, so you’ll get around to this eventually. Chryssalid Autopsy (★☆☆☆☆) - Instant - I still don’t build vests, so this doesn’t do anything, next. Andromedon Autopsy (★★☆☆☆) - Late - Proximity Mines are funny but you can live without them, if you want them to do this before this is instant, if you don’t then wait. It’s that simple. Sectopod Breakdown (★★☆☆☆) - End - T3 gremlins are pretty good, they upgrade a lot of abilities, so this is worth doing. Especially given how late Sectopods show up you probably don’t want to wait even later for them to be instant. Gatekeeper Autopsy (★★☆☆☆) - End - If you are using Psi-ops then you do this, if you aren’t then ignore this. It’s honestly that simple. Viper King/Berserker Queen/Archon King Autopsy (★★★★☆) - Mid/Late (kind of, whenever you get it) - All these armors are very good, and unless you haven’t done the very important ones (basically anything until after Predator Armor) you can basically drop what you are doing to do this, they don’t take long anyway. Breakthroughs Breakthroughs have a random chance of occurring every time you complete a research and must be done immediately (excluding instant autopsies) or cannot be repeated (technically they will get recycled eventually but it takes so long you can consider them gone forever). As for advice on when to do them, don’t bother, next. . . . OK I’m joking, mostly. Breakthroughs just aren’t usually worth it. Research time is so valuable that you don’t have time for these. But that isn’t a universal rule, so let’s go through each of them and if they are worth it. I will say if you get them as covert ops the math changes quite substantially. They still slow you down because you have to send a scientist but that’s a much easier pill to swallow. But this is the Research Guide not the Covert Op guide (coming soon, probably) so I won’t focus on that. Breakthrough Effect Shotgun/Cannon/Sniper Rifle/Vektor Rifle/Bullpup extra slot (★★☆☆☆) Gives you an extra attachment slot on the various weapons Shotgun/Cannon/Sniper Rifle/Vektor Rifle/Bullpup/Pistol/Sword extra damage (★★☆☆☆) +1 damage on the given weapon Conventional/Magnetic/Plasma extra damage (★★☆☆☆) +1 damage on that tier of item (includes gremlins combat protocol) Instant Excavation (★★★☆☆) The next time you start an excavation, it is completed instantly Building Breakthrough (★☆☆☆☆) Makes whatever building 50% cheaper Spare Parts (★☆☆☆☆) Decrease the price of proving ground items by 20% GTS improvement (★☆☆☆☆) Decrease the price of GTS improvements by 20% Attachment reuse (★☆☆☆☆) Allows you to reuse attachments PCS reuse (★☆☆☆☆) Allows you to reuse PCSs Shotgun/Cannon/Sniper Rifle/Vektor Rifle/Bullpup extra slot (★★☆☆☆) - Some of these are better than others. Cannons, Vektor Rifles, and Bullpups don’t get a shiny chosen weapon to replace themselves with so the extra slot is a little more valuable. That said, research is just too precious to waste on this kind of thing. If you get one the “good” ones late into a run then sure, when you are just fucking around trying to finish the game grabbing extra attachments slots is nice, and you could even argue after the “oh god let me finish predator armor so not everything is a one shot” stage you can fit these in but…eh…you got better things to do. Shotgun/Cannon/Sniper Rifle/Vektor Rifle/Bullpup/Pistol/Sword extra damage (★★☆☆☆) - +1 damage is nice but again you got shit to do. On pistols this can change the math on stuff and obviously getting +6 damage on banish is hilarious but to give up important research time for this is a hard sell. Sidenote: the Skirmisher’s ripjack can’t get one of these, isn’t that weird? Conventional/Magnetic/Plasma extra damage (★★★☆☆) - The conventional one is useless, but the mag/plasma ones are nice, much better than the weapon ones because it’s +1 damage to your whole army. It makes mag pistols better than plasma pistols which is funny, a little sad, but funny! If you get this in the right slot it might be worth it, but only maybe. Instant Excavation (★★★☆☆) - AKA the only good one! Usually I prefer to trade engineering time for research time, hence I usually build a lab, but this saves so much engineering time that this is quite nice. If it pops too early, before you have Mag weapons, you should probably skip this but if it happens after you can skip 45-90 days of excavation time, and that is lovely. Building Breakthrough (★☆☆☆☆) - You have too many good things to do, skip it. Spare Parts (★☆☆☆☆) - Again, you have too much to do, next. GTS improvement (★☆☆☆☆) - And for the 3rd time, you got too much shit to do, next. Attachment/PCS reuse (★☆☆☆☆) - Unlike the last three, these are actually worthless not just not worth it. If you didn’t want that attachment on that gun, why did you put it there? Why did you put a PCS on someone you didn’t want it on? This does almost nothing and doing this is a very bad idea. Inspirations So the way inspirations work is they shave 50% off the research time. I’m not going to sit here and go over how impactful they are for every single research because that would bore both of us to death but in general these should mostly be ignored. If gauss weapons get inspired and you haven’t done faceless autopsy then maybe switch up the order, you can do mag weapons earlier if they get inspired, but in general going off the beaten path is a bad idea. Don’t get baited, stay the course. Summary OK this took 16 trillion years to write but I hope it was helpful. I don’t have anything more to say, goodbye. An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 154 Downvote 39 Go to comments Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section SelfReporter • 1mo ago Thanks for all your guides! I’ve been using them religiously and I’m finally getting through a commander Ironman run u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Nice work! Glad I can be of service dwhite10701 • 1mo ago I'm guessing you don't build the Defense Matrix so you don't bother with the Turret breakdown? u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Oh did I miss that one? Yea I don't build that building. Though I was going off of a list of every enemy so I must've just skipped over it. I'll go add it IAmWayTooHighGuy • 1mo ago All these guides are freaking amazing. Thank you very much for taking the time and putting in the effort on these! u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You're welcome. The last few of these have been a huge pain in the ass to make so the next part might come a little more slowly but I am still working on it. I hope it's helpful u/RJ815 avatar RJ815 • 1mo ago • Edited 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I personally would drop the Plasma Lance a little lower, three stars maybe even two. One reason is, the way I use them (as bluescreen slingers), the damage between plasma and magnetic sniper rifles doesn't translate to that much of a practical difference in killcount. Yes, more often it avoids situations where an enemy survives with one health, but I've not noticed it be that dramatic, whereas the Plasma Cannon is huge and the Storm Gun can be appreciable from time to time. The basic Plasma Assault Rifle is the most dramatic, helping the lethality of Specialists and Psi Operatives a lot. (As a side note, while this also unlocks a Reaper Vektor unlock, I feel similarly even though I weigh it higher. Usually by this point in the game I'm angling for Banish with a Superior Repeater, so the specific damage is at best a consolation prize for failing to kill, and their damage in other situations directly from their rifle isn't a big deal past magnetic.) The second, more important reason is that it's realistic to have or almost have Darklance by this point. Darklance (and to some extent Darkclaw too) is a true tier of damage and utility above plasma, such that I think you could skip plasma snipers entirely and just lean on Darklance. I'm not sure taking two Sharpshooters is all that tactically sound at any stage of the game, but the sheer efficiency of these Chosen weapons makes me think you're always better off with some other class past one Sharpshooter, as it's really diminishing returns for basically only better Killzone or a different ammo or something. Killzone is kind of meh honestly and just put the ammo on something else, or hell run a SPARK for Shredder or something. I feel like a similar argument could be made for Arashi > Storm Gun, but the differences are less dramatic and there are more situations where you have a second Ranger active on your mission team or even a Covert Ops Ambush or something. Storm Guns definitely help the consistency of killing from full health rather than needing armor shredding or chip damage first. Sectoids are something I tend not to prioritize in terms of research, but there have been situations I appreciated having some Mindshields around, even though past a certain point in the game I almost never run them anymore. They're kind of like the flashbang where they are situationally useful, particularly vs the Warlock or if you're worried about phobia panic or Tiredness issues, etc. But it's probably never ideal, just a defensive crutch of sorts, mitigated by things like having Predator Armor for Rangers but not yet Light armor to reduce them down to just one ammo slot. I'd probably rate these as two stars, niche but one I actually use compared to just basically never using vests by contrast. u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Plasma lance unlocks T3 vektor rifles so that research is still worth doing. +6 banish damage is no joke u/RJ815 avatar RJ815 • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Another thing I remembered is that it's an upgrade for one unit, at best typically two. Now again, Reapers are one of the strongest classes and there's no doubt there but there's just other context that tends to come up. The plasma reaper rifle is relatively cheap for that point in the game and Legend so it's probably ★★★☆☆ for that alone as a why not, but I really dislike the fact it's a double research cost. You're going to want the basic plasma assault rifles into plasma cannons and there's no doubt about that, but the Archon Autopsy is kind of meh. A lot of it again has to do with stuff like Katana, which doesn't have the throw of Fusion Axe nor the crit, but I feel like in general the extra baseline damage plus the armor piercing and accuracy are a really good niche (not to mention Fusion Axe damage isn't superior to Fusion Blade despite all other tiers having an edge that helps). The Katana and the Darklance mostly supersede the need for Fusion Blades and a Plasma Sniper Rifle, and more bespoke things like the Fusion Ripjack are almost a non-factor. === Skirmishers, especially by then, become more my Combat Presence mule first and foremost, and tier 3 weapon damage on them is good but not really why I'm bothering with them unless they happen to roll the RNG Saturation Fire. I use the Plasma Bullpup a lot but not the Ripjack much anymore other than again Squaddie Justice. A plasma lance on a Reaper is always going to be an improvement but all this stuff is locked behind two techs I don't really care that much for. I'm still probably not going to wait until Instant Archon research, but the priority is low, right around three stars for me. u/Dry_Area_1278 avatar Dry_Area_1278 • 1mo ago I just wanted to chime in that the early lab recommendation from your strategy layer guide is such an mvp move and has made a huge difference in my games I would never have thought of doing that otherwise and it gives you such a big push ahead of the curve u/vndt_ avatar vndt_ • 1mo ago • Edited 1mo ago Needs information on the number of corpses needed for instant research. Needs information/rating/opinion on Black Market research boosts. These research projects grant access to the respective proving ground projects, not the items themselves: Viper Autopsy Muton Autopsy Experimental Weapons Alien Rulers Autopsy (Viper King, Berserker Queen, Archon King) Muton Autopsy also gives access to Advanced Grenade Launchers. Magnetic Weapons gives access to Enhanced Shadowkeeper and Magnetic Bolt Caster. Plasma Rifle gives access to Powered Shadowkeeper and Plasma Bolt Caster. Gauss Weapons gives access to Helix Rail-Cannon. Beam Weapons gives access to Elerium Phase-Cannon. Plated Armor gives access to Reinforced Frame. Powered Armor gives access to Celestial Gauntlets and Anodized Chassis. Fusion Blade/Ripjack/Axe, not Beam Sword/Ripjack/Axe. Serpent Suit, not Viper Armor. Opinions: Mag+1 breakthrough is 4/5 for me. Pistol/Axe/Bullpup/Gauntlet/Reaper Rifle/(and Autopistol but who cares) are immediately upgraded to T3 without having to buy the weapon upgrades. Plasma Weapons are hard to get because each class has to have its own research. Mag+1 makes the midgame so much easier at the cost of a slightly harder early-of-late game, when action economy matters more than raw weapon damage. PCS reuse is 2/5. Sometimes you get only 1 Aim PCS and 1 Speed PCS, and being able to pass them around can help the B-team who might not be the original users of the nice PCS's. Even consistent flawless missions tire out the best soldiers. u/Glittering-Leader658 avatar Glittering-Leader658 • 1mo ago Im sorry, did you say you dont build medkits?? Why? What are you running that you don’t use medkits? u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter If you want a full version of my argument, it is part 7.5 in my index (yes I wrote an entire essay about just why I hate medkits) but the short version is that proactive items are much, much, much stronger than reactive ones. Grenades, flashbangs, the frost bomb, and mimic beacons are all better things to run. u/Daniel_Kummel avatar Daniel_Kummel • 1mo ago I dont see your index in your profile u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It's at the bottom of the post u/Thecoldflame avatar Thecoldflame • 1mo ago Dead/CCed enemies don't do damage u/Altamistral avatar Altamistral • 1mo ago • Edited 1mo ago Resistance Communication that early is not really ideal. You want to push that back quite a bit for as long as possible, ideally only make it just in time to contact Facility regions to push back the Avatar project. Turret Breakdown is pretty good for the Defense Matrix, which trivialize all Avenger Assault missions, which can be campaign-ending missions on Ironman, so you want to be extra sure to have the upper hand. u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You need ress. Comms asap in order to get a choice of which G. Op to take. And being forced into a bad G. Op mission type and/or being forced to not counter a specific crippling dark event can be devastating. I also don't like the defense matrix much. You get to deploy extra units on defense missions already, so things already tilt pretty heavily in your favor. The only bad thing about them is they fatigue your entire army, but a defense matrix isn't helping there. u/Altamistral avatar Altamistral • 1mo ago • Edited 1mo ago You need ress. Comms asap in order to get a choice of which G. Op to take. And being forced into a bad G. Op mission type and/or being forced to not counter a specific crippling dark event can be devastating. It's a matter of playstyle. I much rather prefer to have the option to evac from the (first) Retaliation mission without consequences than have an extra choice on the (first) G. Ops. Plus I can use the Intel I would have spent on the region to instead buy an extra Scientist/Engineer or, if I get lucky, halve the research on Magnetic Weapons. Sometimes I don't research Res. Comms. until after the *second* Retaliation mission. u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter on Legend you can never ever get the first retal mission in any region other than you're first one. It literally cannot happen. Unless you have like a scientist as your first rumor and also get ress comms inspired but even then I don't think you have enough time. And you can avoid that anyway just don't finish making contact until right after the first retal is over. u/Altamistral avatar Altamistral • 1mo ago but a defense matrix isn't helping there It is helping. Fatigue is accrued every turn and a Defence Matrix will make things much faster. u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Fatigue actually isn't based on turn count but by number of enemies you see and is capped per mission, which on base defense missions you are going to hit basically no matter what. u/Mad_Malvolio16 avatar Mad_Malvolio16 • 1mo ago What I've found really helpful is to go modular weapons for any mods I've picked up in the first two missions, then start alien biotech, but pause and switch to resistance comms as soon as it becomes available. Then as soon as comms is researched, finish biotech and go officer autopsy for proving ground I agree that getting more options for the first few missions is critical to swing the early game, and the extra income is nice too u/RJ815 avatar RJ815 • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It really depends on the mods. A basic stock is pretty nice. But a 5% repeater, or hair trigger? Like, what is that actually doing for you? Especially above and beyond the TLP weapons if you have them. A 5% scope is something but idk how impactful it really is if it's not taking you to 100% which it probably won't in the early ranks. I'd definitely go modular if I got a stock, but just an elerium core or +1 extended mag isn't much. Plus it is possible, perhaps not even that rare, to have modular weapons -> magnetic weapons inspired, which is tempting but a very painful opportunity cost on Legend. u/RJ815 avatar RJ815 • 1mo ago • Edited 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Rather uniquely, it is possible to not actually get Turret Breakdown for a LONG time due to RNG. I just had a Legend run where every single turret I saw for nearly a full in-game year (aka past plasma upgrades, past a chosen avenger defense, and past even the story mission avenger defense) was on facilities and guerilla ops that didn't give corpses. I think the Defense Matrix is decent on Legend, especially since it helps vs Sabotage (though to what extent I don't know for how much it should be valued), but it's typically going to be among the last three unique facilities I build as good but most other things take priority, even the Shadow Chamber that can be put off indefinitely but can help with the AVATAR Project and just adjusting equipment loadouts for enemies from the preview. On the other note, I used to undervalue early Resistance Comms, but expanding early for more Supplies and choice of mission rewards (and occasionally which Dark Event to counter) is good. I've done both "isolationist" styles in terms of limited Chosen and territory exposure as well as pushing early expansion, and the latter is way easier, at least in the long run IMO. u/Altamistral avatar Altamistral • 1mo ago Yeah, I agree it's not an urgent building to get built. I try to have it online before the first Avenger Assault but that doesn't always happen. I do generally have it before the Shadow Chamber, thou. u/RJ815 avatar RJ815 • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The way I play, I find the timing works out to be able to have a facility slot for it a bit before the Chosen Avenger Assault on Legend (I don't see it below Legend), though I might do my Covert Ops a little different and try to pick up a few things vs just always Chosen Hunts ASAP. I typically put off the normal story Avenger Defense til later with all plasma etc more or less. I found the Matrix to matter more for the latter than the former. I also definitely didn't love all the Sabotage that happened the entire campaign but I don't know how much of a difference the Matrix really makes. 50%? More? Less? u/comfortingmyself avatar comfortingmyself • 1mo ago The more I play this game the less I find myself going for breakthroughs. Like I used to always go for Extra Damage {Shotgun/Cannon/Sniper Rifle/Vektor Rifle/Bullpup/Pistol/Sword}, but nowadays I struggle to justify spending 10 days for 1 or 2 soldiers on my squad to do +1 damage with a weapon type that they don't even use all the time. Having said that, Improved Magnetic Weapons is 5 stars, the best breakthrough in the game. Getting it shortly after researching Mag Weapons is run-defining. My experience is that a campaign with this breakthrough is notably easier than one without. u/RJ815 avatar RJ815 • 1mo ago • Edited 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter 10 days is what really hurts it. I think keeping an eye out for them in Covert Ops is a consideration, but it's really trading one time resource for another when Chosen Hunts take so long and you can have some setbacks if you put off those for too long. There's a few though that I think can be situationally worth it, to list a couple: Improved Magnetic or Plasma Weapons: It covers a more extensive list of items than you might think (plus plasma buffs Chosen weapons!), and I think an effective +1 squad wide damage upgrade for most of your time in the campaign is a fair trade for the time spent. Improved Swords: Only Legend I feel like I really need every edge (heh) I can get to mitigate RNG and help in the early game. Blademaster is consistent and is two more damage. The Hunter's Axe on your main sword-swinging Ranger is another one. If you can eek out that extra point from the Arc Blade or this Breakthrough early, it's pretty nice since swords have high accuracy with Blademaster. In the mid to late game I find myself leaning more on shotgun crits, especially if I can get Talon Rounds, but the sword is a nice option for high damage, finishing enemies, not needing ammo, and importantly mobility to move up the Ranger into a good spot, especially with Implacable. If I didn't get it early I'd probably wait to only really consider this for the Katana + Reaper combo to keep up the chain killing, but I've also found myself a little preferring Rapid Fire over Reaper on Rangers for Legend, as nearly forcing crits is pretty good and usually Rangers are best for killing priority targets rather than pinballing around with Reaper. Modular Cannons: I feel like cannons are the weapon most competitive for a third slot being useful, also impacted by there not being a Chosen cannon that has inherent mods. I think you basically always want an aim scope for cannons to help Shredder, and I don't think there is any real point to a laser sight for some weird and non conducive crit fishing play. So normally that leaves you just one other slot. A lot of mods can be competitive here. I probably wouldn't put a repeater on them but I tend to highly prioritize stocks on cannons, sometimes above a scope even depending on the quality. From there I feel like you can get really good use out of extended mags or autoloaders to help with other Grenadier abilities, but you could make an argument for a superior hair trigger as well as risk but good damage reward. I think most other weapons you can get by with two priority most useful mods if you had to, but I do think Grenadiers are interesting where they both want scopes for high aim to land Shredder and maybe Chain Shot, but also stocks to mitigate aim for when you're mostly shooting for Holo Targeting first and foremost. The baseline 3 ammo starts to hurt if you ever use any of their cannon abilities and don't have an extended mag or autoloader. Instant Excavation: I just tended to never see this but it's a significant time savings that also gives you a boost of supplies, alloys, and/or elerium. I wouldn't say you should plan your strategy around this but time is often your most precious resource and part of why Legend is harder, so this helps. Interchangeable Weapon Mods: This one I think is actually pretty good. Especially when you get to the Superior rank you might not be swimming in high quality mods you actually want to use. While you can just replace lower level mods as you go, it's not uncommon for me to have one "super" version of a modified weapon for my highest ranks, and then like a "hand me down" version that's still pretty good for my B team members I take when A is tired or the mission appears easier from pod size or composition. The commonness of really crappy first rank weapon mods means it's usually trivial to mix and match your weapons how you like, even crossing classes for precious high quality scopes and the like. If I think I have time for this I basically always get it. Interchangeable PCS: I do feel this one matters less, but at the same time both PCS items and actually good ones are rarer. Typically what I'm using this for is giving Superior Speed PCS items to my best Rangers and Templars and such, and making their previous ones hand-me-downs. +1 is just good on anybody really, unless they really want Aim instead, and even then a second rate Aim boosting PCS is still pretty good when your options are limited. I'd almost never care about destroying the lowest rank of PCS but when these items are rarer and decently pricey from the Legend Black Market then I think there is a thought for again giving your previously good ones to your B team to give them an edge. It also helps in the late game to optimize your teams for Leviathan and such, not needed per se but if you're just spinning wheels and your research is dwindling etc it's hardly a big deal to wait an extra bit for this. I actually usually wish I get it sooner vs super late game like via Lab or super optional Covert Op, but this is something I tend to like eventually even if it's not mission critical. u/Heeli05 avatar Heeli05 • 1mo ago I always thought those weapon damage breakthroughs were worth it. Feels kind of hard to pass those... voudo • 19d ago like OP wrote, the squad ones are best as it affects the entire lineup and I was lucky to get it on month 2 towards the end dunno how lol u/Torjborn97 avatar Torjborn97 • 1mo ago • Edited 1mo ago I’m surprised trooper autopsy is a low priority. I get rushing resistance comms to counter bad dark events but the dread of fighting the assassin has always made the scan item a priority for me. Especially the first retaliation where she can just run up and wound a soldier, taking them out of the fight for a while. Even if she’s not my first chosen, the threat of her popping up when unlocking new areas deters me from expanding beyond 3 areas until I can get better weapons. Looking forward to a future guide on dealing with the chosen! u/RJ815 avatar RJ815 • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Just get Scanning Protocol, at least on one Specialist if you value medic builds highly. You don't even need the scanning protocol or battle scanner really, but they do make that fight easier when especially early you're going to have more trouble with "unavoidable" damage from her can't miss blade swing + daze. I've taken Battle Scanners occasionally and literally almost never got value out of them above and beyond most other items (even a basic grenade), unless you just aren't running Specialists ever (and you can get a sense of when the Assassin will next show up to not have to do it every mission). It's really only fights with her and the one Codex Coordinates mission with buried chryssalids where it makes a difference, and even then both have alternatives. u/Agninir avatar Agninir • 1mo ago Inspiration caps out at reducing research time by 3 days, so it's not even that good if it pops up on magnetic weapons. Still worth considering sometimes of course. voudo • 19d ago u/hielispace is your game heavily moved or just a few basic ones. I am running a better everything with some wep mods and stuff and the lineup on some tech got to change but overall, I gen do exactly what you wrote though my first play thru (no Ironman lol) I have gone psy and spark. Mods makes it easier/harder/weird but would love to know your line up u/hielispace avatar hielispace OP • 19d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter No I run vanilla save some QoL mods. Though I gave done more modded stuff, so I have some thoughts. First off I much, much prefer Psi Ops as a regular soldier class, then I monkey with the skill tree to give me Stasis at Luet instead of Squaddie. I then add Pathfinders to sort of counter balance that. Grim Horizon lite is good because it makes the "oops you lose" dark events less so. Lebs late game enemies make the late game a bit more of a challenge, which is fun. Bio units are good for a bit of spice but their aren't my favorite. I don't actually run any spark mods. Though I do sometimes use critical skimishing just to sort of patch that class. But that's sort of it. I don't go in for the really crazy atuff. antiguy1 • 1mo ago Research time is so valuable that you don’t have time for these (breakthroughs). ??? Research time is absolutely not valuable. Time pressure comes from the AVATAR project and the Chosen leveling through knowledge. Below Legendary difficulty, you should do the Breakthrough unless you're about to do a major research (typically a weapon/armor upgrade AND you have the resources to buy it) or if it's a really mediocre one (mainly the ones reducing facility Supply cost). They only take 5 days. The Conventional/Mag/Beam Breakthroughs are the strongest as they even boost Templar Gauntlets, Ripjacks and even Gremlins (Combat Protocol/Cap Discharge) and Psionics (Soulfire/Rift/Lance/Schism). Even in Legendary, the weapon Breakthroughs should never be skipped. Legendary time and resource costs to upgrade your gear are massive. Even a flawless Supply Run mission likely won't give you enough material to upgrade more than 2 weapons to Magnetic. Unless you're about to lose the game, the 10 days in the lab for Legendary Breakthroughs are worth it. u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Research time is probably the most valuable resource you have. The endgame tools are strong enough that you can win the final with just rookies. Blaster launchers and mimic beacons are just that good. And the Chosen and Avatar do not put basically any pressure on you. Getting invaded by the Chosen is annoying but is solved by killing them forever and the mission itself isn't that hard. And the avatar project can be stalled forever with covert ops. The thing that will kill your run is being behind the tech curve. Trying to fight enemies that are too strong for your level of gear so you take losses, so you take more losses, so you run out of units and die. Getting the more powerful items faster is your goal, it is how you win. +1 damage on 1/4-1/6th of your units isn't worth that much. This is a game about break points, doing 7 damage to an enemy with 8 HP is the same as doing 0 of it gets back to their turn. The question isn't how much damage you deal it is how many actions does it take to kill a unit. Damage is a means to an end. So how often does +1 damage change a breakpoint? It's not never, 4 damage on an assault rifle is pretty sweet early for example, but it also isn't always. And would that time be better spent just getting mag weapons...yea probably. If you are later into a run you can consider it but I've done runs where I skipped every single breakthrough I was offered and never noticed a thing. The +1 damage to a whole tier is very much worth considering, I say so, but it depends on when you get them. Delying research by 10 days is a tough pill to swallow. But it absolutely can be worth it. Especially the beam weapon one because the things you absolutely need to research have already been dealt with. antiguy1 • 1mo ago Research time is probably the most valuable resource you have. I'd argue time spent scanning/contacting new regions and Alloy/Eler/Intel are more important but opinions can differ. So how often does +1 damage change a breakpoint? Quite often, actually. Especially in early Legendary where getting low rolls on damage means extra shots to kill. With Rifles, Basic Troopers are a guaranteed 1 shot, Lancers a guaranteed 2 and Conventional Shotguns now hit 10 damage, enough to one tap a Sectoid with a crit and gives sword attacks a chance to kill them on one swing. ================================================================================ Xcom Part 18.txt ================================================================================ Another area of this game that can be a little tricky and has a few outright traps in it, so let’s go through each building, when to build them, and why. The star rating system for this is a little silly, and I’m going to give a recommended time for each building. 1st, 2nd, 3rd, etc, but for the sake of completeness I’ll include it anyway. Just because it’ll annoy me if only one of my guides doesn’t have one of them. We’ll get to the big table of facilities and all that, but first, a word about engineering in general. The thing you have to know is that the best thing your engineers can be doing until very late into the game is to excavate new spots. Excavating gets you a new facility (eventually), supplies and the ability to excavate even more. It is such a massive value proposition. Now you don’t need more than 2 facilities being excavated at one time usually so your 3rd+ engineer can staff facilities and if your entire roster is bleeding out staffing the infirmary is not a bad idea, but in general remember ABE, Always Be Excavating. In addition you want to excavate the things that will take the least time first. New facilities means more strength, and more strength faster is better than more strength slower. Don’t get cute with trying to line up a power relay on an elerium conduit for example just build the building that you need on that slot (there is maybe one exception to this, but I’ll get there). With that out of the way, onto the big list of facilities. Facility Cost Effect Staffed Effect Placement Upgrade Cost Upgrade Effect Defense Matrix (★★☆☆☆) 150 supplies, 2 power, 28 days to build, 10 supplies in upkeep Creates 2 turrets for base defense missions. Should reduce chance of chosen sabotage (we’ll get there) Buffs the turrets to super heavy turrets Never 75 supplies, 2 power, 10 supplies in upkeep 2 additional turrets Guerilla Tactics School (★★★★★) 100 supplies, 3 power, 28 days, 25 supplies in upkeep Allows training of rookies into any class. Unlocks Combat Training Trains rookie into whatever class 1st/2nd N/A N/A Infirmary (★★★☆☆) 175 supplies, 3 power, 42 days, 35 supplies in upkeep Allows removal of phobias Staffed by engineer: 50% faster heal time. Staffed by soldier, removal of phobia in 10 days 9th 80 supplies, 2 power Spend an eleirum core to restore a soldier to full HP and will for one mission. Once per soldier Laboratory (★★★★★) 175 supplies, 3 power, 40 days, 25 supplies in upkeep Can staff a scientist, acts as an additional scientist. Acts as additional scientist 3rd/1st 175 supplies, 3 power, 40 supplies in upkeep Allows staffing of an additional scientist Power Relay (★★★★★) 100 supplies, 24 days, 10 supplies in upkeep Grants +3 power, staffed Grants +5 power 4th Power Conduit: 80 supplies, 10 supplies in upkeep. Elerium Conduit: 150 supplies, 20 elerium crystals, 20 supplies in upkeep For Power Conduit, +2 power and additional engineer slot. Elerium conduit is +6 power Proving Ground (★★★★★) 125 supplies, 3 power 28 days, 10 supplies in upkeep Allows building of proving ground projects 50% faster build time 3rd/5th N/A N/A Psi Lab (★★☆☆☆) 250 supplies, 5 power 20 elerium crystals, 42 days, 55 supplies in upkeep Allows training of psi-ops 50% faster skill acquisition for psi ops 9th if you really want it. 225 supplies, 15 eleirum crystals, 5 power, 50 supplies in upkeep, allows training of an additional psi-op Resistance Comms (★★★★☆) 160 supplies, 3 power, 32 days +1 resistance contact +2 resistance contacts 7th 125 supplies, 3 power, 24 days, 30 supplies in upkeep +1 resistance contact, extra engineer slot. Resistance Ring (★★★★★) 100 supplies, 3 power, 24 days, 10 supplies in upkeep Allows you to perform more covert ops. 50% faster covert ops. 2nd/3rd Digital Network: 100 supplies, 2 power, 30 supplies in upkeepHolo Planner, 125 supplies, 2 power, 30 supplies in upkeep Each upgrade allows +1 additional resistance order. Shadow Chamber (★★★☆☆) 200 supplies, 5 power, 30 days, 30 supplies in upkeep Shows enemy preview, allows you to research shadow projects (aka win the game) N/A 8th 200 supplies, 4 power, 50 supplies in upkeep Allows you to research the Psi-Gate (aka win the game) Training Center (★★★★☆) 175 supplies, 3 power, 24 days, 30 supplies in upkeep Allows you to buy abilities with AP, retrain soldiers, upgrade bonds Improves Bonds, retrains soldiers. 6th N/A N/A Workshop (☆☆☆☆☆) 300 supplies, 3 power, 40 days, 35 supplies in upkeep No effect without staffing Grants two additional engineers that can only go in adjacent spots I’d rather build nothing N/A N/A OK, that was annoying, now onto the fun part, actually talking about each building! Defense Matrix (★★☆☆☆) - Never - What this is supposed to do is stop the chosen from fucking with you as much, but it’s bugged! If you do not have the community highlander mod that does not function, the chosen will still have a 75% chance to sabotage you! Fix your game Jake! Even if it did work, it isn’t that big a benefit. And the turrets on base defense missions are OK. They have squadsight that’s fun but you’ll probably live without them. I say skip this, if you really want you can build this super late into the run, but meh. I never bother. Guerilla Tactics School (★★★★★) - 1st/2nd - The GTS is the most important building you get. It allows you access to squad size 1 and 2, which are probably the biggest power spikes you get. It allows you to train more rangers and grenadiers. And the other two classes in a pinch but mostly those two. It is basically always my first building. You could argue to do the Ring or Lab first, but I don’t think you should. Squad Size 1 as fast as possible is just that important. Oh, also very important if you get rid of the GTS you lose any benefit it provides. So you'll lose squad size 1/2. So...don't do that! Just let it sit there all pretty like. Infirmary (★★★☆☆) - 9th - You'd think the infirmary would be better, but no. It's so meh I forgot to include it the first time! It just doesn't do a lot. Faster wound healing is nice but wasting an engineer on it is very pricy. Removal of phobias ranges from basically nothing to actually quite helpful. It is OK to slot this in the mid/late game where you have time, but doing it early really slows you down and might result in more wounds than if you put something better in that slot. Laboratory (★★★★★) - 1st/3rd - More science is more better. This is a nice bit of acceleration towards your science. I usually build this 3rd, but you could argue to build it first science is just that important. I don’t know if I would go that far but it is quite good. I also basically always upgrade this once I stabilize and have enough supplies/power to spare. I don’t have an exact timing for it, but yea it’s good. Power Relay (★★★★★) - 4th - You have to build this, literally you can’t win without it. So you build it when you have to. This is basically a tax on your engineering time. You will also both staff and upgrade this facility, as doing so is better than building another power relay. Proving Ground (★★★★★) - 3rd/5th - The proving ground is quite useful, and of course necessary to win the game. If I didn’t build the lab 3rd I would build this instead. And if you didn’t have to build power 4th I’d build this 4th. If you want to skip the lab then put this third, if you don’t then put it 5th. Psi Lab (★★☆☆☆) - meh - the Psi Lab is so expensive! It’s expensive in power, it’s expensive in resources, it’s expensive in time. Psi ops are cool and all but are they really worth all this effort and time? No, no they are not. But if you want to build them, then sure, build them after everything important is done. But I usually don’t bother. Resistance Comms (★★★★☆) - 7th - Honestly you could argue to build this earlier. Contacting more regions is good, and it helps you not lose and is literally necessary to win the game. If you get super lucky with scan rumors and covert ops then you don’t technically need this but that’s rather thin. I build this when I do because every building before it is much more powerful, not because this is bad. Resistance Ring (★★★★★) - 2nd/3rd - More covert ops are good, so this is good. You get one free covert op a month without this but doing more is very, very helpful. I think you either build this 2nd or 3rd. You either go GTS -> Ring -> Lab or GTS -> Lab -> Ring. Or maybe GTS -> Ring -> Proving Ground. I think it is usually 2nd is my point. Shadow Chamber (★★★☆☆) - 8th - You know, the whole point of this guide is to win the game, and you need this to win, so…you know…you should probably build this. You can try and line it up with building it on an elerium conduit but if it doesn’t happen I wouldn’t stress about it’s not that big a deal, you can always just build another power relay. Training Center (★★★★☆) - 6th - The Training Center is pretty swingy. It can give you everything or nothing. If you get lucky with XCOM abilities this can make certain units golden gods. If you don’t, you still get some power from this, buying conceal or heavy ordinance or medical protocol or what have you, but it isn’t as good. If you go watch Syken’s flawless run he actually builds this 3rd trying to gamble that certain units get Death from Above. Which isn’t necessarily a play I disagree with, it's just kind of risky. I prefer a more safe line where you go for more guaranteed strength, but hey if the gambling pays off you do sort of just win on the spot. Workshop (☆☆☆☆☆) - Never - I’m pretty sure this is the last 0 star thing in this game, isn’t that fun! OK so what does the Workshop give you, more engineers. And what does it cost? Engineering time, 300 supplies, and power. Aka the things engineers give you. It’s basically spending 1 engineer and building slot for 2 engineers. This is a terrible, terrible trade. I’ve said this before but you want to snowball in X2, get power fast, so you get it faster, and then faster, and then win. This slows you down. If, for example, you wanted to build the proving ground, building a Workshop slows you down from doing so. Not just by eating a building slot but also by potentially forcing you to build another power relay before you can build the building you actually want. It is also expensive as hell. 300 supplies and 40 days?! For this garbage! Building this actively nerfs you, and so you probably shouldn’t. Summary: With all that said and done, here is my recommended build order: GTS Ring Lab Power Proving Ground Training Ground Resistance Comms (this does basically force you to do a covert op to slow the avatar project, just FYI) Shadow Chamber Infirmary Psi lab if you want, or nothing, or a defense matrix, or…honestly who cares? With that, see you all next time! An index to every post in this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 96 Downvote 40 Go to comments Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section u/MetalPuck avatar MetalPuck • 1mo ago Please add infirmary I’m at the stage where I have predator armor and about to finish researching warden armor (I did it before plasma rifle, wasn’t planning on it but it was inspired sooooo yeah) and I need a second opinion on whether to do that or shadow chamber first! Thank you! u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Oh shit I knew I forgot something! Just added it! u/Chubzzy1 avatar Chubzzy1 • 1mo ago The infirmary is the medikit of buildings. Its primary purpose is to help you recover from mistakes, so it gets less useful the better you get at the game. If you have key soldiers with crippling phobias and/or other high value research to do in the meantime going Infirmary could the right call, if not go shadow chamber. dwhite10701 • 1mo ago Man, I was literally just sitting here procrastinating at work thinking "man, it's about time for another one of those insanely long XCom 2 guides." Perfect timing! ItzEazee • 1mo ago I've always hated laboratories, this is probably where I disagree with you the most in this entire series. Build time, building slot, and a bunch of supplies for +1 scientist isn't worth it, especially when Black Market exists and can give you a scientist for less resources. u/Sweet_Oil2996 avatar Sweet_Oil2996 • 1mo ago Me too, mostly. The lab uses a lot of supplies and energy for what it does. The main use is that it increases the chance for breakthroughs but breakthrough research time doesn't profit from more scientists. It's a late game facility for me, like the turrets. When you have the important stuff done after psi lab and shadow chamber, probably after researching plasma weapons and you are swimming in supplies, that's the time to build a lab. It's more a victory lap facility than anything else. Certainly the proving ground is much more important. Mayyybe if you are starved with scientists early get it earlier. It's a bit better in LWoTC since it doubles the output of staffed scientists and you can staff up to 4 scientists. u/SidewinderSerpent avatar SidewinderSerpent • 1mo ago Workshop slander is back! u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You think it went anywhere? I was merely biding my time! biketheplanet • 1mo ago When do you think it is useful to build the workshop? What would you delay? I wouldn't build it early and later I should be snowballing so why waste the time/resources. baddoge9000 • 1mo ago Damn, gonna miss u bro. Send me a Xmas postcard from time to time ok u/PenumbraChaser avatar PenumbraChaser • 1mo ago The defense matrix does kind of suck. The only marginally fun use I've found for it is to use the Templar ability to swap places with an ally on a turret to put it into the battlefield. Still doesn't do much, but is kind of amusing. As you note, with squadsight you can use it to take out the tank in the back if you've scouted with a Reaper, but you're probably better off just having a squadsight sniper stand back and take shots at it. u/RJ815 avatar RJ815 • 1mo ago • Edited 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Unfortunately trees block line of sight for the turrets sometimes. It's a crapshoot whether or not it can even hit certain things. It's a decent bonus still, but you can win Legend without it. If you're unlucky you don't even get a chance to build it for a long time / even past the defenses because you don't have any missions with turret wrecks you can keep! Found that out the hard way. Otherwise on Legend it's viable to build it right around the time a Chosen Avenger Defense is close to happening if you don't focus your Ring activities on fully Hunting the first Chosen you see. u/PenumbraChaser avatar PenumbraChaser • 1mo ago Yeah, I only build it in the very late game when I'm just sort of screwing around and have more resources than I can use. I postpone the research that kicks off the story Avenger Defense mission until I have killed all the Chosen, the Alien Rulers, and have shut down MOCX (I like that mod). I've never had an avenger defense where the matrix made any substantial difference. It is usually like a 17% chance to hit anything with the cannons. Every once in a while they might destroy a bit of cover or something. u/RJ815 avatar RJ815 • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I actually find the Matrix to matter more for the story Defense than the Chosen one. The Chosen one is totally optional and might not happen (it's pretty easy to avoid on Commander at least), plus you're basically constantly moving up and have your full team off the bat. The story one though can and probably will have reinforcements landing between your team and the objective from time to time. I've never actually had enemies make it to the landing pad fail state, but I have had them get close and just generally split my team's focus. Even though the turrets have meh aim (staffing makes a difference though), it is FREE when they are there and I noticed the difference when I couldn't get a Matrix out even though I wanted to that late in the game. The story defense also doesn't have your backup units show up right away, so a bit of extra firepower until then is nice, especially against early pods before Squadsight becomes prohibitive on aim. Greensssss • 1mo ago Im beginning to think workshop aint that great either since you get a surplus of engineers down the line. I now go for lab >resistance ring > GTS. I make GTS last since I wont really be able to use it until I get a sergeant to buy the upgrades. I guess I could get GTS early but I feel like the game gives you a good spread of unit types. Berek07 • 1mo ago Wait what? Since when is the Lab actually good? Most People/Youtuber spit on the Lab. I though i was the only one enjoying a Lab early. Thanks for the awesome guide and insight. I appreciate the time and Effort you put into it. I prefer resistence ring first. The Ring might give you Ingeniuer, Scientist and even promotion. In 2/3 runs i got lucky enough to get a Captain very quickly by ring - promotion and build Squadsize 1+2 the moment the GTS finished. Failing that you can contact the other Faction for a free Soldier and 2 more Rolls each for usefull Resistence Orders. u/RJ815 avatar RJ815 • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter If you push for it, you can get Squad Size 1 before the first Retaliation (and first time you see a Chosen) on Legend, but I think it might require you to build GTS first unless you get lucky with engineers (and even then I'm not sure of the timing as GTS for specific Squaddies is nice). Since you get one Covert Op for free no matter what, I feel like this disincentivizes the RR to second place, as you only lose a little bit of mission time between the end of the first mission and to when the RR is done. If you didn't get the free mission I feel you could make more of a case for it first. Leading_Resource_944 • 1mo ago Did this in the past. And while getting Squadsize 1 before the first retaliation is nice and almost guarantes succes, i find Ring first the better option to reach Squadsize 2 more quickly. So i rather suffer through 1-2 mission with 4 instead of 5 people in order to get 6 people around 4-6 mission earlier. u/RJ815 avatar RJ815 • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I'm not sure if you can absolutely guarantee enough Promotion rewards from Ops to speedlevel to Squad Size 6. At least not enough to matter? My last Legend campaign I did GTS for 5 fast, and once I got the RR going shortly after turn of the month I think my best soldier (a Ranger natch) naturally leveled once more on a regular mission around then and then I sent him for one Promotion reward Op as like my second Covert Op of the campaign (first one being to the free one) to get the unlock for 6. I might have gotten size 6 a little slower, but getting 5 faster is smoother and more important IMO. u/Synaptics avatar Synaptics • 1mo ago The lab also increases the chance of getting breakthroughs. I really like breakthroughs and usually take them when they come up (except for the building cost reduction ones) so I value the lab really highly. GTS -> Ring -> Lab is the same starting order that I end up going most of the time. u/vndt_ avatar vndt_ • 1mo ago • Edited 1mo ago The Defense Matrix already has 2 turrets. No staffing needed. Staffing turns them into Heavy Turrets with Squadsight and higher Aim. Avenger Defense missions usually come in a few weeks after the Forge Facility/Codex Coordinates campaign missions, so unless you get the UFO Dark Event/Chosen knowledge fully maxed out, you can just time the building of the matrix. The second Engineer slot in the Resistance Comms building adds 4 resistance contacts, not just 2. There should be a staffing effect for the training centre for Bond training. Note: removing the GTS removes Squad Size Upgrades. Probably a good thing to write in the guide. Some people might try to be smart about removing the GTS after buying all the Combat Training items and having an army of Squaddies. Upgrades should be done only "just-in-time", as close as possible to when it's needed. You can't un-upgrade a building to get the resources/power usage back, and upgraded buildings have higher upkeep. u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter added rynchenzo • 1mo ago What about Infirmary?! u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I just added it. rynchenzo • 1mo ago Cheers, I find it useful as I rarely get flawless runs u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It's OK, it's just sort of expensive. I think people probably build it too early when more useful buildings are around. I'd rather have a soldier out for 50 days than tie up an engineer healing them in the early game. rynchenzo • 1mo ago That I definitely agree with, building it later is useful when your soldiers take more damage and take longer to heal. u/RJ815 avatar RJ815 • 1mo ago • Edited 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I'm glad you gave the Workshop zero stars. I've tried SO hard to get any value out of it when having the Supplies and space to burn, and I've just never been able to make it relevant. The only use case seems to be if you're failing missions that give engineer rewards and then, uh, why? Fix that rather than build a Workshop you probably can't actually really afford over other options. Workshops are also made worse by the fact that they basically HAVE to be built on the central line for maximum utility, which just makes timing and placement even more punishing vs other buildings. If you could staff the GREMLINs anywhere like any other engineer there might be a tiny one star niche, but sadly that is not the case. Definitely wonder what the hell Firaxis' thinking was here. Otherwise the only real comment I have is that it's nice if you can build the Shadow Chamber on a Shielded Power Coil build slot, and the Psi Lab too if you want to mess around with it. It's far from necessary but if you have at least one of those slots in your third row it's a good use for it. You're going to have to build a Power Relay by your second row and don't always get a shielded in that row. If you do it's an okay boost earlier in the game to help you delay the cost of Relay upgrades / staffing. A Psi Lab and Shadow Chamber on Shielded can prevent you from needing to build a second Power Relay, either until possibly late when it hardly matters or only if you want to contact ALL regions for personal satisfaction. u/Bomber678 avatar Bomber678 • 1mo ago You forgot to link this one in the index. u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Oh...sadness. I'll fix it when I get home. u/Mathdino avatar Mathdino • 1mo ago I'm surprised there's still more guides in the chamber! You doing covert actions next? Enemies? u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Tomorrow is resistance orders, then covert ops, then force level, then enemies, then chosen, then rulers, then I fly into the sunset. u/TheFatBassterd avatar TheFatBassterd • 1mo ago If you do the comms so late, what do you do about the Dark events? Just hope that the terrible ones get the counter missions in your starting country? Plus you can't get the "hunt the chosen" covert ops to increase trust with the different factions which limits the number of resistance order cards you can use. u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter As long as you contact 3 regions you can counter every dark event. You don't need the res. Comms building to counter dark events you start with 3 contacts. u/Claycrusher1 avatar Claycrusher1 • 1mo ago FYI OP, this does not appear to have been added to the index post. u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Fixed u/Claycrusher1 avatar Claycrusher1 • 1mo ago Sorry, I meant that the index post does not have a link to this one. The index stops at part 16. rynchenzo • 1mo ago What's your recommendation for building on the two power coils? Shadow chamber and a power relay? u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Whatever building you want to build next. I don't think you should get cute with it. Lining up the shadow Chamber is nice but if it doesn't happen it doesn't happen. rynchenzo • 1mo ago Cheers ================================================================================ Xcom Part 19.txt ================================================================================ Resistance orders are a huge source of power for you, or they do nothing. It honestly depends on which ones get offered to you. The way they work is that you are offered, to start, 2 by each faction, being able to use only one. Then you can upgrade the ring to hold an additional resistance order, and when you do hunt the chosen parts 1 and 2 you get an additional slot for the faction rival. So 8 in total. Now let’s go through them one by one and see which ones are worth those slots and which are not. Here is the ranking system and table: ★★★★★ - I will have this equipped for the entire campaign and it will make my life infinitely easier. ★★★★☆ - Very, very good orders I would struggle to remove. ★★★☆☆ - I mean, sure, these are pretty good but I would like something better. ★★☆☆☆ - If I have to, but honestly it’s pretty meh ★☆☆☆☆ - Basically does nothing Here is the table for Reapers Resistance Order Effect Ballistics Modeling (★★☆☆☆) %15 faster research of weapons Between the Eyes (★★★☆☆) Instantly kill any lost you hit with any weapon attack Guardian Angels (★★☆☆☆) (but 5 in my heart) Covert ops cannot be ambushed Heavy Equipment (★★★★★) 50% faster excavation time Infiltrate (★★★★★) Timers do not start until you lose concealment Lightning Strike (★★★☆☆) +50% mobility for the first 3 turns in concealment Live Fire Training (★★★★★) Any unit trained in the GTS becomes a sergeant Munitions Experts (★★★☆☆) All ammo proving ground projects become instant Popular Support I/II (★★★☆☆) +10/15% extra supplies in supply drops Rapid Collection (★★★☆☆) Collect supply drops instantly Recruiting Centers (★☆☆☆☆) New recruits cost 15 supplies Resistance Network (★★★★☆) Instantly contact new regions Resistance Rising I/II (★★★★☆) +1/2 new resistance contacts Scavengers (★★★★☆) All resource rewards from scanning rumors are doubled Volunteer Army (★★★★★) There is a chance for a resistance fighter to join on any mission. Bomb Squad (★★★☆☆) Experimental Grenade and Heavy weapon projects are now instant Decoys and Deceptions (★★★☆☆) Chosen knowledge gained is reduced by 33% Double Agent (★★★★★) There is a chance for an ADVENT Trooper, Stun Lancer, or Shieldbearer to join you on a mission Impact Modeling (★★☆☆☆) Speed of armor research is increased by 15% Information War (★★☆☆☆) Enemy hack defense is lowered by 20 Inside Job I/II (★★★☆☆) Intel gained from rewards is increased by 10/15% Inside Knowledge (★★★★★) Weapon attachments are improved (+5 aim from scopes, +5 crit from laser sights, +5% for an extra action/instant kill for hair triggers/repeaters, +1 damage from stocks) Integrated Warfare (★★★★☆) Effects of PCSs are increased* Modular Construction (★★★★★) 25% faster construction of facilities Private Channel (★★★★★) +2 to the turn timer Quid Pro Quo (★★★★☆) Black Market costs are reduced by 33% Sabotage (★★★☆☆) One block of the Avatar progress is removed at the end of each month Tactical Analysis (★★★★★) Enemies units lose one action if they are discovered on XCOM’s turn Under the Table I/II (★★★☆☆) The Black Market gives 20/30% more supplies Vulture (★★★☆☆) Enemies drop an additional piece of loot. Weak Points (★★★☆☆) Any shred (except from the claymore, for some reason) from XCOM is increased by +1 Art of War (★★★★☆) Abilities Points gained via promotion are increased by 25% Bonds of War (★★☆☆☆) Bonds grow 25% faster Deeper Learning I/II (★★★★☆) Increase XP gain by 10/15% Feedback (★★★☆☆) Deals 4 damage to an enemy unit when they use a psionic attack on one of your units, regardless of it succeeds or fails Greater Resolve (★★★☆☆) Lightly wounded soldiers can be sent on missions Hidden Reserves I/II (★★★★☆) +2/+3 power Machine Learning (★☆☆☆☆) Research breakthroughs are twice as likely to occur Mental Fortitude (★★★☆☆) All forms of battle madness (panic, obsession, berserk, shattered) lasts for only one turn. Noble Cause (★★★★★) Will recovery is 20% faster Pursuit of Knowledge (★★★★☆) Labs grant +20% more research speed Stay with Me (★★★☆☆) Increases the chances of bleedout from 1% per point of will to 2% Suit Up (★★★☆☆) All armor and vest projects are now instant Tithe (★★★☆☆) Resource rewards from missions is increased by 15% Trial by Fire (★★★★☆) Double the ability points gained in combat Vengeance (★☆☆☆☆) Gives random stat buffs when a unit dies for 2 turns. *Mobility gets a +1 buff, every other one gets between 4-7 stat points. Now onto talking about them individually. Ballastics Modeling (★★☆☆☆) - 15% isn’t that big of a difference, but every bit helps. Unfortunately this is a tier 2 resistance order so it can’t ever spawn at the start of a run and you might even be doing mag weapons when you unlock this. I’ll equip it if I have space but otherwise, eh. Between the Eyes (★★★☆☆) - The Lost are not much of a threat, so this doesn’t do too much. It can help on the Lost + ADVENT missions to chain kill Lost before you handle ADVENT, but it isn’t that big a deal. It is funny though. Clicking Face-off when you have this super funny. Guardian Angels (★★☆☆☆) (but 5 in my heart) - Ambushes are not a big deal, they are easy as hell and almost free XP. But also they are the most annoying thing in the universe and therefore I will equip this everytime I get it! It does give you a little extra flexibility by letting you send rookies on more Covert Ops and also means you won’t accidentally send mimic beacons on covert ops, but it isn’t actually that helpful. Heavy Equipment (★★★★★) - 50%?! 50% it gives you 50%! That is so much extra engineering time, especially on Power Coils and the like. It is an obscene acceleration to your gameplan. Its supplies, alloys, elerium and facilities earlier than you should have them. That’s crazy! Infiltrate (★★★★★) - Hey so what if the game didn’t have turn timers? That’s make things easier wouldn’t it? Well, this basically does that. Not quite, on kill general missions, escort VIP missions the turn timers still exist, but for every other mission this gives you so much leeway. You can think of it as +2-4 on turn timers, which, you know, is pretty fucking good. Lightning Strike (★★★☆☆) - It’s bad Infiltrate! It doesn’t let you set up the perfect opening on the first pod, but it does give you a bit of forward momentum to start with. This isn’t bad, but there is better. Live Fire Training (★★★★★) - This basically makes your campaign unlosable. The way you lose a run is by running out of high level soldiers, but this gives you enough power in your units to make comebacks from basically anywhere, assuming you don’t lose to the Avatar Project. Plus it makes the Low Profile jumpscare a lot less scary because you can just have a fuckton of Sergeants in your barracks. If you get this early you can cheat the XP curve as well. This is nuts. Munitions Experts (★★★☆☆) - You basically equip this once and then never again. You equip it, spam the experimental ammo button till you get the one(s) you want, then unequip this next month. Which is fine it saves you a bunch of time in the proving ground and lets you hard roll for something, but basically a one time use. Popular Support I/II (★★★☆☆) - Supplies are good. This is more of them, so this is good. If you have better then equip it. That’s kind of all there is to it. Rapid Collection (★★★☆☆) - This saves you some scanning time, but it’s really just 3 days per month, which isn’t too much. It’s not nothing, but eh there is stronger. Recruiting Centers (★☆☆☆☆) - This saves you 25 supplies per rookie, and given you might buy 3 rookies total in a run. That’s 75 supplies. You spend a resistance order on 75 supplies…yea…no…no I’m not going to do that. Resistance Network (★★★★☆) - This saves you a lot of scanning time and can take away the pressure to contact a new region in time to destroy a facility before the Avatar project kills you. It saves like 40 days of scanning time over a run that’s super good. Resistance Rising I/II (★★★★☆) - Contacting new regions lets you win the game, so that’s pretty good. It’s more supplies and potentially more continent bonuses which is very good. Do be warned if you lock in the resistance contacts and use them you can’t unequip this order until you have another source of those resistance contacts. But that’s OK, you used them for a reason. Scavengers (★★★★☆) - This is a lot of stuff, but it is just stuff. Compared to Heavy Equipment which gives you more stuff and other goodies this is a little shy. It also doesn’t really give you as much as you would maybe think. Because the main source of supplies/alloys/whatever isn’t scanning its missions and excavating. But hey, more stuff is good. Volunteer Army (★★★★★) - It's a free mimic beacon! That screams in pain when it gets shot! Sure it has a grenade and can shoot (with the accuracy of a rookie, boo) but really it’s a thing you can trick the enemy into shooting that aren’t your units. Though if they do die they count as a death in your final screen, which is made to annoy me! Bomb Squad (★★★☆☆) - You use this the same way you use Munitions Experts. Equip it, spam powered weapons (or grenades, if you want those) until you get the ones the you want, then unequip it. That’s a pretty good buff, but it is basically a one time thing. Decoys and Deceptions (★★★☆☆) - The chosen invading you isn’t that big of a deal, but delaying that mission can buy you just enough time to go kill them forever. It also slows down them getting new abilities, which is fine. It isn’t that good but at least it works for the entire run. Double Agent (★★★★★) - It's another free mimic beacon! It can give you a basic trooper, officer or stun lancer. But honestly, it’s a target for the enemies to shoot at this isn’t you. And it can trigger with Volunteer Army as well isn’t that fun. Impact Modeling (★★☆☆☆) - There are 2 armor researches in the entire game. Just 2. Sure speeding those up is nice but only 2 researches! That’s all this gets you! Information War (★★☆☆☆) - I honestly don’t care about the enemies Hack stat but it means you’re more likely to get goodies when hacking objectives. That’s nice. But also…eh it’s kind of whatever. Inside Job I/II (★★★☆☆) - Intel is good, this is more of it. So it's good…yea…um…that’s all I have to say. Inside Knowledge (★★★★★) - Upgrading the tier of every single attachment you have is absolutely insane. Plus 20 aim with a superior scope! Hell yea! +4 damage if you miss! The things this lets you do! I auto equip this every time it shows up. Integrated Warfare (★★★★☆) - This gives like 4-5 stat points in aim/will/dodge PCSs and +1 mobility with mobility PCSs, and that’s all great. Extra aim is good and extra mobility is good. You won’t get as much out of this as Inside Job just because high quality PCSs are harder to get than high quality attachments, but this is still pretty good. Modular Construction (★★★★★) - Facilities faster is very good. Just like with heavy equipment its power earlier than the game expects you to. It’s not quite as ace, but it is still extremely strong. Private Channel (★★★★★) - This gives you so much breathing room. Not quite as much as infiltrate (except in the rare mission types where you have a timer and aren’t concealed) but it still gives you just a little more room to play cautious. I find turn timers are basically a non-issue with this turned on. Quid Pro Quo (★★★★☆) - This saves you a nice bit of intel throughout a run, but you probably won’t miss this if you don’t have it. Still, it's quite good. Sabotage (★★★☆☆) - This turns off the AVATAR project for you, but the AVATAR project is basically a non factor. It can help in some edge cases and it takes a mental load off you, but you’ll live without it. Probably anyway. Tactical Analysis (★★★★★) - This is insane. A lot of enemies will just spend the one action this gives them to move into cover and do nothing else. There are exceptions. Spectres actually get more dangerous when you have this because instead of shadowbinding you which is bad, Avatars, Gatekeepers, and Sectopods will still basically take their full turn. But that’s still a lot of enemies that are way less threatening. It reduces the odds of a complete failure state occurring where you are trying to kill a pod then reveal another pod then another then another and then die. Because those new pods are basically stunned for a round, giving you a chance to stabilize. This isn’t bulletproof but it's damn good. Under the Table I/II (★★★☆☆) - This is a decent chunk of supplies, but it isn’t super impactful. Supplies aren’t that hard to get compared to intel and this requires selling stuff which isn’t usually a big deal but it is a cost compared to something like Popular Support. Still, this is fine. Vulture (★★★☆☆) - More loot is good. More PCSs, more attachments is all nice. It isn’t anything mind blowing but it does raise the odds (by rolling the dice more, to be clear each item chance isn’t changed individually) of getting superior items out in the field rather than having to buy them, and that’s nice. Weak Points (★★★☆☆) - More shred is good, especially later into a run, but early when the only armored enemies are turrets this isn’t doing much. Even Mutons and MECs aren’t that much easier to take down with this. But for things like late game Chosen, Andromodons, Gatekeepers, etc. This is a nice bit of de facto extra damage. It isn’t mindblowing but it’s solid. Art of War (★★★★☆) - Ability points can really give you some extra strength but usually I don’t find myself lacking them too hard. But if you high roll this can be really powerful. And more is always better. Bonds of War (★★☆☆☆) - Bonds are neat but they aren’t everything and this is just a tiny difference compared to everything a run has going on in it. I think if you showed me two runs, one with this equipped and the other without I might not even notice the difference. Deeper Learning I/II (★★★★☆) - Yes I would like higher level ranked soldiers faster, thank you. There isn’t too much to say higher ranked soldiers are your greatest asset and this gives you more of them faster, yea that’s pretty good. Feedback (★★★☆☆) - This is funny, but it’s not that good. It can cause codexes to kill themselves psionic bombing you because each individual soldier psi-bombed will cause feedback damage but even then it’s not that big of a deal. It can help but psi attacks just aren’t that dangerous to begin with. Still, it is funny. Greater Resolve (★★★☆☆) - So how much fire do you want to play with? Because if you deploy an injured soldier they are one hit away from death most of the time. So you are betting that bringing this soldier will make you flawless the mission, or at least close to it. That’s a spicy proposition. Now if your entire roster is bleeding and this lets you deploy a full squad instead of 6 redshirts that’s quite nice but man is this risky. I mean I’ll usually take those odds but…it is spicy. Hidden Reserves I/II (★★★★☆) - This can save you some supplies and engineer time for not having to build a power relay as soon or having to upgrade it but you will still have to do those things eventually, it just helps you build the better things earlier. Now that is helpful but not that helpful. And also you can’t unequip this if that power is being used, just like you can’t remove an engineer from a power relay if you are using the power from that. Machine Learning (★☆☆☆☆) - If you read my research guide you’d know I don’t value breakthroughs much, and this makes them happen earlier when I have more important things going on. Nope, not for me. Mental Fortitude (★★★☆☆) - This is way better than it first appears. If the battle madness occurs on the enemy's turn, say because they got Mindspun by a Sectoid, then they will be back under your control at the start of your turn, which is very nice. Obviously it isn’t the biggest deal in the world but it can save your ass sometimes. Even then just knowing you’ll get them back under your command sooner is a nice bit of mental relief and lets you plan for it. This is pretty solid. Noble Cause (★★★★★) - Fatigue is the only thing really holding me back from flawlessing this entire game and this makes it so much less of an issue. If you play your cards right with this you can go 5, 6 missions with the same units on them, which is obviously very good. Even without that, just increasing the percent times your higher ranked soldiers see missions is super strong. Pursuit of Knowledge (★★★★☆) - If you don’t build a lab this literally does nothing but I usually do so this is a lot of extra science, which is very nice. Stay with Me (★★★☆☆) - Even with this there is no way to get a 100% chance to bleedout, so you are just more likely to get luckier when you fuck up. This might do nothing at all. Still, we’re all human. We all fuck up and get soldiers killed sometimes and rolling the dice to make that sting less is pretty good. Just don’t count on it. Suit Up (★★★☆☆) - Is this my last opportunity to shit on vests? That’s sad, I love doing that! As I’ve said a lot, I hate vests. I never use them, so that part of this does nothing. What this does do is make the spider/exo/serpent/etc. Suits instantly crafted. And that is quite nice. You can’t spam build all of them at once because you unlock them at different times, but if nothing stronger is occupying the slot then you can just have this to save on proving ground time. Which is pretty good. Tithe (★★★☆☆) - More stuff is good, and for supply raids this is a lot more stuff. More intel from council missions is also nice. Yea, it’s good. It's more stuff. Trial by Fire (★★★★☆) - This is basically the same thing as Art of War, which is to say pretty good but not essential. It is probably less AP overall, but it has the benefit of working no matter the ranks of your soldiers. So whatever. Vengeance (★☆☆☆☆) - So a unit has to die, so we’re not off to a great start, and then the buff I get is random? So it might do nothing? Yea…no this basically does nothing. It can be OK if you like mind control a unit then kill it because that triggers the buff but I strive for deathless runs so this literally does nothing for me. And even if you’re not. How many units are going to die in a run? How often is this going to pull you out of the fire? No…just no. Alight, and that’s all of them. I feel like I had less to say because some of their effects are very obviously good or bad, but yea. We have just one more player facing aspect to cover, Covert Ops. See you all then! EDIT: so I forgot to mention that continent bonuses are a subset of these, some of them can show up as continent bonuses. The list is: Munitions Experts Live Fire Training Volunteer Army Rapid Collection Resistance Network Bomb Squad Integrated Warfare Inside Knowledge Double Agent Tactical Analysis Suit Up Greater Resolve Mental Fortitude Pursuit of Knowledge It doesn't really change how I think of them, but you do get them for (kind of) free, which is neat. An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 104 Downvote 36 Go to comments Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section u/SwiftlyChill avatar SwiftlyChill • 1mo ago These come from the same pool as the continent bonuses, right? How does that all work? u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter So continent bonuses are a subset of these. Actually I should add this to the full guide but the list of continent bonuses are: Munitions Experts Live Fire Training Volunteer Army Rapid Collection Resistance Network Bomb Squad Intergrated Warfare Inside Knowledge Double Agent Tactical Analysis Suit Up Greater Resolve Mental Fortitude Pursuit of Knowledge u/Reddit-Arrien avatar Reddit-Arrien • 1mo ago • Edited 1mo ago I might be very unlucky, but I never seen double agent give an officer, only a Trooper or a Stun Lancer Also from my experience, the soldier from volunteer army usually has better aim (better than a rookie at least), but no grenade, armed with the strongest Assault Rifle you researched, not bought (ie if you complete plasma rifle research, he'll have it even if you didn't buy it and are still using Magnetic Rifles). Leading_Resource_944 • 1mo ago I once got an officier. It is just extremly rare. It think it is somewaht: officier:stunlancer:trooper 1:3:6 Just observation, no datamining. rynchenzo • 1mo ago Just had it on my last run late in the game, volunteer army does indeed use your best available rifle u/iamthehob0 avatar iamthehob0 • 1mo ago • Edited 1mo ago It's one of my favorite orders so I have it on a lot, and I've seen the best result maybe... twice? In about 10 full runs. Obviously it isn't up 100% of the time for all those runs but it's definitely rare. u/nguyenm avatar nguyenm • 1mo ago Using ally Advent units to pickup unconscious VIPs result in quite a hilarious visual bug during movement, and especially during Firebrand exfil. I think once I used an Advent Trooper to pickup the Stasis Suit and I think the whole cutscene was just the suit moving on its own. LoveTheGiraffe • 1mo ago Amazing job as always, I csn't put into words how much I appreciate your guide and how much it makes me want to start another run! u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I am a river to my people. u/CollegeWithMattie avatar CollegeWithMattie • 1mo ago These are excellent, but I think you would be better served to merge your formatting into a single system. Currently you list all the items, the item’s details, and a star review and then afterwards list the item again, the star review again, and then your analysis. It ends up being hard to read and cumbersome. Just make it one list, commander! u/iamthehob0 avatar iamthehob0 • 1mo ago It made more sense for weapons and such that had stats to list in a table, but you are right that here it looks clunky. u/BlinkyMJF avatar BlinkyMJF • 1mo ago Double Agent has neat interaction with the Dark Event that gives Stun Lancers the bending reed ability (move after hitting). It also applies to your Stun Lancer if you get one from double agent. Don't remember if it works with advent units getting bleed/poison etc. Playing with permanent dark events there's only a few events that you might want to let through in niche cases, this is one of them. u/RJ815 avatar RJ815 • 1mo ago • Edited 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I know for sure that ADVENT units Dominated by Psi Operatives do get Stiletto and Viper if they are relevant on the enemy. The issue with Double Agent is that Stiletto and Viper are just a chance even by default on enemies, not guaranteed on all ADVENT units, pretty sure. Both are minor because don't get shot, and Double Agent is RNG on whether it'll give you a unit at all in the first place. genericJohnDeo • 1mo ago You're sentence about specters on tactical analysis seems incomplete. I assume you were going to say they sometime use horror instead. I feel like the only time I've even seem them use that ability is with tactical analysis. Moistinatining • 1mo ago It's definitely either horror or that they'll simply shoot at you, which isn't great because they have 80 aim on Commander+. ConcreteMonster • 1mo ago How do you get new options for resistance orders? Is it just random? It seems like if you’re really gunning for a particular resistance order it’s super unlikely that you’ll get it early enough to make a difference. Is it really just luck of the draw? u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The first two hunt the chosen covert ops give you new resistance orders, but yea it's random u/ulughen avatar ulughen • 1mo ago Sabotage is great because it allows you to skip facility raids and avoid fatigue hit, which is a very important resource. u/RJ815 avatar RJ815 • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yeah Sabotage is quite strong on both Commander and Legend. It might save you from having to burn time on the Reduce Avatar Progress Covert Ops as well as giving you more breathing room on attacking facilities. I had a Legend campaign with it active early and it's crazy how much it reduces the stress of Geoscape timing. You can borderline barely worry about Avatar Progress for months. Less useful as the campaign goes on though, as you can hit more facilities and story missions etc. u/Sweet_Oil2996 avatar Sweet_Oil2996 • 1mo ago Different people, different priorities. My take would be: Ballastics Modeling - 2-4 stars The earlier you get it, the better. A lot of your research goes into weapons. In the end it can shave off a full month of research, that's a lot. Between the Eyes (★★★☆☆) - 5 stars in LWoTC. In LWoTC the Lost are actually dangerous because headshots are disabled for them. They evolve for more hitpoints and more damage in later months, becoming mini beserkers. They can climb walls too, so no longer standing on top of a ladder preventing them following you. Guardian Angels (★★☆☆☆) More loot, more experience, but also sometimes inconvenient. I want to control what role my rookies become so I train them in the GTS anyway. Rookies are not allowed on covert ops by me. Lightning Strike 2 stars Moving faster into unscouted territory raises the risk of activating a pod inconviently. This ability is worth 1 extra turn on timed missions if you don't run into a pod. That's not that much. Scouts are usually fast anyway, especially Reapers. They don't need the extra speed. Private Channel and Infiltrate are much better. Live Fire Training 2 stars You can replace it by hiring more troops which are trained up to sergeant and not more. Anyway this is useful only if you want to conduct a mission with the sitrep Low Profile. How many of them do you plan to do? Zero, if it can be avoided. Munitions Experts 5 stars You don't want to have this all the time, but maybe one or two months after you researched the ammo in the proving ground. It spares you a month or more of proving ground time, which is excellent. Popular Support I/II (★★★☆☆) Good into the midgame. At some point you will be swimming in supplies and you don't need it anymore. Rapid Collection 5 stars. Saving time on the Geoscape is nuts. Always on. Not only does it save you time on the Geoscape it also saves you time on building facilities and in the proving ground because you have the money earlier. The acceleration you get in building equipment and facilities is at least the same as with Heavy Equipment and it saves time on the Geoscape to boot, so it can't be worth less than Heavy Equipment. Recruiting Centers 3 stars early, else who cares. 4 stars in LWoTC. In the beginning you might not get the squaddies you want for team B, so you might want to hire a couple of guys early. In LWoTC you'll hire at least 40 soldiers and this adds up. In WoTC I hire maybe 8 because I don't want to be stretched too thinly. It's also useful to screen for genius combat intelligence soldiers and above. In mid game and beyond you'll get most soldiers from missions or the Black Market. Scavengers 2 stars You don't want to scan for resources that often. Geospace time is valuable. You'll get most from missions, contacted regions and the Black Market. Volunteer Army 3 stars More dakka is always good, even if it's only basic equipment. Also one extra grenade. I don't use them as mimic beacons. I'm not a monster. It's a matter of honor that they survive. That's what we are fighting for. Bomb Squad (★★★☆☆) - It's not quite as useful as Munitions Expert because discovery of new grenades and heavy weapons is stretched more over time. Double Agent 3 stars Same as Volunteer. Since he is fighting on our side I treat him as one of us. Information War 5 stars Hohoho! Now I have a Sectopod! If I get this I might rename one of my hackers into John McClane. It's like Christmas. Inside Job I/II 2 stars A lot of my intel comes from skullmining and hacking lampposts. I'm usually not short on intel. If there is nothing better I'll equip it. Modular Construction 2 stars Early I don't have enough supplies to profit much from it, and when I have the supplies I have enough engineers and building slots that I can build multiple facilities simultaneously. No need for this. Private Channel 4 stars Excellent, but Infiltrate is much better, so there has to be a difference. Quid Pro Quo 5 stars I'm rich! Empty the Black Market. No more difficult decisions. Sabotage 4 stars Gains a lot of strategic freedom in what missions you want to do. Tactical Analysis (★★★★★) - This is insane. Well said. Under the Table I/II (★★★☆☆) - at best. Those 2 cards together are worth less than the one card of Quid Pro Quo. Vulture 4 stars Same reasons. If you play with mods that have their own equipment like the Jedi class it's even better because you need the loot to equip him. Deeper Learning I/II 2 stars Troops level fast enough. I think in July I have my first colonels anyway. Sometimes there is a covert ops that can give a full level of experience. 2 cards is a lot for not much gain. Greater Resolve 1 star If you ever have the need to field a injured soldier your barracks is too thin. Can be easily replaced by hiring more soldiers and building up a B team. Injured soldiers can get shaken easily and now they are a really long time in the bunk. Hidden Reserves I/II 2 stars Upgrading a facility doesn't use more power, so it doesn't do that much. You can build one more facility before having to build a power relay or upgrading it. Early it spares you 2 weeks construction time and 80 (100 on legend) supplies to get the next facility up, that's ok. Later it is next to unimportant. Machine Learning 2 stars Nice after you have researched plasma. Before it doesn't do much except if you get one of the golden ones: Future Combat, Spare Parts, Interchangeable Upgrades, Adaptive Personal Combat Sims, Improved Conventional/Magnetic/Beam Weapons. It would be much better if it scaled with the number of scientists like normal research. Suit Up (★★★☆☆) If you play on legend you'll start to like vests. It also speeds up equipping the squad with Exo-/War-Suits a lot. Everything else I see the same. u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter So I'm not going to respond to all of these but a few are worth noting. The most obvious one being I've been playing on L/I for years and hate vests with the passion of 1000 white hot suns. Just give me the grenade, it is infinitely worth useful. Also upgrading facilities does take more power, depending on the facility. Upgraded Labs, Shadow Chamber, Ring, Ress. Comms, all take more power when upgraded. I cover this in tbe building guide from a few days ago. I also never hack units ever. Anything that a) has a failure rate b) can buff the enemy if I fail and c) is a turn ending action just isn't worth it. Just throw a mimic beacon. The rest is whatever. u/seto_kiaba avatar seto_kiaba • 1mo ago "You won’t get as much out of this as Inside Job just because high quality PCSs are harder to get than high quality attachments, but this is still pretty good." I believe you mean Inside Knowledge. u/RJ815 avatar RJ815 • 1mo ago • Edited 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I have literally never found Live Fire Training all that relevant past the early game. Even if you get a surprise death or two, evac out and lose the mission instead vs losing the whole team. IMO crazy hot take given the stance on medkits etc. Too many deaths = skill issue, this Resistance Order isn't going to fix that same way Recruiting Centers doesn't and similar to why Vengeance is bad, even if Live Fire Training is the best of the bunch due to having non-death effects. But you don't want crutch bonuses oriented around death as a condition, even on ironman. Outside of the early game it softens the blow of Low Profile or soldier deaths, but honestly I'll be blunt and say who cares as you shouldn't be seeing either that often. Low Profile is borderline pure RNG anyways, especially if it's on a Guerrilla Op you don't have to chose, and it doesn't do anything vs Surgical as the actual worst SITREP. Low Profile actually meaningfully negatively affects me maybe once a Legend campaign, yawn. It's a decent insurance policy as a continent bonus but I wouldn't often slot it in as an Order. Rapid Collection is at least ★★★★☆ IMO, and only not five because alloys and especially elerium are typically your real bottlenecks for upgrades. Still though, some things only cost supplies or mostly so, especially in the early to mid game as the most critical decisions before diminishing returns kicks in. This order vs not may allow you to get an important facility started sooner, or an equipment upgrade a mission sooner, all of which absolutely have an outsized effect on Legend where you are trying to catch up. This is one of the last orders I tend to switch out, basically only at the end of the game when more Supplies no longer really matter and you have a bunch of regions contacted. 3 days might not seem like a lot, but if you push the Avatar Project timer, facilities, etc, it all adds up, especially compounding the longer you have it active where it saves you entire scan times you otherwise couldn't do. Time-locked resources are effectively the most rare of all in this game. Resistance Network is ★★★★★ stars, especially on Legend. You're likely going to have to build radio relays somewhat more often on Legend to not just totally blow Intel on costs that are already inherently doubled (especially if you want to use the Black Market with any regularity, like always rare elerium). Your alternative is spending research time on data pads etc which is a valuable time gated resource til towards the late game, around to post Plasma weapons and such. Saving the region contact time cost is HUGE, almost can't be overstated, especially because it almost guarantees you the ability to rush unlocking an alien facility even if the final Avatar failure timer is active. You can plan ahead to mitigate this, so it's not NEEDED, but again it's a night and day difference with the game being much easier with it up. It also effectively boosts your Supply income any time prior to the late game. And still good into the late game to get Continent Bonuses and finish up the last Shadow Chamber projects and missions. Volunteer Army units can pick up knocked out VIPs, which is a cool little niche. They're usually the weakest member of your whole team but hey it frees up a real XCOM soldier for doing more important stuff and helping out! And for practical purposes it doesn't matter if they die. I think the fact that this bonus is not every mission is what weakens Volunteer Army and Double Agent because you can't count on it strategically, but more action economy, even just one extra grenade, is pretty good. Double Agent is the weaker of the two as you might get an ADVENT soldier that is kind of whatever in terms of tactical utility. It's funny and cathartic to run with Lancers though and use their stun baton! These are never bad, but both are probably ★★★★☆ for me as I often go long times with other orders as a priority to pump out fighting power upgrades vs random action economy. This extra soldier is less powerful than Squad Size upgrades since they are barebones on class skills and equipment. Inside Knowledge doesn't actually get you 4 on stocks. It's a display / coding bug. The other bonuses work as far as I know, maybe something to do with percentages vs the integer on stocks idk. I think Modular Construction is overrated. Excavation gives you slots for whatever you want plus supplies and/or alloys and elerium, making Heavy Equipment much better of the two. A faster facility is handy but rarely your bottleneck (since power or supplies sometimes limit you temporarily), and having the empty slots usually is instead for a while IMO. I think the earlier you use this the better, but once you're into (and definitely when past) the second row, the individual facilities and their timing matter less. Skirmisher Resistance Orders are pretty competitive IMO, so this is tough for me to pick unless the rest I have are whatever or I'm aiming for something specific like the Shadow Chamber for Avatar Progress reduction or whatever. Tactical Analysis in insane for Legend, borderline a ★★★★★★ pickup. Sometimes the pod will walk into you on their turn and it's no bonus, but getting effectively a half stun / frost bomb lite effect for FREE every time you activate a pod is major. IIRC it totally negates stuff like exposing a turret where they can't act for a turn, and killing the action economy of many enemies is amazing if they ever live. Almost a non-consumable Mimic Beacon on crack. Art of War is better than it seems because it offers more flexibility for your soldiers, and each time they level up rather than merely mostly for the higher Combat Intelligence ones etc. It's especially good on faction heroes to get more skills than you otherwise might be able to afford which is cool since they fit a specific role anyways. I think I actually prefer this one over the xp boosting Deep Learning, which is quite nice for ranking but tactical flexibility and the random skills from the Training Center can in fact change the utility of individual soldiers, whereas you'll eventually get the baseline Colonels you want even if it's slower. It was a nicer bonus than first glance, but ★★★★☆ is probably fair. I feel like I should like Greater Resolve more than I actually do, but timing Lightly Wounded with other soldiers' Tiredness doesn't often line up well. It might make the difference between taking a given soldier out on a mission they otherwise couldn't go on, but like, don't get injured in the first place (or have an Infirmary if you do), and a couple days of waiting difference is often minor to the point it doesn't make much a difference since Lightly Wounded can be a small time range. Also, if a soldier is injured AND Tired, the detrimental effects of Tiredness still apply so it's not a workaround for that despite what the summary display might suggest. u/InternetHolon avatar InternetHolon • 1mo ago "It's a free mimic beacon! That screams in pain when it gets shot!" That's cold 😭😭😭 dwhite10701 • 1mo ago Do you skip volunteer army and double agent when you're going for a run with no deaths? u/RJ815 avatar RJ815 • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I mean you can keep them alive and it is extra action economy. As long as they aren't dead by the end of the mission it doesn't count against you. It's really similar to the Haven retaliation missions when you have extra NPCs on your side, except you can actually control these NPCs! rynchenzo • 1mo ago Is there anything that can be done to influence the orders that you are offered, aside from doing the covert actions that offer them? u/hielispace avatar hielispace OP • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Nope rynchenzo • 1mo ago Sad face emoji u/Bubbel13 avatar Bubbel13 • 1mo ago Codex killing itself with feedback using a psibomb on my squad? Yep, just happened in my last mission. When I wanted to skulljack that Codex to progress the main story. Oh well, better luck next time ^^ u/eikin34 avatar eikin34 • 1mo ago You are actually understating Tactical Analysis, it is too good and basically makes the game worthless to play. You will generally win at xcom campaigns unless it breaks your spirit by killing the troops you love, but the individual missions are still fun to play. Tactical Analysis removes that fun. Even mimic beacons can be saved as a sort of last resort so you can still have fun if you use them. u/RJ815 avatar RJ815 • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Pods can still be alerted and wander in on the enemy turn and get their normal actions so you have to fight normally. However, on any pod you activate it is a significant damage reduction. Only a few like Sectopods and Codices do much of anything at all. Near infinite almost Mimic Beacon is broken though. u/eikin34 avatar eikin34 • 1mo ago I am against using mimic beacons as well. But if you take one, you can still beat a mission and be like, "I am cool, I beat the mission without using mimic beacons". With TA pretty much every mission you play will be weak and not worth your human time. u/RJ815 avatar RJ815 • 1mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I've never gotten Tactical Analysis early to see if it's a huge difference. Typically I've slotted it in as insurance when I've already got Darklance etc and am basically just killshotting a bunch of enemies before they even get a turn. [deleted] • 1mo ago ================================================================================ Xcom Part 20.txt ================================================================================ Dark Events range from nothing burgers to run killing, so knowing which to stop is a big deal. Dark events show up every month and you can only counter one at a time, but you usually have two goes at countering any one of them, so you can counter most dark events but some will slip past you. Knowing which to let slip past is very important. Here is the ranking system: ★★★★★ - Dark events that absolutely cannot be allowed to happen. You have to drop everything to stop these. ★★★★☆ - Very bad dark events, not unrecoverable but not good. ★★★☆☆ - Annoying dark events, but not killer. You can handle it. ★★☆☆☆ - Is mildly annoying, I guess? Like, I’d prefer not but eh it’s fine. ★☆☆☆☆ - I’m sorry there was a Dark Event? I didn’t notice. In addition, this guide is going to be a little strange because how bad a Dark Event is changes based on one very important thing, do you have Grim Horizon turned on or not? If you do then they are all permanent (the description sometimes says “for x weeks” but it's lying they all last forever) and that changes the math on stuff a lot. But if you don’t then things shift around. I usually play on Grim Horizon but I know most of y’all don’t (not that I blame you) so we’re going to do things a little differently. I’m going to give 2 star ratings, the first is for a normal playthrough and the 2nd is for Grim Horizon. So it’ll look like ★★★★☆/★★★☆☆ where the first one is for normal and the 2nd is for Grim Horizon. OK? OK let’s roll. Avatar Project: Minor Breakthrough - ★☆☆☆☆/★☆☆☆☆ - This increases the Avatar project by 1. I do not care about this at all. On Grim Horizon you have bigger fish to fry and on normal you still don’t really have a reason to care. This is nothing, it’s entirely free. Avatar Project: Major Breakthrough - ★☆☆☆☆/★☆☆☆☆ - This increases the Avatar project by 2. This is the same thing as the minor breakthrough, aka entirely free. Hunt XCOM - ★★★☆☆/★★★☆☆ - This summons a UFO to hunt XCOM and trigger the UFO base defense mission. If this triggers there is a 50/50 chance to dodge the UFO, unlike the story one. If this pops early in a run this mission can be a little spooky, but usually it’s not too bad. It can hit you with a lot of fatigue though. So stopping it isn’t a bad idea, but there are bigger targets. ADVENT Midnight Raids - ★☆☆☆☆/★☆☆☆☆ - Increases the cost of rookies by 100% I’m sorry does this do…anything? At all? Honestly I don’t think I’ve ever cared about this once. ADVENT Rural Checkpoints - ★★☆☆☆/★★★★☆ - The next supply drop only gives 50% supplies. On Grim Horizon it is every future supply drop. On normal this is annoying but not that big a deal. You can survive getting a few less supplies for a month. On Grim Horizon though this is a pain. 50% less supplies forever sucks. It isn’t fatal to a run, there are ways to get supplies in this game, but it does suck. ADVENT Alloy Padding - ★★☆☆☆/★★★☆☆ - Gives ADVENT units a random chance to spawn with +1 armor for a month (or forever in Grim Horizon). If this is short term it’s sort of whatever you’ll deal with it but forever kind of sucks. Like, it’s not the biggest deal you can usually handle it but it does change the math on things that can trip you up. But there is worse. Alien Cypher - ★★★★★/★★★★★ - Increases intel cost by 100% for one month (or forever in Grim Horizon) This can literally kill your entire run. Intel is already a hard to get resource and this can rob you of the ability to contact a new region, and therefore stop the avatar project, and therefore die. On Grim Horizon if this pops early enough just…just give up. You lost, it’s over, go home. Beating nearly the entire game with double intel cost is basically impossible. If it pops late enough this isn’t a big deal at all but early this can just sink you. Resistance Informant - ★★★☆☆/★★★☆☆ - Causes the retaliation timer to move up by 2 weeks. In vanilla this is nothing but in WotC fatigue can kind of screw you here. If this pops while the retaliation timer is under 2 weeks the mission will trigger immediately and you might not have any soldiers to send on it. However, if you can manage that mission, then you get a break from retal missions for a while. This also functionally delays the introduction of berserkers and lids to missions if it happens before those retal missions pop, which isn’t bad. I usually let this one go on Grim Horizon just because there is worse to handle. New Construction - ★☆☆☆☆/★☆☆☆☆ - Causes the aliens to build an avatar facility 4 weeks sooner. This doesn’t do anything. It’s the Avatar breakthrough ones but gives you a way to reverse the progress, and those already don’t matter. You can mostly ignore this. Alien Infiltrator - ★★☆☆☆/★★★☆☆ - One or two Faceless will spawn on every mission as a hidden civilian for a month (or forever on Grim Horizon). Fun fact this spawns civilians on mission biomes they usually don’t, which makes sewer missions even more annoying, hooray! Regardless, you always get a turn to kill the faceless when they reveal, so often this is just more faceless corpses, and therefore more mimic beacons. However if they reveal in the wrong moments they can literally kill a unit or cause a catastrophic failure. That’s rare, but it is worth noting. Infestation - ★★☆☆☆/★★☆☆☆ - Spawns extra chryssalids on missions for a month (or forever on Grim Horizon). This can only spawn after lids start showing up, so it only ever happens super late into the game. That means you have scanning protocol or battle scanners to handle this without too much trouble. It’s annoying, and means you probably want the ability to heal the lid poison if this comes up for if/when you fuck up the sight lines and get stabbed (hey look I recommended healing in this game how novel). This is more annoying than anything else. Rapid Response - ★☆☆☆☆/★★☆☆☆ - Causes reinforcements to show up on G. Ops for a month (or forever in Grim Horizon). Normally this is nothing. Reinforcements can spawn on G. Ops anyway so this dark event might literally have done nothing. In Grim Horizon this makes them spawn forever. Which is annoying, and can screw you in very specific situations where the reinforcement spawns on a turn that results in a catastrophic failure, but that’s rare. It’s not that big of a deal. Vigilance - ★★★★★/★★★★★ - This increases enemy sight lines by 3 tiles as well as their concealment detection radius for one month (or forever in Grim Horizon, again). This actually reads “go fuck yourself.” Increasing enemy sight lines almost guarantees you draw more than one pod at time, maybe even two extra pods at a time. It means chosen encounters start with the chosen even further away from you, it means the rinse repeat of “scout, kill, onto the next” of this game breaks into “scout, the entire map falls on top of you, die.” On Grim Horizon specifically if this pops just delete your save file, it ain’t worth dealing with. I know it’s only 3 tiles, but those tiles make all the difference. Show of Force - ★★★☆☆/★★★★☆ - An extra pod spawns on missions for a month (or forever, yet again). An extra pod is bad, but not absolutely catastrophic. The game will throw more pods at you eventually and if you manage them correctly it’s just more XP for the pile. If this pops early into a run you just sort of die but eventually you can handle it. And for only a month it’s kind of a mild annoyance. Viper/Stiletto Rounds - ★★☆☆☆/★★★☆☆ - ADVENT Troopers and Officers rounds poison you/bleed you on hit for a month (or forever, again). So how dangerous this is to you depends on one very simple thing, how often do you get hit? If it’s every single mission, this is pretty bad. If it’s only about 65% of the time, then this is kind of nothing. It’s only on a very small subset of enemies you have to remember. So you need to take damage to them specifically. Now that isn’t impossible but it is less broad than you’d think. Still, it can just kill you early into a run. It is responsible for one of only three times I had to heal in my grim horizon legend deathless run, so there’s that! And there really isn’t a difference between poison and bleeding other than a medkit makes you immune to poison, but you shouldn’t bring medkits anyway ;-P. Signal Jamming - ★★★★★/★★★★★ - All scanning (including contacting new regions, building resistance relays, everything) takes 50% longer for a month (or forever). Oh cool another dark event that just kills you. This basically cripples your run, especially on Grim Horizon you literally just die on the spot. This is 50% less of everything in a run. Literally everything, that is absolutely brutal. Late game you can fight through this but if it pops even in the mid game you just lose. The Collectors - ★☆☆☆☆/★☆☆☆☆ - The chosen will now always go for the kidnap, rather than it being a chance. As far as I’m concerned this changes nothing. Once the chosen upgrade to be able to kidnap your units you can’t play like they will go for extract knowledge anyway, you have to assume they kidnap. And now it’s not an assumption, so…nothing changed? You can basically ignore this. ADVENT Lightning Reflexes - ★☆☆☆☆/★☆☆☆☆ - ADVENT Troopers (only troopers) will now cause all overwatch shots against them to miss. The thing about this is that it only applies to ADVENT troopers. Not officers, not stun lancers, just troopers. And overwatch always prioritizes pack leaders not followers, so often this doesn’t actually do anything because your OW isn’t targeted at troopers. And even if it is, OK it now misses it might’ve done that anyway. It just isn’t that important. It does make things like bladestorm not hit troopers, but again it’s literally just troopers so…OK, I’ll live. Collateral Damage - ★☆☆☆☆/★☆☆☆☆ - ADVENT Troopers carry an extra grenade. The difference between a trooper having one grenade and two is nothing. It changes nothing about how you should play, so this might as well not have any text on it at all. Ignore this. Counterattack - ★★★★☆/★★★★☆ - ADVENT units (so troopers, officers, lancers, etc) have a chance to enter overwatch after being revealed. (Well, that is what it is supposed to do). This dark event is bugged! It’s supposed to make them just go on OW, but they can use the extra action point given by this to just shoot you sometimes! Fix your game Jake! And obviously, is there anything worse than “hey get shot at with no counter play” I mean, the pod is going to activate eventually. It isn’t a “whoops I lose” dark event, but it is very bad. If it wasn’t bugged (hint hint you are using the Highlander Mod) this goes from deadly to just annoying. Shadowstep and Lightning Reflexes are in this game but it does make turns more awkward, so it’ll be 3 stars in that case. ADVENT Return Fire - ★★★☆☆/★★★☆☆ - ADVENT Priests and Officers now shoot at you if you miss them. This is an idiot check. If you remember they can do this, it isn’t too hard to play around. You want to get 100%s anyway it just changes what units are doing what on a turn. You can’t take as many “hey if it hits I’m golden” shots. But if you are an idiot like me and forget these triggers you will just get tagged by this. Remember it exists and you’ll be fine, but maybe put it on a sticky note in front of your monitor. ADVENT Bending Reed - ★☆☆☆☆/★☆☆☆☆ - Stun Lancers can move after using their melee attack. Does this…do anything? Sure it makes Stun Lancers slightly harder to kill but only slightly, it still isn’t that big of a deal. Plus you really, really, really, really, want to kill Stun Lancers before they move anyway. I let this go 100/100 times. ADVENT Sealed Armor - ★★★☆☆/★★★☆☆ - ADVENT soldiers (troopers, officers, etc) are completely immune to fire, acid, frost, and poison. This is bad, obviously. The status effects aren’t that big of a deal most of the time but immunity to the Frost Bomb is a real pain. Given that a lot of advent units are very dangerous, I often want to spend it on them. Also it makes AVATARs immune to the frost bomb, which is annoying. It isn’t super duper bad, but it is annoying. Undying Loyalty - ★★★★☆/★★★★☆ - Any ADVENT soldier can become a psi zombie upon death. This is very, very bad. Psi zombies hit hard and it creates a lot more enemies for you to kill. In addition, it does it in an unpredictable way. You can low roll and have an entire pod reanimate and that just kills you. The later this occurs the less bad it is, but it’s still annoying on the final mission. Not quite instant death bad, but very bad. Gone to Ground - ★★★☆☆/★★★★★ - The Black Market closes for 6 weeks (or forever). The black market being gone for 6 weeks is bad, the Black Market being gone forever is run ending. It is so much power you just don’t get access to. Now in normal you can play around this, you can just tough it out. It’s bad but not that bad, but on Grim Horizon you just sort of take an L here. High Alert - ★★★☆☆/★★★☆☆ - XCOM will no longer start missions in concealment. This is obviously bad, but it could be worse. It means the need for a scout increases even more but you should probably have one of those anyway. It basically just means every pod you have to fight the same rather than getting a freebie for the first one. It’s not good, I’d rather not, but you’ll live. Lost World - ★☆☆☆☆/★☆☆☆☆ - The Lost can spawn on any mission for a month (or forever). This is actually 5 stars because it tilts me into misplaying, but other than that it is no threat at all. The Lost just aren’t scary. In fact it’s not too hard to turn them to your advantage. But if this triggers on a Grim Horizon run I will delete my save because it is so fucking annoying to deal with I’d rather not play at all, but that’s a me thing. Barrier - ★☆☆☆☆/★☆☆☆☆ - Hack and psi defense doubles for a month (or forever). I never use the abilities that key off of Hack anyway, so I don’t care about this at all. It makes Haywire even worse but I never click that anyway. Make it harder to mind control with the Commander’s Avatar…I guess…but eh you’ll live. I just don’t care about this at all. Dark Tower - ★☆☆☆☆/★☆☆☆☆ - Will loss for your soldiers increase for a month (or forever). So this doubles the will loss you suffer on missions, but it doesn’t actually change the cap of will you can lose. You can only lose 33% of your max will per mission, and most missions hit that limit anyway. So this just changes things from “probably” to definitely. Which, like, OK, that’s whatever. I used to think this was super scary before I learned how it actually worked, but yea this does basically nothing. Spider and Fly - ★★☆☆☆/★★☆☆☆ - There is a risk of ambush on all covert ops. If the chosen is dead this doesn’t function for that faction. Oh, good, ambush missions, my favorite. Yea this does almost nothing. You have to fight more ambush missions, which I hate and are annoying, but aren’t actually threatening. Really all this does is annoy you. Which, I mean, fine it’s an effect but not a big one. Left Behind - ★★★★☆/★★★★☆ - There is a risk of capture on all covert ops. If the chosen is dead this doesn’t function for that faction. This on the other hand sucks! If you don’t have the option to negate the risk you are almost frozen out from that covert op. Not entirely, you can still do it. But if you go to hunt the chosen with a major and get them captured, well, that fucking sucks! I really do not want this to occur. Made Whole - ★★★☆☆/★★★☆☆ - The chosen no longer suffer weaknesses. If this happens early it is a real pain. Those weaknesses are the only thing giving you a fighting chance often. But late into a run you can work around this. Still, it can be problematic. Wild Hunt - ★☆☆☆☆/★☆☆☆☆ - The chosen always show up every 3rd mission, rather than it being a 50/50 chance on the 3rd mission. This might actually be a buff to the player. Not because it helps you, it doesn’t fighting the Chosen more is bad, but you get to know for sure they show up every 3rd mission in their territory. And that gives you extra information, and information is power. You can plan around their appearances much easier, and now if you get two missions in a row with a low enemy count you know you will fight a Ruler on the one that didn’t have a Chosen in it, or vice versa. That is quite handy. Loyalty Among Thieves - ★☆☆☆☆/★☆☆☆☆ - Every time a Chosen gains knowledge, the Hunter/Assassin/Warlock (whichever this dark event is for) gains a little bit of knowledge. I just can’t possibly care about this. Chosen gaining knowledge just doesn’t matter much. Sure they might invade you eventually but you can also just…win that mission it isn’t that hard you get 10 units. And that’s assuming things get that far, you can just…go kill the Chosen before things get that. This is just kind of nothing. OK, that’s it. This stupid thing is done. These last few parts were very annoying to write. But we’re not quite done yet! See y’all next time! An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 148 Downvote 37 Go to comments Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section u/hielispace avatar hielispace OP • 26d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I'm back! I had a busy stretch but now I'm back with more parts of this guide. Next up is Force Level, then aliens, then alien rulers, then chosen, then we're done! u/Sunsfury avatar Sunsfury • 26d ago Probably worth pointing out that part of the reason the avatar breakthroughs are so free is because they get added to avatar facilities, and so are easier to remove than a new player might expect u/Chii avatar Chii • 26d ago i find dark events to be poorly implemented form of power scaling (for advent). It'd be interesting to have dark events (the hard, punishing ones only perhaps?) be an effect of a facility, with the pips being the "timer" on them (ala, early game facility have 3 pips, so takes 3 avatar progress for them to get online and activate the dark event[0]). The dark event stays until you can attack that facility (so if it's far from your region, you have to rush to get there to stop the dark event). [0] - late game facilities actually have fewer pips i find, so they get online much faster! u/faket15 avatar faket15 • 26d ago No Covert Ops? u/hielispace avatar hielispace OP • 26d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I don't really have much to say, do the chosen ones when they show up. Don't send only rookies on missions that can get ambushed, recruit new scientists and engineers when you can. The rest free style. That's it, that's my whole advice. u/rogozh1n avatar rogozh1n • 26d ago Don't be done, please. Just begin again from the start. u/comfortingmyself avatar comfortingmyself • 26d ago I kind of wish Grim Horizons was the default - and that all Dark Events were tuned around it - with an optional toggle to make them temporary if desired. I like Grim Horizons, I think it's better flavor and gameplay, but some of the events are just a little overtuned with Grim Horizons on. High Alert is a weird dark event. Supposedly this completely breaks open the Neutralize Field Commander and Extract Supply Crates missions, since breaking concealment is the trigger for their timers to start. The timers won't start and you have free rein. But I haven't seen this myself. In fact I've seen the opposite, the timer will start immediately and make those missions absolute hell. I play with a good amount of mods, so it's probably one of those that fixes this, but I honestly don't remember which mod does it? IIRC burrowed Chryssalids effectively turn off Reaper scouting, so I rate Infestation as a pretty high priority event to stop. Not the end of the world or anything, you're probably chilling on the tactical layer by the time Chryssalids enter rotation, but still pretty bad. And I now hate Undying Loyalty after it was the first dark event to go through on my current L/I run. I didn't think it'd be that bad, but it's SO ANNOYING. Not just having to chew through extra bodies, but also that killing Advent enemies on Overwatch which reanimate into a Zombie is fairly likely to crash the game, so I'm pushed even further into making suboptimal plays just to play around this dark event. If you want to be funny, you could even include a 0-star category, for some Advent Dark Events like Bending Reed and Collateral Damage that are actively beneficial to the player. Advent is too frail/dumb to do much with those, but your own Double Agents sure can! Great guides as usual. Good to see you back. rynchenzo • 26d ago Why is the Black Market so important? I'm on my third play through and never used it, the intel cost is too high. u/hielispace avatar hielispace OP • 26d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter More supplies, more alloys, more crystials, more engineers, and more scientists. Plus it's the best source of superior PCSs and weapon attachments. The intel cost is a thing but intel is no good if you die without spending it. rynchenzo • 26d ago Ok. I am blowing my intel on contacting new regions so I get more supplies. u/hielispace avatar hielispace OP • 26d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Contacting new regions is important but you get stalled on it. Eventually you hit the limit of what you can contact and holding onto intel waiting to build a res. comms is a bit of a waste. The game will give you more. u/Sweet_Oil2996 avatar Sweet_Oil2996 • 26d ago The Black Market is pretty useful. It helps with supplies, alloys, engineers, scientists, everything you are short of. To get more intel, lean into hacking lampposts and skullmining. This should get you 100 intel or more extra in a month. If you are really short on intel you can researchdata pads. It delays your research but when that's the difference in being able to contact a blacksite region and raid it or not or something else important it may be worth it. If you get an inspiration for researching datapads, do it because this earns the inspiration for all future datapads. When you contact regions you can build comm towers to reduce the cost of contacting new regions. I usually don't contact regions more than 2 jumps away without comm towers (one tower every 2 regions apart). You'll want to build them anyway because of the continent bonuses. If you get a hack reward for reduced cost of contacting new regions go on a contact spree. This saves serious amounts of intel. u/RJ815 avatar RJ815 • 25d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter While a lot of it is not totally essential, especially on the higher difficulties you're almost always going to be at an Elerium bottleneck for upgrades past a certain point. The Black Market helps smooth this over to unlock an extra upgrade or two multiple missions sooner. Everything else is a bonus, but you can luck out on things like extra early engineers/scientists (which makes a huge difference above and beyond more region contact for Supplies), a good PCS, a high rank soldier of a class you're low on, etc. u/Mathdino avatar Mathdino • 26d ago Another great post as always! Very small quibble: if everything takes 50% longer (or times increase by 1.5x), this actually results in 33% fewer resources, not half. u/hielispace avatar hielispace OP • 26d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Oh yea, that's how math works. Mekhitar • 26d ago Husband and I are in the middle of a Dark Horizon run on Commander, and we had Signal Jamming pop in the early midgame. What a pain. We thankfully shortly after got the Resistance card that makes supply pickups instant, but still, it’s so annoying. We ALSO got the Lost card, which is equal parts hilarious (what are all these lost doing in a city center?) and annoying. Mostly though it broke the run wide open. So much free XP. We have half a roster of colonels - and we haven’t been making any effort to farm them; just trying to deal with the ones that naturally show up. For Dark Horizon I kinda wish there was a way to just select that one card and turn it off. u/comfortingmyself avatar comfortingmyself • 26d ago I use No Lost World on all my campaigns nowadays. Lost World is funny for a little bit but eventually the novelty wears off and it gets really tedious. Mekhitar • 26d ago Getting this! Our Templar killed about 50 lost all on his own one mission. :/ u/hielispace avatar hielispace OP • 26d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter God I hate Lost World. Thanks for tanking my framerate and wasting my time game, it's so much fun /s u/zelandofchocolate avatar zelandofchocolate • 26d ago Comment Image Pure pain u/RJ815 avatar RJ815 • 25d ago • Edited 25d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Something that I thought wasn't quite intuitive about Grim Horizon is the quirks of how Chosen-activated Dark Events work. IF I understand it correctly, it seems like they will ALWAYS fire the same month they appear for, BUT they'll go away once the Chosen is defeated for good in their Citadel. The normal 2-ish Ops time window for other Dark Events means you usually can take out really bad ones, but especially on Legend the Chosen triggered Dark Events can be a problem if they are something other than nonsense like the Loyalty Among Thieves sharing information (Undying Loyalty seems to be a mainstay for me :/). It adds another element of randomness in terms of impact but I thought I'd toss that info in. Alien Cypher is manageable on Commander since it just basically bumps baseline prices up to what it is on Legend, though the extra Black Market cost is particularly unfortunate. Early enough on Legend and it can be a run killer, should be like top three if not #1 priority to remove if you can. Later in a run you could manage by just giving up on Continent Bonuses and focusing on story missions, since Data Pads can help and research is a bit less critical once you're getting to Plasma Weapons. But any time before Plasma weapons if it goes through on Grim it is probably a run ender. While it's a minor point, SPARKs have a niche if you're seeing Chryssalids often enough to be a problem, like with Infestation. They can't be poisoned and have inherent defense. If you have enough foresight to slap an Aid Protocol on them, they are very unlikely to ever get hit by burrowed Chryssalids. But it does mean that you need to have invested in this class / option and are for sure giving up one pair of bonding bonuses. Late game a Bladestorm Ranger can also be your spearhead Chryssalid counter (bonus if they have a little extra dodge from light armor) but if you have Bladestorm Katana the run is probably close to over if you wanted it to be. IMO Rapid Response is one star on Grim as well. I don't know if I was supremely unlucky or something, but I had a Grim campaign where prior to it becoming a permanent event, I had reinforcements show up (seemingly) every Ops I went on anyways. It feels like the remaining turn timer is related, and even besides that if it's like a 75% chance vs a 100% chance then who cares. It also has a slight positive in being more XP which is always nice on Legend if you can handle it, probably worth the trade off. Alien Infiltrator is rougher as it is possible to end turn close enough to a transforming Faceless that it can cause problems. While Cypher is really bad I think Signal Jamming is even worse. Other than a rare Hack reward (which is RNG on top of RNG on top of RNG to even see let alone get), scan times have NO counterplay. Data Pads and Caches are SOMETHING for Cypher. Jamming is get fucked. This personally takes my #1 spot for worst Dark Event, especially since it's one of maybe two (the other being Cypher when you just don't have backlogged resources at a bad time) that can outright cause you to lose the Avatar Project if you don't have the Resistance Network instant region contact bonus. The Counterattack bug is particularly bad for the ability to just outright lose action economy to things like instant activation Stasis or Psionic Rift. It's not run-ending in and of itself but it is pretty horrible. On Grim I'd give the de facto bugged outcome five stars as action economy is the main resource you have to mitigate RNG. Lost World is definitely at least 4 stars on Grim. I played out a campaign with it early just for the challenge and to see what people dislike about it. A small amount of the time it is advantageous as a wildcard Mimic Beacon kind of thing and extra xp where every bit helps on Legend. Once you know the game the explosion factor isn't really that big of a deal, but even if you can handle it it for sure is tedious. Especially on Legend it eats up your action economy (especially for any Lost that don't die in one hit) and I found it to on average delay timed missions by 2 turns, which may or may not matter for your playstyle. The much more annoying thing even besides the sheer tedium of missions with 60-80+ enemy kills, is that you're much more likely to take injury on otherwise Flawless mission tactics just because some random Lost was one or two tiles in range for hitting a soldier compared to the rest being a non-issue. It's just not realistic to perfectly memorize their movement range vs any given map's obstacles when you're seeing literal hundreds of them over the course of a campaign. This is the only Dark Event I'd say is completely fair to mod out of the game. I did it one time but it's just very uninteresting. I like Lost when they are a change of pace. But shooting zombie fish in a barrel forever with a side of aliens is a snoozefest and mostly annoying rather than actually hard. Despite probably 40-50 missions with it, it only truly made <10% maybe even barely 5% of them uniquely challenging. From what I understand with Dark Tower your statement is correct if you don't take injuries. So basically passive Will loss. Otherwise that and rare things like a Spectre's Horror can push it lower. So it's an interesting case of a 'lose more' factor that doesn't really do anything if you are playing well. Viper Rounds are in a similar category of making a bad situation worse but mostly a non-issue. u/ShadowKnightTSP avatar ShadowKnightTSP • 26d ago It’s “Made Whole” btw :D u/hielispace avatar hielispace OP • 26d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Fixed. You'd think I'd be able to post at least one of these without a typo, but alas. It is not to be machine1979 • 26d ago Thanks again for doing these. Its been super helpful reading them. antiguy1 • 26d ago Grin Horizon doesn't affect Signal Jamming. Also, a lot of these also get affected by difficulty. An early Major/Minor Breakthrough or New Construction is a death sentence if you let that get through in the first couple Dark Events. u/hielispace avatar hielispace OP • 26d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Wait it doesn't?! I mean it's still evil but less "whoops you lose." And yes they can changed by difficulty but this series is only about L/I. You can basically always handle the avatar project, you start near the blacksite and can build a skulljack early and that's 4 pips off right there on top of covert ops lowering it further. It just isn't that big a deal u/McGrevin avatar McGrevin • 26d ago This actually reads “go fuck yourself.” Lmao so true. I recently got back into XCOM2 and did a commander run with no issues to shake the rust off, so then I did a legend run and this triggered extremely early for me. I was shamelessly save scumming to get through it but I still took a week off because the game was driving me crazy with triggering 3 pods every time I moved. Also I agree lost world isn't actually that hard but I always try to kill that one just out of annoyance for how long and tedious missions become when the lost relentlessly keep popping up And thanks for doing all these. I've done an Ironman legend run but I'm learning a ton from every single post. Really great insight all around baddoge9000 • 26d ago Hey! You're back ?! Thanks for the hard work man. So uh, what u gonna do with ur life? Tyroredux80 • 25d ago • Edited 25d ago Hi Hielspace, superb in depth info, sad to say I am late to the party and only found you around part 13, I would love to be able to see all the guides from part 1 if possible. I truly appreciate your wish for privacy etc. if u would oblige and trust me to view this guide it would be truly appreciated. u/hielispace avatar hielispace OP • 25d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Th index has every part in it Tyroredux80 • 25d ago ty for promt response, i have two choices here... option A lie and pretend i know wtf a reddit index is or how to access it.. or option B honesty I rarely use reddit throw me a bone here 😄 I choose option B u/hielispace avatar hielispace OP • 25d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It's the link at the bottom of every post. Just click it and all will be clear Tyroredux80 • 25d ago It is clear.. many thanks commander ;) u/Dr_Bombinator avatar Dr_Bombinator • 26d ago • Edited 26d ago God, one GH run I had to pick between Checkpoints, signal jamming, and high alert on top of having Lost World activate in I think May. Between increased pod size models and LW I think I never had a sub-90 minute mission or less than 100 kills ever since. Absolute hellish grinder of a campaign, but it was funny watching ADVENT drown in all the zombies they’d summon. I really appreciate the Covert Infiltration mod that adds an event chain to remove a dark event. u/rogozh1n avatar rogozh1n • 26d ago Is Alien Infiltrator extra bad because it often leads to the death of civilians, which leads to more fatigue for our units? u/hielispace avatar hielispace OP • 26d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Fatigue loss is capped per mission at 33%, and beyond the first like 10 missions you are going to hit that anyway so it's not a big deal u/rogozh1n avatar rogozh1n • 26d ago Then, as my grandma used to say, fuck 'em if they can't take a grenade. Thanks! ================================================================================ Xcom Part 21.txt ================================================================================ I made a post about this a while ago but it wasn’t the best organized and this series would be incomplete without it, so let’s explain force level, or FL, for short. Force level is the game’s internal clock of increasing strength of the aliens you fight. It starts at 1 and counts up to 20 (though any mechanical difference actually stops at 18, for whatever reason). This clock ticks up once every 14 days on legend (it’s 10.5 days on any other difficulty, which is the only difference). Beyond that, the game separates out units into 3 categories: followers, leaders, and bosses. Followers can appear in multiples in a pod, leaders cannot, and there is (with the exception of story and avatar facility missions) only one boss enemy per mission. As force level ticks up enemies get moved from leader to follower. You start only being able to fight Sectoids as leaders but eventually 2 can appear in a pod at once, for example. There are also a few enemies that don’t fit into this paradigm. 2 Faceless spawn on every retaliation mission but with specific sit reps or other extenuating circumstances cannot spawn on normal missions. Codexes also only start showing up after you skulljack an officer for the first time. Berserkers and Lids cannot spawn on normal G. Ops without specific sitreps but do spawn on the soonest retaliation missions and on UFO/Chosen defense missions (lids also spawn on chosen stronghold missions). Alien Rulers follow their force level cues as well if you let them wander around or after you activate them from the story mission or by going to their facility. Also the Lost follow their own rules, they only show up when their sitrep is active, and get upgraded at the same time as troopers go from standard to advanced and advanced to elite, but don't obey the normal pod structure. We'll cover them in more detail in the enemy guide. In addition, at specific force levels enemies level up from standard to advanced and advanced to elite. In general followers level up one FL earlier than the pod leaders. Obviously this doesn’t apply to each enemy type but it is important to know. Also the chosen operate on a different system so they don’t appear here, but they are boss monsters so they can’t share a mission with rulers. OK, that’s enough set up, the rest of this post is very simple, it’s a giant table of when each enemy can spawn. Enemies in bold are leaders, enemies in italics are enemies that move from leader to follower. If I list an advanced version of a previous enemy, that means the other type can no longer spawn. The dates included are for legend as well. You can do the math for other difficulties but because it’s 10.5 days that’s less helpful and this guide is focused on Legend anyway. As posts goes this is the one with the least commentary from me, it’s just a giant list of info. OK here we go: Force Level Date Enemies 1 March 1st Sectoids Officers Troopers Lost 2 March 15th Faceless* 3 March 29th Stun Lancers Priests Turrets 4 April 12th Vipers Purifiers Viper King (Boss) 5 April 26th MECs 6 May 10th Mutons 7 May 24th Advanced Troopers Berserker* Sectoids Codexes 8 June 7th Adv. Officers Shieldbearers Adv. Priests Spectres Vipers 9 June 21st Adv. Purifiers Berserker Queen (Boss) 10 July 5th Heavy Lancers Mutons 11 July 19th Archons MECs 12 August 2nd Heavy MECs Chrysalids* Archon King (Boss) 13 August 16th Codexes Elite Troopers 14 August 30th Andromedons Elite Priests Elite Shieldbearers Elite Officers 15 September 13th Elite Specters Elite Purifiers 16 September 27th Sectopods (Boss) Elite Lancers 17 October 11th Archons 18 October 25th Gatekeepers (Boss) Heavy MECs Elite Specters 19 November 8th No change 20 November 22nd No change *These enemies don’t obey the normal pattern, as above. And as I said above, the Chosen count as boss enemies so they won’t ever share the floor with Sectopods/Gatekeepers except on special missions and they will never ever share a mission with a ruler. Also the spawn rates of Alien Rulers is mean as all hell. Force level 4 for the Viper King?! 4?! Force level 9 for the Berserker Queen is OKish but Force level 12 for the most dangerous enemy in the game! Rude Firaxis, just rude. OK so how do you actually use this information? Well, without a mod like Force level display it can be tough to keep track of exactly what FL you are on, which is why I included the dates (though personally I find it annoying to have to keep looking up what FL I’m on, hence the mod, but it isn’t necessary), but after you know that, you can have absolute clarity about the pool of enemies you are going to fight and in what amounts. The game will always throw the newest enemy available at you when it ticks over on the next standard mission so if you just crossed into FL 6 be prepared for some mutons. The pool of enemies the game has to throw at you will just get larger and larger and eventually you get the shadow chamber to make keeping a mental model of all of this redundant, but before that it is useful to know “hey there might be some MECs should watch out for that.” In addition it can stop the game from jump scaring you, if the Rulers are wandering around and you just ticked over to FL 12 the Archon King is on the next mission and you should be prepared for that, and it can basically make the “ENEMY UNKNOWN” the shadow chamber gives you redundant, because you can just look at the chart. It is also a good way to keep track of your tech progress. I like to get mag weapons around FL 4, for example. If you just ticked over to Fl 13 and don’t have plasma tech at least started it means you are running behind. The enemy just upgraded to tier 3 you should, as well. And that’s it. This is a smaller one than usual but I didn’t want to have this get drowned out by the enemy guide, so I made it on its own. See y’all then! An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 102 Downvote 22 Go to comments Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section u/hielispace avatar hielispace OP • 21d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter And we've hit 20 parts. But only 3 to go, so we're almost done. There is going to be a bit of a gap before I post the next one because it'll take me a while to write the enemy guide, but it'll happen, I promise. darkdiashi • 21d ago I missed the last one and realized I hadn’t seen any posts in a while, so I just hunted down parts 18 and 19 like an hour ago. The timing is immaculate lol u/Khaim avatar Khaim • 21d ago Wait, so does this mean enemies advance faster on lower difficulty? That seems backwards. u/hielispace avatar hielispace OP • 21d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yes, but tech research takes twice as long as Legend. So effectively enemies scale up faster. Or more accurately you have to do more missions with weaker gear. TheMaverick427 • 20d ago Do you know if XP gains are slower on Legend as well? If not I guess your soldiers should be leveling up faster relative to the force level on Legend (assuming you don't take injuries all the time). u/hielispace avatar hielispace OP • 20d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Xp isn't gained slower but it takes more to rank up u/faket15 avatar faket15 • 20d ago Just a few small corrections: The real difference between leaders and followers is that you only have one leader per pod, not that followers can appear in multiples. Some follower types are limited to one per pod. That includes Purifiers, Shieldbearers, MECs, Spectres and Elite Lancers. Turrets can appear at FL 2. The table is also missing their upgrades at FL 8 and FL 14. Priests are FL 3 minimum on standard pods, but FL 2 on the terror leaders list. That means you can see priests in the first retaliation. The FLs for MEC and Heavy MEC followers were a thing at some point in the base game, but not in WotC. MECs can appear as leaders or followers at FL 5, but are limited to one per pod. Same for Heavy MECs at FL 12. You can see basic MECs as followers up to FL 17, but only on terror pods. Elite Priests are leader-only, just like the other priests, but I'm sure this was just a typo. Berserkers can appear as followers at FL 17. Basic Spectres can appear as followers at FL 14. Elite Spectres as followers at FL 18 are only a thing in terror pods, but on standard pods you can still see basic Spectre followers for the entire game. They are limited to one per pod. There should also be a note somewhere that Chosen Strongholds and Chosen Avenger Assaults include strong pods, with +2 FL. u/RJ815 avatar RJ815 • 19d ago • Edited 19d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I feel like I've seen two Purifiers in the same pod before, but it might have been a SITREP or something. I've definitely seen two MECs and Spectres per pod, not even that rare (at least on Legend anyways). But it may be certain special missions change spawn rules, like Facilities definitely seem to. It's possible doubled up Spectres were a SITREP but I feel like I see them often enough to doubt that. Double MEC may be Automated Defenses mainly and I didn't pay attention. u/faket15 avatar faket15 • 19d ago Elite Spectre and normal Spectre count as different units, so you can see Elite Spectre leader + Spectre follower pretty often. The same is true for Heavy MEC + MEC, but they overlap for a much shorter period. Automated Defenses can give you double (or triple, or even quadruple) MEC pods. Some specific missions have fixed pods that break the rules for random pods: Lost and Abandoned is the only mission with multi-Purifier pods, but 2 MECs is pretty common in the Golden Path missions. jordanlcwt • 21d ago Much appreciated, only vaguely knew about these before. May i ask what your next guides are? Chosen? Enemies? Rulers? XP? Modifiers (like the permanent dark events one)? Mods? u/hielispace avatar hielispace OP • 21d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Dark Events I've covered. Enemies are next, then Chosen, then Rulers. I could sneak in XP actually it isn't complicated so it'll be quick to write. u/ChadGPT420 avatar ChadGPT420 • 21d ago I’m assuming this doesn’t even take LWotC into consideration, otherwise I’m so far behind lmao u/hielispace avatar hielispace OP • 21d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Nope, I actually don't know how LWotc does it's force level stuff. This is all just for the base game. u/RJ815 avatar RJ815 • 21d ago • Edited 21d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I feel like there was a weird circumstance where I saw a boss pod (e.g. Gatekeeper leader) on the same mission (not a facility, just G Ops or Council) as an Alien Ruler. I remember being caught out by not thinking it was possible. Notably (I think) it was a reappeance of a Ruler, not a first encounter, so I wonder if that's a factor? Rulers don't explicitly show up on the Shadow Chamber so I wonder if it bypasses typical boss pod "rules". Typically I try to burn down Rulers with Banish and/or just have The Nest up til late game unless I want an extra challenge (read: annoyance), so it's not often I'm in scenarioes where it even could overlap like this. u/hielispace avatar hielispace OP • 21d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Was this on an alien facility? Because those can have two boss monsters u/RJ815 avatar RJ815 • 21d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Nope, some random Lost mission. Either a Guerilla Ops or Council mission with em. Not Integrated DLC, but bespoke The Nest mission (already complete at this point) without killing the Berserker Queen in one go. I recently killed a Gatekeeper off to the side and on my way towards the objective (whatever it was, maybe some Psi Transmitter X4 or something) the Queen was in the path. Nasty surprise after using some resources. I think I've never seen a Ruler and a Chosen on the same mission but I wonder if the coding is different (since Alien Rulers was pre-WotC) and/or if it just never lined up that way. I know I've for sure seen double Sectopods late game, but that may just be due to Facilities and/or Show of Force SITREP. u/hielispace avatar hielispace OP • 21d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Hm, weird. Not sure if that was bugged or intentional or not. The game considers them all boss monsters, but it does change the spawn patterns of a mission for rulers/chosen. So...idk u/RJ815 avatar RJ815 • 21d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Might have been a bug. I distinctly remember that campaign feeling anomalous. Because The Nest was bespoke, I saved it for late game to polish off armors already with Plasma Weapons and most story missions done by then. Accordingly, once the Rulers were unleashed, the high Force level meant they showed up VERY quickly. I don't quite remember if it was back to back to back, but if not it was definitely like every 2 missions or something. IIRC, I think you generally play with Integrated DLC from other stuff you wrote so maybe not using "WotC code" as an option messes with them. Integrated hints at them on Facilities, non-Integrated does not mention ANYTHING other than followers sometimes spawning with them / an atypical enemy count via the Shadow Chamber. It was also a rare campaign where Banish Repeaters didn't knock them out so all escaped through one portal before being finished off in a later mission. I don't explicitly remember because like all of them were on their last health bar by the time I encountered them again but I feel like each of those "reappearance" missions still had a boss pod, with a Ruler and at least one follower spawning seemingly like just an extra pod for that mission rather than a replacement. Notably the Berserker Queen and Archon King showed up on Lost missions so I wonder if different spawning rules there influenced things? u/hielispace avatar hielispace OP • 21d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter If you do the Nest late they will show up one after the other after the other. Literally will give you no rest. The game wants to have spawned them in earlier so it'll just chain spawn them. Which is why it's a good idea to actually do that mission a bit earlier, if you think you can either get banish before the Archon King shows up are don't think you need it. Or just roll in with 6 colonels and clean every ruler out with ease. But there's a space between early and super late where you actually get punished for doing the Nest when you did. u/RJ815 avatar RJ815 • 21d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I mean I had a Superior Extended Mag + Repeater + Banish on deck for each one of them. It's been a while but I think what happened in terms of spawn order was this: Viper King not killed on Nest, disappeared via portal. Next mission was Queen, also Banish fail, disappeared via portal. NEXT mission was Archon King, also Banish fail, disappeared via portal. In each case the raw damage of Banish plus a potshot or two before they escaped via the portal meant they were down to a health bar or one and a half at most, even accounting for Legend. (Because of that experience I've since gotten better at dumping Dual Strike, Chain Shot, etc into them first before trying for a brute force kill due to some lack of luck with Repeater.) Once all three of them showed up and portaled out once, then I had a slightly harder time gauging their appearance with the Shadow Chamber. It was something like 2 or 3 missions until the Viper King showed up again, but some of those missions might have been Facilities or Retaliations or whatever. After him the Queen showed up 2 missions later as did the King 2 missions after that, all of them finished off on their second appearance. I tend not to rush my Legend campaigns so by the time I was there I was well on my way to usually being able to take out two pods at once and rocking 6 colonels or thereabouts, all with plasma or chosen weapons. u/faket15 avatar faket15 • 20d ago Did the mission have the Psionic Storm SitRep? Gatekeepers can spawn as normal pod leaders there. u/RJ815 avatar RJ815 • 20d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Interesting. I don't specifically recall, but maybe. Good to know and keep an eye out though. ================================================================================ Xcom Part 22.txt ================================================================================ This is a very important part to this guide, maybe the most important. Knowing what each enemy can do and how their AI works is the key to victory in this game. So let’s get into it. My general philosophy for enemy targeting is “who is going to deal damage to me next turn?” Those enemies die first. Enemies that mind control me or summon a shield or shadowbind me or whatever are a problem for next turn, but I need to live to next turn in the first place, so enemies that deal damage gotta go. This also means that enemies that deal damage + something on top, like Stun Lancers, are top priority because not only will they hurt me they might also steal my action economy! Here is the ranking system: ★★★★★ - These enemies cannot be allowed to take a turn. They are the number 1 priority to die. ★★★★☆ - Enemies you really would rather not take a turn. They won’t instantly kill you (usually) but are still bad. ★★★☆☆ - Enemies that are a problem, but have some sort of exploitable behavior or other ability to slow them down to make them not a huge threat. ★★☆☆☆ - Action economy eaters. Things that harm your action economy but don’t deal damage to you directly. ★☆☆☆☆ - Enemies that are just not a threat. ADVENT Troopers (Standard/Advanced/Elite) (★★★★☆) Aim: 65/70/75 Health: 4/9/12 Mobility: 12 Attacks: Magnetic Rifle: 3/5/5-6 damage (+1 crit damage) Abilities: Grenade: 3-4 damage, 1 shred (Advanced and Elite only) Behaviors: They shoot you, or throw a grenade if it can hit two of your units at once. The basic enemy unit and also the one responsible for the most deaths! This enemy does only one thing, shoots at you (and sometimes throws a grenade but whatever). And that is very, very bad. Any time this enemy takes a turn uncontested they have a chance to injure your units. They need a crit to one tap even a rookie, but that means if they flank a rookie, 40% die roll to just one hit kill them, which, you know, is bad. There isn’t really a concrete strategy for dealing with these guys other than, well, shooting them until they die. No fancy gimmicks, no tricks, just murder. ADVENT Officers (Standard/Advanced/Elite) (★★★★☆) Aim: 75/75/80 Health: 7/13/18 Mobility: 12 Defense: -/-/10 Dodge: -/15/15 Attacks: Magnetic Rifle: 3-4/6-7/7-8 damage (+2/+3 crit damage) Abilities: Grenade: 2-3/3-4/3-6 damage, 1/2/3 shred. Mark Target (grants +10 aim against the target, costs only one action Behaviors: First priority is to mark, then throw grenade, then shoot. This is our first "If A then B" unit. If a) the officer can see another enemy and b) can see at least two of your soldiers, it will use it's mark. If that's not true and two units are standing too close to each other, it will throw the grenade at them. Otherwise shoot. That means if you, say frost bomb a trooper and force the officer to move by blowing up its cover (ADVENT units will always move to not be flanked if possible) then it'll waste it turns. That's obviously a little specific, but it can come in handy. Otherwise they are just another unit you absolutely have to kill. Sectoid (★★★☆☆) Aim: 75 Crit: 10 Health: 10 Mobility: 12 Psi: 90 Health: 10 Attacks: Beam Pistol: 3-4 damage (+2 critical damage) Abilities: Mindspin (very likely to panic, can also take control of the unit) Raise zombie (raises a psi zombie, needs available body) Behaviors: If they can flank, 50/50 chance to flank then take a shot. If they cannot, prefer raise zombie. If they cannot, mindspin. Will also sometimes double move. Weakness: takes +3 damage from melee attacks Sectoids actually have a bit of RNG in their AI, so they can do mindspin even if raise zombie is available, but they prefer to raise zombie and they can just shoot at you sometimes, especially if the other abilities are on cooldown. Also the exact math of how mindspin works is really complex, so...just don't worry about it. Usually it's panic sometimes its mind control that's all you need to know. Regardless, this is the first unit that primarily doesn’t deal damage to you. And thus are usually your low priority target in the early game. However, if you end up flanked by them, you have a 50/50 to get shot at with 75% hit rate, and then a 50/50 to get crit and die on the spot. So 25% chance to die, which is very bad. I think this enemy is actually responsible for most deaths in my L/I runs just because I sometimes have to gamble on taking out the more dangerous enemies and then…lose. Moving on from that, a psi zombie or getting mind spun just isn’t that big of a deal. Sure you might get mind controlled but you then have three units to deal 10 damage, not too hard usually. If you get mind controlled with a bunch of enemies active you do sort of just lose but that’s why you focus fire the troopers before the Sectoid. Lost (★☆☆☆☆) Aim: 90 Crit: 0 Health: 2-4 Mobility: 8 Weapons: Claws: 1-2 damage Immunities: Poisoned, Disoriented Weaknesses: Headshot, Fire OK so the lost eventually upgrade themselves when to have more HP and deal more damage but honestly I don’t give a fuck. The Lost are just not a treat, even a little. If you are unfamiliar, they only ever show up during their sitrep (or if you have Lost World active) and don’t take cover, have next to no HP, and everytime you shoot one to death you get all your action points back. They also take extra damage from fire, but honestly that hardly comes up. They will target you 70/30 compared to targeting ADVENT. If a mission is a hoard mission with no ADVENT. It’s free. It’s just a free win. You might eat a single injury if you massively fuck up but that’s it. If it has both lost and ADVENT it takes a bit more thought, but it is basically always better to kill ADVENT rather than kill the Lost. If you have to pick between being shot by a trooper or swiped at by a lost, the lost does 1-2 damage, the trooper does 3-4. So…kill the trooper. These guys are just free XP walking around most of the time. Also you can block ladders to a high ground position and they literally can’t hurt you at all, which is fun. I’ve wasted enough time on these. Lost Brute (★☆☆☆☆) Aim: 90 Crit: 0 Health: 6-7 Mobility: 8 Weapons: Claws: 3-4 damage Immunities: Poisoned, Disoriented Weaknesses: Headshot, Fire Brutes are normal lost that take a bit of extra work to kill, but that’s kind of it. You do have to actually kill them rather than let them hit you, though, because they can one shot a rookie. Lost Dasher (★☆☆☆☆) Aim: 90 Crit: 0 Health: 2-4 Mobility: 24 Weapons: Claws: 1-2 damage Immunities: Poisoned, Disoriented Weaknesses: Headshot, Fire 24 mobility is a lot of mobility, but because they need an action point to slash at you all you have to do is count squares and make sure you’re more than 16 tiles away to not take damage. Simple. Faceless (★★★☆☆) Aim: 75 Crit: 15 Health: 12 Mobility: 14 Weapon: Claws: 3-4 damage (+2 crit damage), attacks in an arc, destroys terrain Abilities: Can leap, regenerates 2 HP per turn. If a Faceless crits you during the first retal mission, you die. Simple as that. And because it’s a melee attack your cover isn’t worth anything. However, they are a melee only enemy, so you can simply count tiles and see if they can hit you. Their melee attack eats an action point, so if they have to dash into range they cannot hit you that turn. 14 mobility means they can move about 9 tiles in one movement. So just count tiles, make it 12 to be safe because their melee attack has some reach to it, but yea. If they catch you out they are very deadly but if you can handle them they are easy. ADVENT Stun Lancer (Standard/Advanced/Elite) (★★★★★) Aim: 65/65/70 Crit: 15 Health: 8/1015 Armor: -/1/1 Mobility: 14/15/15 Dodge: -/25/25 Defense: -/10/10 Weapon: Magnetic Rifle: 3-4 damage (+2 crit damage) / 4-5 damage (+3 crit damage) / 5-6 damage (+4 crit damage). Shock Lance: 2-4 damage (+2 crit damage) / 5-7 damage (+3 crit damage) / 8-10 (+4 damage) Abilities: Stun Lance, attacks from a dash, chance to disorient, stun for 1 action, or knock unconscious, has +10 aim. (the math on the exact distribution of those is complicated, don't worry about it.) Behaviors: Always goes for Stun Lance if they can, otherwise shoots. Stun Lancers are our first “oh god kill it with fire” unit. If they crit you, that unit is dead. It doesn’t even matter what stage of play you are in, 14 damage is enough to drop you to 0 even if you are wearing Warden Armor! 15% chance for every attack to one tap a unit, that, that is very bad. And because they attack from a dash you can’t kite them like with faceless. And even if you are lucky enough to not get one tapped, you might get knocked unconscious and if you don’t have revival protocol, that’s basically the same thing. Theoretically you could burn or disorient them to disable their melee attack, but even their rifle hits hard, so that’s pretty thin. Put everything you have into killing this unit, they cannot be allowed to take an action. ADVENT Priest (Standard/Advanced/Elite) (★★☆☆☆) Aim: 75/75/80 Health: 8/13/18 Mobility: 12/12/12 Dodge: 15/20/25 Defense: -/10/15 Weapon: Magnetic Rifle: 3 damage (+1 crit damage) / 5 damage (+2 crit damage) / 5-6 damage (+2 crit damage). Abilities: Stasis: same as your stasis. One action point to put one of your units in Stasis Holy Warrior: grants shielding and extra stats to an enemy unit, if the priest dies (does not go into sustain) the other unit dies as well. Sustain (20%/60%/66%) chance: will drop to one HP and go into stasis upon receiving lethal damage Mind control (advanced onward): will mind control one of your units. Behaviors: Prefers psi abilities if at all possible. Another “eh, whatever” unit. Getting Stasised is nothing, like absolutely nothing. Sure you’re one unit down but it doesn’t do any damage and unlike getting mind controlled it literally cannot deal damage to you. Holy warrior can be buff to you if you kill the priest first, you get 2 for 1, but the sustain chance can ruin that. Sustain is the actual annoying thing about this unit, it stops DfA/Serial chains and means you (if you get unlucky) can’t fully alpha strike them. That said, the only times this unit damages you is if a) you can’t kill them on turn 1 b) they use stasis on you the next round c) you kill them that round and they go into sustain (or just fail to kill them, despite having two turns to) and d) they hit you with their gun. That is a lot of steps compared to a trooper “shoots you with gun.” This unit is kind of nothing. ADVENT Purifier (Standard/Advanced/Elite) (★★☆☆☆) Aim: 75/75/80 Health: 6/9/14 Armor: -/2/3 Mobility: 12/12/12 Weapon: Flamethrower (no damage on hit, inflicts burn) Immunities: Fire, Poison Abilities: Incendiary Grenade (2-3 damage, inflicts burn) Incendiary Bomb (5 damage, inflicts burn) (Elite only) Dying explosion (50/50 chance on death (unless killed with explosive, then 100%), 3 tile radius, 5-6 damage) Behaviors: If two units are bunched up, throw incendiary grenade, otherwise use flamethrower. This unit is just not threatening. Their main attack literally cannot do damage to you! Sure it burns you but that’s a maximum of 3 damage, which you might notice is the minimum damage of a trooper! If you get incendiary grenaded that sucks but if you don’t bunch up its not really a problem. Another thing to point out is that their flamethrower has to roll to hit, so if you’re in full cover, you have a pretty good chance to not get burned even if this unit does get to do stuff. The only annoying thing is their explosion on death, but that is pretty simple to avoid, don’t stand within 3 tiles of them. This does give this unit a defacto (unless your Templar rolls fortress) immunity to melee, but that’s not too big of a deal given how not threatening they are. Viper (★★★★★) Aim: 75 Health: 10 Crit: 10 Mobility: 15 Dodge: 33 Weapon: Beam Rifle (3-5 damage, +2 crit damage) Immunities: Poison Abilities: Tongue Pull. pulls a unit from cover (has a +20% to hit, fuck you game), then applies bind Bind: wraps unit up, they take 2 damage at the start of their turn, cannot take actions, and take an increasing amount of damage every other turn. Goes from 2 to 4, to 6, etc. If the viper takes damage the bind is released. Poison Spit: Poisons units in a 4 tile radius. Behaviors: Will always tounge pull, then ff two units are bunched up, poison spit, otherwise bind, otherwise shoot (will also sometimes poison spit one unit). This unit is death. The Tongue Pull is maybe the literal worst ability the aliens have access to. It has stupid high aim, stuns one of your units, deals (mostly) automatic damage, and because it pulls one of your units closer, you can pull another pod, and then die. And even without that the poison spit still sucks to get hit with. Poison is a very unfun status effect. This is the unit to use your flashbangs and frost bombs on early. Also they have 33 dodge, because fuck you that’s why. What an asshole of a unit. MEC (★★★★★) Aim: 75 Health: 9 Armor: 2 Crit: 10 Mobility: 14 Weapon: Mag Cannon: (4-6 damage (+2 crit damage)), shred 1 Immunities: Poison, Burning, other mechanical immunities. Abilities: Micro Missiles: 3 damage, 1 shred, 5 tiles Suppression Behaviors: If two units are within Micro Missile range, use Micro Missiles. If that is not possible and all units are in full cover, suppress. Otherwise shoot. Oh good, more “can’t let you take a turn” units. Micro Missile is bad it’s very, very bad. Its radius is huge! Compared to grenades where you just have to not stand on top of each other it is so hard to be spread out enough not to get Micro Missiled that you really should pretend like you can’t a lot of the time. These motherfuckers gotta go. Muton (★★★★☆) Aim: 80 Health: 11 Armor: 2 Defense: 10 Crit: 10 Mobility: 14 Weapon: Beam Rifle: (4-6 damage (+2 crit damage)), shred 1 Abilities: Bayonet: melee, 1 action to use. 6-8 damage (+3 crit damage), chance to disorient, stun or knock out Suppression Plasma Grenade: 4-5 damage, 1 shred. Counterattack: 66% chance to counter all melee attacks (bladestorm included) and use the Bayonet. Behaviors: If an enemy unit is within 1 move action, move and Bayonet them. If two enemies are within 3 of each other, grenade them. Take the number of active aliens other than the Muton times 10%, if that number rolled, suppress. Otherwise shoot (yes that’s their algorithm for suppression, for some reason). So Mutons are pretty bad. You can’t melee them, so that makes Rangers and Templars sad, and they have some pretty nasty attacks. They do have one exploitable thing about their AI, which is that if you have a Templar with parry within 1 move of them, they will move, melee that unit specifically, and then have wasted their turn. Not the most useful because you can’t melee a Muton (treat that 66% as an 100%, it wouldn’t make a difference. But otherwise these guys suck. Berserker (★★★☆☆) Aim: 75 Health: 28 Crit: 15 Mobility: 15 Weapon: Devastating Blow: 5-8 damage (+2 critical damage) (costs 1 action) Abilities: Enrage: After taking damage, Berserker gains +5 mobility, can attack allies. Behaviors: Choose the nearest target, move towards them. If within range, melee them. If in blind range may target allies. The extra mobility from Enrage can be problematic, so (and this isn’t the last time you’ll hear this) it’s best to kill every enemy in a pod except the berserker , then focus fire them. Just like with the Faceless if they are enough tiles away they literally cannot hurt you, so you can literally just count tiles. Or parry/untouchable solos them as well, they will just keep slamming into you and doing nothing as long as those are active. Though if one does hit you before you get predator armor it is basically instant death. Which, you know, isn’t great. Codex (★☆☆☆☆) Aim: 80 Health: 13 Dodge: 25 Mobility: 14 Weapon: Beam Rifle: 4-5 damage (+2 critical damage) Abilities: Teleport: can teleport instead of move, doesn’t trigger overwatch Clone: upon taking damage, will split in half. The original is reduced to half HP and a copy is made with the other half within teleport distance. If they are reduced to 1 HP, the codex will just teleport Psionic Rift: creates a bubble with a 5 radius that unloads every gun in the radius. Then at the start of the alien’s next turn everyone in the area takes 3-4 damage Behaviors: Uses psi rift if able, if psi rift is active then go on overwatch, otherwise shoot. Our first ADVENT mimic beacon! This is an enemy that you absolutely should not be hit until you can kill them outright. In a pod of one codex + two troopers. You should just pretend the codex isn’t there on the first turn of that engagement. Literally ignore them. They will then waste their turn psi bubbling you, then you can auto-loader/sword/pistol/combat protocol them to death on the follow up. Or just one tap them with bluescreen, that works too. And that’s it for part 1. Sorry, I wanted to include them all in one but this has already taken forever, and I don’t want to leave it any longer. Part 2 should be done much sooner than part 1, I promise. An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 106 Downvote 34 Go to comments Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section u/hielispace avatar hielispace OP • 2d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I realized that as I was posting this I forgot to include turrets, but that's OK, they can go in the next part. Good lord this took forever to write. u/Dr_Bombinator avatar Dr_Bombinator • 2d ago • Edited 2d ago Vipers are my favorite Mind Control/Dominate unit for a reason (No not those two reasons) Relatively low will so they're easy to control, their dodge and health stats let them tank shots from crappy trooper aim, and they can severely debuff and reposition annoying enemies with player discretion rather than silly AI. I always tried to save a dominate charge for a Viper in the final chamber. It's been a hot minute since I last played and I could be wrong, but I think Viper Bind nullify Avatar teleportation on damage? In any case it locks them down from moving and teleporting normally and lets me kill its entourage and/or the Warlock without being hit by Psi shit all the time. u/hielispace avatar hielispace OP • 2d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea bind negates teleportation u/Dr_Bombinator avatar Dr_Bombinator • 2d ago Thought so. It's crazy that they're often low on people's mind control lists, considering they're basically an unlimited use frost bomb that also deals damage, though I guess most threatening enemies aren't humanoid to be fair. u/RJ815 avatar RJ815 • 1d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Tbh I just don't see Vipers that often in entire campaigns sometimes. I once had a Legend campaign without Battlefield Medicine for a long time as Vipers (other than stuff like The Nest) just stopped spawning, or only did so with no corpse retrieval. For Leviathan I feel like an Andromedon for the first part is almost objectively the correct choice for stop attacks, low Will, and high Armor. In the final room mind controlling a Priest is funny as it can allow you extra instances of Stasis and a chained Mind Control etc. u/SidewinderSerpent avatar SidewinderSerpent • 2d ago Typical XCOM. Big points to anyone with violent intentions, and few points otherwise. Clearly that means they should ignore your Psi Operatives since they prioritize Stasis /s Garr_Incorporated • 1d ago I still sometimes think about the comparison pictures between Deep Cover and Untouchable in your Ranger perks guide series. Truly one of the greatest combo of pictures you could have ever chosen. Both hilarious and fits so well... u/faket15 avatar faket15 • 2d ago Very good guide, but there are a few corrections and additions. Elite Trooper HP is 12, not 11. Advanced Trooper grenades are 2-3 damage. Advanced and Elite have +2 crit damage on their shots. There is a cheesy way to trick troopers (or basically anyone that would normally try to shoot) if you can drop an EVAC zone. When deciding whether to shoot, there are a bunch of checks to see if it should overwatch instead. One of the checks is if it can see one of your soldiers and the EVAC zone and has no allies on overwatch yet, it will OW instead of shooting (with 1 ally on OW it's a coinflip). This also works when it sees one of your soldiers is in the area of a delayed attack (Psi Rift, Blazing Pinions), as you mentioned on the Codex. One note that rarely matters is that Troopers with an extra grenade from the Collateral Damage Dark Event will try to grenade even single soldiers. Basic Officer HP should be 7. Elite Officer grenade damage is 3-6, not 7-8. Mark is actually higher priority than grenades and the way you described when they mark is not right. An Officer will mark if it sees at least two of your soldiers, plus at least one of its allies, and doesn't see any soldier already marked. It doesn't care at all about the cover of your soldiers, only about who the officer can and can't see. The requirement that it sees one ally doesn't care whether the ally is active or not, so if the officer is the last soldier on it's pod, but it can see an inactive pod, it will still mark. Sectoid Psi Reanimation vs Mindspin is 66/34. The way Mindspin (and Psi Op Insanity) works is very weird. It's a stat contest between the Sectoid Psi Offense and the target's Will. First it rolls to hit at 50 + Psi - Will (i.e. 100% to hit at 40 will or less). If it hits, it rolls for severity based on the RATIO between Psi and Will, with weights of 2 * Will / Psi for disorientation, (Psi + Will) / Will for panic and Psi/Will for mind control. At 40 will, that means 35% MC, 51% panic, 14% disorientation. At 60 will it misses 20% of the time and, if it hits, it's 28% MC, 47% panic, 25% disorientation. At 0 will it's 50/50 between MC and panic. The Lost are missing their damage level-ups at higher Force Level. Also the chance to target XCOM is 70%, not 75%. The impairing effect on the Stun Lancer, Muton and Berserker melee attacks follows the same mechanic as mindspin, but using their Strength instead of Psi Offense and replacing panic with stun and MC with unconsciousness. At 40 Strength (the value for all lancers, even Elite) vs 40 Will we have 50% chance to do nothing and, if it works, 40% disorientation, 40% stun, 20% unconsciousness. You should probably note somewhere that a big part of what makes Lancers bad is that their targeting is much harder to predict than other melee enemies. You can't bait a Lancer to always target your Templar with Parry. Purifier HP should be 6/9/14. Should also mention that they prioritize attacking Lost extremely highly, always going for them if possible. Tongue Pull doesn't ignore cover. It has a +20 bonus, just like Skirmisher Justice, so it will hit 75% of the time vs low cover and 55% vs high cover. If the Viper has both actions remaining, Tongue Pull is higher priority than Poison Spit, even with multiple targets. Spitting against a single target if the Viper can't go for 2+ is still higher priority than shooting. If you are fighting multiple of the same enemy later in the game (or because of multi-pod activations), you will see a lot of deviation because of global cooldowns on abilities. If you fight 3 Vipers, one will Tongue Pull and Bind, the second will Poison Spit (because it can't Tongue Pull), and the third will shoot (because it can't Tongue Pull or Poison Spit). u/hielispace avatar hielispace OP • 22h ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Added to the guide, thanks for the corrections. u/DerAva avatar DerAva • 2d ago Hope I'm not mixing up vanilla and LW here, but fairly certain even in vanilla you can bait a viper to bind you. They will always bind if someone is adjacent to them, which does trivial damage (and other enemies will ignore the bound soldier). So if you can't kill or disorient them but have an action left then moving next to them to bait the bind is valid. Red_Cat231 • 2d ago • Edited 1d ago I remember back when XCom 2 launched, there was an official website with a stat board for global game statistics including percentage of XCOM troops killed by each enemy type. ADVENT Troopers killed the most causing like a quarter of XCOM's losses. u/hielispace avatar hielispace OP • 2d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Oh yea, they were the most lethal by far! Leading_Resource_944 • 2d ago They profit from being low on priority list. On my last Playthrough i lost two guys because of Archons (hitting + crit with their Shooting Weapons...). Archons simple got to much HP and dodge and there is always something more urgent that needs to be killed. u/RJ815 avatar RJ815 • 2d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Basic ADVENT Troopers also have no stalling abilities. By which I mean Sectoids can Mindspin or Reanimate, Codices can Psi Bomb, Sectopods can Wrath Cannon, Archons can do Blazing Pinions, etc etc. Technically, even ADVENT Officers that are barely different, they prioritize Marking and it's not a free action. Troopers will always shoot at you, grenade you, or overwatch. It makes sense they are deadly as they are one of the only enemies in the entire game you can't really stall once they are activated. Sure you can frost bomb them or maybe make a sole survivor retreat, but I mostly mean ability based stalls. u/Dry_Area_1278 avatar Dry_Area_1278 • 2d ago great work as always! u/kooarbiter avatar kooarbiter • 2d ago psychic powers, robotic juggernauts, and cosmic horrors, and yet the most dangerous one of all is a mostly normal guy with a mostly normal gun humanity fuck yeah rynchenzo • 2d ago Thanks once again for the inordinate amount of time it must have taken to put this info together. u/ulughen avatar ulughen • 2d ago Purifiers are very dangerous if you are on the roof. They don't even need a grenade to inflict a lot of damage. u/Sweet_Oil2996 avatar Sweet_Oil2996 • 1d ago A viper can pretty much be neutralized for one turn by suppression or flashbang while a MEC would still be dangerous. The range of the Viper tongue pull is 12 tiles unimpeded and half of that when supressed or flashbanged. The range of her rifle however is not shortened by suppression or flashbang. Her poison is nullified by carrying medkits. A MEC however can be haywired pretty easily because his hack resistance is low. Multiple MECs at once are a problem, a single MEC is a reinforcement of your party or a nuisance at best if the chance of control is low. They can be shut down reliably by a hacker specialist. There are a lot of MECs running around. Hacker specialists are awesome. I think the priority of the enemies depends much on your team composition, their builds and their equipment. If your team counters the enemy abilities the priorities may change. So while Stun Lancers will always be high on my priority list, Vipers usually are not. I carry flashbangs and I have suppression on my team. Troopers are more easily killed than Vipers because of less hitpoints so Troopers have a higher priority than Vipers to improve the action economy. MECs are easily paralyzed for 2 turns with one action and don't require immediate destruction. If you shutdown a MEC from concealmant concealment isn't even broken. If you have a hacker on your team it's a 2 star enemy. If there is no timer and you are in concealment you can afford this tactic: Try a shutdown on the MEC. If it succeeds, continue with your battle plan. If not, nothing has happened. Stay in concealment, wait for haywire to cool off. Rinse, repeat. But for teams without a hacker they are top priority. u/hielispace avatar hielispace OP • 1d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter If you are hacking a mec, you are still treating them as a high priority target, because you are spending actions stunning them over doing other stuff. And I don't use flashbangs or suppression, ever. I literally never use either of these things, but again if you are spending resources to stun an enemy, that means they are a high priority target. u/RJ815 avatar RJ815 • 1d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I'm surprised you've struggled so much with Vipers, I feel like I almost never have. Also ironically I've absolutely been in situations where the tongue (/adjacent like a Ranger sword swing) + bind was the BEST case scenario IF that enemy was guaranteed to hit something. You prefer them to miss, obviously, but if they do hit 2 is usually survivable for a turn of mitigating damage. I personally have never been in a situation where a tongue pull led to another pod activating. Though it's exceedingly rare for a tongue pull to even be attempted with how I hunt and shoot. I'm not sure what triggers it, but I have rarely seen MECs use a missile on just a single unit. I've noticed it seemed more often if they could cause fall damage, but it's only come up rarely so it's hard to say, and I usually try to prioritize MECs with bluescreen rounds anyways. u/faket15 avatar faket15 • 1d ago Basic MECs never missile a single target, only Heavy MECs. u/RJ815 avatar RJ815 • 1d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Interesting. I guess that's part of why I so rarely see it, as it'd basically be a lone Heavy MEC later in the game during a Covert Ops ambush evac. In other missions MECs rarely get a single turn if I can help it. rynchenzo • 2d ago I personally find the Advent Purifier units a pain in the butt. The explosion on death has caught me out too many times, usually because they are stood next to something else explosive when they die. And I fucking hate those incendiary grenades. u/Dr_Bombinator avatar Dr_Bombinator • 2d ago Those grenades are evil. They have no qualms about grenading single units either, which is practically a guaranteed death for low rank kevlar troops. Purifiers in movement range are a top priority for me. tretre03 • 2d ago Bladestorm on a Templar or Ranger will immediately free you from a viper pull, and also works as a way to melee Mutons u/hielispace avatar hielispace OP • 2d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Mutons will counter bladestorm, actually. tretre03 • 2d ago I swear it worked for me the other day, maybe it didn’t counter because it died? Or it was a ranger with the katana and that just goes through? u/hielispace avatar hielispace OP • 2d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Counter only has a 66% chance to trigger, so you can get lucky. u/taw avatar taw • 2d ago ADVENT Troopers (Standard/Advanced/Elite) (★★★★☆) There isn’t really a concrete strategy for dealing with these guys other than, well, shooting them until they die. No fancy gimmicks, no tricks, just murder. If you play on Rookie or Veteran, there is a hard counter to Advent Troopers - you can free kill them with a grenade, and you start with 4-6 grenades. If they line up you could even take multiple with one. It's stupid OP, and the main reason why Commander (where this no longer works) is so much harder than Veteran. Viper (★★★★★) If you're a true Bladestorm enjoyer, then Vipers are a joke. They'll try to tongue pull the closest unit, which is likely Bladestorm Templar or Bladestorm Ranger, and just kill themselves doing zero damage to you. I'd rather shoot a Trooper, and leave them for last. Counterattack: 66% chance to counter all melee attacks (bladestorm included) and use the Bayonet. From some testing, this seems to be based on whose turn it is. If it's your turn (you activated their pod, they ran next to your bladestormer - even if that bladestormer didn't do the activating), counterarattack takes precedence. If it's their turn, bladestorm takes precedence and it won't get counterattacked. Or it could be more complicated than that, many ability interactions in XCOM2 are bugged or at least weird. u/hielispace avatar hielispace OP • 2d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Vipers show up waaaaaay before you get bladestorm, and the dangerous part is really the forced movement which can reveal another pod and kill you on the spot. u/taw avatar taw • 2d ago You get Bladestorm at captain, which you rush to for squad size 2 anyway. Vipers show up as pod followers (Force Level 8). They can show up as pod leaders earlier, but they're quite rare at this point. You'll have Bladestorm for most of the Vipers you encounter. the dangerous part is really the forced movement which can reveal another pod and kill you on the spot If you leave a Viper alive as the last of their pod (which is what this ranking is supposedly about), and they tongue pull you on their turn and activate another pod, that pod just scatters into cover. So you get your whole turn to deal with that new pod + 1 Viper (who might just be dead from bladestorming). I'd rather risk that than get shot. u/hielispace avatar hielispace OP • 2d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Vipers show up at FL 4 you fight them forever before you get a captain. And even then FL 8 is early for a captain on Legend. Not super early, my runs usually get a captain at around FL 8/9 in WoTC where you can't power level like in vanilla. And then after that you have to bait them into binding your Ranger/Templar (which are the classes with Untouchable and Parry, which have anti-syngeries with Tounge pull), and then (if you are using a Ranger without the Katana) hope you hit (and you still take the damage either way), and then even if that works the new pod is super far away from the rest of your units, meaning you probably won't actually be able to alpha them and might need to use a stun item, and at that point you should've just used it on the Viper. them0use • 1d ago What about spectres? They've got to be at the top of my Kill It With Fire Right Now list. EDIT oh oops didn't notice the "part 1" ================================================================================ Xcom Part 4.txt ================================================================================ This class sucks. It’s unfortunate, but it’s the truth. The “sniper-COM” meme of Enemy Unknown caused this class to get nerfed into the dirt in this game. Still, they aren’t unusable, they are just the worst one. You can use one for an entire run if you want to, I did on my deathless legend ironman grim horizon mission and it was fine. Would I have preferred them to be a ranger most of the time? Yes. Did I manage anyway? Also yes. They are quite powerful in the late game, it’s just a struggle to get them there and it isn’t really worth it because of how this game is structured, but I’ll talk more about that in a different guide. OK, that’s enough of me bitching, let’s begin. Here is how the rankings for abilities (and other stuff) is going to work. ★★★★★ - The Best of the best. Abilities and things that you build around, or weapon mods that are best in slot. Things of that nature. The difference between having stuff in this tier and not is so massive I’d consider it nerfing yourself not to grab them. You really, really, really want stuff with 5 stars. ★★★★☆ - Really strong abilities. Abilities I am always happy to have and would trade a lot of other abilities for, but they aren’t quite as “must have” as the 5 star ones. ★★★☆☆ - Abilities that are pretty good. Stuff that I would buy with AP quite happily but might pass up if the other ability is better. ★★☆☆☆ - These are underwhelming. These abilities just don’t really do enough to justify having them. They might have very niche use or be passives that just kind of do very little. Stuff I just don’t care about. They aren’t horrible or useless, but you probably wouldn’t miss not having them. ★☆☆☆☆ - Trash abilities that are just worth nothing. ☆☆☆☆☆ - Given to abilities that are actively harmful. There is only one of these in the entire game. Stats: To begin, they have the following aim and HP at the following ranks: Rank Aim (★★★★★) HP (★★☆☆☆) Squaddie 75 5 Corporal 79 5 Sergeant 82 6 Lieutenant 85 6 Captain 85 7 Major 89 7 Colonel 91 8 This is the best aim growth in the game, but that’s deceiving. This class actually has the worst aim of any in the game because the sniper rifle sucks so very bad, but we’ll get there in the weapons section. In terms of HP they have less than the other classes, but honestly that just doesn’t matter that much. It won’t often make the difference between death and not if you get hit, which you’re hoping not to. Weapons: Sharpshooters wield sniper rifles and pistols. Sniper Rifles (★☆☆☆☆) - This is the worst weapon in the game by far. It has a range table that only exists to hurt you and you can’t move and shoot with it! The only thing it has going for it is its 4-6 damage. If I could give this class an assault rifle they’d be 10 billion trillion times better. This weapon is so bad that sharpshooters, the class about being super accurate, can't ever get 100% to hit as a squaddie with their main gun (without a scope). It literally cannot be done. I hate these stupid things. I cannot stress enough how bad this is. It makes this class infinitely less reliable and less flexible than every other class in this game! So much so their mega ultra loot at the end of the run is…not having to put up with this weapons restriction! This weapon type dooms this class to being the worst by itself. Pistol (★★☆☆☆) - The pistol has the ever powerful short range table, but it does such low damage (starting at 2-3, the rest of the details are in the weapon guide) that it isn’t that great. Having infinite ammo is nice, I guess. It’s the better of this class's weapons (isn’t that insane), but still, meh. To go over their special weapons very briefly. They get the TLP Sniper Rifle (★★★☆☆) , the Shadowkeeper (★★★☆☆), the darklance (★★★★★), and the Darkclaw (★★★★★). The full breakdowns are in the weapon guide, but to briefly explain things. The TLP Sniper Rifle has a free scope and auto-loader. The shadowkeeper gives you a pistol shot that always hits and if it kills grants concealment. The darklance gives you extra damage over a beam sniper rifle, 4 weapon attachments, and most importantly lets you move and shoot with it. The darkclaw is a +1 damage beam pistol that pierces 5 armor. If I am using sharpshooters (which I don’t always), I always just use the TLP sniper rifle until I get the darklance. If I don’t have the story mission turned on I usually don’t bother with the shadowkeeper, it’s just not that good, but it’s fine. The darklance and darkclaw are broken in the extreme, but I’ll explain more about that in the abilities section, or in the weapon guide. Abilities: As always, here is a table of every ability the sharpshooter has and my star rating of each of them. If that’s all you want, then here you go. If you just looked at this you’d think this class was a lot better than it was, but alas, their rifle drags them down. Rank Sniper Gunslinger Squaddie Squadsight (★★★☆☆) Corporal Long Watch (★★★☆☆) Return Fire (★☆☆☆☆) Sergeant Deadeye (★★☆☆☆) Lightning Hands (★★★★☆) Lieutenant Death From Above (★★★★☆) Quickdraw (★★★★☆) Captain Killzone (★★★☆☆) Face-Off (★★★★☆) Major Steady Hands (★★☆☆☆) Aim (★☆☆☆☆) Colonel Serial (★★★★★) Fan Fire (★★★★★) GTS Deadshot (★★☆☆☆) Squadsight (★★★☆☆) - Squadsight is a passive ability that grants the ability for the sharpshooter to shoot any enemy (or object) with their sniper rifle that their squad can see that they have line of sight to. So if a Reaper is super far away scouting a pod and there is nothing blocking the way, your sharpshooter can hit those targets. Each tile of distance beyond normal vision applies a -2 aim penalty. First off, why the fuck did they hurt this class’s aim more? This did not need the aim debuff on it. I swear they want them to be bad. But anyway this ability is good. More vision is always good. That aim falls off blows but because this can be used on objects you can snipe at the objectives in the UFO/Chosen defense missions from halfway across the map, that’s fun. It’s a little limited in how good this is, but I’d rather have it than not. Long Watch (★★★☆☆) - Long Watch is a passive ability that allows sharpshooters to overwatch with their sniper rifle to hit targets they have squadsight vision on. This isn’t that good without a Reaper, but if you have one there’s a pretty neat strat you can do. Step 1) scout a pod. Step 2) have your sharpshooter see that pod with squadsight, not their actual LoS. Step 3) click Long Watch. You will shoot at the pod on the pod's turn when they patrol and this will, assuming you hit, always activate the pod on the alien’s turn. This is a guaranteed good pod activation. This is the thing to do with this class early in a campaign. And it’s good, but has a few caveats. First, timed missions are a thing. You don’t have time to sit there and wait for a pod to activate like that if they don’t play along or you just keep missing (if you don’t do damage to a pod with Long Watch, they won’t activate). Second, it’s very specific. It only works in this one way, it isn’t as flexible as clicking slash or launching a grenade. It is very rigid in its use. It can even hurt you if you don’t want that pod activated. You can just not overwatch with your sniper rifle to avoid that, but that’s a bit of cognitive load you’re adding to yourself. Return Fire (★☆☆☆☆) - Return fire is a passive ability that causes you to fire a pistol shot at any enemy who attacks you after the attack resolves. Meaning if you die from that attack, this does nothing. By God does this suck. XCOM 2 is a game about alpha striking, why am I using a perk that requires me to get shot at to do anything? Not even a guaranteed thing, you might get one shot crit and just die and this perk literally had no text in it. And you can still just miss and still have done nothing! Don’t plan for failure folks, don’t take this. If you do solo runs, runs with a single unit, this perk is OK but that’s not the context in which this guide is meant. Deadeye (★★☆☆☆) - Deadeye is an active ability with 2 turn cooldown and uses your sniper rifle, so it ends the turn and can’t be used the turn you move. You fire a shot that does 50% extra damage at the cost of 25% less aim. That’s not a 25% subtraction to your aim, it’s multiplicative. So if you have a 75% hit chance Deadeye will have a 56% to hit. You have to have 133 to hit to have this attack still have a 100% hit rate. Another early perk from sharpshooters that is bad. Extra damage is good and there are times when you can get use out of this, especially later into a run, but holy fuck does that aim penalty suck. This class has the worst aim of any class, why are we continuing to pile on aim penalties?! I’d much rather have the opposite, a nerf to damage for a higher hit rate. Reliability is king and this is not reliable. You can maybe almost justify buying this with AP but I never do. It just fails you when you need it the most. Lightning Hands (★★★★☆) - Lightning Hands is an active ability with a 3 turn cooldown that is a free action. It fires your pistol at a target, that’s it, that’s all it does. The first actually good sharpshooter ability! Hooray. So fun fact, if you don’t have special ammo (and this is a sergeant ability, so you might not yet) and fire a lightning hands + pistol shot at the same target, that is the exact same damage-per-round as a shotgun. Which is just so funny. “Hey, what should we give sharpshooters? I know, a shotgun once every 3 turns!” OK, I’m being a little overly harsh, this has some extra utility in that you can fire it and your rifle in the same turn for more damage, you can split your fire so a grenade from a grenadier -> lightning hands + pistol shot can just kill two troopers quite nicely. It’s solid. Later into the game with special ammo this is quite strong. Applies burning/poison to a ruler for free with special ammo, you get that juice +5 from bluescreen rounds, and with the Darkclaw this is very strong because you have a free armor piercing attack that may do additional damage! But like most of this class, that’s all stuff that happens later into a run. Not when you just get this ability. Another big use is to activate pods you see while in stealth but don’t want to/can’t claymore. It’s a good ability. Death From Above (★★★★☆) - Death From Above is a passive ability that grants you an additional action point if you score a kill with your primary weapon (so a sniper rifle) from high ground. I gave this 4 stars, but in reality it's 3 stars until it’s 5 stars. When you first get this, it’s only OK. You can kill with your rifle then fire your pistol or reposition or reload. And that’s not bad. It’s not that great, but it’s not bad. And then you get the darklance and this becomes utterly overpowered and breaks this entire game over its knee. So the darklance only takes one action point to fire, and DfA refunds one action point. So if you get a kill with the darklance, you get your action back, and can fire again. And then if you get another kill, you get your action back, and can fire again. And you keep going until you stop killing or have to reload (on the gun with a superior auto-loader). That’s absolutely nutty. It is an infinity serial as long as you have high ground. This is obviously insane and is certainly worth the full 5 stars. But it does have its problems. Mainly that other classes can eat this class’ lunch by rolling DfA from the training center. But if we ignore that this is absolutely crazy, and even with that it’s still good! Quickdraw (★★★★☆) - Quickdraw is a passive ability that makes your pistol attacks not turn ending. So if you don’t move you can fire your pistol twice. Now if you don’t move on your turn you get to use a shotgun! Once you get the darkclaw you can lightning hands-shoot-shoot and do a crazy amount of damage. And even if you just have AP rounds your pistol can do some nice chip damage to a lot of enemies. This is the first ability on the sharpshooter tree that makes the class worth using in my view. It is quite a good chunk of utility. Killzone (★★★☆☆) - Killzone is an active ability that ends your turn with a 3 turn cooldown. It creates a cone where the sharpshooter will shoot with their sniper rifle at every enemy in it that moves or attacks. You can ignore that “or attacks” business. This is for overwatching trapping. The game softly pushes you to click overwatch with a bunch of your guys, then break concealment, then have all those shots go off. And while that’s not a good idea because it eats your entire turn and might not work it is very good when one soldier is doing it by themselves. However, it’s not without its problems. Mainly that’s a once per mission thing. It is really hard to set this up multiple times, and in the end, you are making overwatch shots. You might just whiff a bunch of aim reduced shots on the class with the worst aim and then this does nothing and your sharpshooter spent their turn and an entire ammo clip doing nothing. The real use of this ability is on Leviathan, where you can scout a pod, click killzone, and overwatch trap over and over again. But that's slow and also eats through the darklance’s superior auto-loader. This is a fine perk, not the best and you can live without it, but it's not bad. Face-Off (★★★★☆) - Face-Off is an active ability that ends your turn (even with quickdraw) that has a 3 turn cooldown. It fires a pistol shot at every target in your line of sight. This is some nice chip damage, but it has its problems. It ends your turn so it has to end a quickdraw turn, which if you are fighting codexes in particular is kind of annoying, and at the end of the day it’s just chip damage. With the darkclaw and bluescreen rounds this is quite silly and it can clean up a pod that has been exploded a few times or set up your ranger to go around Reapering things, but those are both late game things. It’s better than I’m selling it here. You will probably use this quite a bit, but it’s only pretty good. Steady Hands (★★☆☆☆) - Steady Hands is a passive ability that grants +10 and +10 crit chance if you didn’t move last turn. This is OK, I guess. It’s free, like literally free it costs you nothing to activate, but this game has a lot of missions where you can’t just sit there and stand still. Sometimes you can, and when it does hey 10 free aim and crit that’s good, but, eh. I think if I didn’t have this I wouldn’t miss it. Aim (★☆☆☆☆) - Aim is a passive ability that gives you 20 aim on your first shot next turn if you Hunker Down. This is terrible. 20 aim for doing a thing I’m never going to do, hooray! It’s only one shot as well, it’s not like you can set up serial or DfA chains with it, it only helps once! If you roll Deep Cover from the training center then maybe you can pick this instead of Steady Hands, but then you have to spend AP on Deep Cover and the thought of that sickens me. Just pretend this isn’t here. Isn’t it funny that a perk called Aim sucks? I always found that amusing, like, in XCOM 2, Aiming is bad. But whatever, I'm getting off track. Serial (★★★★★) - Serial is an active ability with a 4 turn cooldown that costs no actions to activate. While active, if you get a kill with your sniper rifle, you get your action points back. So you can just keep firing until you stop killing or have to reload. The game’s tooltip says it lowers crit chance for each shot fired. It does not, that is nowhere in this game's code. The tooltip, much like the cake, is a lie. I think they just forgot to code that in honestly. So Serial is very, very good. You activate 16 trillion enemies at once and are boned? Well, if you can get enough shots off the enemy number will shrink to 0. It is the best chain kill skill in the game (if we don’t count DfA). It’s only problems are that a) I’d rather have it on a class that isn’t chained to the worst weapon type (no, I will not stop bringing that up) and b) once you get the darklance you can just sort of…do this forever if you have high ground and DfA. There is some nuance to choosing to use Serial over high ground + darklance + DfA. Mainly this will refund all your action points back to you but DfA only gives one. So if you need to fire your rifle a bunch and still have two actions left at the end, say you want to pistol shot + fan fire someone at the end of the chain, then clicking Serial is better. Also sometimes you just…won’t have high ground. Fan Fire (★★★★★) - Fan Fire is an active ability that ends your turn if you don’t have quickdraw but if you do only cost one action point and has a 3 turn cooldown. You fire your pistol at a target 3 times with no aim penalty. This is a “delete sectopod” button. If you have the darkclaw and bluescreen rounds this does a minimum of 27 damage to a robot. And that’s low rolling really badly because the darkclaw’s spread is 4-7. This is also great against avatars and with a bit of luck can burst them down almost by themselves in one attack. The damage output of this skill is just so high. Especially because you can go lightning hands, fan fire, pistol shot/face-off in one turn. And that’s without the darkclaw. If you don’t have the darkclaw make sure you have either AP rounds or have already shredded your target first before using this, otherwise it’ll be very sad to only do 3 damage to an andromodon. Deadshot (★★☆☆☆) - Deadshot is the GTS perk that gives all sharpshooter attacks an additional 10% crit chance. I mean, it’s more crit chance and more is always better, but it costs sooo much for so little. 200 Supplies on a 10% chance to crit is just insulting. It does increase your expected damage on things like fan fire by a decent bit, but honestly I wouldn’t rely on crits with any class not named ranger (and maybe reapers, but we’ll get there in a bit). If you are drowning in supplies, then sure, but eh. Armor and Utility Items: Onto Armors and utility items. Just like the other guides I won’t go over every utility item but I’ll highlight the important ones. Similarly I’m going to cover the armors in broad strokes. More detail will be in the armor and utility item guides respectively. As always, the ratings are a bit looser here because of how these things work. Anyway, on with the show: Anyway, here’s a table of how good each armor type is: Armor Light (★★★★☆) Medium - (★★★☆☆) Heavy - (★★★★☆) Viper Suit/Armor (★★★★☆) RAGE Suit/Armor (★★★★★) Icarus Armor (★★★★★) The 4 stars in heavy/rage armor might look a little strange, but on a class whose main gun sucks, being able to shoot a rocket is very good. And obviously light armor is good for triggering Death from Above. This class makes a strong case for holding the Icarus Armor because they natively get to DfA, but if another soldier rolls it from the Training Center then maybe it’ll be better on them. For utility items, the important ones are grenades, mimic beacons, and experimental ammo. Frag/Plasma Grenade (★★★☆☆) - You start with grenades and because this class's gun sucks, throwing grenades with them is even more appealing than on classes with a good weapon! They eventually fall off, but it takes a while. Mimic Beacon (★★★★☆) - Like I’ve said before, someone has to carry one, and sharpshooters make decent candidates. If you give them the Icarus armor lategame they have a utility slot that isn’t special ammo open so might as well. And even before that if you have DfA before you get the darklance it is a thing to do with their extra action. I wouldn’t trade special ammo for this most of the time (in context of equipping an actual squad for a mission, in a vacuum I’d make that trade 10/10 times) but it’s not bad. Experimental Ammo (★★★★★) - This class can get a lot of pistol shots off in a turn, and so the extra damage from special ammo really adds up. This is what you want to equip on this class most of the time. Here is a table of how I rank each of them. Ammo Type Viper Rounds (★★★☆☆) Dragon Rounds (★★★☆☆) AP Rounds (★★★★☆) Tracer Rounds (★★★☆☆) Talon Rounds (★☆☆☆☆) Bluescreen Rounds (★★★★★) Viper/Dragon Rounds (★★★☆☆) - These are basically the same item so I’m ranking them together. It’s +1 damage and the potential to apply a status on a lot of enemies, but it won’t work on robots and that’s sad. It’s very good to equip these when going up against rulers for a lightning hands attack I will say. They are outcompeted by better ones, but they are pretty good. AP Rounds (★★★★☆) - These are really good before you get the darkclaw as it lets your pistol pierce armor as well. And being able to open pods with a lightning hands that pierces armor is quite good. But once you get the darkclaw this is redundant, so it doesn’t stay on this class forever. Tracer Rounds (★★★☆☆) - I’m going to keep saying it because it will keep being true, this class’s aim sucks, so tracer rounds to patch it up helps a lot. The only downside is you don’t really need these with the pistol, and you aren’t building on strength, you are patching a weakness, which isn’t really a strong position to be in when it comes to this game. Still, if you roll these, sure. Why not? Talon Rounds (★☆☆☆☆) - What are we doing here? Why are we building for crit on a class that can’t hit anything without a scope? No…just…just no. Bluescreen Rounds (★★★★★) - Bluescreen rounds + darkclaw is sooo good. You can just melt the most dangerous enemies in the game with ease. +5 damage on sectopods and gatekeepers is just hard to beat. Even before those show up these might still be better than AP rounds and similar. +5 damage on repeat pistol shots is just hard to beat. Weapon Mods: Let’s go through each weapon mod and why or why not you might want it on this class. Here is a table of my ratings of each of them, with the understanding that higher tier versions are always better than the lower tier ones so I didn’t differentiate between them here. I am also considering that some classes want certain weapon mods over others, and that does factor into things, you do have to choose who gets what from a limited pool after all. Weapon Mod Scope (★★★★★) Laser Sight (★☆☆☆☆) Hair Trigger (★★★☆☆) Repeater (★★★★☆) Stock (★★★★☆) Expanded Mag (★★★★☆) Auto-Loader (★★★☆☆) **Scope (**★★★★★) - This class needs scopes. They need them like fish need water. This class’s aim sucks and if you want to hit shit you need to buff it. Lucky for you the TLP Sniper Rifle comes with one but if you are building your own Sniper put a motherfucking scope on it! Laser Sight (★☆☆☆☆) - Can’t have a scope and laser sight on the same weapon, next. Hair Trigger (★★★☆☆) - Getting actions refunded back to you on a class this action economy restricted is great, but because this class is so restricted in action economy you probably need something more reliable, or something with an even bigger upside. Still, this being on the darklance is quite good. I just don’t know if I’d give it to this class raw. Repeater (★★★★☆**)** - Reapers are very good on every class, and they make a nice home here. Generally you want to be guaranteeing a kill when you shoot with your rifle for DfA or Serial but in the cases where you don’t have those or are fighting something like the chosen, just lucking into “whoops you’re dead” is very nice. I might go with something more reliable on this class, but hey if you have one slap it on, why not? Stock (★★★★☆) - You know what’s good on a class who can’t hit their shots? Stocks! If you are early into a run this gives your sharpshooter a real use and a way to get XP. Just clean up kills even if they miss. As you start stacking aim more and more this falls off (why did they put this on the darklance?), but hey just “even if I miss I do damage” is quite nice. Expanded Mag (★★★★☆) - This is very good for Serial chains and killzone. It lets you extend those much further with both of those. Before you get those this doesn’t do much, but with those perks it's quite nice. I wish the darklance had this instead of an auto-loader really. Auto-Loader (★★★☆☆) - Auto-loaders are a kind of bad expanded mags for this class. It lets you reload after getting psi-bombed, but you can’t move and shoot anyway so who cares? On shorter missions this can be more shots in a row with Serial, but if you are taking that many shots with Serial in a row…how? How are there that many enemies active at once? Why are you in Leviathan without the darklance? It’s fine, but I’d prefer an expanded mag. PCSs: And lastly, let us go over PCSs and how good they are on sharpshooters. And as before, the higher quality ones are always preferred. PCS Aim (★★★★★) HP (★☆☆☆☆) Dodge (★☆☆☆☆) Will (★☆☆☆☆) Mobility (★★★★☆) Aim (★★★★★) - This class needs more aim, so they absolutely need these. If you are going to use sharpshooters, give them an aim PCS stat, it’s that simple. HP (★☆☆☆☆) - I’m going to say this for every class. But this does basically nothing. This is a game about alpha striking. Hopefully you simply don’t get hit. Now if you do, will this save you? Only maybe! Get crit and you still just drop dead. The opportunity cost is also so high. You can’t have a better PCS if you have this one. Honestly just sell these. Dodge (★☆☆☆☆) - It’s an HP PCS, but worse! Literally don’t even think about using this. Dodge is just too unreliable to even consider a real stat on your soldiers. A classic case of “every bad for enemies, useless for you.” If you see a dodge PCS just see it as picking up credits for when you sell them at the black market. Will (★☆☆☆☆) - Will can let you go on more missions in a row, but, honestly, for this class, I’m not sure that’s a benefit. And it comes at the cost of not being an aim PCS, so…nah. Mobility (★★★★☆) - This class is very slow because they can’t move and shoot, so extra mobility is good. But it’s not more aim, so it’s not as good. Summary: I know I was very negative in this guide, but I want you to know, I’m not mad at this class, I’m just disappointed. I want them to be good, and they could be good if Firaxis didn’t shoot them in the foot. Still, they aren’t unusable, you can drag them through an L/I campaign if you really want to, I’ve done it many times. Or just buy a colonel one from the black market and skip the struggle. Once you get the darklance/darkclaw this class is quite powerful, it’s just a struggle to get there. Truly, what a shame. An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 183 Downvote 109 Go to comments Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section rynchenzo • 2mo ago Really enjoying these guides, thank you for taking the time to put all of the information together. u/Overall-Bison4889 avatar Overall-Bison4889 • 2mo ago Snipers are the best colonel level class and one of the top classes even in the mid game after reaper and ranger. If you think that they are weak then you aren't abusing squadsight and killzone enough. They are only somewhat weak during the squaddie-sergrant ranks. Hydralisk18 • 2mo ago I agree. If you pull up stats of a campaign and compare class hit %, Sharpshooters are gonna have the highest, and yet aim is talked about like its a draw back? I dont get it. I feel like OP is just not playing the class correctly. If theres an enemy i absolutely need killed, usually the sharpshooter or ranger take responsibility, and the sharpshooter can do it from 1/2 a mile away. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Sharpshooters are indeed a rough class at ground level. I recommend not using their sniper rifle then unless the target is exposed (e.g. blown up cover or a MEC/turret), or instead using their pistol can be occasionally more useful if at shorter range: e.g. bluescreen vs robotics. === Here there's this weird blindspot about the strategic value of height advantage aim. Even excluding Death from Above, snipers benefit the most from height. While it (as well as normally not being able to move and shoot) does restrict positioning, Squadsight helps once they are setup. There is something to be said for disliking the setup time. Once I started playing Legend more I realized my damage per turn with Sharpshooters was pretty rough in the early game compared to just running more Rangers or Grenadiers. However they are a sort of magikarp investment. Once you start getting special ammo, bluescreen guaranteed and AP possibly worth the hassle, they increase in effectiveness a lot. I under-rated Killzone for a long time but on Legend it became one of my favorite skills of theirs, as it gives them better ability to soften up activated pods that were damage sponges. If you happen to roll something like Shredder or Run and Gun they massively improve in the early game. My current campaign has some with Implacable and it fills a similar gap in their ability without strong equipment. === I acquiesce that they perform worse at a critical time in the game. Height is advantageous in general and I found myself using it aggressively on Legend to help ascertain my aim when every miss is the potential for more damage or enemy special abilities or losing precious turns on a timer etc. But if one hates Sharpshooters that much, train other classes in the GTS (personally I think Specialists' damage potential is even worse for a long time) and either wait til you get Darklance or just pick up more leveled soldiers later as a mission reward or from the Black Market. Once they get going their kill count rivals or exceeds even that of Rangers, my otherwise favorite class that's strong out of the gate but falls off a little in the late game outside of one for Katana Reaper-ing. u/Rex-Viper-Rock-Gods avatar Rex-Viper-Rock-Gods • 2mo ago At the end of the game everything is overpowered. Irrelevant. The real question of strength is how long does it take for the class to come online and be more than cannon fodder. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Being weak in the squaddie-sargrant rank is what makes this class bad. Those are the most important ranks after all. At colonel they are extremely strong, but so is every unit not named Skimisher, so that's not that big a deal. Vokasak • 2mo ago Being weak in the squaddie-sargrant rank is what makes this class bad. Those are the most important ranks after all. You sure bring up Darklance and Darkclaw pretty often if that's where you're focused 🤔 u/Rnorman3 avatar Rnorman3 • 2mo ago Because those items completely break the balance of the class. The class goes from super underwhelming to omega gigacarry. To the point that it’s worth building your sharpshooter’s skills around those items and prioritizing killing that chosen first for his weapons. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea it's the only reason to use this class it's what I'm going to talk about. Unless you want a guide that's even more negative than the one I wrote. Vokasak • 2mo ago I'd prefer a guide from someone who knew what they were doing with the class instead of trying to shove them into a ranger-shaped hole. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You can disagree, but I most certainly know what I am doing. I have beaten this game on L/I more times than I can count and have done it deathless 6 times I think. If you want a guide from someone with a different opinion, go write it yourself. Vokasak • 2mo ago You can disagree, but I most certainly know what I am doing. I have beaten this game on L/I more times than I can count and have done it deathless 6 times I think. Great! You're probably skilled at the game overall. But clearly this is a class that's a blind spot for you. That much is obvious with how much you keep repeating stuff like "the worst aim". If you want a guide from someone with a different opinion, go write it yourself. And then I can read it myself, and then I'll learn everything I know. 🙄 u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I will also say I deploy sharpshooters on missions because I like them. I don't play in a "must flawless every mission at all costs' playstyle because some of the optimizations you do are boring. I've used them a lot, that's why I am so confident that they are bad. I have 3600 hours of experience to back it up. Vokasak • 2mo ago I will also say I deploy sharpshooters on missions Do you, though? If it takes you over 30 missions to get to captain? I have 3600 hours of experience to back it up. So many hours, and still so wrong. Impressive. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter >Do you, though? If it takes you over 30 missions to get to captain? Yes I deployed them 9% of all total slots. I had one on 30/58 missions. That's more than I used skirmishers or sparks or psi ops (because I didn't at all) on that run. They were my least used out of the base classes but not by that much. Only 5 less deployments than specialists. Though compared to 18% of all deployments being grenadiers and a whopping 35% being rangers. It is certainly less than that. I actually only got my first captain on mission 21 so they weren't that far behind. My first captain specialist was on mission 28. Honestly that was probably just because they gain XP the slowest out of any class (technically they have the smallest XP share but same difference) >So many hours, and still so wrong. Impressive. Oh good a vague insult against me. Would you like me to insult you back? C'mon man, what are we doing here? 2 more replies u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter They do have the worst aim. They are the only class that has an aim table that only exists to hurt them. Let's do some examples! Standing at 25 tiles away, so max vision for any other class, with high ground and a superior scope at colonel gets Grenadiers an aim of 110. It gets sharpshooters an aim of 124. So in that situation sharpshooters have better aim. Great. Now let's say they are 10 tiles away, which frankly, more realistic. Sharpshooters still win by 3.. They have 121 aim to a grenadiers 119 with the added aim from the range table. But at 5 tiles awat. Grenadiers have 129 aim, more than a sharpshooter has at their best, and the sharpshooter has 103 aim now. That means grenadiers can click chain shot and have a 100% chance to hit both of them while a sharpshooter never gets enough aim to click deadeye without the chance of a miss. And chain shot has a lot more damage output. And that's a colonel. At squaddie it's waaaay worse for sharpshooters. They have 75 aim, so 95% to hit with highground and without a scope and just barely getting that 100 with one. A grenadier has 67 aim, or 87 with high ground so they need to be within 4 tiles, within 6 if they have a basic scope. Now what's easier to achieve? Getting an enemy out of cover, being within 11-25 tiles with your sharpshooter while still having line of sight (remember they can't move and shoot) or getting high ground while being close to them on the class that can move and shoot. And can also blow up the cover of the enemy if you can't get that nice shot off because their squaddie perk isn't useless if they move that turn. The comparison gets even worse if we consider other classes. Rangers get 100% to hit with their shotgun out the gate, just get close. Same with every other class as every class has better aim than grenadiers (but sparks and psi ops). And if you have blademaster, you can click delete on any enemy within dash range that has 5 or less HP, and you just need combat protocol or a grenade to clean up a sectoid. Specialists extend mission timers and have combat protocol to deal with any enemy after you blow them up or to take out turrets. Skimishers have justice, a grappling hook, and can shoot twice. And templars literally can't miss ever. What do Sharpshooters get at that rank? The ability to pull pods if they have a reaper on the squad. Now that's not bad, but it's not as good as just "hey this enemy is dead now" or "hey I can play slower because actually this mission timer is 2 longer than the game says." Vokasak • 2mo ago Standing at 25 tiles away, so max vision for any other class, with high ground and a superior scope at colonel gets Grenadiers an aim of 110. It gets sharpshooters an aim of 124. So in that situation sharpshooters have better aim. Great. Great. Now let's say they are 10 tiles away, which frankly, more realistic. Sharpshooters still win by 3.. They have 121 aim to a grenadiers 119 with the added aim from the range table. So, the sharpshooter still has more. Okay. But at 5 tiles awat. Grenadiers have 129 aim, more than a sharpshooter has at their best, and the sharpshooter has 103 aim now See, this is where I get off the train. Who gives a shit what a sharpshooter's aim is like from 5 tiles away? If you're in this situation, it's because you've blundered into it. The fact that you're even discussing this like it matters tells me that you don't know how to use this class. The constant "yay you get a shotgun now" on all the pistol skills confirms it. They're not rangers. Stop using them like that. And that's a colonel. At squaddie it's waaaay worse for sharpshooters. They have 75 aim, so 95% to hit with highground and without a scope and just barely getting that 100 with one. A grenadier has 67 aim, or 87 with high ground So... the grenadier still has less. Now what's easier to achieve? Getting an enemy out of cover, being within 11-25 tiles with your sharpshooter while still having line of sight (remember they can't move and shoot) or getting high ground while being close to them on the class that can move and shoot. And can also blow up the cover of the enemy if you can't get that nice shot off because their squaddie perk isn't useless if they move that turn. The first one, because a 25 tile radius is massive. The inability to move and shoot isn't a problem if you're not scooting your snipers to within five tiles so you can complain about how bad they are. And yeah, grenadiers can blow up cover. Sharpshooters benefit from that too. In an actual game, the two classes help each other and set up for each other instead of competing in some kind of weird xcom olympics. The comparison gets even worse if we consider other classes. Rangers get 100% to hit with their shotgun out the gate, just get close. Same with every other class as every class has better aim than grenadiers (but sparks and psi ops). At the obvious cost of...getting close. Close means you're easier to flank, and gives you fewer options for what position you're going to end your turn in. It's a risk. There's a tradeoff. Rangers are great, don't get me wrong. But they're good at doing ranger things. It's fine if that's your favorite class, but that doesn't mean that's the standard to measure every other class by. And if you have blademaster, you can click delete on any enemy within dash range that has 5 or less HP, and you just need combat protocol or a grenade to clean up a sectoid. Specialists extend mission timers and have combat protocol to deal with any enemy after you blow them up or to take out turrets. Skimishers have justice, a grappling hook, and can shoot twice. And templars literally can't miss ever. What do Sharpshooters get at that rank? The ability to pull pods if they have a reaper on the squad. Now that's not bad, but it's not as good as just "hey this enemy is dead now" or "hey I can play slower because actually this mission timer is 2 longer than the game says." You have multiple soldier slots for a reason, so you can fill them with different soldiers of different classes that do different things. The ability to do a ton of damage, accurately (because as you yourself admit, their aim is higher as long as you keep a halfway reasonable distance) is a huge benefit. The sniper/reaper combo is a huge benefit. It doesn't just pull pods, it can literally solo missions. I play with a mod that restores some cut content, including a sitrep called Fire Team that only lets you send two soldiers. Sharpshooter+Reaper can full clear those with 70+ kills without taking a scratch. Hydralisk18 • 2mo ago Fwiw I agree with you. The fact sharpshooters have highest aim and can do so while not even being on the same screen as the enemy is a huge benefit. BirdN01r • 2mo ago You should write that guide he baited you to, it would be a fantastic read - I love your points <3 u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The first one, because a 25 tile radius is massive. But they can't move to get a flank shot. You have to set it up for them. So often you are going to be eating -15 or -40 unless you spend a grenade to open the enemy up but at that point just click an attack with a stock and be done with it. Sharpshooters benefit from that too. But less than every other class because they can't maneuver to get into position and still fire their main gun. At the obvious cost of...getting close That is not a cost. Every mission in this game except maybe 2 of them requires you to go from A to B. Get to the objective, evac out, get close enough to the sarcophagus to blow it up move up to blow up the siege engines the game forces forward momentum on you at every step. Just turn timers alone put the pressure on you necessary to get in the enemies face. Close means you're easier to flank, and gives you fewer options for what position you're going to end your turn in. It's a risk. It's only a risk if you can't get the kill, dead enemies don't shoot back. And if getting close gives you a 100% chance to kill, well, then what's the risk again? You have multiple soldier slots for a reason, so you can fill them with different soldiers of different classes that do different things Why would I want something other than the delete button? What do Sharpshooters do that is better than a 100% chance to kill things? Especially that early when I only have 4 slots. Every tool they have is supplanted by a better one another class has. The sniper/reaper combo is a huge benefit. It doesn't just pull pods, it can literally solo missions. There are these things called turn timers. You don't got time to just sit there and play with them. If the pod is too close they will move up and shoot your sharpshooter and kill you. And you know what else a Reaper lets you do, know it's safe to do slash attacks. Taking away the only possibility of risk. 1 more reply BirdN01r • 2mo ago this Halollet • 2mo ago So, I see you're points, but I respectfully disagree with this being the worse class. IMO I think they're one of the best and I have played impossible ironman successfully. Why? Because a sniper is the rest of the squad's guardian angel. Let me explain. All of the snipers down falls can be completely negated with a grappling hook. It gives them the best movement in the squad and always gives them high ground fixing their "terrible aim." Being out of line if sight allows them to take off angles. They're able to open fights and hitting things without cover is really easy. After you get death from above, they really open up. Because with that free actions you can move and then next turn grapple up to a new high ground and fire. Not to mention with blue screen rounds they can one shot turrets and mechs with ease. This opens up your grenadier to focus on other things, making them even better. And there's no reason they can't get the best pistol skills in the training center and basically solo lost hordes. I guess we must play the game very differently :) kittenwolfmage • 2mo ago Yeah, OP is extremely ‘close range, Ranger focus, charge the enemy!’ focussed, with heavy weighting towards classes that are useful at low ranks, which bears out in his guides & replies. Of course from that point of view, Sharpshooters are basically baggage. But once you get some abilities and some aim on them, and some free movement gear to mitigate the ‘can’t move and fire’ aspect, they get incredibly strong. And if you go the DFA+Darklance route, they aren’t just strong, they just flat out break the entire game. Combine that with gunslinger perks for deleting robotic units and Lost, as well as cleanup of wounded but not dead units, and I really don’t understand OP’s hate. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The Sharpshooter is a ranged support class. Specialists are more mid-range and support in different ways. My killcount is always higher on Sharpshooters vs Specialists and tends to rival Ranger killcount by the late parts of campaigns. Leaving aside Reapers, Skirmishers, Templars, and Psi (and SPARKs), Rangers and Grenadiers are your only direct damage dealers for a good part of the start of the game. Even then I'd count Grenadiers less if you rely on their grenades and heavy weapons more, being a bit more indirect AoE. Sharpshooters are the squadsight master and as in IRL, they really need a spotter for full offensive utility. They have a niche. Far from the worst class and I'd still rate Specialists below them in the early game, because at least Sharpshooters can more realistically get up to 100% Aim and Specialists have different items competing for inventory slots compared to most classes that can usually safely run ammo or a grenade. u/Direct-Fix-2097 avatar Direct-Fix-2097 • 2mo ago They’re phenomenal classes, snipers are a mainstay for me. OP just plays them poorly. 🤷‍♂️ u/yen_29 avatar yen_29 • 2mo ago Yep, same. Snipers are my absolute faves & yes they take a bit of an investment but the payoff is extremely good! Like so worth it honestly. Can't even say how many times they've got me out of really tough spots, esp serial and faceoff plus how well they fare off against the lost. I get the reasoning behind this guide but like it's kinda weird plus the experience varies for everyone so yeah you can't just put it like that they suck or are the worst class when it's absolutely NOT TRUE at all lol. OrlandoGW • 2mo ago All of the snipers down falls can be completely negated with a grappling hook P2W ahh class shocky32 • 2mo ago I mostly agree but it’s still a class that I use 100% of the time. Early they are useless, but like you said, once you get Darklance they are S tier. Also during the attack on Avenger the Sniper and Reaper can single handedly beat it with ease. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea sharpshooter cheese on those missions is quite good. And that's what I do, too! I don't care that they are bad sharpshooters are too swag not to use! Also just buying a high level one from the black market feels like cheating u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Also just buying a high level one from the black market feels like cheating The Intel cost is not free, especially on Legend. Soldiers are actually one of the most intensive Intel costs then IMO, and then you better be managing the Avatar project with story missions, Covert Ops (opportunity cost for doing so), or lucking into the Sabotage card. As a mission / scan reward it's too RNG to stress about. Avenger power / resistance contact rewards are stronger anyways IMO as there are fewer alternatives. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It feels like cheating more from a "I didn't train this soldier" perspective than a "it's actually too strong" perspective. Buying soldiers with intel is rarely what you want to do unless you just got squad wiped. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I get what you mean, I just think the opportunity cost is steep. You only get one soldier per month that way, so it might not even be the class (or rank) you want. IMO Alloys, Elerium, or sometimes even supplies (or engineers) are a better priority for excess intel, as they can push equipment upgrades that might make the difference, while a single soldier almost never will while also being more expensive. Despite having Vulture my current campaign ended up kind of stingy on good PCS, so most of my mobility and aim PCS were from the market, I think I only got like one or two naturally from loot drops for a fair while. Every point of intel you spend at the market is less monthly supplies from contacts, so buying soldiers is short term gain for longer term pain. The only real cheating thing I think is that you theoretically can buy a unit more promoted than any other (e.g. a Colonel when you only have Majors), but that's just a win more bonus. I don't stress it because I feel like intel soldiers are just there to smooth out RNG or deaths, but since you can homegrow them with xp it's a less appealing choice. I also highly value bonds for action economy, so new soldiers are fresh out of the gate there and need work if you want to pair them, either naturally or with covert ops to force it. shocky32 • 2mo ago Agreed, and I get too attached to my characters to ditch one for an outsider mid game. Just gotta drag them through. u/stoptheycanseeus avatar stoptheycanseeus • 2mo ago Love these guides to read through. Makes me think about reinstalling xcom on my laptop after not having played it in forever. Mqken2 • 2mo ago Thanks for making these, they're a fun read! Hollow-Lord • 2mo ago My sniper was frequently the most dangerous and reliable and significant person on my time, constantly saving and killing. He even landed the final blow in end game despite the odds. I feel like calling them the worst class means you’re not using them correctly. u/AstoraTheInvincible avatar AstoraTheInvincible • 2mo ago Agreed u/spiritplumber avatar spiritplumber • 2mo ago Sniping's a good job mate u/spiritplumber avatar spiritplumber • 2mo ago it's challenging work, out of doors Vokasak • 2mo ago Strongly disagree. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I strongly disagree with your strong disagreement. biketheplanet • 2mo ago Very in depth rebuttal. Usually one would follow up with what they disagree with and why. ThePhysicistIsIn • 2mo ago One thing I am really confused about is that the guide prefers heavy armor over light. The sharpshooter was made for the spider suit. It’s a class that doesn’t want to move, wants to be on high ground, and needs to reposition to be able to shoot. That screams “grappling hook, grappling hook, grappling hook”. And yet the light armor is ranked worse than the heavy armor - why? I want heavy armor on my specialists and grenadiers. Vokasak • 2mo ago All of it. The whole thing, the entire premise. Okay maybe not literally all of it, like I agree that scopes are good and AP ammo is good and Fan Fire is good and obvious stuff like that. But the overall conclusions are all wrong and ass backwards. It reads like someone who is trying very hard to make a marksman into a ranger instead of just letting them do what they're good at. A skill issue. Some of it is just straight up wrong, like the "worst aim" thing that gets repeated over and over again. That's just fake news, I literally have no idea where he's pulling that from. You can just read the numbers and see that it's not true. Anyone who's played for more than an hour will notice the aim percentages on their marksman are higher than their grenadier. Some of it is inconsistent: He bemoans how bad it is to not be able to move and shoot, then he calls all the abilities that synergize with not moving trash. He says Aim is bad because he never has actions to hunker down with, even though he mentions DfA in the same sentence. He says over and over that they have bad aim, so much so that he repeats it every time something that gives an aim bonus comes up, and somehow doesn't notice how many there are. It just boggles the mind, my mind is boggled. Maybe the class doesn't fit his playstyle, that's 100% perfectly fine, go in peace. But that's a statement about him and his style and not the class. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yeah this guide post is probably the hottest of hot takes yet. Sure, Sharpshooters benefit greatly from Scopes, but like, who else is that bad in competition with them? Rangers don't need it really because of short range aim bonuses on the shotgun and the melee sword. Grenadiers do have crap enough aim that they are in the running, but a scope alone doesn't suddenly make them all that reliable anyways. It definitely doesn't magically fix Chain Shot. Grenadiers really need to be high rank (OR have a scope AND PCS) to have better aim, and even then Holo Targetting is kind of necessary for reliability AND some of the best utility of Grenadiers is actually their grenades, which don't have to worry about percentage accuracy. Specialists are not really a damage dealing class for a fair while. The bolt caster helps but you can't modify it anyways, plus it has inherent aim. Most of the early utility of Specialists is distance Hacking (not aim reliant), Medkit heals (not aim reliant), and Combat Protocol (not aim reliant). Aim really only starts to matter when you're pushing Guardian or Ever Vigilant plays, which is fairly later in the game. By then the Disruptor Rifle starts being the better damage choice, which surprise, has inherent aim. As does the TLP assault rifle which is pretty good. So that leaves Sharpshooters of the base classes. Easy choice, and then spare scopes or weaker ones can go to other classes to maybe help. A case could be made for Reapers to have a Scope. Thing is, a lot of their early game utility is in stealth scouting and the claymore. I find their bolt action damage is just too low most of the time to rely on it (it also doesn't suffer from short range like actual sniper riles do). Instead you're often better off scouting a pod and then using AoE from a Grenadier or Killzone or a claymore. Once you get Sting and Banish then Aim is more relevant, but by then hopefully you have more scopes, Aim PCS, etc. Also unless you start with Reapers you can usually only get one so hardcore stressing about a build for one soldier seems misguided IMO. I tend to rotate between 2, sometimes 3 main Sharpshooters on a campaign because of Tired status, injuries, etc. Skirmishers in the early game can use Grapple for height advantage aim. This is actually one of the last classes I'd consider for a scope, as they get an inherent two attacks to mitigate misses/grazes, and things like stocks and repeaters are more competitive for modification slots. A case could even be made for extended mags and autoloaders if you have them. Templar shooting is almost irrelevant and you can't modify their weapons anyways. TL;DR: Scopes are Sharpshooter prio anyways so that complaint is a nonissue. Aim PCS are rarer, since they aren't transferable in the same way modified weapons are. A case could be made for Aim PCS on Grenadiers/Reapers. Sharpshooters don't really need a Scope AND Aim PCS, unless you're trying to shoot through walls. Even then they made decent candidates for Covert Opts that give +Aim. u/Altamistral avatar Altamistral • 2mo ago I'm not sure if you are memeing or trolling. Sharpshooter is one of the best base classes in the game: it's up there with the Ranger and miles ahead the other two. It especially shines in burst dps and thanks to his generous action economy (free pistol shots, extra action on kills) it makes mech units a cakewalk with bluescreen rounds in a way no other class can match. It's ok to have a different playstyle, but at least don't give incorrect information. Stupendous_Spliff • 2mo ago Sharpshooter is really strong. To say it's worse than specialist for example, is kinda crazy Sure, early on they suck, but so does everybody else, and you have to rely on grenades just to hit something. That's why early game is the hardest. With some investment they become a powerhouse. You got to be good at positioning them, so they do need a bit of work to make the most of them. I value them on par with Grenadiers, which are amazing most of the time, but fall off a lot in longer engagements if you run out of grenades and heavy weapon. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter but fall off a lot in longer engagements Sharpshooters are actually probably the best class for prolonged engagements. Leaving aside Shadowfall (which I think is largely irrelevant minus the aim bonus, as the low damage is just SO crap at every stage of the game), they are far less reliant on active abilities most of the time. A Ranger without Run and Gun is missing some of its potential. A Grenadier out of grenades or missing its heavy weapon ammo (which is hard limited to one compared to up to 3 grenades) merely has its "okay" cannon and Holo Targetting as remaining utility. A Specialist without Medkit charges, Scanning Protocol, Combat Protocol, etc is way less tactically flexible. The Sharpshooter's main benefit is high aim at height and sometimes breaking typical action economy. While Serial is an extra strong option, it's fairly late game and DfA with Darklance makes it less impactful. Sharpshooter doesn't stress about ability charges that much, and one of its strongest abilities of Lightning Hands is on a reasonably short cooldown. u/Altamistral avatar Altamistral • 2mo ago Correct. They have pros and cons, like most things. They excel at some things and suck at others. I would love that that an "overly complete guide" would acknowledge nuance without making dumb click-bait claims such as that one of the better classes in this game "sucks". u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It is not incorrect, this is as close to as an objective fact as you can in this context. You spend most of this game with squaddies to lieutenants. Those are the ranks that matter the most. And sharpshooters have by far the worst perks in those sections. Longwatch is OK and lightning hands is pretty good and both DfA and Quickdraw are nice. But compare that to blademaster and run and gun or launch grenade shredder and holo targeting. It just doesn't compare. And let's not forget they can't move and shoot! A thing every other unit can do they just can't. And you can sort of fix that with a grappling hook or super fix it with the darklance, but those are later tools than you get in the hardest section of a run. And that slot could've just been a Ranger. u/taw avatar taw • 2mo ago You spend most of this game with squaddies to lieutenants. You really don't. Early promotions are super fast, so you spend very little time on low ranks, and you can get already pre-leveled soldiers easily during the game. And as soon as you unlock Bluescreen Rounds, Sharpshooters are instantly A tier. Even with just Lightning Hands and Quickdraw, that's +15 of just bonus damage that trivializes any robotic units. Then when you get Chosen Weapons they go to S tier together with Reapers and Bladestorm Templars, leaving all classes far behind in pure damage output. Sharpshooters are underwhelming for the first few missions of the game, but then so are Templars before they get Parry, and everybody can still see them as S tier. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I actually have the data to back this up. I recorded when each soldier got deployed and how many in my last L/I deathless (plus a bunch of other stuff its not important) run and I didn't have a captain until mission 22 out of 58. And then even after you get squad size 6 you might have 1 or 2 captains in your roster at best. I didn't get a captain sharpshooter until mission 31 out of 58. And those 31 missions are way, way, way more important than the last 27. And sharpshooters aren't just weak the first few missions, they are weak until you get quickdraw and DfA at lieutenant! Compare that to a ranger, who can get a 100% to hit with a shotgun out of the gate and then gets an auto-hitting auto-killed trooper sword. Or specialists who have remote hack and combat protocol, or grenadiers with launch grenade, shredder, and holo. You only go 1-2 missions without parry, you have to go at least 20 without the perks needed to make sharpshooters strong. That just ain't worth it. Altamistral • 2mo ago u/XCOM_Finx avatar XCOM_Finx • 2mo ago While I don't agree with everything Hielispace says in his guide and tier list, his claim that Sharpshooter sucks is 100% spot on. As someone who's done challenge run myself and knows many of the challenge run player I know for a fact that they all agree that Sharpshooter are terrible. When all the top player of the game are unanimous that a class sucks its likely for good reason. You blame him for spreading misinformation but then make the statement that "It especially shines in burst dps and thanks to his generous action economy (free pistol shots, extra action on kills) it makes mech units a cakewalk with bluescreen rounds in a way no other class can match." You say that when Grenadier can kill mechs just as well with shredder, chain shot, rupture, saturation fire or that Sharpshooter have generous action economy when Specialist easily give them a run for their money with overwatch guardian/threat assessment chain. u/Altamistral avatar Altamistral • 2mo ago As someone who's done challenge run myself and knows many of the challenge run player I know for a fact that they all agree that Sharpshooter are terrible. Sure mate, all the greatest and best-est happen to agree with you. I hate to break it to you, but doing challenge runs at XCOM2 L/I is not that difficult after you sank enough hours in the game. I've done that too, plenty. It's ok to have different playstyles. I'm not going to waste my time arguing with people who think they carry some kind of objective truth. Not worth it. u/XCOM_Finx avatar XCOM_Finx • 2mo ago Doing challenge run is certainly harder than being a reddit troll who cant argue, but hey you do you. tooOldOriolesfan • 2mo ago I get a ton of use out of the sniper and have one on most all missions (mostly legendary level) and will give it AP ammo. Besides the base sniper rifle and of course, the dark lance, there is another sniper rifle (anti-material?) that is better than the base weapon. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Anti material requires owning and playing TLP though. It is however one of the better unlocks and stays relevant into the late game. u/ulughen avatar ulughen • 2mo ago • Edited 2mo ago Early game Sharpshooters are on cleanup duty. Finishing off wounded ayy with pistol is no different than finishing with any other weapon. But you can do it twice, spend no ammo and usually have better chance to hit. Sniper rifle is mostly for opening shots to -1 pod or making OW traps with Long Watch and concealed scout. Or if there is a good high ground point. Its ok to bring two on missions without timer though. u/Lighty539 avatar Lighty539 • 2mo ago Enjoying the last two installments as well. Some interesting takes, but I definitely have not liked Sharpshooters in many scenarios. However, with Aim PCS and between the eyes he was a godsent vs lost for a noobie. And with the Aim PCS he was 100% on many shots, so was good at deleting the dangerous opponents. Lategame with chosen rifle, I rather enjoyed talon rounds (when mostly non robotic enemies) and was critting so often, but at that point it was probably just "win more". Looking forward to the next installment. IBlackKiteI • 2mo ago Yeah but being able to potentially shoot something anywhere on the map is funny BudgetNihilist • 2mo ago I'm half and half on this. On the one hand, this entire mantra is clearly crazy because sharpshooters are wonderfully deadly and have excellent aim but I am admittedly using the sniper rifle as my primary weapon and not the pistol so I don't need to play them like rangers in order for them to be effective. On the other hand, in my last run, I had a sharpshooter roll run and gun, implacable, shredder and rupture as her GTS perks and she was so incredibly deadly and useful while being stupidly mobile (without ever needing a Darklance) that I can actually sympathize a little bit with your lamentations about mobility. It definitely changed how I used her specifically because of how much it opened the map for her but she still never came within 5 tiles of anything if I could help it, because why would I? u/plzreadmortalengines avatar plzreadmortalengines • 2mo ago They're certainly the worst early, but I usually still bring one on the untimed missions. 4 DMG min is huge, being able to guaranteed kill troopers. Plus you can cheese turrets. Also light armour is 5 star on them. You cannot play mid game without it. It removes their main weakness. u/basedimitri avatar basedimitri • 2mo ago Sharpshooters are the most extreme case of XCOM 2's balancing problem. Absolutely fucking woeful in the early game, able to solo everything in the late game. They put out absolutely disgusting damage even without the Darklance if you can reposition them via Icarus armour or a grappling hook, which also nullifies their aim penalties for longer ranges assuming you took high ground and they are a phenomenal "I need this guy dead and you're the bloke to kill him" class. However, without the Chosen Hunter's weapons, good skills or an Aim PCS, basically early to mid game, that move-and-shoot restriction is just too much of a penalty to work around. Especially in four man runs, having 25% of your squad be unusable if you happen to be caught out of position is devastating. Early game I would never ever take a Sharpshooter over a Ranger but late game, I would much prefer what is essentially a 100% accurate instant kill class that also just so happens to have Serial u/Japaroads avatar Japaroads • 2mo ago Any chance you can unhide your posts so I can read your other guides? BirdN01r • 2mo ago Wild take at the start - I love my sharpshooters more than any other class. I tend to see hate the the hate coming from ppl who prefer to use "ranger"'s tho, so idk u/comfortingmyself avatar comfortingmyself • 2mo ago I usually feel as though people analyze the Sharpshooter class totally wrong, but I think you nailed it. The inverse difficulty curve is too prevalent. When a class is weak in the early game but strong in the late game, it's still a weak class overall. I do think Squadsight needed an aim penalty - the EW strats of flying up to the literal corner of the map and remaining there for the whole mission were admittedly pretty degenerate - but I wish that penalty was 1 aim per tile instead of 2. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Squadsight aim penalty is still largely irrelevant unless you're not positioned high enough or you're trying to shoot excessively across the map (which is tricky enough with sight lines blocked as is). A) is a skill issue and B) is overextending your team / not having your Reaper / Phantom soldier close enough to help the rest of your team with pods. So... tactical skill issue too IMO. u/comfortingmyself avatar comfortingmyself • 2mo ago The most common and best use case for Squadsight occurs when your Sharpshooter has a decent high ground nest and the rest of your squad encounters a pod a little further away and your Sharpshooter ends up firing from like 5 tiles of Squadsight range. -10 Aim in this case isn't a huge deal, but it's not nothing either. For instance a Squaddie on high ground with the TLP rifle has exactly 100 Aim. Any Squadsight penalty means this is no longer a sure hit and I probably need to readjust my strategy to account for that possibility. u/ConstantPop4122 avatar ConstantPop4122 • 2mo ago Say what you like, two snipers in the right position can take out entire horde of lost leaving the rest of the squad to go about their business. I was also quite lucky in that I took out all of the Rulers at the first meeting, without any of them getting a single shot off by using a reaper and 2 snipers at an elevated position Agree, the two action points to take a shot should be an option, it'd totally fix a load of the issues of they had a snapshot/aimed shot mechanic like original xcom - with a single action point acting like the current shot, and a 2 action point aimed shot adding 50 accuracy. u/Altamistral avatar Altamistral • 2mo ago Say what you like, two snipers in the right position can take out entire horde of lost leaving the rest of the squad to go about their business. So true. I often bring Rookies in (pure) Lost missions because a single Sharpshooter and a single Ranger is all I need to feel safe. One for when they are far away, one when they get close. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It's true they are pretty good against lost hit honestly lost are just a non threat I don't really value that. It's sort of whatever. u/Bellagar avatar Bellagar • 2mo ago Eh early game with a bunch of rookies they can be a threat/issue saying that…. You need some pretty bad luck/rolls to be taken out by lost and if you get shoot for the head they might as well not exist isigneduptomake1post • 2mo ago My last playthrough I used my SS for covert ops only and got aim & mobility high, and got him to colonel by the time i had hunter weapons. Never upgraded rifles or pistols. It worked for me, I tend to just blow everything up with grenadiers and sparks until I get major/colonel with the rest. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter That's the way to do it. Skip the struggle and covert op chain promote a sharpshooter to colonel. u/Squidboi2679 avatar Squidboi2679 • 2mo ago There is a mod that adds a perk to sharp shoots through the GTS that removes the squad sight aim penalty and it genuinely shoots them into the best class slot because they can sit at the very far end of the map and just vaporize targets without moving anywhere generalguan4 • 2mo ago Can you link your other guide posts as well? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I will make a big post with links to all of them when I'm done, but for now you can search them up easily enough. ThedarkJosh • 2mo ago Can’t dragon rounds force opponent to move/not used ranged shots? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Burning disables psionic and melee abilities, not normal ranges ones. ThedarkJosh • 2mo ago Appreciate the write up. Was just confused on that poison/burning being the same grade. Agree with most of it except the benefits of a guaranteed 2 damage and reconceal is pretty fantastic u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I don't really value the difference between fire and poison. Sure fire is a better status but in the end they are both a little extra damage. The difference is small enough that they don't warrant a different rating. 7.1/10 and 7.2/10 both round to 7/10. The shadowkeeper is good if you get it for free or if you just buy it with supplies but as a proving ground project it's kind of a tough sell. It's also just not that big of a deal at the end of the day. 100% with the pistol isn't too hard to get because short range table and the sharpshooters very good aim stat and the reconceal is kind of niche if you bring a dedicated scout, which you should. But it's fine. DiggityDanksta • 2mo ago I do love me some Marksman Rifles in Long War 1. Shame we can't use Vektor Rifles or something here. u/wristcontrol avatar wristcontrol • 2mo ago What they did to Sharpshooters in 2 is one of the main reasons I went straight back to Long War after finishing my first campaign and never looked back. Going from Snap Shot/Lock n Load/ITZ to this gimp class is demoralizing. u/16years2late avatar 16years2late • 2mo ago Snipers are insanely good when they’re developed and have the equipment to supplement them, but in general, I agree with OP. They suck for most of the early/mid game. RoninPrime68 • 2mo ago Sharpshooters are funny cause they're the worst until they're the best (well probably not the best, there's still templar) but it's 100% will never not be funny that once you managed to slap some aim-upgrading stuff a good hit could 1-shot almost every enemy unit in this game or at the very least bring them to critical levels of "omg im dying pls dont kill me" some peole say reapers are just better sharpshooters but honestly I think they're just intro to what endgame sharpshooters can be, reapers are better for locking low-hp targets if anything. u/saitam93 avatar saitam93 • 2mo ago loving this guides. Really made me think about the importance of aligning the strategy with alfa striking and the importance of early game u/gassytinitus avatar gassytinitus • 2mo ago This is like a serious version of the "bruh guides" from way back u/Aleolex avatar Aleolex • 2mo ago I will use deadeye on a critical sniper build and I won't apologize for it. u/Rnorman3 avatar Rnorman3 • 2mo ago • Edited 2mo ago Agree with basically everything here. One thing you may be interested in if you play with mods is one called “Snipecaster” (or something like that). It turns the bolt caster into a sniper rifle. It’s basically the only mod I use that actually affects balance rather than just a QOL change. The bolt caster on its own sucks. The sniper rifle sucks. But! A snipecaster is actually pretty interesting. It’s kind of like a baby darklance. The single ammo is still a little bit limiting, but the single action to fire is obviously leagues better than the standard sniper rifle. It lets you lean into the DFA + pistol skill build (and basically skip kill zone and serial) that you already want to use with darklance later anyway. Prior to DFA, you can walk and fire, but next turn you have to choose between reload and walk or reload and fire. And you ofc can’t equip any mods to it. Post DFA you get some extra flexibility with reloading and walking - but you still don’t get to chain the way darklance does, bc reload is still an action and it only has 1 ammo. The extra +aim that the bolt caster confers also helps fix all of the aim penalty issues that the sharpshooter has to deal with that you laid out. It’s pretty interesting - I recommend giving it a try if you’re as frustrated by the sniper rifle and the sharpshooter’s terrible aim. It makes sharpshooter more viable and makes the bolt caster more viable. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter oh the bolt caster on a sniper is interesting! I'll check that out! biketheplanet • 2mo ago I appreciate all four the guides so far. I really love this type of insight and never tire of reading stuff like this. This is definitely the most controversial of the four guides so far. They are my last favorite class of the main four. Yes, they do get strong at the end, but early they are a boat anchor. I favor the gunslinger builder over the sniper build (though not straight gunslinger tree). I use primary as big bad enemy destroyers using the pistol with blue screen rounds. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You know what's weird? I expected my specialist guide to be the most controversial. I assumed everyone knew this class was bad! I thought people would rush to defend field medic (and some people did, but not nearly as many and not nearly as angrily) but hey, we live and learn. ================================================================================ Xcom Part 5.txt ================================================================================ I should’ve posted this guide first; this is a guide on how to actually win at missions. How to go from dying on veteran to flawlessing multiple missions on Legend. This isn’t a rigorous “in situation X perform procedure Y for a guaranteed win” type of thing, it is a framework that will massively improve your odds at winning and flawlessing more missions. This is the method I’ve developed after 3600 hours and multiple deathless L/I grim horizon wins under my belt, so I’m pretty damn sure it works. It isn’t the only way to play this game and win, there are plenty of strategies that have the potential to see you to victory if you understand the game well enough. But this is a method you can default to if you don’t yet understand this game's systems well enough to riff together a strategy on your own. OK, enough banter, let’s crack in. So I’m going to break this down into 5 parts (and a walkthrough of how to apply it). Each part will go over a different bit of the mission from squad select to actually being in a mission to fighting a pod to everything in between. I won’t go over every little detail, but you’ll get it. And obviously there are other ways to win missions than what I recommend, but I can’t exactly tell you to emulate a playstyle I don’t use now can I? To put my best advice up front, you are trying to hit a loop where you scout a pod, kill that pod in one turn, then scout the next pod, then repeat. That’s the goal. When things are forced off of that loop, you need stun tools to avoid taking damage and losing missions to get back on the loop. That’s the core of my advice, the rest of this is just how to do that. As for how to start, well let’s start at the squad select screen. Part 1: How to select a squad This is a guide on how to actually choose what units to bring, and it is a very simple 5 step process. Step 1: Bring a scout Step 2: Bring a ranger Step 3: Bring a grenadier Step 4: Bring someone for the mission objective or to fight the chosen (as needed) Step 5: Bring…other warm bodies you want to get XP. That’s it. That’s literally it, but let’s break it down a little more so you can understand. Step 1: Bring a scout Information is what wins wars, and that’s true in XCOM as well. Knowing when it is safe to move up and when it is not is so important. Knowing what is in the next pod is killer. Knowing you can just drop a killzone and watch people get shot at is also great. You want a scout on 100% of missions (that aren’t hoard missions, those none of this advice matters because they are easy). That should be a reaper if they aren’t wounded/tired/dead, but if your reaper is any of those things (and you don’t have a second one), then it should be a ranger with Phantom and/or Conceal. It's not like you can't win missions without them, but it is waaaay harder. Step 2: Bring a ranger Rangers are the best base class in the game and they should also be on every mission. Fundamentally you need to be able to push enough damage through on a turn to kill the enemy before they kill you. Rangers do the most damage, so bring one. If you are bringing a scout ranger for step 1, then you should bring a second ranger for step 2. Two rangers on a team is better than one, three is even better than two but we’ll cover that when we get to step 5. You could make the argument that you can swap out the ranger from this step for a Templar, as the classes are very similar, but I generally prefer still having a ranger in my team at all times. Though if your roster isn't fully developed or just your rangers are all out of action a templar can fill this role as well. Step 3: Bring a grenadier You will need to blow up cover, apply shred, apply holo, and throw around rockets on every mission. This class is your primary support class as funny as that sounds and you should never be without one. You might be able to get away with swapping your grenadier with a SPARK, but I’m not convinced that’s a good idea most of the time. Just be safe and bring a grenadier on basically every mission. You can probably get away with just “another unit with an exo-suit whose carrying a few grenades” in a pinch, but you’d prefer not to have to do that. Step 4: Bring someone for the mission objective or to fight the chosen (as needed) You will know the mission objective ahead of time, so plan for it. Is it a hack one? Then bring a specialist. Is it a kill the general one? Then you need extra damage and mobility, so bring a templar. In addition, the chosen will spawn every 3-4 missions and on every golden path missions (more detail will be in the chosen guide), so you can always have a pretty good idea if they are going to show or not. If they might, then plan for that. Bring someone with scanning protocol for the Assassin, bring their faction weakness if it will be helpful, bring a lot of grenades and explosives if they are shell shocked, plan for them if the need to be. Don’t get caught unaware and have to fight the Chosen underequipped for it. Fight them on your terms. Step 5: Bring…other warm bodies you want to get XP. Unless you are doing the stronghold missions or leviathan or going to go fight an Alien Ruler, you shouldn’t deploy all your highest rated soldiers. Then your best squad will all get tired at once and that’s no good. So you should always rotate in one or two lower leveled soldiers in the flex slots. They can even fulfill the roles above if your best ranger has blademaster and your reaper is out then a B or C team ranger with Phantom should be going on this mission. This is your flex slot. An opportunity to bring sharpshooters or extra rangers or a Spark or a second grenadier or whatever you fancy. Just make sure that everyone gets a share of the XP pie. You are going to need 16-20ish soldiers to see action in a run even if you have no deaths, so you shouldn’t put all your eggs in one basket. In WotC, at least. In vanilla you can get away with running the same 6-8 guys over and over again and buying someone from the black market if one of them dies but not on WotC, because fatigue. To sum up, you should always have: A scout A ranger A grenadier Someone for the mission at hand Someone(s) you need to feed XP into Follow that and things will get so much easier for you. Part 2: How to equip your squad OK, now that you have your squad selected, how do you equip them? Well, if you want details on what to give to each soldier class that’s in their guides but for general tips, follow these 3 rules. Always have at least one mimic beacon on a squad Always bring the frost bomb Always bring explosives Going step by step, for rule 1, the reasoning is simple: Mimic beacons are overpowered as shit and will bail you out of a lot of situations. You should always have at least one, because they are just that good. You might even want to bring two or three but at least have one. For rule 2, it’s much the same. Stunning enemies is very good, the frost bomb stuns enemies, so bring it. And finally rule 3 is simple, you will probably need to destroy cover, so make sure you can do that. Now luckily rule 3 of this section is usually covered by step 3 of the last section, bring a grenadier, but make sure you have the ability to remove cover if you need it, it’s important. You might want to bring an exo-suit or a grenade on someone other than your grenadier just to make sure you don’t run out of firepower. After those 3 categories, the utility items you want are much more flexible. You generally want special ammo on any unit who isn’t a Templar, but exactly which will depend on where in the campaign you are, what enemies you are about to fight, and what you have available. Bluescreen rounds are the strongest ones generally but if you see using the Shadow Chamber that there is only 1 robot on the mission, you probably want to go with something else. If you suspect you are about to fight a ruler, special grenades and ammo that inflict status effects are very useful. If you have special armor, you want to equip them. Spider Suits go to rangers and sharpshooters, exo suits can go to anyone but are best on grenadiers. And specialists usually prefer having both their equipment slots available but throwing everyone in an Exo/WAR suit works, too. How to equip each individual unit type is covered in their respective class guides. Part 3: Scout the pod, kill the pod, scout the next pod, repeat. This is the actual “OK I’m in a mission now what” phase. The exact procedure will look different in each mission, but the general flow looks like “scout a pod, kill them as fast as possible, scout the next pod, repeat.” That’s the loop you are trying to hit. You always want to fight one pod at a time, but a lot of very powerful abilities require you to move up, not to mention turn timers and the fact that (unless you’re a sharpshooter) aim goes up the closer you get to the target. This all pushes you towards moving closer to the enemy and risking activating another pod. That’s why we brought a scout. They can tell us when it’s safe to move up and when it’s not. Now sometimes you will activate more than one pod at once, that’s OK, that’s what the mimic beacon and frost bomb are for, to stun the 2 pods into being de-facto 1 pod again, at least for a turn. Importantly, this game has turn timers everywhere. So always keep moving, you basically never want to spend a full turn not moving just on overwatch or you might lose to the turn timer, if a pod is too close for you to move up without revealing yourself, it’s time to kill that pod. In addition, sometimes you will just have to fucking book it to the objective, or keep advancing forward just so have enough time to make it to the objective. That’s OK, we’ve accounted for this. If you advance too fast and reveal more pods than you meant to because of the turn timer (or just a pod was somewhere you didn’t expect), that’s why you brought a frost bomb and mimic beacon. We have those tools for a reason, so that when you inevitably pull more than one pod at a time, you aren’t absolutely owned. If at all possible, have your scout far enough ahead of you that you aren’t in danger of losing to the turn timer and you don’t have to start dashing when there are still active enemies. If that doesn’t happen, that’s OK, you brought tools to help with that, but try and avoid that situation it can get messy. And if you don’t have a turn timer, move as slow as possible. Overwatch every goddamn pod. Don’t be in a rush if the game doesn’t force you into one. There’s a reason they added turn timers, it’s because without them you have too much control over missions. Part 4: The flowchart This is probably the most important bit of this guide. Here is the actual “you are fighting a pod, what do you do” section. This is the flowchart you should follow. It isn’t super rigid as you’ll see, but it is the general procedure to follow so you can win. Step 1: Can you reliably kill every enemy without triggering another pod? If yes, do that. If not, move onto step 2 Step 2: Can you reliably kill every dangerous enemy without triggering another pod? If yes, do that. If not, move onto step 3. Step 3: Attempt to unreliably kill every dangerous enemy, but do not overextend. If enemies are still alive after step 3, move onto step 4. Step 4: Stun the enemy. Throw a mimic beacon or frost bomb or flashbang (in order of effectiveness), if you are out of those, move onto step 5. Step 5: Be in high cover and hope for the best. This step by step flowchart will see you to victory. It is the thought process I go through every time I fight a pod. Literally everytime. The exact details of when to apply each step will vary from mission to mission and I can’t go over everything but that is basically it, do that, and you’ll win. The main thing this is accomplishing is alpha striking, killing the enemy before they ever get a chance to do anything. That is the ideal XCOM 2 play pattern (unless you turn beta strike on in which case literally everything in the game has to be reevaluated which is why I'm not covering it in this series). The way you lose runs (on the tactical layer) is by having enemies take too many actions. You get micro missiled then shot a bunch and now half your squad is dead, for example. So the goal is to let them never even come close to pulling that off because that MEC and troopers that were about to kill 3 of your units are now all dead in a ditch. Now, obviously, this is easier said than done. But it does frame that flow chart in the correct light. You are trying to alpha strike, that's your goal. But when you don't achieve that you need some way to still deny the enemy actions. That's what it's about, not letting the aliens screw you by taking actions you don't have control over. Most of the time you control them with death but sometimes you gotta control them with a frost bomb or mimic beacon or similar. A very important point here, when I say “reliably” I don’t mean 95% shots, I mean 100%. If there is a line that has 0 chance at failure and kills every enemy active, take it. If there isn’t, if there is even the slightest chance of a shot missing or low rolling damage or whatever, then you need to plan for it. That’s what step 3 is, where you don’t over commit to actions that might fail. It might be that they hit, but don’t bank on a 95%, you might roll that Nat 1. Be ready with a mimic beacon if that shit misses. I also mention “dangerous” enemies and that’s because some enemies will waste their turn doing nothing and some have to die instantly immediately no matter what always and forever. As for which is which, that’s for the enemy guide. But generally the advice is “kill the things that will hurt you.” Troopers always shoot at you, so they gotta go. Sectoids? Not so much, so you can let them live to your turn if you need to. You’d prefer if every enemy was dead before they took a turn, but that’s not always feasible, so you need to pick your targets carefully. I will leave you with some final pieces of advice. Part 5: There is no future, there is only right now It can be tempting to try and save a mimic beacon or frost bomb or Run and Gun or whatever for a future pod, but don’t. If you need it now, you need it now! Kill the “too good to use” part of your brain stone dead. Don’t plan for a hypothetical future, plan for the real present. Don’t use abilities and items willy-nilly, put thought into it. But if you need to use something, fucking use it! Don’t save that grenade for tomorrow, save your soldiers lives by throwing it into ADVENTs face today! There are only 3-6 pods on 99% of missions, and the pods early in a mission are more dangerous than the ones at the end because you can play like a maniac in the last pod and not risk activating any more pods. So typically items are used earlier in a mission rather than later. Plus mistakes can’t compound that late into a mission. So all things being equal using items earlier is better than using them later. Now obviously if the last pod is a Sectopod that changes the math on that, but generally. And for one final piece of advice before I go into an example: this doesn't work for literally every situation. I mean, how could it? This isn't really how you fight rulers. The Chosen can cause you to deviate from this kind of playstyle as well (only kind of, but we'll cover that later). And it also can't make your decisions for you, but it is the easiest way I’ve found to flawless the most number of missions in a playthrough. Part X: An example. Let’s go through an example. Say you are about to do a standard guerilla op that is hacking a terminal and you just got squad size 2 and also know that the chosen won’t be on this mission. Well, first things first we need a scout. If our reaper is up and ready that’s them, if not it’s a ranger with phantom. Let’s say we can bring our reaper. Next we need our highest ranked ranger that isn’t tired or hurt, simple enough we add them to the mission. Then a grenadier, and because this is a hacking mission we bring along a specialist. Now we have 2 open slots, we can bring a wide variety in this space and it’s kind of up to you, but for the sake of moving along I’ll bring a Templar and another grenadier in these slots because I want to train them up more as they were falling a little behind in XP. I could’ve chosen a SPARK or a sharpshooter or just 2 more rangers that’s not important just that those units need XP. Next we need to equip them. I have a specialist so they get the mimic beacon and the other item is probably bluescreen rounds or another mimic beacon or maybe the skulljack if I need that for story purposes, it has a little flex but they are definitely getting at least one mimic beacon. Then the frost bomb goes in the grenade only slot for out grenadier so I can double it’s uses with heavy ordinance (if you don’t have this yet, just bring it in whatever utility slot it doesn’t matter) then because I’m not super late into a run I’ll probably bring plasma grenades and an exo suit to finish them off. I could swap the grenades for special ammo if I wanted to, but because Sectopods and Andromodons aren’t showing up yet I don’t absolutely need BS rounds on them and in this situation I want more explosives. Could easily make a different decision there though. Then for my ranger they get a spider suit and talon rounds, if I didn’t have talon rounds I’d give them a different special ammo and if I didn’t have those I’d give them a grenade. My reaper doesn’t have tactical rigging so they don’t get a utility slot. As for my flex slots, I’ll give a second mimic beacon to my templar just in case (could justify other things, but more mimic beacons is more better) and for my second grenadier I don’t have an exo suit yet so special ammo and plasma for them. I want to point out how this is both rigid and loose. I have some clear benchmarks I want to hit, but after that it’s a bit of a dealer's choice. Also give stocks you have to your lower ranked soldiers, because they are more likely to miss. Now I’m on a mission, I move up with my reaper and yellow dash with everyone else in as straight a line behind them as I can manage (while staying in cover) to avoid activating any pods I didn’t scout out and to reach the objective quickly. I continue this movement pattern until I see my first pod. Let’s say it’s an archon and two mutons. Great, so they gotta die. I throw a claymore and then a rocket on them and deal a minimum of 12 damage to all of them but let's say we don't get monumentally unlucky and deal 13 damage. That kills both mutons, triggers the Archon’s battle frenzy, and reveals my squad. I don’t care that I used both the rocket and the claymore in one pod because now that pod went from potentially scary to “literally just an injured Archon” and Archons don't take cover so I don’t need to use an explosive for the last active enemy. And if I deal 13 damage to the Archon with 24 HP, I know that a 100% to hit shotgun blast + rend will get me the kill without any RNG and give me a stack of focus (min damage on a shard gun is 6, min damage on rend is 5, 11 is exactly enough). Another play I could if my Ranger isn’t in position to get that 100% to hit is just take a lower percent shot and if it hits carry on with just rending the target, and if it misses uses fire with my lower ranked grenadier who I gave a stock to and use that plus combat protocol plus rend to kill the Archon without any RNG that way (advanced stock deal 2, combat protocol at this tier does 4, rend does 5, that’s also exact lethal). See how we negate any chance for RNG to screw us? This is what you want to do, force winning lines even if you miss shots. Or better yet force shots to be unable to miss. Even if I absolutely low rolled and did 12 damage with the claymore + rocket combo I still had a way out of that turn with Parry, stocks, and combat protocol. The absolute worst case scenario must be planned for, even if it is unlikely. Skipping ahead a bit, let’s say I accidentally reveal two pods at once. One with an Advanced Officer and two Advanced Troopers and another with a Codex and two Vipers. These are appropriate enemies and pods for this point in the game but don’t get too hung up on the details. OK, now what? Well, of these enemies all of them will try and damage me on my turn except the Codex. So I can remove the Codex from my thought process for now. The Officer and Vipers are probably the most dangerous enemies left, so I want to focus them. I’ll move my reaper up to make sure meleeing those enemies won’t trigger yet another pod (that would probably be catastrophic), hold my specialist’s and frost bomb carrying grenadier’s actions for last in case I need those items, then focus fire and kill those enemies. To not bore you with all the details let’s pretend I only succeed in having enough damage to kill the two vipers and I injure the officer. Well, shit, OK, now I need that mimic beacon. And just to be safe I’ll also toss the frost bomb at the officer and a trooper that just so happen to be standing too close together. If they weren’t I would’ve just frost bombed the officer. Now the codex and remaining active trooper(s) waste their turn shooting at the beacon. Then I can clean up the officers and troopers, get psi bombed, but then finish off the codex with a rend, slash, and combat protocol. Nice and simple. That’s basically the thought process in action. That’s a made up example, but I have certainly gone through it a number of times. That is the general way this plays out. If I had a sharpshooter instead of a templar in that slot for example I would’ve had different tools and made different decisions, and there were other decisions I could have made that would probably have also resulted in no injuries, but hopefully that demonstrates the general flow. Conclusion OK, that’s it. Do that, and you’ll win, at least mostly. It is both that simple and also that hard. None of the steps here can tell you exactly what to do in a situation, obviously, but they can set you up for success instead of just going on gut feeling. I think I have made them as concrete and useful as possible without being so rigid that they are brittle, but if you disagree, let me know. An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 209 Downvote 69 Go to comments 1 Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section u/keilahmartin avatar keilahmartin • 2mo ago It's decent enough advice, but it seems to apply only once you've already got some characters and tech developed, which is the easy part of the game. What about the first 1-5 missions? That's the part that people need help on. u/Rnorman3 avatar Rnorman3 • 2mo ago The early missions basically just test your xcom fundamentals. A lot of the same stuff still applies - you’re still trying to be safe and only engage one pod at a time. The main difference is without all the tools of ammo, fancy grenades, armor, etc you’re relying a lot more on stuff like making sure you’re taking cover, using frag Grenades to remove cover + do guaranteed damage, etc. You’re right in that the inverse difficulty curve makes the early game the hardest. But you’re still applying a lot of the same principles. Basically, you’re trying to use frags to get as close to reliably killing all the enemies as possible. And when you can’t reliably kill all the enemies, you’re falling back to OP’s “step 5” of “be in high cover and hope for the best.” Aleventen • 2mo ago If i cant get well above 60s in the early game I am not afraid to hunker down and I swear to god id be damned before I use overwatch with a rookie u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It's the same thing, really. Scout a pod, kill it, move onto the next. The only difference is you don't have those very powerful stun tools so your margin for error is a lot thinner. tooOldOriolesfan • 2mo ago Early in the game you may not have a reaper or phantom, etc. so while you have to be careful with movement it does involve some luck. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The alternative to that is be extremely careful about the fog of war. There's only so much you can do with turn timers, but moving excessively far is almost always what causes extra pods or unnecessary damage. If you're not sure, it might be better to move to an actual wall vs corner peaking, to get closer with less risk. You can play more risky with Rangers especially once you get Implacable and/or Untouchable, but that's a fair ways into the game. Rangers are simultaneously one of the strongest classes on Commander and Legend, but also the ones most likely to make it worse for the team as a whole if you overextend. It's a fine balance of not excessively grouping up for AoE enemy attacks, but also not being so spread out that you can't deal with surprises or wandering pods etc. If you have the time to do it, regrouping and reloading mid-mission is often a safe play, even if you have to "waste" an overwatch. Savescumming those kinds of situations can be the difference between an extra pod or not, seen it plenty. u/Chii avatar Chii • 2mo ago it does involve some luck. you make your own luck in xcom! The formation you choose to move in before hitting a pod is important. I choose the single file formation. One soldier (the "scout") moves 1 blue move ahead, and every other solder do not move past the sight vision (aka, do not reveal any new tiles after the first scout's). If there's a timer, the scout moves a blue move, then moves up one more yellow move into heavy cover, but choose that position wisely so as not to reveal too much of the map, but is closer to the objective. This is where luck comes in - if you get revealed, the rest of the team is able to at least come and support, or use the pod scatter to try flank (or retreat backwards to try kite the pod). In sewer or train maps, this method works as the map is divided into segments that are usually visibility blocked from each other except at the doors, so you can push up really far without revealing a pod (ala, got lucky). You can push really fast, really early (like half a map in 2 turns as every solder can take a double move after the scout). u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Well, you can have a reaper if you just turn on the "start with Reapers option" which is what I would recommend to a new player. While it's possible to win the first couple missions with a Templar or Skimisher carrying you, it's a lot harder. u/asianslikepie avatar asianslikepie • 2mo ago Skimisher carrying you, it's a lot harder. Who is having trouble with Skirmishers early game? Skirmishers don't scale well because their late game abilities (Battlelord, Whiplash etc.) suck but early game they're great. They start with essentially free spider suit, Judgement is a +25% aim mid range nearly guaranteed kill on any ADVENT in low cover and below and Total Combat is amazing because grenades are amazing early game. Templars are iffy early game because their gauntlets may not even one shot a basic ADVENT trooper without focus. Reapers are good scouts from the beginning but their damage output is almost non-existent without equipment and levels. Low level Reapers have inconsistent crit even with flanking, their basic rifles don't kill anything on a low roll, claymores and remote detonation are very good abilities but have limited ammo/are situational useful and they don't have Silent Killer yet/aren't consistent enough without Talon Rounds to trigger the effect. Early game Reapers contribute scouting, but their combat abilities are anemic compared to what they will do later one with a fully geared rifle and Talon ammo. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I do think Skirmishers are a bit overhated, but Reapers are definitely the best, even though I generally agree with the rest of your points like their bolt action being pretty shit damage and them not being tanky enough to really deal with it. It's hard to overstate JUST how strong the claymore is, even outside of their scouting ability for ironman. A claymore and grenade/car explosion deletes or significantly softens up most enemies. Remote Start is somewhat RNG, but the damage is VERY strong in certain situations AND it doesn't even break them or your team out of Concealment! Reapers aren't super strong as direct damage dealers for a while but IMO one of your first priorities should be the Squad Size upgrade, and then you can have general purpose damage dealers while your Reaper is your scout and AoE support. Also, realistically only if you start with Reapers can you get more than one, as a singular one with other starts can't be available for all missions. IMO Reapers scale to usable and decently strong faster than Sharpshooters are least. By the time they hit Shrapnel they are already worth the unit slot. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Skimishers are harder to use than reapers, but they are quite strong. Reapers delete (mostly) one pod for you and scout the whole map. Skimishers help you fight each pod much more effectively but that's still a harder task. u/zelandofchocolate avatar zelandofchocolate • 2mo ago I assumed you'd make this research a priority, commander.. Thanks, you legend Fabulous_Jellyfish71 • 2mo ago I love how much detail we get from each of these parts. H o w e v e r : “cOmMaNdEr, ThE aLiEnS cOnTiNuE tO mAkE pRoGrEsS oN tHe AvAtAr PrOjEcT, iF wE’rE gOiNg tO sLoW tHeM dOwN wE’lL nEeD tO mOvE - F A S T” dalberto36 • 2mo ago I find these guides quite addictive, thanks! Will you still be doing guides for other classes as well next time? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yes eventually, but I thought covering this stuff was more important first. Next is for the strategic layer, then either utility items or the other classes I haven't decided yet rynchenzo • 2mo ago For a noob like me, a guide to base building would be fab u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea I'll get there, too. Currently my strategy layer guide is more surface level than this because there is just so much to cover, but it does contain my recommended build order. And eventually I'll do a full guide dedicated to base building specifically. rynchenzo • 2mo ago I really appreciate the time you're putting into these guides, so thank you u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Guerilla Tactics School, Resistance Ring should probably be your first two, though different people might prefer one over the other. GTS allows you to reduce RNG on Rookies, and Resistance Ring lets you get more promotions and miscellaneous resources. The real value of GTS is that it's the only thing that can get you to a Squad Size of 5, which is by far the best investment in the early game. Some people like a Lab early to reduce RNG on scientists and push for Magnetic Weapons as probably the second best investment in the early game. I'm not going to claim you absolutely should have a Proving Ground as your third facility, as I'd often break that rule, but if not it should probably be your fourth, though you may have to build a Power Relay if you delay it. The Resistance Ring can help you manage the Avatar project with Sabotage missions, but it's not always guaranteed and not always enough. Skulljacking an Officer is the most reliable way of dropping Avatar Progress in the early game, and it is possible you may really need it in your back pocket if it's not realistic to assault an Alien Facility yet. === Besides that, at some point I like getting an Infirmary and/or Training Center up. You can de-prioritize the Center as it mostly covers bonus stuff like level 2 bonds and extra abilities with AP. It's all nice to have and increases the power of your soldiers, but level 2 bonds take a while and it takes time to build AP, mostly from killing the Chosen or specific Covert Ops. I'll leave it up to you in terms of how many injuries you take, but an Infirmary makes it far less punishing. Predator Armor is nice, but moreso for the extra item slots than the health pool, as on harder difficulties the armor alone won't always help survivability vs crits. Aleventen • 2mo ago How much Adderall does this require. I have plenty and want to try to make my own to test my game knowledge and mastery u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter As someone who hasn't done anything harder than caffeine, none! I mean, it probably helps, but I wouldn't know. Aleventen • 2mo ago Point and advice taken, this is a competition and Adderall will be my mimic beacon. If that doesnt work, ill revert to point 5, find high cover and hope for the best lol Jk Fantastic guide, inspiring and I think itll be a lot of fun to follow in your footsteps and learn more about the game Tepppopups • 2mo ago "1. Always have a Mimic Beacon" You don't need to read any further, no need any special tactics if you have a MB .. 😉👍 u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I mean, that's not inaccurate. u/Based_Ment avatar Based_Ment • 2mo ago Great guides ! Since your post history is private, would you be able to link all your parts so far in each post? Would love to save them all in one handy archive. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I'll make an archive when I'm done, but I don't want to pollute the sub with it just yet. They should be easy enough to find if you search for "an overly complete guide" But there will be an archive post eventually, soon even. u/Khaim avatar Khaim • 2mo ago It's generally helpful to have each post link to the rest,or at least to something. Relying on search is a bad idea. u/Based_Ment avatar Based_Ment • 2mo ago Ah that's great, much appreciated community work sir or madam or other ! Confident_Ad6017 • 2mo ago The shadow chamber reveals whether a chosen will arrive. When listing enemy types, if you don't see a heavy like a sectopod or gatekeeper in the list, expect a Chosen to make an appearance. u/Chii avatar Chii • 2mo ago The shadow chamber reveals whether a chosen will arrive by the time you get to the shadow chamber, it's quite likely you've eliminated the chosen(s) already! u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yep! Either that or a ruler, they count as a boss monster as well. Le-Baus • 2mo ago OMG.... I have finished L/I and I didn't know about that :D Thank you u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter There is no future, there is only right now ... Now obviously if the last pod is a Sectopod that changes the math on that, but generally. I get what you're saying, but this is the main point I disagree on. Rationing with "weaker" resources is important in certain circumstances. The best example of this I'd say are Chosen Base Assaults. Ideally, and it is doable up to Legend, you want to one cycle the Sarcophagus after the Chosen dies. Banish (ideally with a Repeater) is absolutely busted strong for giving you the best shot of focusing firepower into the Sarcophagus with the rest of your troops. A Templar with Invert ready is also handy but Invert is less of a limited resource. (Amplify is also nice, Rupture if you have it on anyone.) If you don't prepare for the "hard parts" of a mission (e.g. seeing Sectopods on the Shadow Chamber, and IMO on Legend Andromedons are often a bitch too), you might end up overextending yourself due to the turn timer or taking unnecessary damage. I've never sweated it that much on Commander, but on Legend I frequently still have at least one pod left or active while I was completing the main mission objective. This won't always tie up one of your soldiers depending on positions and free actions etc, but often it can. Supply Crate tagging is a weird scenario where you almost always have to take risky moves to maximize the reward, but it is optional so keep that in mind. === Saturation Fire, Serial, Reaper, Frost Bombs, Banish, are all things I generally recommend holding onto for more ideal or desperate scenarios (typically manifesting as a bad second pod activation) unless you really can't Mimic Beacon or miscellaneous stall out of it. A Grenadier can give you a second frost bomb, a Templar can give you Parry, a Ranger can give you Untouchable as "renewable" stalls (finite but LESS finite). These are all useful delaying tools to not blow your load too quickly, as sometimes the end of missions can be a bit more challenging when grenade, heavy weapon, etc resources start to dwindle. A Grenadier without explosives is much weaker and less flexible, so naturally your team strength goes down as you spend resources. I often have to end up using a different resource like a Beacon or a Grenade if I mistime something like Run and Gun or Killzone for instance. The margin of error is more generous on Commander and below, but on Legend you might need every hit you can get to fully alpha strike some turns, even if it's just extra shreds or holo targeting or whatever. I think the Chosen are any challenge at all only on Legend, in part because it's the only time I think it's realistic for you to slow roll into one or more of them getting full Training and/or even an Avenger Defense off. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I don't disagree per se, but I think players are more likely to overhoard then under. There is an art to knowing what you can get away with? Should I be clicking lightning hands for this pod? How about spending my rocket? Maybe I should use the frost bomb here and save the mimic beacon for later? Or maybe the other way around? I just want to break new players out of the habit of being gun shy. You have these things to use not look at and admire! It's a very common new player mistake in all games like this to hoard resources, don't. Use them. But also yes if you are going to go kill the Chosen you really want to save banish to give you time to unload on the sarcophagus. So you might opt into taking damage instead of using it. You're making a bet that's its better in the long term. You can spam invert in the normal mission part, though. You can get another stack of focus from the enemies that start in the chosen chamber itself. But all of this is an exception, not the rule. If you auto kill a pod in one round, you buy yourself time on the mission timer to go a little slower and safer. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter For me my rules of thumb are as follows: You can pretty safely use one grenade / claymore per pod. Generally, ANY AoE or multihit ability (Serial, Reaper, etc) that hits three enemies is worth it. Do I sometimes soften up two targets with a grenade? Yes. Do I sometimes use a grenade to blow cover to kill a single Lancer? Yes. But in general, hit three, even better if you can fit more. A claymore and a grenade (and/or car explosion) can often clear or almost clear a pod by themselves so that leaves you 2-4 other soldiers to do whatever. IMO, you should ideally almost never use a Mimic Beacon if you're only dealing with one pod. I'm going to say 95+% of the time if you do, you fucked up somewhere. A team that is keeping pace with weapons research and leveling should basically always be able to kill a singular pod on the turn they see it. Occasionally damage sponges or bad Aim RNG might have one remain, but this is what crowd control is for. Stuff like Parry being easiest and earliest, but Untouchable can work too. If you basically already know you're not dealing with a Chosen or Ruler, you can be more liberal with your frost bomb(s). I find I usually don't ever have to frost a Gatekeeper, but I often have for Sectopods if I can't burn them, as you can somewhat reliably get them to waste an attack and then delay with Wrath Cannon. I haven't messed around with it a ton, but an EMP bomb can possibly pull off a stun (and damage, unlike the frost bomb unless buggy critting) for a single soldier's action, bonus if it's a Salvo Grenadier. Lightning Hands basically on cooldown. It's 'free' damage, and has a three turn timer. With few exceptions this is usually fast enough to have it up for the next pod or other situation that could benefit from it. Anything with a longer cooldown I think you should save for other situations. If one bothers to use SPARKs, Overdrive is a good example of an ability that can quite impactful if used correctly, but easily wasted otherwise. I generally like using Lightning Hands, Overdrive etc to mitigate RNG if I don't have 100% Aim, or to just really nail something to dead if I do. There's a fine balance between spreading damage efficiently and prioritizing enemy death above all else, even if they're one hp left (but, this is what stocks are good for, and RARELY situations like Burning or ending turn adjacent for a Bladestorm or Retribution). Grenadiers' main job is shredding armor and holo targeting. Whatever sequence of actions that accomplishes that, even if it's a double Salvo play, is probably worth it. Firing their minigun is often useful, but it's not always the BEST play unless all you have is a hammer and everything looks like a nail. Rangers are your real hammer. Mid to late game Sharpshooters can be too but aren't as straightforward. While Sharpshooters are weak in the early game, there are few classes other than Reapers that fit the mold of "I really need this dead NOW at either 100% or 95% chance". Shooting through walls with stacked Aim is kind of dumb, but honestly once I knew how to do it I did it way more often. Once they get some aim and something like Bluescreen, Specialists are a fair bit better. They are my LAST choice for damage dealing, but sometimes you have to flex every shot you can, and are a decent choice once robotics are more common, even though I risk Hacking way less on Legend and/or Ironman. u/Chii avatar Chii • 2mo ago Lightning Hands basically on cooldown. It's 'free' damage, i think this is somewhat difficult to judge. Lightning hands is free, but it also lets you do a higher DPS on the turn you use it. If you use it on an early pod and over-wipe (ala, deal a lot more DPS damage than you need to clear the pod, with remaining solders' attack un-used), you would've wasted the lightning hand when a regular attack could've done the same job. Ideally, the last soldier kills the last enemy of the pod for perfect action efficiency! u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Sure, I agree. Perhaps the better nuance is: make other reasonable attacks in the turn first, and then if you doubt you can clear the whole pod or a dangerous enemy before the turn is over, then use your Lightning Hands. It becomes more of a special tool you can consider once you have Darkclaw, as Face Off and Fanfire are potentially extra strong pistol-centric skills, but generally on Legend the extra DPS is always nice and rarely wasted (so long as you aren't blowing it on Lost or something). I tend to "over" fire Lightning Hands (and just wait for the cooldown) on Legend because Graze attacks mean that suddenly your "shot to get rid of full health" doesn't actually kill the target, precluding the ability to use both Lightning Hands AND more death from above. With time you get a sense of what enemies are prone to getting Grazed attacks and are tankier than they may seem. u/Tachiiderp avatar Tachiiderp • 2mo ago Is legend early game consistently winnable without a reaper start? I've been playing ironman commander for ages because everytime I tried legend, there's just way too many enemies in the beginning. I remember one time I had no grenades left and there's at least an unexplored pod left. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Winnable? Sure! Easy? Fuck no. That claymore does a lot of work for you, basically deleting one pod. Plus the information it gives about the rest of the mission. It can be done without it, leaning on Justice or Rend can work, but man is it tough. u/betweentwosuns avatar betweentwosuns • 2mo ago Reapers are the best faction, but the other two are also more than good enough. You know the Matrix line "when you're ready you won't have to"? That's early game scouting. Easy and moderate mission types both have 3 pods. One is close to where you start, one is between you and the objective, and one is on the far side of the objective. When you're ready, you won't need a scout. You'll see the pods through fog of war and know how much you can advance to improve your shot without triggering another pod. Also, what does winnable mean? Losing a mission is fine. I'm pretty sure I could lose the first 5 missions and win the campaign. The evac button is broken. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I once saved a triple pod AND Hunter activation mission with evac. A mistake caused a soldier to get captured but I could have done better. Two badly injured soldiers evaced out and by some miracle and burning through turns I cleared the Alien Facility with my three man squad remaining. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I did a Skirmisher start recently, probably one of the worse ones. DOABLE, but Reaper as first choice and Templar as second place is better. I got good starting cards though. Reapers have better soldiers but fewer must have cards IMO. u/Kahlizzle_Da_Boss avatar Kahlizzle_Da_Boss • 2mo ago Comment Image Very concise and easy to understand this is great advice for new players and even more experienced players. You also followed the tried and true method K.S.S. Keep it Simple Stupid. u/betweentwosuns avatar betweentwosuns • 2mo ago Kill the “too good to use” part of your brain stone dead. Indeed. I got a lot better with pre-Liuetenant Reapers when I realized that you can burn a "consumable" on each pod. Clays for 1 pod, shoot another and go back into Shadow, and then flank and shoot the 3rd. There are only 3 pods in the vast majority of early game missions. Use the cooldowns off-cooldown and the consumables when you need them. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Exactly! Just take the fucking shot. If you drop out of shadow, that's fine! You had shadow to kill enemies and now you did that, it worked! Good job! Ok-Huckleberry-419 • 2mo ago Ever done a no squad size upgrade run? Curious to know your thoughts on squad comp for that? Reaper, Ranger, Grenadier, Flex? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter My squad was basically always Realer, Ranger, Grenadier, Ranger. Sometimes I threw in a specialist for flare, but you just ain't got the DPR without all the heavy hitters at your disposal. Templars were good too. Didn't touch sharpshooters or skimishers once on that run. Suspicious-Hornet-64 • 2mo ago Most guides on this game were written 10 years ago, not 8 days ago! I bought the game 2 weeks ago so this guide is amazing! I'm on my 3rd playthrough already and have learned a lot of what you're saying the hard way, but I wouldn't even understand half of this guide without having those painful experiences first. Having played a lot of turn-based D&D games, I figured I'd start on Veteran. The game kicked my ass until I almost rage quit. The difference is the strategic level difficulty curve you talk about that doesn't exist in fantasy role playing where mistakes can be healed through or resurrected. I've put in 144 hours in two weeks. That around 10 hours a day, every day, and yes, I have a job. That's how addictive this game is. I'm glad I finally got around to playing it. Thanks for this well thought out and well written guide. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You are exactly my target audience, so thank you for reading! Tepppopups • 2mo ago My guide is much simplier and has only one point: Don't reveal more than one enemy pack at a time. Use scouts, scanners and any other means to do that and you will be golden. u/Revenge_accounted_be avatar Revenge_accounted_be • 2mo ago Sadly 1 scanner is 1 greanade less. And with rookies and low rank soldiers a greanade means securing the kill or whiffing a mission without casualties. A scout with phantom or better a reaper is always better than a scanner that you can use only one time u/ulughen avatar ulughen • 2mo ago Scanners have 2 charges, do not end turn and do not break concealment. I abused them a lot on my no-reapers run, good stuff. u/Revenge_accounted_be avatar Revenge_accounted_be • 2mo ago I remember using them in Vanilla Xcom 2. Specialist with the scan ability was also super usefull. But they got kinda power creeped by other tools with dlc u/Revenge_accounted_be avatar Revenge_accounted_be • 2mo ago In general really good advise. But a little thing that you are missing. Movement is key, far away soldiers with high cover or high ground lowers a lot the chances to hit, Close flaking soldiers have increased crit chance and aim bonuses. Both from Xcom and Advent. So, you want to be as close as you can without triggering the special AOE attacks when you are ambusing or attacking and if you screw up and overextend, break line of sight and try to make the enemy waste a turn in movement instead of attacking Also at least to me I tend to not depend on mimic beacon, I dont know if is just me but I tend to play more recklessly with a mimic beacon and tend to over extend and rush the mission sometimes eating damage that otherwise the mission should go flawless u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter actually advent doesn't have range tables, their chance to hit is static just depending on your cover and their aim. I don't generally recommend trying to use movement to force a pod to burn actions. It can work, but unless you already know every Aliens movement and how to manipulate LoS properly it can be pretty easy to screw up and get punished for it. So I wouldn't recommend it. u/erwillsun avatar erwillsun • 2mo ago Just picked up the game again after getting into it about a year ago, your guides are coming at a perfect time and have been really helpful dwhite10701 • 2mo ago How much do you allow objectives like rescuing civilians or racing against Advent for supply drops to break you out of your "scout a pod, kill a pod" loop? u/Chii avatar Chii • 2mo ago for supply drops, the way to "save" time is to exploit the fact that the advent marking of a crate happens only once every other turn, so wait for the marks, then get only those crates. Often, the marked crate is the one near you (i'm not sure how the game decides which crate they mark first, but in vanilla, i've never seen the crate far away getting marked first after your reveal). Doing that means advent never gets a single crate (which makes the game a tad easier - not just resources on your side, but denying resources to advent's strategic layer). For civilians, i think there's sometimes just no choice - the attacks on them can happen so far away that you can't save em all. I think those missions is designed for you to activate every pod, let the civilians be the "mimic beacons"...i've not found an "exploit" to make those missions perfect except for luck. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It's hard for me to determine exactly how it works, but I think the game does a two pass check: A. Tries to pick crates that are either visible or accessible within a full dash move of one of your soldiers (since marking crates is not turn ending). B. If there is no crate that fits that criteria (because you are lagging behind fighting a pod or whatever), then it seems to either pick randomly, or just whatever is "closest" but in the distance. === The tricky part is there seems to also be a somewhat obfuscated distance criteria. Even if there is a 'closer' crate (such as a blue move), it will at times skip it. Additionally, I'm not totally sure if it takes into account special movement criteria. For instance I just had a mission where the only way it was realistic for me to get one particular crate was to force move a lot with Reaper slashes on a Ranger, then using Implacable to move onto it for the end turn. I think theoretically I could have dashed (or Rend + Momentum) a Templar into that position, but I used it for a different attack so I didn't actually pull it with that. I can't say for sure that you can ALWAYS reach crates in all circumstances but it does seem like the game tries to, though often it can be a risky move. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It's just a turn timer by a different name. You have to keep moving, but you do usually have enough time to still scout every pod. Just make sure to take some yellow dashes every once and a while if you have to. kittenwolfmage • 2mo ago Generally quite decent advice, though Mimic Beacons can be a real trap if you rely on them. The enemy won’t always target them (gotta know how the AI for different enemies operate to get the best of them), and given that they’re prone to being crit they might only soak one hit, and leave the rest to go after your squad. They can be quite useful, but they’re less reliable than the Frost bomb, and the “I’ve got a mimic beacon if something goes wrong” mindset is one you need to watch you don’t develop. Hard CC > Soft CC. I think there should be another Step between 1&2 that is “Can you reliably kill or Hard CC all enemies without triggering another pod? Do that” And if you can’t do that, and you’re needing to look at the ‘unreliable kill’ options, your tools like Frost Lash, Sting Grenades, and other ‘unreliable hard-CC’ should be used up-front, not saved as a backup if something lives. Using unreliable hard CC first to ‘thin the herd’ and then trying to reliably kill what’s left is far better than ‘I’ll kill what I can, and then use an unreliable hard CC to try and lock down the survivor(s)’. u/Jumpy_Walk8542 avatar Jumpy_Walk8542 • 2mo ago Thank you so much for these guides. They are a joy ti read and also helpful and informative! BassHeadDeezy • 2mo ago Anyone willing to join a multiplayer game with me? I’m trying to trophy hunt this game and need the play a multiplayer game trophy Crackhead_Mafia • 26d ago This may be a stupid question, but how are you continuing to scout with your reaper/phantom ranger when scouting for subsequent pods? Are you keeping that specific unit in concealment and out of combat the whole time, even after using the re-concealment charges? Whenever I encounter another pod, they’ll always move to cover and join the fight, or is that what’s expected to happen u/hielispace avatar hielispace OP • 26d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter So the thing to remember is that missions, at the start of the game, have 3 pods in them. So you fight one in concealment with your whole squad. So the play pattern is to kill that pod without blowing concealment, then fight the next pod normally, then just go find the last pos and kill them without a scout. If you have a Reaper you can scout the whole mission because you can reconseal from the jump. Also claymore. And with conceal you can do later with Rangers as well. Crackhead_Mafia • 26d ago Sounds good, thank you. Didnt know that the game starts off with 3 pods, makes it a lot simpler wearyoldtraveller • 2mo ago Why are people dropping tactics manuals for a 10 year old beloved game? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Why did you comment that? ================================================================================ Xcom Part 7.txt ================================================================================ So originally I was going to do every utility item in one, but because Reddit has a character cap that’s not gonna happen. So I’m going to just do the normal utility items that you can buy from the engineering screen. Then I’ll do proving ground items (though Plasma Grenades and Bluescreen items are in here, the line is a little messy). A note, the rating system is a little different because utility items are a bit different, but, you know, more stars is better. ★★★★★ - Items that are utterly ridiculous. Things that fundamentally warp every mission you bring them on. Things you might consider bringing 6 of. ★★★★☆ - Items that are very, very good. Stuff that there isn’t much to complain about but they aren’t quite broken. ★★★☆☆ - Items that are good. You’re happy to have them and wouldn’t mind buying them. This is where basic grenades sit, so any item worth using at all is at least this good. ★★☆☆☆ - Items with very niche use. They might have applications in one or two spots but generally have too high an opportunity cost to be worth building. They aren’t the worst, like they have a function, but they aren’t really worth it either. ★☆☆☆☆ - Trash items that you should forget exist. A further note, the main thing about ranking utility items is the opportunity cost. If you bring a vest, you aren’t bringing a grenade. So even if an item is good, if I’d rather have something else, that’ll dock it a few points. Utility items in this game are crazy strong, strong enough to let rookies beat Leviathan, so the difference between a good one and a bad one is a lot. I won’t, however, be holding specificity against them. If an item is very good on one class but terrible on another, that’s still pretty good. You aren’t forced to equip any item other than grenades so if they are specific that’s fine. Alright, on with the show. Explosives We’ll start with the explosives (and smoke/flashbangs), here is a table of all their stats. Damage, shred, all that stuff. Also a note, I won’t go over their exact effect in the text if they can be covered in the table, just rank them. Item Base Damage Shred Radius Range Inflicts Notes Frag Grenade (★★★☆☆) 3-4 1 3 10 Damages or destroys cover. Plasma Grenade (★★★★☆) 4-5 2 3 12 Destroys almost all cover Smoke Grenade (★☆☆☆☆) - - 4 15 +20 Defense for all units within smoke cloud. Lasts 3 turns. Smoke Bomb (★☆☆☆☆) - - 5 15 +20 Defense for all units within smoke cloud. Lasts 3 turns. Flashbang Grenade (★★★☆☆) - - 12 8 Inflicts disoriented on all enemies within the radius. Proximity Mine (★★★☆☆) 6 2 4 12 Destroys cover, does not break concealment when thrown. Trigged by enemy movement. Frost Bomb (★★★★★) - - 2 10 Freezes enemies for 1 turn (freezes boss monsters from one action) Alright, now on with the explanations. Frag Grenade (★★★☆☆) - This is an incredible item for something you get for free. It does damage with no dice roll and destroys cover. Literally what more could you want? Well, you could want it to destroy cover more reliably or do a little more damage, but that’s what plasma grandes are for! The only reason I give these up is because some utility items are broken, not because these are bad. Plasma Grenade (★★★★☆) - Holy shit these are good. I sometimes leave this on grenadiers for the entire length of a campaign. Enemy cover needs destroying, and this does the job. The extra damage is nice, too. Again I only replace these because some utility items are crazy, these drive a high price to be replaced. Flashbang Grenade (★★★☆☆) - The flashbang is probably the best item I never use. It does so much for you. The disoriented status prevents a lot of enemy abilities. The enemy can’t use psionics, melee abilities (unless it’s their only attack like with faceless) and it nerfs their movement by 5 and aim by 20. That said, it doesn’t do everything. The enemy can (and will) crit you through full cover even while disoriented. This is a powerful stun tool, but it is fundamentally unreliable. That being said, it kills psi zombies, cancels mind control, stops codexes from splitting and stops mutons from stabbing you to death. But it doesn’t stop everything, and when I bring them I regret not having the grenade it replaces so much. That extra bit of damage and cover removal might be just what the doctor ordered. If you want to use these though, I get it. I think you can make the argument either way. It just depends on how comfortable you are being able to alpha strike with grenades or if you want an unreliable stun tool. Smoke Grenade/Bomb (★☆☆☆☆) - Don’t…don’t build these. I know some people will go in for stacking defense, but to give up your extremely valuable utility items for a chance to help advent miss shots (and only shots, if you are getting micro-missled this is doing jack shit) is just a terrible deal. It can also buff ADVENT, by the way. Any unit in the AoE gets the defense buff, not just your guys. I just can’t with these. Fun fact, when the game first launched, they did nothing. I mean literally they were bugged; they had no effect. Shows you have much the QA guys used them. Proximity Mine (★★★☆☆) - These items are a lot of fun. You can combo them with a claymore and deal an obscene amount of damage to an unactivated pod. But these come into the game so late and by that point you probably have rockets and/or blaster launchers and it just isn’t needed. It is fun though, and that’s worth something. Frost Bomb (★★★★★) - So the Frost Bomb is either a scan reward, a proving ground project, or something you can just buy depending on your settings so I’ll cover it here. The frost bomb is supremely powerful. It just shuts down an enemy (or multiple, with a grenade launcher and a bit of luck) for an entire turn. And frozen enemies have a +10 aim bonus against them. It’s supremely powerful to freeze an enemy, it just buys you so much. A muton about to own your ass? Well now they are frozen like an idiot and ready to get shot at. As stun tools go this is second only to the mimic beacon in power. I bring them on literally every mission I go on, literally all of them. The only downside is that for Chosen, Avatars, Sectopods, and Gatekeepers it only takes one action point from them. And it’s basically not worth it to use on them for that reason. A Sectopod will still murder you with two action points. Better to stun the troopers in the pod with the Sectopod so you can focus fire on it. EDIT: I forgot to mention but the frost bomb cancels out an AVATAR's (or Chosen with Planeswalker) ability to teleport for a round, and that can be very, very useful specifically in Leviathan. It also breaks mind control from those enemies if you freeze them, which is nice. There is also their use for Rulers. It freezes the Viper King for 3 actions, the Berserker Queen for 2, and the Archon King for 1. Obviously it’s better against the weaker ones, but its still quite useful against the Queen. Against the Archon King it doesn’t do much, you are trading the action to throw the bomb with the action they are thawed out for basically, but it’s probably still worth bringing on the mission just to stun other enemies. I do want to mention a cheese strat with this. If you see a pod before they see you and open on them with a frost bomb you can probably hit all of them (you equip it on a grenadier for this). It gives you 2 entire turns to murder that pod while they have an aim buff against them and can't take cover. This is not what this item was intended for, but…I mean…it does basically kill a pod for free, and that's pretty good. I personally banned myself from this strat because it's too good, but hey if you're struggling with this game, don't do that! Mimic Beacon Because I bang on about them constantly, let’s go over the most powerful utility item in the game by far, the all powerful mimic beacon, and I don’t need a table for this one, because it stands alone. Mimic Beacon (★★★★★★★★★★) - The mimic beacon is a utility item that can be thrown just like a grenade, but doesn’t get the boost from the grenade launcher or anything like that and throwing it ends your turn unless you have Total Combat. It spawns a mimic that has 12 HP. Any enemy that has line of sight on the mimic beacon will attack it with a single target attack. So a viper won’t poison spit the area it’s in, they will try to tongue pull on it (which always fails against meme beacons) and/or just shoot at it. Andromodons will go for the punch or a shot depending on distance, officers shoot at it instead of their grenade, etc. The only exceptions are Chosen and Rulers who will ignore it (Chosen will target it if it’s the only thing in the LoS, but that rarely matters). Enemies are supposed to have a 100% accuracy against it but sometimes they miss anyway and I don’t know why or how but honestly it doesn’t matter much. I gave this thing 10 stars mostly for the bit, but if anything in this game deserves it it’s this thing. This is absurdly overpowered. The way you can read the meme beacon is “at the cost of a turn, two to 4 enemies don’t exist for a round.” You just buy an entire turn of not getting shot at with this and it disables the most powerful abilities enemies have. In a game where a single andromodon acid bomb can lead to a squad wipe, just saying “actually no” to it is just absurd. Bring these, bring them on every mission the moment you unlock them. If ever a part of you thinks about not bringing them, tell that part of you it's dumb and bring one anyway. I often end up bringing two to missions once I get them they are just that good. This one item makes rookie only runs possible. It’s literally that powerful. It won’t kill pods for you, you still have to figure out how to get enough damage through with the turn this buys you, but if you can’t wipe the enemies out in two turns you’re probably boned no matter what items you have. This thing deserves 20 stars, 100 stars, 10 billion stars! Vests/Armors/Mindshield Here are the two vests you can build without the proving ground. Why you’d build them I have no idea, but you can! I’m also doing the mind shield here, because it’s kind of like a vest. Sort of, look sections for this guide was hard and annoying OK! EDIT: I am also throwing in the armors you can buy from this menu, because otherwise they don’t go anywhere. Utility Item HP added Additional effect Nanoscale Vest (★☆☆☆☆) +1 (additional 1 if you do the purifier autopsy) - Hellweave (★☆☆☆☆) +2 (additional 1 if you do the purifier autopsy) 2-4 damage to anyone who damages you with a melee attack. Sets the target on fire. Mindshield (★★☆☆☆) - Grants immunity to panic, disoriented, dazed, being knocked unconscious, and mind control. Predator Armor (★★★★★) +4 HP Extra utility item slot Warden Armor (★★★★☆) +6 HP, 1 armor Extra utility item slot, Reapers don’t gain the point of armor Reinforced Frame (★★★☆☆) +3 HP, 1 armor, +1 mobility SPARK only Annodized Chassis (★★★☆☆) +5 HP, 2 armor, +2 mobility SPARK only Nanoscale Vest (★☆☆☆☆) - What are we doing here? You’re trading a goddamn grenade for 1 HP?! Really? Just 1? That means you’re still getting one tapped by a Sectoid crit, so this does…nothing I’m pretty sure. Like actually nothing. Might as well just set supplies on fire if you build this. Hellweave (★☆☆☆☆) - 2 HP is more than 1, but still just…just no. The damage this does is tiny and it only happens after you get hit by some of the hardest hitting attacks in the game. Sure burning is nice but if you wanted that there’s this thing called dragon rounds. You also get this after the lid autopsy, which is waaay after you get mimic beacons. Don’t build these. Predator Armor (★★★★★) - You want this asap. It stops the game from being one shot city and gives you an extra utility item slot. It’s expensive, it costs 300 supplies but it is well worth it. Buy this as soon as you can. Warden Armor (★★★★☆) - I’m docking it a star but not being as critical as upgrading to Predator Armor, but this is still good to get. 600 supplies is bloody murder for this but you will eventually grab this just for the few situations where you have to take a hit, even in the late game. Reinforced Frame/Annodized Chassis (★★★☆☆) (the game spells anodized wrong, isn’t that funny) - I’ll talk about these together because my feelings on them don’t really change. They are super expensive and literally only for SPARKs and that’s a tough value proposition. If you are using your SPARK a lot then go for it. If you only use them once in a while then you can maybe skip it, though it makes your SPARK more fragile so do be cautious. If only it gave them a utility item slot. Battle Scanners and Lost Lures These items are weird so they get their own section. Utility Item Uses Radius Range Additional effect Battle Scanner (★★☆☆☆) 2 12 28 Reveals hidden or burrowed enemies. Does not break concealment Lost Lures (★☆☆☆☆) 2 12 28 Draws Lost units to the lure's area of effect. Battle Scanner (★★☆☆☆) - This is a very niche item. It only works on faceless, chrysalids, and the assassin. It does also reveal targets in the fog of war, but you should be using reapers for that. If you are going to the assassin’s stronghold or the lid retal mission, bringing these is an OK choice, but otherwise don’t bother. Remember when this was a perk snipers got in EU? Fun times. Lost Lures (★☆☆☆☆) - The lost are basically no threat, so you are spending a utility item on a non-threat. And…why? Why would you do that? Has anyone ever built one of these? Ever? I had to look up footage of them being used because I literally never have. I guess you could use them to distract ADVENT? But don’t…don’t do that. Medikits If you’ve read my Specialist Guide, you already know I don't like medkits due to their opportunity cost. Proactive items like the frost bomb, mimic beacons or sometimes just a normal grenade often prevent more damage than this heals. If you want a complete (and it's a long one!) breakdown of exactly how I've come to that conclusion, it will be in a dedicated post tomorrow. For now, here's how they work. Item Uses Effect Medikit (★★☆☆☆) 1 Heals 4 HP. Removes burning, acid, poison, and bleeding. Also stabilized bleeding out units. Grants immunity to poison on the carrier. Nanomedikit (★★☆☆☆) 1 Heals 6 HP, otherwise the same as normal medkits Consumables There are a few consumable items in XCOM 2, items that unlike every other utility item are one time use then you have to build a new one. Here’s those (hint: don’t build them). Item Effect Overdrive Serum (★★☆☆☆) Grants +5 armor, +5 mobility and immunity to Disorientation, Panic, Dazing and Mind Control on the user for 2 turns. Is a free action to use. Refraction Field (★☆☆☆☆) Puts the user in concealment, requiring one action to use. Sustaining Sphere (★☆☆☆☆) If the soldier would die, they drop into stasis at 1 HP, not dying. Overdrive Serum (★★☆☆☆) - +5 mobility is a lot of mobility, and to extend things like Reaper chains that’s good. But it is just not worth it compared to things that are more permanent and effective. But if one was gifted into your inventory it’d be OK. Refraction Field (★☆☆☆☆) - So you are trading a utility slot for a kind of OK ranger ability. But a worse version of it because it costs an action…yea…no thanks. Also you consume them on use, so nope, not gonna use them. Sustaining Sphere (★☆☆☆☆) - You can’t plan for this to help, but instead pray for it to help. I hate all healing items in this game and this is just those but worse! Nope, not having it! Bluescreen Protocol Bluescreen protocol is technically a Proving Ground item, but you buy them from the normal engineering menu, so I’ll put them here. Also they are crazy good. Item Base Damage Armor Shred Blast Radius Range Inflicts Notes EMP Grenade (★★★☆☆) 6 - 4 12 Shutdown/Stunned/Disoriented Only damages mechanical and robot units. Pierce's armor and has 50% chance to shutdown some robotic units. Removes energy shields. EMP Bomb (★★★☆☆) 10 - 5 12 Shutdown/Stunned/Disoriented Only damages mechanical and robot units. Pierce's armor and has 50% to shutdown some robotic units. Removes energy shields. Item Damage Increase Notes Bluescreen Rounds (★★★★★) +5 to mechanical and robotic enemies Lowers Hack Defense by 10. Destroys energy shields. EMP Grenade/Bomb (★★★☆☆) - Another very strong item I never use. Mechanical/robots are the most dangerous enemies in the game and are about 1/4th of the enemies you fight. The thing is, they are only once (or twice with Heavy Ordnance) per mission compared with bluescreen rounds which work the entire time. Plus you have to do advanced explosives for their upgraded versions and if you don’t use special grenades (and I usually don’t) then that’s sort of a waste. Still, these are great. If they shutdown robots 100% of the time I’d give them 5 stars, but they don’t so only 3 for them. Bluescreen Rounds (★★★★★) - I’m sorry plus 5?! They do an extra 5 damage?! Why is that number so big?! That’s insane. That’s plus 10 damage on a rapid fire or plus 15 on a fan fire! Plus 15! The max enemy health (not on a ruler) is 60! There is an argument to equip 6 of these on your squad. I usually equip 4 or 5 in the endgame but I am tempted to go all the way and just roll with 6 sets of bluescreen rounds. Plus they auto-destroy shields if you hit, which is nice. Yea these are probably the third strongest utility item after the frost bomb and mimic beacon. Why did they think this was OK? Why not plus 3 or some more reasonable number? Truly the designers at Firaxis are an enigma. And that’s it for this one! I don’t really have more to say, so this is it for now. Next time we cover all the proving ground items, see you then! An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 94 Downvote 27 Go to comments Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section u/Famout avatar Famout • 2mo ago Generally agree, will put a slight asterisk though on Medkits. Specialist medic holding a single medkit? Four star at least, has saved the entire team more then once, and can still be very useful in combat as well. That one kit keeps the entire team alive or at least not bleeding out. Anyone else? Yea, maybe even just one star, it's lacking, the need to run up to the bleeding out target is finicky at best. Without a combat medic I'll still take ONE emergency kit, but not a fan. Will also give the Nanoscale Vest two stars at the very start, with such fleshy guys early on that one HP has kept units from getting one shot. Generally agree grenades are better, but before unlocking all the other toys, it can keep the organs in at least until anything else comes along to equip instead. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I'll save my full thoughts on medkits for tomorrow (it'll be a long one) but as for vests the best form of defense is offense. And it doesn't even always prevent you from getting one shot. A sectoid does 3-4 damage with +2 damage on a crit. So that's 5-6. Rookies have 4 HP and squaddies have 5. So you might still just eat it. And then you have to factor in that not bringing a grenade is a serious liability. Especially because you have to do hybrid materials to even unlock vests, meaning you are slowing down (not by much, but still, every day matters) getting the important research done. If you have the vest slot mod then maybe maybe but otherwise? No, don't bother. u/Famout avatar Famout • 2mo ago Here is my two, and only two, use cases I have for em myself. First, standard mission early game, towing a rookie just to level em up, wear the damn vest, stay near the back, and gain experience. In case of combat medic being out of action though, said rookie is now the medkit holder instead. Second, unlocking armor with two items slots, and for a brief few missions until I can load em out fully with good stuff, that second slot is hellweave or Nanoscale on a couple of troopers. Either case not long term, but it has a place at least. I suppose a part of it is that I also treat grenades as a "if I must" item, since I want bodies and loot as much as possible rather then it being destroyed (won't stop me though from using one if there is the slightest risk.) u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I'd rather give a rookie a grenade, then they can at least do something productive. I also don't believe in having a unit "play it safe." This ain't that kind of game. The more offence the better. Plus I don't usually deploy rookies except on the first G. Op and first Lost mission. You can throw enough units into the GTS and Ring to just have enough squaddies and up after that. And there can be an awkward gap where you get predator armor and have a bunch of utility slots with nothing to put in them, but I think it's probably better to just leave them blank. Why waste supplies on an item that does nothing? Also grenades don't destroy bodies in this game, just weapon mods and cores. But the black market exists, so that doesn't really matter. baddoge9000 • 2mo ago Thanks bro! kittenwolfmage • 2mo ago I largely agree with this one, though I will note that medkits do have some use on melee troopers purely for the poison immunity. The amount of poison clouds that can end up around the place gets a bit nuts sometimes, so being able to rush in and slash the enemy without worrying about them can be quite clutch. Still disagree on mimic beacons though. Hard CC >>> Soft CC, and when a lot of enemies can one-shot a beacon, they just aren’t reliable enough for the meme-ranking here. Four star? Sure, but frost bomb is still better. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter [Proximity Mines] Triggered by enemy movement (or other explosives). Nope, they are not triggered by other explosives, only Claymores are. That's actually part of why Proximity Mines are hindered a lot. ★★☆☆☆ IMO. Basically only a pod activation ambush or enemies happening to path into them trigger it. (I guess you could also use it for flared reinforcements but I find those are largely trivial, especially by the fairly late point in the game you can get these mines. Just overwatch trap flares.) Because I was forced to have Mines in a TLP campaign, I actually found out you can't even activate two on the same pod on a turn. The slightly higher base damage than grenades is something and is maybe useful on the first pod of a mission, but honestly they are like an infinitely worse claymore. They've failed me and disappointed more often than they've been useful. If your first pack is Mutons or Chryssalids and you're behind on the power curve they are MAYBE something, but they honestly just suck. You can't reliably path any pack other than the first one you engage into them. Just take more claymores or more plasma grenades. [flashbang] cancels mind control Caveat that it doesn't work on the Warlock. But yes it does work on other psi enemies, notably on early game Sectoids and is slightly useful vs Gatekeepers. The anti-teleport of Codices is something but eh. Frost Bomb or Mindshield does work vs this aspect of Warlock though. And it’s basically not worth it to use on them for that reason. HARD disagree, especially on Legend, I can't even overstate it. They are largely unnecessary for Gatekeepers because of the Disruptor Rifle and Bluescreen, but if you need to stall the damagespongey-ness of some enemies these are basically literally THE enemies to use them on IMO. Frost Bomb stops Planewalker on Chosen and the Avatar teleport (as well as Mind Control on Warlock), allowing you to focus fire them better. The -10 Defense bonus may also be the difference between 100%ing or 90%ing your shots to alpha strike them in one turn. With some reliability you can force a Sectopod to shoot at an active Parry or Untouchable unit nearby, then they'll move to do Wrath Cannon. I wouldn't rely on this tactic ALL the time, since there are better options like Fanfiring Bluescreen into their faces (or chipping damage and armor elsewhere and then using a Sharpshooter to kill them with Death from Above), but they are useful here from time to time. Unless I get a double or triple pod activation and don't have a Mimic Beacon, these enemies are almost exclusively what I save them for. It's not necessary later even on Legend as you catch up on power but it counters a lot of bullshit (especially with Chosen abilities and Strengths) that can happen, though one could argue for just making a Holo Targeting Grenadier shot. But hey with Salvo you can do both and double support your team with an effective +25% Aim bonus for all remaining shots! The only hard enemy I wouldn't recommend it against is the Archon King as it's just too insignificant of a stall. You really want to Stasis or Banish that one if you can and it's late enough game to make those options more realistic. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter yea you can use the frost bomb to cancel teleporting, I should've mentioned that. Sectopods AI is such that they basically coin flip between "shoot shoot shoot" and "shoot wrath cannon" so with the frost bomb it's "shoot shoot" or "shoot move" and them shooting twice will still just kill you sometimes. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I'm not sure if it's a coincidence, but I've been able to semi-consistently get them to Shoot on one (Aid Protocol as a last ditch Hail Mary, ideally a Templar Parry or Ranger Untouchable on another) and Wrath Cannon on another, especially if two soldiers are in its AoE. If your units are spread out or a frost bomb is NOT used it definitely can and possibly will shoot the same target twice. If you can Grenadier Frost Bomb two or three other targets there's a case to be made for just using the "saved" soldier actions to dump into the Sectopod but it depends on what you're going for. If I ever save and use a Dual Strike (and basically only on Legend realistically) it's going to be on a Sectopod or an Andromedon, sometimes allowing an "extra" Holo Targeting. A decked out Sharpshooter allows you to pick your lethality once the Hunter is down. You can either soften up targets with grenades and then just spam Death from Above as a more reusable and powerful Serial, or you can move your Sharpshooter close and Firefire most troublesome targets into oblivion, bonus if it's with Darkclaw too to one tap almost anything. I feel like Darklance is so strong that it makes Serial a way more niche choice even though it's similar to the famous In The Zone from Enemy Unknown. Having both Fanfire and Serial can be a hefty AP commitment. I imagine Serial was better without WotC but if you're going to use Sharpshooters at all almost I feel like aiming for taking down the Hunter is a valuable goal. The Katana and to a lesser extent Arashi also let you do certain funny plays with the Ranger but I feel like on Legend Rangers eventually fall behind when going into the late game as they can usually only really delete one unit (unless using Bond shenanigans which I do invest in), whereas Sharpshooters with Death From Above, Lightning Hands, Serial, Fanfire etc can pick off two or three more often, and Salvo on Grenadiers can help soften up targets to be finished off by other units. As such while a Ranger is a mainstay throughout my campaigns I feel like the Katana for extra tactical flexibility and "multi-hitting" with Reaper and Bladestorm helps bring them to up to parity to the damage potential of some other options. u/Lighty539 avatar Lighty539 • 2mo ago Sweet. So I took your advice to not bring medkits, but now I run with 5 mindshields instead :D Although with my soldiers' phobias and the first Warlock tragedy, it seems ok until I get better utility. Do you prioritize beast mission sometimes over e.g. scientist reward or an annoying dark event? I have only gotten enough corpses for 1 mimic beacon by month 7, so around 4,5 months. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter depends on the dark event. Some dark events you cannot let trigger under any circumstance. Alien Cypher, shutting down the Black Market, Signal Jamming, probably a few others I don't remember right now but most of them are only mildly annoying and you can let resolve if the rewards from other missions are better. ThePhysicistIsIn • 2mo ago Lost lures are as useful as mimic beacons, particularly on a lost mission. All of a sudden, the lost ignore you, and focus entirely on Advent. The lost aren’t a huge roadblock, but they use up your shots, and every once in a while you fail to kill them in one hit, or miss the shot on a 95%, and you lose that soldier’s turn. In contrast, once there’s 10-15 lost up in advent’s business, they will be ignoring your units. It also lets you use explosives on lost missions completely safely. The more the merrier. Lots of great players build and use lost beacons. Double_Pea_5812 • 2mo ago Another point for the lure is that ADVENT units with melee attack will go for it anytime they have a target in melee. Since the Lost will themselves go for the melee, this basically locks Muton, Vipers, Lancers, Andromedon, Berserkers, etc. for as many turn as there are Lost around them. One time, I literally immobilised the Berserker Queen that way by letting 20+ Lost on her. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The way the AI works sometimes they will just go for the lost but sometimes they will still go for you. Their AI doesn't actually care about the lost, in that they are just another target for them to attack. For example a Stun Lancer will just roll a die for who they attack. So if there are 10 lost and 6 of your guys you have a 6/16 chance of getting targeted, which is not great. But it will draw MECs micro missiles or force a Muton to through their grenade at Lost, that's kind of nice. And you can use explosives on lost missions like normal, and you should. The lost do 1-2 damage when they hit you, unless you absolutely fuck up they cannot possibly ever kill a unit, while ADVENT can. So you can just make that trade everyday. You often don't have to especially later into a run the difference between 2 lost and 2000 lost becomes smaller and smaller as time goes on but even early they just aren't a threat. And brining a utility item for them is such a bad investment. I'm sure good players use them but good players use medkits and vests sometimes. The better you are at this game the less your utility item slots matter because you can ring out usefulness out of them worse players can't. being very good at tactics doesn't mean you are good at the theory behind XCOM 2, obviously they are related, but they are not the same thing. ThePhysicistIsIn • 2mo ago I don't think it's just the mods I play, but an unfortunate swarm of lost with 2-3 lost attacking a single unit will usually do more like 4-6 damage, which can often kill them or leave them very heavily injured. Yes, you can technically use explosives when the lost are there. But you have to be careful. You can't use your last soldier to throw a grenade, or a frost bomb, or whichever. If you've unfortunately triggered a new pod, you can't have the last soldier use a flashbang to reduce the pain. Because if you do, you will spawn 10 or so melee attackers, three quarters of which will bumrush you and kill a bunch of your soldiers. Early in the turn, when everything goes to plan and there are no surprises, sure. Then you can have your other units mop them up. It's still a lot more useful to be sure that they will go after Advent, and to be incentivized rather than discouraged to lob grenades. u/SidewinderSerpent avatar SidewinderSerpent • 2mo ago Huh what, the Plasma Grenade has a radius of 4? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Oh they sure don't! Typos are fun. u/AppleCorn avatar AppleCorn • 2mo ago The biggest flex on aliens: Unused mimic beacons at the end of a mission u/Rnorman3 avatar Rnorman3 • 2mo ago Only thing I disagree with is mindshields. I think they are super valuable against Warlock in the early game. To the point that I’ll put one on every unit in the squad. I know you said he’s not super threatening, but it just completely shuts down the only ability of his that you truly care about, which is his mind control. Flashbangs don’t reverse his mind control the way they do vs sectoids since he’s immune. Frost bomb is the only other option. But sometimes he mind controls your grenadier. Are they strictly necessary? Maybe not. Do they make your life a hell of a lot easier on missions where the warlock can show up? Absolutely. Unless I’ve been missing something this whole time and you have a reliable way other than frost bomb to break warlock MC. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter So when the warlock shows up he always follows the same script. Daze -> mind control -> daze until your whole squad is dead, he extracts knowledge/kidnaps someone or he drops under 50% HP when he goes into his bubble. So when he first shows up and dazed one of your units, you have to ask if you can undaze them and deal 50% of the warlocks HP in two turns down one soldier. If you can, then do that and kill him. If you can't, just let him extract knowledge and fuck off. He won't kidnap until he levels up once, so early into a run he can just leave. becircus • 2mo ago Proximity mine should probably be a 4 the reason being it scales up with volatile mix and more importantly shred. You can use it to directly replace plasmas. You can say "by the time you have it you won" but you can say that for a lot of items and I don't think that should detract from the rating. Pods just get deleted. Battle scanner is at least a 3 maybe a 4 depending on playstyle. With grenade launcher they go even further. Reapers and rangers don't have unlimited cloak and with battle scanner you can bring heavy firepower with three or even more heavies. Hellweave is for templars and for chrysallid missions; it has limited utility but when it works it's amazing so it should be a 2 Mindshield is useful for shaken malus or characters with extremely low will or some kind of strange phobia turns a useless soldier into a bench warmer at least Flashbangs are the first special and useful through the whole game so I would give them a 4 too depending on playstyle. Because flashbangs clear mind control you can make sure mind control is totally cleared with two flashbangs and basically overpower sectoid pods... you can focus on the trash, sectoid will mind control one of yours and you can pop to clear and make him useless. 3 is probably a good rating for someone who barely uses them but why not (they work on gatekeeper). There is something pleasing about using a start game item all the way to the end of the game (except for super long missions like the last mission that need sustain instead of consumables) EMP Bomb completely disables sectopods or gatekeeper or codex. Bluescreen depends on aim and I would take guaranteed items over aim. But 3 is probably the right rating for it. The rounds are better for very long missions that you need sustain Mimics are a lot less powerful when enemies can one shot the mimic. It's a get out of jail free but you don't need it unless there's something going on. Late game you can drop the safety net u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Proximity mine ONLY triggers when units move. When you ambush pods this obviously isn't an issue and is a decent opener. However it's strictly worse in MANY scenarios. Unlike car explosions, claymores, etc, these explosions do NOT chain reaction. Grenades can activate claymores and cars and sometimes if you're lucky this will just entirely delete a pack of three enemies with two actions. Proximity mines are on movement only. This typically means it's a lot harder to actually hit 3 enemies with mines unless you're staying in or reapplying Concealment for long stretches of time. And if you can't hit 3, just take another grenade that can AND can reliably break cover on YOUR turn to get more accurate shots. Mines have some utility to guaranteeing damage on a reinforcement drop but by and large I feel like these are some of the least threatening things to happen on the battlefield unless you're already dealing with two pods or a Chosen. They just don't matter and overwatching typically softens them up significantly. === The initial Shadow on Reaper and the free second reapply are sufficient in most cases. If you're shooting ALL the time with a Reaper you shouldn't even be breaking Shadow over and over like that. Shadow into position, fight a pod or two, then reup when you need to scout forward into dangerous territory. Other abilities that interact with Shadow breaking RNG aren't really relevant if you play carefully so you can spend AP on other things for damage or utility. === Bluescreen is absolutely one of the strongest items in the game. You should often have at least two soldiers with it and can make a case for 3 or 4. If you're having aim issues you are probably underusing scopes, not destroying cover enough, and/or stacking crit where it's not needed. Sharpshooters and Rangers should have very little aim issues, Grenadier grenades aren't aim dependent plus they have Holo Targeting for their cannon and supporting other units that might not have scopes on their weapons. becircus • 2mo ago If you flank, they will move. And if you have a mix of units or 3+ grenadier, you can afford a prox mine. It is all about capabilities. Even with two grenadier one can have prox mines. Reapers are midrange executioners. Scouting alone isnt worth the slot except very early (you can make the argument early is all that matters). Late game you want superior expanded mag and superior repeaters with banish and annihilate. Early on I would argue the point is claymore and remote start and shrapnel to beef up the claymore. Superior repeaters are the broken mod. If your squad is loaded out on superior repeaters its a good chance a couple units per pod just get deleted. You can even kill an alien ruler with it. After superior repeaters you would want superior stock, for archon and other high dodge enemies. Scopes are more for snipers or SPARK. I agree with blue rounds for a gunslinger sniper. I think there's more synergistic choices for other builds or classes. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter If you run two Grenadiers you can specialize them, this is true. But at the same time doing damage and breaking cover with plasma grenades can help you better kill them before they move (and again bear in mind some enemies like MECs are prone to staying still on activation and sometimes with their missile attack), saving time and not being as restrictive. Regular grenades are extremely versatile to the point you can use them at the start all the way through to the end. IF you can get utility out of Mines yes they are a straight upgrade in damage, but they do not allow you to break cover on your turn unless you pull off an Ambush, which is often going to require Concealment or Shadow. A Reaper can be a spotter for mine launches or squadsight but they carry their own claymore and can later carry two. Claymores also can chain react despite functioning similarly to mines including the ability to drop them from range and in stealth. I have a feeling Mines might have been better before WotC but the Reaper just supersedes it. === You don't ONLY scout with Reapers. The scouting is invaluable on ironman to not have to carry Battle Scanners or Scanning Protocol. Especially on Legend you frequently can have bad pod activation if you don't have good sight of the battlefield. While the function CAN work with Rangers, they have a higher detection radius and you have to specialize them that way compared to other also very competitive rank abilities. If you run two Rangers though then sure, it's probably a better setup than a Reaper for a bit. While Remote Start is not something you'll use every mission, when it does work it's amazing. It's a stealth ability that does MORE damage than a Claymore (allowing you to save it for other circumstances), and can conceivably clear or at least cripple a pack for a single action, often allowing you to move on the same turn too. Also, while Reapers have limited damage potential in the early game until they get more ranks (the Vektor Rifle range hurts on Legend), their spotter function often allows you to better setup AoE. In this case theoretically you could use Mines better, though I usually prefer heavy weapons like the rocket launcher, shredstorm, or blaster bomb first and foremost. There's also something to be said for being a spotter for Sharpshooters with Killzone. If you get expanded mags you can significantly soften up a bunch of enemies and it fills a niche before Darklance functions for execution shots. === If I use repeaters I tend to only use it on multi-hit soldiers, primarily Skirmishers with their double shot and Reapers once they get Banish. A case could be made for Sharpshooters to have it but all sorts of modifications are useful on rifles, and I tend to go for tried and true options like Scopes and either expanded mags or autoloaders as both have value and you can't have all three til a Breakthrough. If I got a bunch of Superior Repeaters I'd probably run them more on my squad but I don't think the 5 and 10% ones are really worth it. It's too unreliable before 15%. I'd have to math it out but I'm pretty sure the damage of stocks is probably higher overall even though Execution is strong. Additionally and more importantly, stocks guarantee you can chip down or kill some enemies on any given turn depending on your tactics, whereas repeaters are a dice roll. The game has enough RNG and I prefer tactics like heavy grenades or getting to 100% aim to mitigate randomness best I can, because a 2 or 5% miss often enough caused issues for me. becircus • 2mo ago Breaking cover is easy; you have another unit shoot or throw a grenade. Pod deleted. Most people found the power of prox mines when the Bradford DLC came out. If you can get a feel for the maps and pay attention to the sounds, you often don't need to scout with concealed units at all. The maps and pod placements follow a predictable tempo and are designed to be cleared with optimal moves and equipment available for the force level. XCOM2 isn't a stealth game where you walk around and figure out where all the enemy patrols are and avoid them... in fact stealth often comes at the cost of firepower. The timer guarantees that. If you overwatch and wait for them to walk into you, that's when the repeaters shine. Because you are starting the fight with -1 or -2 units, plus whatever overwatch damage. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I find your last points strange and in direct contradiction. While you can overwatch trap a little, especially on untimed missions (and it IS better there, similar to how overwatch was more powerful in Enemy Unknown), the main danger and hard part of XCOM2 is balancing pushing forward to not lose objectives to timers. Keeping pace, IMO, favors being proactive on your turn. You definitely can set up turns such that something like Burning (or I guess Mines if they scramble for cover) kills an enemy on "their" turn. But you can also just stack damage and reduce RNG to kill entire pods without giving the enemy a turn and relying on their AI behaviors so... I don't know. I'm not saying you're wrong, but I am saying that the way pod activation works, you get a huge attacker's advantage in a lot of cases. You pick and choose how to act and can potentially knock all of their pieces off the board. The AI is predictable and you can manipulate its patterns in your favor, but it's usually only necessary if you don't have the firepower. More explosions, more heavy weapons, better aim, bluescreen vs robotics, etc all help with that. You can end up in glass cannon situations in XCOM but I feel like once you start getting some equipment and strong class skills you can be both strong AND resilient once you get Predator armor, it's just getting up to that point. becircus • 2mo ago The beginning you move or more likely double move. Then you double move again and possibly again until first contact. This buys you the spare turns. Then you aim and kill the first pod. From then on you advance with blue moves and in a way everyone can shoot and overwatch if you see no pod. They walk into you, get shot at and you can shoot them on your turn. All made possible by the quick infiltration early on when you have conceal and there are no enemies. Killing on their turn is simple to take advantage of their AI. Drop a prox, then blow their cover. If they are exposed (flanked) they will move and be killed. You are killing them on their turn but you setup on yours. Same with overwatch repeaters. Alpha strike is much easier when they are all damaged or even one or two are dead. Overwatch is not the same as the overwarch trap taught in the tutorial. All possible because of your initial rush. If you can stasis or stun or disorient that is often stronger than pure killing because you can split the damage between two turns instead of one and still not get shot at. ================================================================================ Xcom Part 9.txt ================================================================================ Now that the normal utility items are out of the way, let’s go over the Proving Ground! This will cover everything that building can do, not just the utility items it grants you. I won’t talk about any details about the Proving Ground, when to build it, if you should (yes, you need it to win), etc. that will be in the building guide. I also won’t talk about SPARKs, because they will get their own class guide and I don’t need to repeat myself more than I already do. As for the rankings, it’s about how worth it the project is to do. Some projects I literally never touch and others I want to do instantly and forever. More specifically: ★★★★★ - Projects I do ASAP. I will literally do them as soon as possible and drop everything else the proving ground is doing. ★★★★☆ - Projects I click on quite often, not “oh my god I need this now” good but still very strong. ★★★☆☆ - Projects I do if I have 10000 cores lying around and feel like it, but could go without. They aren’t bad but they aren’t that good. ★★☆☆☆ - Projects I usually skip but might do in the late game while I’m just fucking around waiting for the Shadow Chamber to finish up. But don’t actually consider doing it seriously. ★☆☆☆☆ - Projects you should not do under basically any circumstance. As for items it gives you, that follows the same ranking scheme as my utility items, which I’m not going to repeat to save space. But, you know, more stars is better is how it goes. Experimental Ammo (★★★★☆) Experimental Ammo costs 1 elerium core, and after 10 days you get a random ammo out of the pool, each with a different effect. In the normal game without mods (though popular ones address this) there is no anti-dupe logic. It can just keep rolling the same ones over and over again. The list isn’t that big so that isn’t likely, but it is possible. As for how worth it this is to do, you really, really want Talon Rounds for your Ranger and the rest are good enough that rolling them is still perfectly fine. And they only cost cores so you aren’t really robbing yourself of much by spamming this. You want to save a few cores back for Here’s the table of Experimental Ammo in no particular order: Ammo Cost Time Effect Additional Note Viper Rounds (★★★☆☆) 1 core 15 days +1 damage, 33% chance to poison The +1 damage is only to enemies weak to poison Dragon Rounds (★★★☆☆) 1 core 15 days +1 damage, 33% chance to burn The +1 damage is only to enemies weak to fire Tracer Rounds (★★☆☆☆) 1 core 15 days +10 aim Talon Rounds (★★★★☆) 1 core 15 days +15% crit chance, +1 crit damage AP Rounds (★★★★☆) 1 core Pierces 5 armor Viper Rounds (★★★☆☆) - +1 damage and a chance to poison is great, but the most dangerous normal enemies are all machines and therefore immune to poison. Still, before they start showing up this is pretty good, its +1 damage, that’s good! It’s really good against rulers because poison is a nasty status effect, but otherwise these are good but not great. Dragon Rounds (★★★☆☆) - These are the same as viper rounds except for some reason Gatekeepers are immune to fire but not poison and vipers are immune to poison but not fire so you’re trading +1 damage on those enemies specifically between those two items. Poison is generally a better status effect but burning is also really mean, just turns off psionic and most melee attacks. Though it is actively bad to burn the Chosen because then they can only do their attacks that hurt you rather than their attacks that daze you, which generally you prefer. Again, good against rulers, but it’s these and Viper Rounds are basically interchangeable. Tracer Rounds (★★☆☆☆) - More aim is more better, but these are just so heavily outcompeted they are hard to justify bringing. The earlier you roll these the more likely you are to equip them, especially if you roll them first and like just unlocked predator armor so you have a bunch of empty utility item slots, but this is the ammo I’m least happy to roll most of the time. Talon Rounds (★★★★☆) - Ranking this is slightly weird because you only really want them on rangers (and maybe reapers, but only maybe). But they are so good on Rangers that I am usually actively hard rolling for these because of that power, so I guess 4 stars? A friendly reminder that star ratings are fake, but like a lot of fake things are more useful than not, so I use them. But they can’t tell you everything. AP Rounds (★★★★☆) - There are a few circumstances where these actually outdo bluescreen rounds in usefulness, specifically against rulers and chosen and AVATARs, but in general BS rounds are stronger. Still, there are some circumstances where these are better than a top 3 utility item isn’t that nuts?! Before you get the darkclaw your gunslinger really, really wants these and clicking banish with AP rounds is always very fun. These are good, very good, in fact. Experimental Grenades (★★★☆☆) Similarly to experimental ammo, you spend 1 core to get a random grenade out of the set. Though this time there are only 3 of them so the odds you get screwed and don’t get the one you want are even lower. I don’t tend to go for experimental grenades much. The only class that really wants these are grenadiers and with the frost bomb and BS rounds they probably want other utility items more, and so this feels like kind of a waste. In a lot of situations I’d prefer plasma grenades over these in fact. But those situations don’t include alien rulers. So if you are about to go fight one of those, maybe consider doing this. Also important to note, none of them destroy cover, hence why I usually prefer plasma to them. Also they all take 15 days to make on Legend but if I put that in the table everything gets squished too much. Grenade Cost Damage Shred Radius Extra Effect Note Gas Grenade (★★★☆☆) 1 core 3-4 1 4 Poisons any enemy hit. Creates a poison cloud in the area. Goes through walls, does not trigger claymore Gas Bomb (★★★☆☆) 1 core* 4-5 2 5 Same as above Same as above Incendiary Grenade (★★★☆☆) 1 core 2-3 (in vanilla it’s 4-5) 1 3 Burns any enemy hit. Sets area on fire. Sets the environment on fire. Incendiary Bomb (★★★☆☆) 1 core* 5-6 2 4 Same as above Same as above Acid Grenade (★★★☆☆) 1 core 3-4 2 3 Acid burns any enemy hit, puts acid on the floor in area. Does not pass through wall or trigger claymore Acid Bomb (★★★☆☆) 1 core* 4-5 3 3 Same as above Same as above For the bomb upgrades, you have to do the Advanced Explosives project, but they cost 1 core both before and after that. Gas Grenade/Bomb (★★★☆☆) - Probably the best of the experimental grenades simply because it has the biggest radius. And a bigger radius means you catch more units in it at once, and that’s really good. It’s not so much better than them to deserve more stars than them, but it’s still the best one. Again, I prefer plasma to these because none of the experimental grenades destroy cover and that’s very important but these are good. Incendiary Grenade/Bomb (★★★☆☆) - Why did they nerf this in WotC? Was it because of Purifiers? Were they too lazy to give Purifiers a different item? Weird. Anyway this is the worst experimental grenade. It does the least damage before the upgrade (again why?) and while fire is a good condition it’s not so much better than acid or poison to justify that. But whatever, it sets things on fire and for rulers that’s kind of all that matters. Acid Grenade/Bomb (★★★☆☆) - They shred the most and that’s good. And this is the only way XCOM has to afflict acid burning onto ADVENT. But that’s kind of all they do. If you really want to stack up conditions on Rulers you can burn them, poison them, and acid burn them but honestly you’re probably better off being less fancy. Still, it’s funny to riddle the enemy with 10000 conditions. So that has value. Again, none of the special grenades or bad I just usually don’t bother. Experimental Vests (★☆☆☆☆) Unlike grenades and ammo you don’t unlock these off the bat you have to do the shieldbearer autopsy first. But after that they work the same as ammo and vests. Where you spend one core for a roll at a vest. Don’t do these. Pretend these aren’t here. There is maybe maybe one vest that is worth using but to have to roll RNG for even a chance to get it…no…no I will be doing that. I had the vest slot mod installed for a playthrough once and I still didn’t click this because it wasn’t worth the cores. Vests are bad folks! Vest Cost Time HP gained Effect Hazmat Vest (★☆☆☆☆) 1 core 10 days 2 (3) Immunity to fire, poison, and acid (not frost) Plated Vest (★☆☆☆☆) 1 core 10 days 2 (3) +1 armor Stasis Vest (★☆☆☆☆) 1 core 10 days 2 (3) Regains 2 HP per turn (to a max of 8 HP gained over a mission) If you do the purifier autopsy, each vest grants +1 HP, hence the number in parentheses Hazmat Vest (★☆☆☆☆) - This is the only vest that is maybe good, but I’m still giving it 1 star because of the rigmarole of trying to get it. Those status effects are nasty! And just ignoring them is quite nice. But, as I’ve said so much to be redundant at this point, the opportunity cost is just too high. You could justify these on a Templar who didn’t roll Fortress, but even then…you could still just bring a grenade…and that’s probably still better…so… Plated Vest (★☆☆☆☆) - So stacking armor is funny, but it isn’t good. You can get a maximum of 4 armor on a unit with this, blast padding, and a war suit and that’s cute, but it doesn’t actually do anything. This is a game about not getting hit, not stacking armor to the moon. And you have to give way too much up to equip this. Stasis Vest (★☆☆☆☆) - Can you believe I thought this was overpowered when I first played this game 9000 years ago? What a fool I was. This is just a worse medkit! It’s a medkit that only works on one unit, and I already hate medkits! Nope, not fucking with this. Heavy Weapons (★☆☆☆☆) Heavy Weapons cost 1 core and take the same amount of time as experimental ammo/grenades/vests, but can only be used by someone wearing heavy armor. Now that star rating might look insane at first glance, but the thing is, every heavy armor starts with a rocket by default, and rockets are the best heavy weapon, so then why am I doing this to get worse items? One of them is maybe competitive with rockets but because of the RNG nature of these, this still isn’t worth it to do. Heavy Weapon Cost Firing Mode Damage Shred Radius Range Additional Notes Rocket (★★★★☆) 1 core Direct 4-7 2 4 27 Blocked by obstacles Flamethrower (★☆☆☆☆) 1 core Cone (60 degree arc) 4-7 0 7 25 Inflicts burning Shredder Gun (★★★★☆) 1 core Cone 6-9 2 12 25 Pierces 1 armor Rocket (★★★★☆) - The one you get for free and also the best one. Just point, click, and now that pod is exploded. This is just a better grenade in a game where grenades are really good. The only annoying part is that getting stuck on terrain is a bother, but otherwise, no notes! Flamethrower (★☆☆☆☆) - This is worse than the rocket in every way. It doesn’t shred, is less flexible, and while burning in nice it just isn’t that useful. It doesn’t even destroy cover! The only time I ever used this was for the achievement. Shredder Gun (★★★★☆) - This is maybe better than the rocket. It’s close at least. The major downside is the closer range so it can be a little hard to use, but otherwise it does more damage and pierces 1 armor and is huge. If flamethrowers didn’t exist it might even be worth getting, but they do, and a 50% chance to roll those and waste your core means I never use these. Which is sad. Powered Weapons (★★★★☆) Powered Weapons can only be done after you make at least one WAR Suit, cost 1 core, 100 supplies, and take the same amount of time as experimental ammo/grenades/vests, and can be used by any heavy weapon. I’m docking a star because some of these suck but the ones that are good are so good that I’m willing to actually get these. Because the difference between a Blaster Launcher and not a Blaster Launcher is a lot. Heavy Weapon Cost Firing Mode Damage Crit Damage Shred Radius Range Additional Notes Blaster Launcher (★★★★★) 1 core, 100 supplies Direct 7-9 +2 3 4 45 Blocked by obstacles Hellfire Projector (★☆☆☆☆) 1 core, 100 supplies Cone 6-8 +1 0 7 25 Inflicts burning Plasma Blaster (★★☆☆☆) 1 core, 100 supplies 25 Tile line 7-9 +2 0 12 25 Shredstorm Cannon (★★★★★) 1 core, 100 supplies Cone 8-10 +2 4 12 25 Pierces 4 armor Blaster Launcher (★★★★★) - These things are insane. You can point them 16 billion tiles away, they are fucking huge, and they nuke every bit of cover in the radius. There is an argument to just run around with 6 of these in the end game. It isn’t necessarily the strongest thing but it does work and it is very funny! This is the strongest heavy weapon in the game, bar none. Hellfire Projector (★☆☆☆☆) - It’s an upgraded flamethrower, but flamethrowers are bad so that doesn’t matter much. This is the “aw dang it” option of powered weapons. Plasma Blaster (★★★☆☆) - This is basically a Null Lance you get to carry around, but compared to the better options it's really hard to justify. It’s probably better than the rocket just because it does more damage, but ask me another day and I might flip on that, this isn’t great. Shredstorm Cannon (★★★★★) - The other very, very good option. It’s close range and therefore not quite as versatile as the Blaster Launcher. It does do more damage, however. So bringing one of each isn’t a bad idea. I think I still prefer the Blaster Launcher but this thing is killer. Special Armor (★★★★★) Now let’s go over the special armors you can build. Costs, buffs, everything. These are all very good, which is good, because I like being positive! Also these are the costs for Legend, just FYI. In addition all of these armors (other than the Icarus armor) only have one utility item slot unlike normal Predator armor. Suit Cost Time Mobility Dodge HP Armor Unique EXO Suit (★★★★★) 4 Trooper corpses, 1 core, 10 alloys, 10 elerium crystals 9 days - - +5 +1 Heavy Weapon Slot Spider Suit (★★★★☆) 3 Stun Lancer corpses, 1 core, 10 alloys, 10 elerium crystals 9 days +1 +20 +4 - Grappling Hook WAR Suit (★★★★★) 125 supplies, 20 alloys, 20 crystals, 1 core 15 days - - +6 +2 Heavy Weapon Slot. Shield Wall Ability Wraith Suit (★★★★☆) 125 supplies, 15 alloys, 15 crystals, 1 core 10 days +2 +25 +6 - Grappling Hook, Wraith Serpent Suit (★★★★★) 1 core, 10 alloys, 10 crystals 9 days - Grappling Hook, Frostbite Serpent Armor (★★★★★) 125 days, 15 alloys, 15 crystals Instant - Grappling Hook, Frostbite RAGE Suit (★★★★★) 1 core, 10 alloys, 10 crystals 10 days +1 - +6 +1 Heavy Weapon Slot, Rage Strike RAGE Armor (★★★★★) 125 supplies, 20 alloys, 10 crystals Instant +2 - +7 +2 Heavy Weapon Slot, Rage Strike Icarus Armor (★★★★★) 1 core, 125 supplies, 20 alloys, 30 crystals 15 days +1 - +7 +1 Vault, Icarus Jump EXO Suit (★★★★★) - Rockets are very good, better than most utility items, so trading one out for them is a very good trade, at least most of the time. If anyone roll Salvo from the training center (or is a grenadier) they should be put in one of these. As can anyone, everyone loves throwing rockets around. Spider Suit (★★★★☆) - While not quite as much of a universal donor as EXO Suits, these are still great and similarly if anyone gets Death From Above they need one of these. The extra mobility and grappling hook are also fantastic. Generally I’d rather have the rocket but on classes like rangers or sharpshooters this is better. Though I don’t actually end up building these much, just because the Serpent Suit is a strict upgrade and you usually get them at about the same time if you let Rulers wander around. If you don’t though, then you should build this. WAR Suit (★★★★★) - This is the best non-unique armor in the game. In the end it’s just a slightly better EXO Suit. But EXO Suits are so good that that’s fine, it’s so good! Its unique ability is terrible, but that’s OK, just don’t use it. Speaking of… Shield Wall (★☆☆☆☆) - Shield Wall is an active ability that is a free action and has 2 charges. It turns your unit into high cover. Moving or attacking cancels that state. I can’t think of a reason to click this. It’s a free action so you are always giving up your entire turn for this. That is always a bad trade. Also you’re bunching up which isn’t good when enemies have explosives. Don’t use this. Wraith Suit (★★★★☆) - This is very good despite the fact that I don’t usually build them. The Serpent Suit just outcompetes it is all. Still, if you want more light armor, then build this. It’s ability is a little weird, but it’s not bad. Wraith (★★★☆☆) - Wraith is an active ability that is a free action and has 2 charges. It allows you to go through objects as if they weren't there. This is a bit of extra mobility but before clicking it it can be hard to tell exactly how much, making it a little tricky to use. Still, if you are lacking in mobility on a turn then click this and see if it helps. It’s free after all. Serpent Suit (★★★★★) - Unlocked by killing the Viper King, this is just a better Spider Suit, and Spider Suits are amazing, so this is even more amazing! As I said above I can usually get away with skipping Spider Suits entirely for this instead. Also this can panic Vipers, but I don’t actually know the odds on that, if someone does drop a comment and I’ll include it here. As for its unique mechanic… Frostbite (★★★★☆) - Frostbite is a free action with one charge, but the charge is only consumed on a hit. If you miss there is a 2 turn cooldown before trying again. It targets anyone within grapple range and, if it hits, freezes them just like the Frost Bomb. ADVENT soldiers will also get pulled out of cover, usually about 1-2 tiles. Importantly it freezes the Alien Rulers one additional action compared to the Frost Bomb. It can miss, and that’s sad, but it’s free and can shut down an enemy for an entire turn and maybe even make them easier to kill. This is great against AVATARs especially. This is why this is just a complete upgrade over the Spider (and Wraith Suit). Serpent Armor (★★★★★) - Unlocked by researching powered armor, you just buy this from Engineering rather than the Proving Ground, but I thought it was best to include it here. This doesn’t do anything fancy, it is just an upgrade of the Serpent Suit in a rather boring way, but it's better than a very good armor…so…you know…do it. RAGE Suit (★★★★★) - Unlocked by killing the Berserker Queen, this is an upgraded EXO Suit. It has a heavy weapon slot, which is amazing as always, and it has Rage Strike and it can panic Mutons and Berserkers. This is extra mobility for Grenadiers or Rangers, which are the main candidates for this, but hey it works on anyone. Rage Strike (★★★★★) - Rage Strike is a free action with one charge that is consumed on a hit or miss. It will move the unit to the target and attacks them with a 6 damage and shreds 2 armor and has a chance (I think 20%?) to stun the target. It can miss, but you will always move even if you miss. Extra damage as a free action and a free move? Yes please. Sometimes I click this just to move, I don’t even care if it hits. Obviously hitting is better but the extra mobility is just so good. RAGE Armor (★★★★★) - Just like the Serpent Armor in that you buy it in Engineering, and it is a strict upgrade. I always buy it as soon as I can, I don’t have more to say. Icarus Armor (★★★★★) - This is the strongest armor in this game and it isn’t close. The other Alien Ruler armors are good, but this is elite. You get two utility item slots and two very powerful special powers. It can also panics Archons as a cherry on top. It’s as good as it gets, as for those unique abilities… Vault (★★★★☆) - Vault is a passive ability that lets you jump up and down on roofs without needing ladders or similar, you can just jump up and down. This is absurd. High ground is very, very good and now you can just…have it, whenever. The only “downside” is it isn’t a grapple you have to move your legs over there but hey that’s fine. Icarus Jump (★★★★★) - Icarus Jump is a free action with 2 charges that lets you teleport to anywhere on the map that is open to the sky. So you can’t teleport into a building but you can teleport onto one. There isn’t anything better than teleporting anywhere on the map for free, twice. Why do they let you do it twice? The other ones are once, why is this one twice? This is amazing for Leviathan especially to teleport into an Avatar's face and blow them up with rapid fire or fan fire. Yea, this is elite. Misc. Projects This is for all the projects that don’t fit into the ones above, except Mechanized Warfare, I’ll talk about that when I talk about SPARKs. Project Cost Time Result Skulljack (?????) 75 Supplies 20 Days Gives one skulljack Skullmining (★★★☆☆) 125 Supplies, 1 core 15 days Upgrades Skulljacks to give +25 hack and the Skullmining ability Plasma Grenade (★★★★☆) 100 Supplies, 1 core, 10 alloys, 10 crystals 15 days Upgrades frag grenades to plasma grenades, unlocks Advanced Explosives Bluescreen Protocol (★★★★★) 1 core 18 days Allows you to build Bluescreen Rounds and EMP Grenades Battlefield Medicine (★☆☆☆☆) 3 Viper Corpses, 1 Core, 75 Supplies 12 days Unlocks Nanomedikits Advanced Explosives (★★★☆☆) 75 Supplies, 1 core, 10 alloys, 10 crystals 21 days Upgrades Grenades to Bombs Skulljack (?????) - The skulljack is a utility item that, without doing Skullmining, has no effect beyond the two story uses of skulljacking an Officer and a Codex. Despite what the display says, these attempts will always succeed. How…am I to rate this? On a purely functional level, this does nothing. It dilutes the enemy pool with Codexes and removes some pips off the Avatar Project and..that’s it. That is not usually worth your utility item slot. But also, you must build this to win, and winning is good. This is a “small key argument” if you’re familiar with that. So I’m just going to…not give this a rating. You have to do it to win, but otherwise it’s bad is a rather awkward position for me to be in. Skullmining (★★★☆☆) - Skullmining upgrades the Skulljack to give any unit holding it 25 hack and allows you to use Skullmining. Skullmining is an active ability with one charge that allows you to attempt a 70% chance to one shot any ADVENT soldier at melee range. On a success the target will always die and there will be a hack check to either gain a little intel, a lot of intel, or take 2 points of damage on a failure. If you fail the 70% chance you get 1 action point back. If you kill a Priest with this they won't go into sustain and similarly a Purifier won't ever explode when this kills them. This item is weird. It wants to be used on specialists because of the hack bonus but actually it’s best on rangers who can use it as Run and Gun on a stick. Succeed the chance and the unit dies, yay. You might take 2 damage, but that’s not so bad. You fail the check and now you’re right next to them with a shotgun, and they die anyway. It’s a win-win! You can also use it to stack hack to the moon, but I don’t usually go for that. The problem is it’s just hard to fit on a slot. There are too many too strong utility items for this to be worth it most of the time. That said, in the band before you get special armor but have predator armor this can slot in quite nicely. If you have the time to do it. I usually don’t, but it works. And hey you have to bring the skulljack out at least twice this gives it another thing to do when you do that, which isn’t bad. Plasma Grenade (★★★★☆) - Plasma Grenades are good, this gives you them, so it’s good. I run Plasma for a long, long time. Only switching them out on grenadiers when Andromodons start showing up. The only thing not giving this 5 stars is that a lot of other projects are much better than this one, but I always do this in a playthrough. Bluescreen Protocol (★★★★★) - I give a breakdown of what this gives you in the other guide, but the short version is that those items are broken, and therefore this is broken. It is really that simple BS Rounds are absurd and this lets me build them so I do this. You don’t necessarily have to do it the instant you unlock it because robots don’t start becoming super common until a bit later, but I always do anyway just to get it out of the way. Battlefield Medicine (★☆☆☆☆) - This upgrades medkits, but I hate medkits, so I don’t care. To my knowledge this doesn’t upgrade Medical Protocol or Restoration so I don’t think there is any reason to do it. Also if you don’t build medkits before you do this it makes medkits more expensive, which doesn’t matter if you build a medkit you build it instantly but it is funny! Advanced Explosives (★★★☆☆) - If you build special grenades do this, if you don’t (and I usually don't) then don’t. Honestly it’s that simple. They upgrade those items, but because I prefer plasma I don’t see the need to do this. But if you do like them, and I wouldn’t fault you for it, then do this. Alien Hunters I am going to put this here and not elaborate, because I explain everything in here in the weapon mod (or the other utility item guide). But for completeness, here they are: Item Cost Time Bolt Caster (★★★☆☆) 45 supplies 7 Days Frost Bomb (★★★★★) 35 supplies 7 Days Hunters Axe (★★★★☆) 40 supplies 7 Days Shadowkeeper (★★★☆☆) 35 supplies 7 Days And that’s it! Next time we go back to classes and cover the WotC classes! See you then! An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 103 Downvote 42 Go to comments 1 Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section Mark-C-S • 2mo ago Hey OP, just a note that there's a Random Spark ability in the text there (shield wall). u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Nope, shield wall is the ability WAR suits give you. I forgive you for not knowing that, because no one ever clicks it! Mark-C-S • 2mo ago Oh haha, yeah I forgot they do that completely 😂 u/ulughen avatar ulughen • 2mo ago Tracer Rounds are one of the best ammo in game losing to obvious bluescreen in general and talon on ranger until very late when your squad is decked out with T4 scopes and aim PCS, 10 aim is huge. Everything bad in this game starts with a missed shot or unintended pod pull. AP ammo is "i dont have anything else to fill a slot and already have medkit on someone else" tier. Most of relevant armored enemies are also robotic and who are not - not very threatening. Just use bluescreens and shred armor. Fabulous_Jellyfish71 • 2mo ago Yeah Tracer in early game but bluescreen for lategame is amazing u/Chii avatar Chii • 2mo ago i'd rather an extra grenade over tracer rounds. Fabulous_Jellyfish71 • 2mo ago not everyone can be as perfect as a Grenadier, Chii baddoge9000 • 2mo ago Thanks bro u/SlavaUkrayini4932 avatar SlavaUkrayini4932 • 2mo ago I'm curious: would you rather play with a 2+1+1(GTS) squad size against 50% smaller enemy pods or with a 4+2+2(GTS) squad size against 50% bigger pods? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter More units with bigger pods. You gain power per unit more than Advent does. u/SlavaUkrayini4932 avatar SlavaUkrayini4932 • 2mo ago How much bigger the pods would need to be for you to choose a 4-man/50%-pod situation over squad size 8? u/Rnorman3 avatar Rnorman3 • 2mo ago Squad size 8 is pretty nuts. You can reliably take out multiple pods. You’d probably need to have not only way more advent units, but more units per pod. And maybe even multiple “pod captains” per pod to balance that out. With 8 units that have endgame gear and 4 bonds, you’d feel pretty comfortable taking on even a dozen units at a time. And you could do that multiple times per mission pretty easily. Before end game/full colonels, obviously a little less. So like probably starting at at least doubling the enemy count and doing it within the pods to have pods of like 5-6 units popping at a time rather than 2-3. So that if you pop multiple pods you’re staring down a dozen enemies. But realistically you’d probably need to do more. Xcom scales so much harder than advent. Levels/abilities, armor, utility items, bonds, etc are all just so powerful. Not just powerful but flexible. 4 Bonds in particular with squad size 8 would let you do a lot of shenanigans. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Duck sized Muton Fabulous_Jellyfish71 • 2mo ago Unironically adorable as long as the gun doesn’t work properly and can still melt people with plasma u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter [Rounds] After using them more, I found myself pretty underwhelmed with AP rounds. The thing is, if you're doing well, armor on priority targets isn't going to last long, and if you're NOT doing well I don't think it makes that much of a difference. Think about it, what is armored enough to be a problem? For ALL robotic units I'd firmly state bluescreen always is better. An enemy needs 5 points of armor just to break even with bluescreen, and as soon as that armor is gone bluescreen is outperforming it. I'd "weigh" bluescreen at probably 7 points of damage even if it's only literally five, due to things like Fanfire and other effects of bluescreen. If you really are trying to slam that much armor you're looking at stuff like Gatekeepers, Andromedons, Shieldbearers, and Sectopods, especially on Legend. I'd argue Bluescreen is unequivocally best for Sectopods. Fanfired AP vs Bluescreen is night and day unless you're not hitting the Sectopod with anyone BUT one Sharpshooter. It's niche and late but damn is it powerful as a delete boss button. === As for the rest, IMO whenever I'm regularly fighting Gatekeepers I pretty much always have Disruptor Rifle or Darklance/Darkclaw. Lance isn't amazing vs Gatekeepers other than a distance attack. Darkclaw is effectively inherent AP so it lets you get up close and personal for bluescreen to hurt. Disruptor always crits against Gatekeepers so again that plus bluescreen can potentially do a ton of damage, even if you're not removing armor at all to brute force it a bit or perhaps timing your attack for when the shell is open. Anyways, in my opinion despite an Andromedon being both organic and then robotic, I still prefer bluescreen. Softening it up with Holo Targeting so the rest of your squad can damage it is a good move. It's not unusual for me to have a Ranger dump a sword slash or shotgun blast right into its face, but that leaves your Ranger right next to its melee heavy second form. A quirk I like to take advantage of is that if a Sharpshooter kills the first half of an Andromedon with Death from Above or Serial, it can take another shot against it (unlike Priests a lot of the time). Chances are you took quite a few actions to get down its first phase if you did it in one turn, so using bluescreen to brute force the second feels good. Usually if you chip a bit of damage from the second phase you can bluescreen sniper the Andromedon into dead with Plasma, potentially even being able to chain to ANOTHER target. === This pretty much leaves Shieldbearers. Which IMO are some of the least threatening ADVENT out there, not helped by them being extra tanky on Legend for a while. If you can one or two tap them with a Sharpshooter, there's maybe something to be said for that but in general they are one of my lowest priority and last targets I go for. You almost always get a free turn of "stall" with their high priority shield activation. And you know what's the funniest part? If you DO have to deal with their shields on other alive enemies, bluescreen bypasses it anyways. Shieldbearers are one of the few armor heavy organic targets and I STILL think Bluescreen outperforms. It basically only means bluescreen is bad on Shadow Chamber or SITREP notifications of heavy / exclusive organic enemies which honestly actually isn't that common. Before WotC AP rounds were probably better but if they're relevant at all I feel they are only relevant before you get Darkclaw and Darklance. Both are OP enough you should somewhat prioritize taking down the Hunter if you use Sharpshooters at all, as it's a genuine tier above Plasma whereas the Assassin and Warlock weapons are niche but not AS valuable, both absolutely requiring high rank class skills to get the most out of (Reaper, Guardian, etc). The early Death from Above on Sharpshooters is all you need to carry a Darklance. It's not quite rookie or Squaddie but it is close. === [Vests] Stasis Vest is a medkit that doesn't cost action economy though. Generally speaking it's still probably worse than a different item like ammo, definitely better to use a mimic beacon, but a case could be made for Rangers at least. If for some reason your first Chosen Citadel isn't taking a Specialist with a Medkit as backup, it's not bad. That said it's definitely not going to stop you being multihit or crit to death, and as you learn to play better and more aggressively you don't need it. It's similar to Enemy Within where the Secondary Heart just comes too late to really be relevant, and the cost is steep too. If my Rangers are even NOT in light armor I'll occasionally give them a Hazmat as a niche mobility boost, as I tend to never really use grenades on Rangers outside of the early game. But Grapple is just much better the vast majority of the time. I tend to slap a Mimic Beacon on Templars because they often enough get Fortress and because IF I have to not use a class' attack, a Templar (especially with low focus) is often who I'd prefer, plus sometimes they are out of position or would be with a Rend etc. === [Heavy Weapons] While Plasma Blaster is Null Lance I think it's actually quite a bit worse. Psi Soldiers are a support hero class that is significantly less dependent on positioning for a lot of their best abilities. Thus moving up to use Lance is less of an issue. IIRC it's also influenced by enemy Will scores so sometimes it can high roll. I've almost never managed to get good use out of the Plasma Blaster as Grenadiers typically have more precise positioning for grenades and such. And really, on Legend I prefer leaning into Salvo, which almost always prefers Blaster Launcher as almost position agnostic or Shredstorm for being like a shrapnel shotgun. Sidenote: Rainmaker on a SPARK with Shredstorm is hilarious. Even if you pull multiple pods you can potentially clear an entire ground floor of a building that way, and can even aim upwards to rip off sides of buildings. It requires you to invest in SPARKS which definitely have a lot of cons, but I thought I'd mention it as it's pretty fun and funny when you do get it going. I'm not sure if it's tactically sound, but it is some of the strongest AoE in the game if you care about that. === [Suits] I'd actually rate WAR suit lower just because its special ability is so marginal over EXO. On Legend while cores aren't necessarily an issue the extra supplies above and beyond the earlier purchase of EXO is just not worth it. Commander and below go for it, but I'd say it's a waste on Legend. I also tend not to build that many Wraith suits as its utility is also pretty marginal, but I have hit the Wraith button more times than the Shield Wall, so that's... something? My experiences with a similar One For All ability in Enemy Within makes me assume Shield Wall has the exact same issues or similar enough. EXO Suits do the important part and are cheaper. === [Misc] As silly as it is I'd personally give Bluescreen an effective six star rating. Why? Well not only is it SO good for so many situations, it's not dependent on RNG. You unlock it, you build it, you get bespoke ammo items. I WISH the other experimental ammo would work this way so I could buy appropriate amounts vs 4 venom rounds I'm basically never going to use. Or dragon rounds I use VERY sparingly. The timing, the consistency, the raw power, bluescreen are just stupid good. Unless you're drowning in Cores because of Vulture or whatever, you can skip Experimental Ammo any campaign and be fine if not more than fine. I only ever miss Dragon rounds when an organic lives by 1 hp but whatever. That's usually due to issues with Glancing or low damage rolls in general. Nanomedikits do interact with Medical Protocol but if you don't use it then yeah it's a waste. Back in Enemy Unknown I'd call this and how armor worked back then "mistake points". u/Rnorman3 avatar Rnorman3 • 2mo ago Re: grenadiers, I think there’s basically 3 options for them: tracer rounds - I use these a lot early game, especially before colonels and superior scopes on cannons. The shred is too imperative. Once I feel like aim is in a solid spot, I’ll move to one of the below. blue screen rounds - busted for the reasons you mention, but also because grenadiers are often targeting mechs. Chainshot with BSrounds can potentially 1shot a sectopod. war suit/exo suit - utilizing the heavy weapon synergy with salvo u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I've just never unlocked tracer rounds at a time it mattered. Too many other things I prefer over Experimental Ammo in the Proving Ground, if I even build it early at all what with WotC providing other means to manage Avatar Progress. My typical approach to Grenadiers is to bypass ammo entirely for a while and go for EXO/Heavy weapons. Then in the mid game I can lean into grenades (Heavy Ordinance, Volatile Mix) and rockets, etc that all have guaranteed hit chance and their aim doesn't matter. I do like shooting with them occasionally once they can get Holo Targeting up, but I still would (and do) even if they miss, and the damage when it does connect is just a bonus. If I have it to spare, they tend to be my second priority for aim scopes and/or aim PCS. Scopes and stocks tend to be my preference on them, so they can at least do chip damage each time they fire. Expanded mags are also nice but I tend to go for that later in the game when there are more ammo based abilities I use more often. Suppression and Demolition are both weak early game. Hail of Bullets tends not to be a priority for me (especially compared to Salvo as action economy) and I usually wait til Saturation Fire. Later in the game bluescreens for buffing armor shredding and occasionally chain shot is pretty nice. I've gone entire campaigns without using chain shot though if I don't intentionally long term stack aim on them, as grenade and heavy weapon utility remains useful throughout the game. u/Rnorman3 avatar Rnorman3 • 2mo ago Yeah probably just a playstyle difference. I don’t heavily prioritize exo suit and heavy weapons. War suit and powered weapons are fine, but I don’t love exo/heavy as much. I’m already rolling my experimental ammo fishing for talon rounds for rangers anyway, and tracer rounds have such good general utility in that time frame where you’re sitting on mag weapons and non-colonels. Exotically if you end up with nothing to do with extra predator armor slots . I definitely think it’s totally viable to just use grenadiers primarily for grenades and heavy weapons. I just lean into the cannons and shredding and later holo targeting a little bit more. I usually end up getting both ordinance and holo targeting with AP, but the order depends on each specific grenadier. I don’t lean on hail of bullets that much (and while I use saturation fire, I always wish it was closer to shredstorm cannon), but the expanded mag is still super useful for chain shot. Chain shot is really awkward in a 3 round clip since it takes 2 bullets. I think I value aim stacking on them a bit more highly. If you’re focusing more on just grenades and heavy weapons, it makes sense that you’re deprioritizing scopes, aim PCSes, and expanded mags for them. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Funnily enough while I think powered weapons are great (to the point you can bypass "regular" heavy weapons minus the free rocket entirely), I actually don't really like the WAR suit, especially on Legend. The extra armor is nice but I don't tend to receive enough damage on Grenadiers for that to make a difference. If anything they'll get shot by an Andromedon and the armor basically won't even matter then. I might pick it up late game because why not but especially on Legend EXO >>> WAR, because EXO is way earlier and decently cheaper. The nice thing about EXO is that they can also become hand me downs. While EXO pairs best with Grenadiers for obvious synergy, they aren't hard locked to them. If I don't have a lot of Shredders on my team I might give one to a Ranger, so they aren't stuck making crappy shotgun shots from a distance if it's too dangerous to move in. Light armor is obviously better on them, but there have been times I gave them some extra help that way, as I really only most care about talons on Rangers so the one inventory slot isn't a big deal, it's not that common for me to play with Predator's 2 except in the midgame for Mindshields or whatever. === I also feel like EXO suits pair nicely with Psi Soldiers if you ever use them, both early and late. Early you're at the whim of starting behind and RNG for if you even have any useful skill unlocks, as Soulfire is kind of whatever. Psis care a lot less about equipped items and their rifles, so I usually turn them into "Super Specialists" so to speak. They're actually a decent choice for later game Bolt Casters as they can do other things when out of ammo, and I like EXO on them as they are far less reliant on positioning in general (other than Null Lance but eh) so you can get better value out of stuff like Shredstorm or unguided rockets. Ammo or a Beacon is all I tend to care about on a Psi and even then I don't always shoot unless I'm just deleting with a bolt caster shot. I find flamethrowers are super underwhelming in general (probably were better when it totally locked down melee), but rockets, blaster bombs, and shredstorms are worth having IMO, and are even more silly with SPARKs. An EXO suit kind of makes a regular soldier into a SPARK / temporary MEC soldier, which is nice considering SPARKS can't do Covert Ops or get the various benefits of bonds. I tended to only use Teamwork for the most part but honestly the other benefits of Bonds have come up on Legend way more for me, even niche stuff like Stay By Me. If you wanted to hardcore lean into cannon firing then the "non explosives" skills + tracers or bluescreen are fine. I find I just don't need scopes on anybody but rare Sharpshooters and sometimes Reapers and SPARKs, so I can correct their Aim issues with a Scope + Holo Targeting a lot. I actually find Hail of Bullets way more useful on other classes in general, as typically I use my Grenadiers as armor shredding first and foremost, whether that's heavy weapons or grenades or direct shots, but shots always feel like the riskiest, so you usually have to be decently close and they don't have great defensive skills like Rangers or Templars. Perhaps Blast Padding might change my mind sometime but I just never felt pushed into that route, as armor is generally fairly binary or you could do something silly like Overdrive Serum if you really wanted. Berserkers come early enough even on Legend. u/Rnorman3 avatar Rnorman3 • 2mo ago I basically never get exo suits early enough in a run to where they feel worth it (kind of like the way you feel with tracer rounds). And by the time I want powered weapons, the extra expense on war suits isn’t really a problem. I usually end up giving them to specialists if they aren’t in grenadiers. They often lag behind the rest of my units, so being able to do something like bond + blaster launcher or threat assessment + blaster launcher or something is nice. For psi ops, I usually tend to lean towards wraith suits for the extra mobility. Usually on legend by the time they finish training, you’re swimming in resources anyway. And your sharpshooter is hopefully on Icarus armor at that point. For psi soldiers, I don’t feel like they have a need to gain more “premium actions” like the war suits give with their built in powered weapon. Their kit already has so much busted stuff im almost never even firing with their weapon. I just want them to be in range to use their abilities (null lance, void rift, etc) to their fullest effect u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yeah Specialists with heavy armor are also pretty decent. I glossed over it a little but that's another thing I meant by hand me downs. Salvo on Grenadiers is huge for getting more value out of heavy armor and typically I'll have an EXO suit or two before getting WAR suits. Typically by leaning heavy on Plasma Grenades + Heavy Ordinance + Volatile Mix + Salvo I tend to have enough armor shredding in most cases on Grenadier without ever really having to worry about the aim stat on them past the mid game. I do sometimes directly fire their cannon into Sectopods and Gatekeepers but that's late enough in the game you're starting to round out your tech and equipment etc. For me typically Specialists and/or Sharpshooters are the first to get ammo on them with bluescreen. If I get lucky with a good experimental ammo or good scan that gives one another soldier can start wielding ammo, but it's typically only one on Legend in my experience before I start actually intentionally running ammo projects mid late game. === Psi's are fine in light armor but I've never felt they were super limited on mobility, especially because I often hang back and use Inspire or Stasis a fair bit as support skills (as well as trying to keep them in range for stuff like Solace which is pretty good). Void Rift is a really good and consequential AoE attack that I love (even if I basically only ever get to use it once per mission with them), and it kind of works like a psi heavy weapon. I've rarely gotten good value out of Null Lance, and though the damage can be quite good it feels like an even more finicky Remote Start and way later in the game. Psis are late enough in the game that a Blaster Bomb can work on them if they otherwise can't do anything else all that useful that turn. The way I use psis it's not unusual for all their best abilities to hit cooldown at some point and I'm just kind of whatever on stuff like Insanity. Domination can also be hit or miss, I think specifically of one particular time I grabbed a late game lancer and things like archons just blasted into death before it even got a turn. A weird stun I guess but overkill. rynchenzo • 2mo ago You missed talon rounds, which are ridiculous on a Ranger with a laser sight on their weapon. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I mostly commented on things I disagree with or that I feel I can provide more nuance. Talons are my preferred ones on Rangers yes due to being able to almost guarantee crit with shotguns. Rangers with talons are the other delete unit button, and due to how strong bluescreen rounds are, talons are the best general alternative for organic enemies. I'd generally recommend slapping bluescreen on as many soldiers as you can, especially Specialists and Sharpshooters. I think it's one of the most impactful damage upgrades you can do for them, though I understand the idea of leaning into support with Specialists more and doing a skulljack and medkit for instance. In the later part of the game as XCOM power climbs I think you can drop the medkit for bluescreen, as skills still give you a few "free" heals or you can buy them with AP etc. I sometimes give ammo to Grenadiers (this is the only one I'd even consider tracer on but I don't think it's worth it, too weak for the opportunity cost) but typically I run heavy weapons on them and grenades. I'd really only think about ammo with Saturation Fire and even then I'd still be more prone to lean bluescreen for robotics spam in the late game and to pair well with armor shredding. Skirmishers and Reapers are the only ones I'd really consider alternative ammo on. I'd typically run a spare utility item on a Skirmisher but with Tactical Rigging or just other choices something like Dragon Rounds or AP is generally fine since Skirmishers have a little less damaging power by trading it for flexibility. You're not guaranteed ammo on a Reaper but if anything that would be my AP choice, in part for stealth damage and because Shred is semi-common on them and AP goes farther then, not to mention the potential of Banish. Pure RNG if you can run ammo on a Reaper at all though. Once I get talons they basically permanently sit on Rangers as a damage upgrade. I also felt like it was more interesting to talk about tactical changes for different classes. A case could maybe be made for talon on Reaper or Sharpshooter but I feel like crit fishing with them makes less sense. Both of those classes benefit from Scopes and Rangers can more easily get crit approaching 100%. u/Rnorman3 avatar Rnorman3 • 2mo ago Re: crit fishing with sharpshooters using talon rounds - not something I’ve done myself. But I do remember a video coming into my feed a while back of someone using talon rounds on their sharpshooter specifically for the Alien Ruler missions. Basically the idea was to use Fan Fire with talon rounds alongside the GTS perk that increases crit (I assume this applies to pistols as well as rifles, but I’m honestly not sure) to try to burst them down. I am not sure if it’s good or even really necessary given all the other anti alien ruler tools (banish, especially). But I suppose it’s a potential application. Functionally speaking, it’s probably close enough to “objectively correct” to just always give sharpshooters BSrounds. Arguably, you could say this applies to all classes with the possible exception of ranger. Like I think if someone was new and the only tip they were given was “give blue screen rounds to every single unit” that’s probably closer to being correct than being wrong, even if it’s not fully optimal u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter There are tools at your disposal (e.g. Steady Hands) that give extra crit, as well as leaning into a laser scope instead of an aim scope. You can get crit pretty high with talon rounds, but I'm not quite sure you can get it to 100%, probably close though on a flanked or exposed target. (Which is usually why I just let the normal crit range be there and not plan for it, as opposed to Rangers being something you can plan around.) Not every target you shoot at will count as exposed though (e.g. robotics), so it's less applicable. While Rangers will also shoot at similar targets, I feel like they are more often the organic delete button, and you can more consistently position for flanking as well as getting additional bonuses like the GTS Ranger perk. Looking online it says scopes don't impact pistols, as obviously extended mags and autoloaders don't matter. Special ammo does though which is what's confusing as Sharpshooters are a rare case where their secondary weapon is actually a similar weapon, and not a sword, or bomb, or grenade launcher. === There are situations where other rounds for snipers could be useful. I've tried AP on them as a natural fit, as merking a Shieldbearer in potentially one shot (especially on Legend) does feel nice. The main issue is that Death from Above is not solely sufficient til Darklance, and Serial is a pretty late game skill at which point you either have Darklance or damaging Plasma rifles if keeping up with your tech. If the Shadow Chamber or SITREP tells me it's mostly organic enemies, then I'd be less likely to take bluescreens unless there are also robotics on there (which feels like most of the time past a certain point). I've never really felt venom rounds are worth the hassle, but the debuff and damage of burning from dragon rounds is okay. The inherent extra damage and the burning might be able to kill a unit that'd otherwise survive at 1-3 hp. It's decent, but generally speaking from a certain point on robotic units are the worst ones. Even the basic MEC, while unlikely to be that threatening with direct shots, can missile your units at a big distance for guaranteed damage and armor shredding. If I've kept them up I've even had them knock units off of rooftops which is even more damage. Thus at a certain point the game tips in the favor of bluescreens, where you can power through even without armor shredding or delete units with. There is basically no real alternative for one or two tapping robotics with bluescreen with either DfA/Serial or Fanfire. Everything else is just more damage on targets that usually aren't a huge deal, vs eliminating targets that are almost always a problem if left unchecked. u/Rnorman3 avatar Rnorman3 • 2mo ago I forget that steady hands exists, so fair shout there. Also re: shield bearers, you may not be aware but BSRounds actually bypasses and collapse their shield. - which also includes collapsing any shields it placed on allies - so I’m pretty sure they are just strictly better than AP against them as well. I typically use tracer rounds on sharpshooters in the early game (if I even bring them) and then basically exclusively BSRounds once those are available. Re: the class and how they feel prior to darklance - I mentioned this to the OP in the actual sharpshooter thread, but there’s a mod you might be interested in. It is a mod that changes balance so maybe not everyone’s cup of tea. But the mod changes the Bolt Caster into a sniper rifle instead of an assault rifle. The basic gist is that sharpshooter sucks prior to darklance and bolt caster sucks basically always. This change makes both feel slightly better without being super OP. bolt caster still takes 1 action to fire (instead of 2 like a sniper rifle) - which makes it feel a little like a “baby darklance” because you can still move and fire bolt caster still requires a reload after every shot - it will trigger DFA, but you’re mostly using it to have the ability to move, shoot, and reload each turn, in some order it can’t receive any mods, but it does have an inherent aim boost. This helps with sharpshooters who have poor aim early. Especially before you get aim PCSes and superior scopes. One of the reasons I’m often running tracer rounds on sharpshooters in the early game I have definitely enjoyed playing with it. It makes sharpshooters feel actually useful and fun to include prior to dark lance. It also makes the bolt caster actually fulfill the role that I think the devs wanted from it, which is another stun tool against alien rulers as well as a weapon that has a little bit of “front loaded” power In that it can’t take mods (but is more powerful than your standard un-modded weapon). So it can be kind of an early game crutch. But! The “crutch” still forces you to use the “weakest” class to take advantage of it. I definitely recommend giving it a spin some time on a run and see how you feel about it. It definitely changes some of the sharpshooter tree evaluations. Like kill zone and serial are basically worthless since you’re basically turning the class into a DFA bot with this early and darklance late. But I basically build my sharpshooters that way anyway, with the expectation that I want to build and optimize them around darklance anyway. Definitely removes some of the class frustrations u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I wrote about bluescreen in the long parent comment: .... This pretty much leaves Shieldbearers. Which IMO are some of the least threatening ADVENT out there, not helped by them being extra tanky on Legend for a while. If you can one or two tap them with a Sharpshooter, there's maybe something to be said for that but in general they are one of my lowest priority and last targets I go for. You almost always get a free turn of "stall" with their high priority shield activation. And you know what's the funniest part? If you DO have to deal with their shields on other alive enemies, bluescreen bypasses it anyways. Shieldbearers are one of the few armor heavy organic targets and I STILL think Bluescreen outperforms. It basically only means bluescreen is bad on Shadow Chamber or SITREP notifications of heavy / exclusive organic enemies which honestly actually isn't that common. == and how they feel prior to darklance I actually still use Sharpshooters anyways, usually at least one on some missions. They're good for mitigating Lost into almost trivial (though Rangers are probably better and more flexible I think) and I do think there is utility in "guaranteeing" shots on a Lancer you want dead or whatever. Sharpshooters are easily a long range damage support and somewhat unique in their ability. And if you have to take a coinflip 50/50 shot on something like a retaliation mission at least they don't risk damage to themselves and injury timers. Even with GTS first I'm not exactly spoiled for choice in early Legend as it takes a while to get more of other classes. The Sharpshooter IMO is fine, and does more damage than my Specialists tend to for a bit. Specialists are mostly there as anti-Chosen bullshit in the early game and how assault rifles work is okay. A bolt caster is something but eh, I wouldn't bother til bluescreen. If I want damage I'd rather take a different class, but if I'm worried about injury or needing a revival, then that's when a Specialist is at its most useful IMO, at least until late game with Disruptor Rifle. rynchenzo • 2mo ago Why do you run Sharpshooters, they are terrible until you get the Chosen weapon and just block a spot for someone better, like another Ranger or Grenadier u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I specifically noted Sharpshooters with Darklance and Darkclaw for late game damage. Bluescreen still applies there as it helps when they take sniper shots and Darkclaw is AP anyways when pistol firing. On Legend they can be a bit short on organics from full health / armor, but even in that case toss a grenade to break cover/armor and then Death From Above them. I agree that Rangers and Grenadiers are better for a fair while. You only need one or two Sharpshooters you can pick up from the Black Market or missions. I'd still rather take a Sharpshooter over a Specialist though. Not much point in the damage of a Specialist til bluescreen and even then really later for Guardian or being someone to hold Disruptor Rifle. giabao0110 • 2mo ago Early game where you meet your first Sectopod without a good specialist or a EXO suit, Acid grenade is a life saver. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You don't meet sectopods in the early game, they show up at Force Level 16. That is long, long, long after you have exo suits giabao0110 • 2mo ago Not that early but definitely before i got my first exo suit or im just researching wrong. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You are probably researching wrong. Sectopods are the 2nd to last enemy the game throws at you. You should have mostly beam weapons by then. u/ThanosWasRight161 avatar ThanosWasRight161 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Always wished XCom 2, had A Paperback Strategy Guide.(at least I never saw one) Man if there was ever a game you needed a heads up going in it’s this damn game. So much base building I did wrong. u/abcder733 avatar abcder733 • 2mo ago Either there’s been a bit of a nerf to Serpent Armor, or there’s a typo when you say it takes 125 days to make lol u/Revenge_accounted_be avatar Revenge_accounted_be • 2mo ago Battlefield medicine makes medkits cure venom acid and fire. You never have to plan for failure but with some mods that add bigger enemies with more hp sometimes you have to tank some damage and advanced medkits are a really usefull tool with a specialist. Not entirely useless but yeah, it takes some dedication to make it worthwhile u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Medkits always cure every status, you don't need battlefield medicine for that. And also I hate medkits. I made an entire 2800 word essay on the subject 2 days again. It's in the index. u/comfortingmyself avatar comfortingmyself • 2mo ago Nice guide as always, just some miscellaneous thoughts: - I'm pretty sure the Experimental Ammo has (some) logic to avoid dupes. I don't think I've ever had my first two Experimental Ammo projects return the same result, which definitely should've happened organically in all the time I've spent playing this game. And I've had multiple campaigns where my first five Experimental Ammos gave me all five different types of ammo, which if I'm mathing correctly is just under 4%, but it feels like that happens more often than that. - I wish Heavy Weapons could upgrade into Powered Weapons, something analogous to the Advanced Explosives project. But I can never justify building Heavy Weapons when other projects have more priority and there's a 50% chance for any result to be a dud. Powered Weapons are still annoying in that they have 50% duds too, but at least by that point in the game I might not have anything better to build. - I feel like Plasma Grenade is a 5 star project, primarily because it's available a lot sooner than 90% of all the other great projects. This and Bluescreen Rounds are pretty much the only two great projects that are available early. In fact I'll usually build Plasma Grenades first because it's a much cheaper investment for my entire squad to benefit, and Bluescreen Rounds still take a little more time to become truly OP. - I still give my Skullmine to my Specialists because Rangers already have multiple ways to dash and attack and Rangers have other items they rather want more. I can never have enough intel so I'll try to fish for a Skullmine every mission, as long as I can safely arrange it. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Special ammo might have some anti dupe logic, but if it does I a have no evidence for this other than it feels like it. I've definitely gotten dupes before getting all 5. I think some popular mods make it have no dupes? Maybe the highlander does???? Idk. antiguy1 • 2mo ago AP rounds are.. not great. Their use case is presumably for heavily armored enemies, but the better play is open with an armor shredding attack. With AP ammo, what, you'd shoot first, then for anything tougher than a Muton you're still going to need 2+ attacks anyways. If you have another soldier shred them first.. then what value did having the AP ammo bring? They're probably at their strongest around mid game where shredding attacks don't fully remove enemy armor. Small clarification on Tracer Rounds. The +10 aim is only for standard shots. Most abilities that use aim do not benefit (sword attacks, Demolition, Killzone, Justice, etc). Also Frostbite and Rage Strike do not use their charge if they miss. Flamethrower does have a small niche in that it is not an 'explosive', meaning it won't trigger Lost swarms (and do double damage to them) and can affect Chosen with Blast Shield. u/Rnorman3 avatar Rnorman3 • 2mo ago I tend to agree on AP rounds. If BlueScreen didn’t exist, they would probably have more of a home as ways to punch through stuff like sectopods. But most of the heavily armored units are mechs and BSrounds are just nuts. There’s maybe some argument for them against the chosen, but I agree you tend to be better off just shredding them instead. Honestly probably just speaks to shredding being probably slightly overturned. I could also see a hypothetical world where they saw more play on Rangers if Talon rounds didn’t exist. But they do, so… I think tracer rounds still work for stuff like chain shot that applies range penalties and is technically not considered a “standard shot” (as it doesn’t trigger DFA). antiguy1 • 2mo ago I think tracer rounds still work for stuff like chain shot that applies range penalties and is technically not considered a “standard shot” (as it doesn’t trigger DFA). Yeah that's one of the things you don't notice until you've really put time into the game. My first playthrough l leaned heavy into Killzone ambushes but then I installed a mod that showed accurate aim calculations and realized scopes did literally nothing for that skill... ================================================================================ Xcom Part2.txt ================================================================================ Grenadiers are your main openers. They are the class you use to enable your other units by destroying cover for better shots or shredding armor or setting up holo targeting. As such they are actually more a support unit than they may first appear. That’s not a knock against them they are probably the 2nd most powerful base class and you could argue them to the number 1 slot. They enable the rest of your squad by blowing up cover, shredding armor, applying holo, and of course can still do big damage. This class is not missing much, other than aim, but that can be fixed! Here is how the rankings for abilities (and other stuff) is going to work. ★★★★★ - The Best of the best. Abilities that things that you build around. Or weapon mods that are best in slot. Things of that nature. The difference between having stuff in this tier and not is so massive I’d consider it nerfing yourself not to grab them. You really, really, really want stuff with 5 stars. ★★★★☆ - Really strong abilities. Abilities I am always happy to have and would trade a lot of other abilities for, but they aren’t quite as “must have” as the 5 star ones. ★★★☆☆ - Abilities that are pretty good. Stuff that I would buy with AP quite happily but might pass up if the other ability is better. ★★☆☆☆ - These are underwhelming. These abilities just don’t really do enough to justify having them. They might have very niche use or be passives that just kind of do very little. Stuff I just don’t care about. They aren’t horrible or useless, but you probably wouldn’t miss not having them. ★☆☆☆☆ - Trash abilities that are just worth nothing. ☆☆☆☆☆ - Given to abilities that are actively harmful. There is only one of these in the entire game. Stats: Rank Aim (★★★☆☆) HP (★★★☆☆) Squaddie 67 5 Corporal 69 6 Sargent 71 7 Lieutenant 72 8 Captain 73 8 Major 74 9 Colonel 75 10 So their aim growth is just slightly behind rangers and specialists and it makes them have the worst aim of any of the base classes (if we don’t count sharpshooters getting nerfed into the ground by their own weapon). That said, it’s only a few points here or there. Easy to overcome with scopes and aim PCSs, but it does mean you need just a tad more investment in their aim to get the most out of this class. Their HP growth is the “good” one but it really doesn’t matter much, HP just isn’t that important of a stat, especially not the HP you get from your class. Weapons: Grenadiers can only use their cannons and grenade launchers. For the specifics go to the weapon guide but here’s how good they are generally: Cannons (★★★★☆) - Cannons are just assault rifles but better. They do more damage with the exact same range table, the only “downside” is a smaller clip but that hardly matters at all. I’d still prefer shotguns to them, but as weapons go they are pretty great. Grenade Launcher (★★★★★) - This shit’s broken. Making grenades both bigger and thrown farther opens up so many plays. You can nuke an entire pod's cover, frost bomb multiple enemies, or just throw a grenade those extra few tiles to get out of a jam. This is the best secondary in the game, at least among the 4 base classes. Grenadiers only have one special weapon to their name, and that is the TLP Cannon (★★★★☆) which is just a cannon with a free stock (and expanded mag at later tech tiers). It's good, but I often sub it out for a more purpose built cannon eventually. Still, it's good in the early game. More detail will be in the weapon guide. Abilities: As always, here is a table of every ability the Grenadier has and my star rating of each of them. If that’s all you want, then here you go. Rank Demolitions Expert Heavy Gunner Squaddie Launch Grenade (★★★★★) Corporal Blast Padding (★☆☆☆☆) Shredder (★★★★★) Sergeant Demolition (★☆☆☆☆) Suppression (★☆☆☆☆) Lieutenant Heavy Ordnance (★★★★★) Holo Targeting (★★★★★) Captain Violite Mix (★★★☆☆) Chain Shot (★★★★☆) Major Salvo (★★★★★) Hail of Bullets (★★★★☆) Colonel Saturation Fire (★★★★☆) Rupture (★★★☆☆) GTS Biggest Booms (★★☆☆☆) Alright now that you see generally how I view each ability, let’s go through them all in more detail: Launch Grenade (★★★★★) - Launch Grenade is a passive ability that lets grenadiers launch their grenades using their grenade launcher, getting the range and area size buff from it. It also grants a grenade only slot. I said it in the grenade launcher section, I’ll say it here. This shit is broken. Extra range, extra area, and an extra grenade? Actually what more could you want as a squaddie? If I could give this to every unit in my squad I would. Simply blow up the enemy, it’s just that easy! Blast Padding (★☆☆☆☆) - Blast Padding is a passive ability that grants your grenadier one armor and a 66% damage reduction from enemy explosives. Meaning that if a Muton throws a grenade at you that damage gets reduced, but the damage from an exploding car for example does not. This perk is bad. XCOM 2 is a game about alpha striking, not about tanking hits. If you get hit with this, you are still going to be wounded. It might, depending on exactly the situation you are in, turn a fatal hit into a non-fatal hit, but the odds that come up are just so slim. I literally never take this, even with AP. Don’t plan to get hit, plan to avoid getting hit. Fear is the mind killer. The enemy will launch a lot of explosives at you if given the chance, but if you get exploded at least two soldiers are getting targeted, so blast padding is at best at 50% effective and doesn’t stop you from taking damage. When this perk is across from shredder! Don’t…don’t take this. Shredder (★★★★★) - Shredder is a passive ability that grants your cannon the ability to shred armor. You will shred one point of armor per tech level of the cannon. So a default cannon shreds 1, a mag cannon shreds 2, etc. Also the shredding happens after the damage. So if you roll 4 damage on a target with 5 HP and 1 armor, you will do 3 damage to them and destroy their one armor pip. This is the grenadier perk, the main thing they bring to the table. Armor, especially later into a run, can really slow you down and this means you aren’t reliant on an endless series of grenades to get rid of it. Early into a campaign, this doesn’t do much. Helps against turrets and the chosen and that’s about it. But once Mutons and MECs and Andromodons show up, you will need this shit. Always take this, it is the central perk for this class. Demolition (★☆☆☆☆) - Demolition is an active ability that ends your turn and costs 2 ammo with a 3 turn cooldown. It has an 80% chance to instantly destroy any non-industrable cover the enemy is standing behind, but does no damage to them directly. It will automatically blow up cars and also explosives in the environment however. By god does this suck. I’m spending two ammo and my whole turn to…for a chance to do something! For a chance to not do any damage at all, even! I’ve said it before, but in this game reliability is king, and this just ain’t reliable. It also doesn’t work on pillars or other cover that can’t be destroyed, which is when you want to use this because grenades won’t remove cover. Speaking of, this is the class with more explosives than anyone else. So…what am I clicking this for? Suppression (★☆☆☆☆) - Suppression is an active ability that ends your turn and costs 2 ammo with a 3 turn cooldown. You target one enemy and suppress them. They take a -50 aim penalty on any attack they make and if you move you take an overwatch shot. Importantly, in WoTC if the target has cover your overwatch shot will take it into account, but in vanilla this ability ignores cover. This ability also sucks. It’s a “whoops I didn’t alpha strike guess I’ll click this and hope it works” ability. And on a class I usually act first with in a turn…yea…no I don’t want that. Also the chance of you hit your overwatch shot with this absolutely sucks because it eats the penalty from cover and the 0.7x overwatch multiplier. In vanilla this can actually give you a higher chance to hit, but even then it is happening on the enemies turn and so you can’t plan on hitting that attack, so it’s still not very good. The enemy just has too much wiggle room. They could still hit the aim reduced attack, they could move and waste it, they just have too much control in a game about denying enemies control. It can mess with enemy AI, they really prefer to not eat the overwatch shot this grants, but it just isn’t reliable enough. I’m going to stop just ranking abilities to say I haven’t used suppression or demolition in my last 2000 hours of playing this game. I think suppression might be a tiny little bit better maybe? But I just don’t click either of these so if my descriptions of them sway you one way or the other, go for it. Heavy Ordnance (★★★★★) - Heavy Ordnance is a passive ability that gives the grenade in your grenade only slot an additional use. So if you have a frost bomb in there you’ll get two frost bombs on the mission, if you bring an acid grenade it doubles, etc. This is so good. Running out of grenades can be a real liability, and this basically eliminates that problem. It also lets you double the frost bomb for when you are fighting rulers (or just for normal pods because that thing is broken). This can also free up your other utility slot(s). You can equip special ammo and still bring two grenades, and that is quite strong. A little boring to describe, but very, very strong. Holo Targeting (★★★★★) - Holo targeting is a passive ability that causes any single target attack from your gun (so rapid fire and chain shot still work but something like saturation fire doesn’t) will mark the target. While the target is marked, your squad’s aim against that target is increased by 15. This applies between multiattack abilities. So if you use chain shot, the first attack will not have the plus 15% to aim, but the second will. This also applies when you use suppression. Holo Targeting is maybe the most important ability on the grenadiers tree. A lot of enemies in the mid-late gain have innate defense. And a unit with a lot of defense behind full cover can be very hard to hit and this ability can do a lot of work fixing that. It also combines with chain shot and (if you are blessed by the training center) rapid fire. I will often take god awful shots with my grenadier just to get holo applied. When I said grenadiers were a support class, this is what I meant. Shredding and applying holo to the same target sets the rest of your squad up for success. Volatile Mix (★★★☆☆) - Volatile Mix is a passive ability that grants grenades +2 damage. This does not apply to heavy weapons, just grenades. It also doesn’t increase the damage grenades do to the environment. This ability is fine. More damage is good, and because of the grenade slot you will always have a use for this, but how big of a deal is this really? Especially if you bring frost bombs instead of damage grenades. Still, this can move the margins on a few kills from “need a good damage roll” to “as long as it hits.” If I’m overflowing in AP I’ll pick this up. Otherwise, eh. I’m sorta tempted to move this down to two stars but I think it generally performs better than those perks, so here it stays. But that should tell you I’m not this ability’s biggest fan, but it’s not bad. Chain Shot (★★★★☆) - Chain shot is an active ability with a 3 turn cooldown that ends your turn and uses two ammo. It fires one shot at a minus 15 to aim, then if that shot hits it fires another one, also at minus 15. It’s bad rapid fire! This ability is so good but also absolutely terrible. If you miss that first shot, that is just so much damage down the drain. And holo targeting applies on your second shot so if the first one hits the 2nd one probably will as well, but if it misses…Still, stack enough aim on your grenadier, use Teamwork or inspire or combat presence to let them shoot to apply holo, then give then another action to shoot chain shot and you’ll just shred motherfuckers. Literally, given your gun has shredder on it. I always take this, I use it a good bit, but the times it lets you down hurts. They hurt so bad. Another thing to note about Chain Shot is that it can miss targets like the chosen sarcophagus or other mission objectives. The way those work is they set your chance to hit at 100, so anything that subtracts from your aim, like chain shot or rapid fire, can actually miss because that 100 becomes an 85. This isn't that big a deal, you just don't click this ability on those objects, but it is important to know. Salvo (★★★★★) - Salvo is a passive ability that turns firing a heavy weapon or using a grenade into a non-turning end action. Meaning if you can fire a grenade while you have two AP, you will have one action point left. Holo targeting may be the most important ability on the Grenadiers tree, but this is the most powerful. It is a huge swing in terms of action economy. Now you can remove cover for an entire squad and apply holo to the biggest threat in one turn. The amount of sheninages this allows you to pull is through the roof. Throw a blaster launcher, then click chain shot, and now whatever enemy was behind full cover previously is now probably dead. Even being able to go frost bomb -> shoot to take advantage of the frost bomb’s minus 10 defense is huge. This ability is so good, always take it. Hail of Bullets (★★★★☆) - Hail of Bullets is an active ability that costs three ammo, has a 5 turn cooldown, and ends your turn. You fire a shot that cannot, under any circumstance, miss at a target. That attack also cannot crit. Late game grenadiers have a lot of good perks to choose from. This is the “actually Mr. Gatekeeper go fuck yourself” ability. As long as you can see the barest peep of an enemy, even if your chance to hit is 1%, you can now make it 100%. You can always, with certainty, apply shred, do damage, and apply holo in one attack. I think Salvo is overall stronger than this, but man is this ability good. The only downside is that, at the end of the day, it’s just getting a shot off. That’s good but if you see enough 100% shots this does literally nothing. Still this ability is absolutely amazing. Saturation Fire (★★★★☆) - Saturation Fire is an active ability that consumes 3 ammo and has a 5 turn cooldown and ends your turn. It creates a cone from the grenadier and takes a shot at every enemy and piece of cover in that area. Each enemy has the chance to take damage depending on whatever chance you have to hit them and each piece of cover has the demolition effect applied, meaning if it can be destroyed it has an 80% chance to be removed. Saturation Fire is basically another heavy weapon you can carry around with you. And that’s about as good as it sounds. Those are limited to once per mission for a reason and this means you get (basically) two! Now on most missions that isn’t the biggest deal, I mean it’s good but there is better, but where this really shines is on Leviathan. On Leviathan, you have to be very conservative with items until the final room. That means you can’t just throw grenades and heavy weapons at pods willy-nilly. But with Saturation Fire, you have a recharging heavy weapon that can be used to do damage, shred, and remove cover of squads over and over again, assuming you go slow enough in that last mission (and you should). Now Saturation Fire isn’t a perfect substitute, its effects have a failure rate after all, but it’s damn good. Rupture (★★★☆☆) - Rupture is an active ability that consumes 3 ammo and has a 3 turn cooldown and ends your turn. It fires a shot from your cannon that, if it hits, is always a crit. In addition the target will now take 3 damage more from all sources. Rupture is the ultimate “buff your squad by hurting your enemy” ability of grenadiers, the problem is that it just isn’t super needed. At this stage of play, you can deal a lot of damage. And with hail of bullets and chain shot (which will always do more than this on its own) and the rest of your squad just…being there and doing stuff the extra damage effect is sort of whatever. It’s very funny if you have a gunslinger sharpshooter though that’s a great time. It’s not bad, it’s a crit that will later deal more damage that’s pretty good, but it just isn’t bringing anything crazy to the table. In modded runs where enemies have 10000 HP or if you get this before you see the rulers it goes crazy though, but those are just kind of specific. This happens so late. Biggest Booms (★★☆☆☆) - The GTS perk for Grenadiers, It gives grenades (only grenades, not heavy weapons) a 20% chance to crit for +2 damage. I mean, it’s more damage sometimes, but, like, why am I spending 200 supplies on this? It is just so low impact and random for it to justify that price tag. Now that 20% is a little deceptive, because each roll of damage applies individually when you grenade someone and grenades almost always hit multiple targets. It'll come up more often than you’d think a 20% would, but still. I just can’t justify spending that much on such a marginal effect. Armor and Utility Items: Moving on from abilities to armors and utility items, here is my view on which of those you should consider for your grenadiers. I won’t go over every utility item because I’d be here all day, but I’ll go over the ones I think are important. Similarly armors will be covered by category and in more broad terms because this guide is already too long. To start, here is a table of how good each armor type is on this class in particular: Armor Light (★★★★☆) Medium - (★★★☆☆) Heavy - (★★★★★) Viper Suit/Armor (★★★★☆) RAGE Suit/Armor (★★★★★) Icarus Armor (★★★★★) Some people might be surprised I gave 4 stars to light armor, but the thing is grenadiers come with extra explosives, and the mobility and height advantage is extremely valuable on a class that is otherwise slow and low in aim. That being said, obviously heavy armor is better! Salvo works with heavy weapons, and that makes them absolutely ridiculous on this class! I just want to point out that going light armor isn’t a bad idea, just an outcompeted one. To briefly go over the rule armors, the difference between viper and rage are the same as the difference between light and heavy, but the Icarus Armor has a real nice home on this class. It lets them carry a grenade, special ammo, and another type of grenade and gives them access to the ability to teleport anywhere on the map. This armor is broken on anyone, but Grenadiers make a solid case for it. I usually give it to a ranger/sharpshooter over them, but hey, you should consider it! For Utility items, the ones to go over are frag/plasma grenades, experimental grenades, the frost bomb, mimic beacons, and special ammo. If you want my views on other utility items, see my utility item guide. One other note, you will always have at least one grenade on them, but I’m not giving them extra points in star rating for that. You still have to choose what grenade to bring, after all. Frag/Plasma Grenade (★★★★★) - This class gets extra of these to start and there is an argument to never unequip them. You will, from the moment you load up gatecrasher to the time the last AVATAR falls, need to destroy cover and deal guaranteed damage. It just never goes out of style. And because special grenades don’t destroy cover, and that is very valuable, you might want to just…roll with these forever. I usually sub out my frag/plasma for bluescreen rounds very deep into runs, like when Sectopods start showing up, but for a long time these stay on my grenadiers. Experimental Grenades (★★★☆☆) - Each different special grenade has its own quirks but that’s best saved for the utility item guide. The question comes down to “would I prefer cover destruction (normal grenades), or would I prefer more damage/shred/area coverage and a DoT effect.” Personally, I just like the cover destruction of normal grenades too much. It just feels to me to be more useful more of the time. But it’s not like these grenades are bad items (even though I’m not convinced they are worth the core) and against rulers specifically these are very powerful. So if you like them, go for it! I’m not Wizards of the Coast. I won't come to your house and break your legs for not following my opinion. Mimic Beacons (★★☆☆☆) - These things are busted as everyone who's even tried them once knows but my god do grenadiers not want to be the ones holding them! Grenadier utility item slots are extremely valuable, so much so they gave the class an extra one and still I wish I could bring more. It’s just so hard to justify giving a meme beacon to this class and not your specialist or your ranger or your sharpshooter or anyone else! Now if you do go Icarus armor on your grenadier then maybe as your third item, but I’d still rather bring two different kinds of grenades and special ammo on this class. Frost Bomb (★★★★★) - The Frost Bomb is absurdly powerful and grenadiers are probably the best class to hold it. It gets the buff from their grenade launcher in both throw distance and area, and that allows you to do some silly things. So if you see a pod and they aren't active yet, you can usually frost bomb all of them at once. And that gives you two entire turns to kill a pod that has -10 defense and is standing out in the open with no cover, that's pretty good! So good I ban myself from abusing this strat! You can also just use it normally, throwing it to stun an enemy you can't kill in a round. You could argue that, because it eats a grenade slot, its actually better on a class with less damage dealing potential, but the sheer flexibility of throwing it longer and in a bigger blast radius is just too juicy to pass up. Espically because Heavy Ordinance doubles its uses. Experimental Ammo (★★★★☆) - Giving up a utility slot for an ammo type early into a run is a tough proposition. You’re giving up a grenade, something extremely powerful because of Launch Grenade, for something that only works on hit for the class with the worst aim (of the base classes), but as time goes on and ways to stack aim on this class increase, that deal becomes better and better. Eventually they overtake grenades in power, but that takes a while. As I said previously I usually make the swap when sectopods show up. Here is a table of how I rank each of them. Ammo Type Viper Rounds (★★★☆☆) Dragon Rounds (★★★☆☆) AP Rounds (★★★★☆) Tracer Rounds (★★★☆☆) Talon Rounds (★☆☆☆☆) Bluescreen Rounds (★★★★★) Viper/Dragon Rounds (★★★☆☆) - I’m looping these together because for my purposes they are the same item. They give a +1 damage and a status effect on certain units. Those units are slightly different (see utility item guide), but whatever. Plus 1 damage is good, but it isn’t plus 1 damage on all unit types and as I’ve said before it’s hard to justify a grenade over these. But if you get one of these before an Exo Suit (which you usually do) then this can go in the free slot before you switch over. AP Rounds (★★★★☆) - Of the base classes, this class probably wants these the most. Because they usually are the first one attacking armored targets to shred them, so this can operate as a good bit of extra damage. This makes a strong case to be the ammo you give to your grenadiers as a result, still, I think one ammo edges it out, but these are good. Tracer Rounds (★★★☆☆) - Tracer ammo just gives more aim, but on a class with poor aim that’s not bad. There are other ways to fix aim, PCSs and scopes, that are more powerful, but if you don’t have exo suits yet and roll these instead of one of the better ammo types, this is a good class to have them on. Talon Rounds (★☆☆☆☆) - What are we doing trying to crit fish on this class? Go put these on rangers where they belong. Bluescreen Rounds (★★★★★) - The all powerful BS Rounds! Do you know what enemy type has a bullshit amount of armor? Robots. So grenadiers spent a lot of time shooting at this enemy type specifically, so that plus 5 damage is so good. The reason this is better than AP is that if you click chain shot this will generate a lot more damage than AP will in the long run. BS Rounds are broken. What more do you want me to say? Weapon Mods: Let’s go through each weapon mod and why or why not you might want it on this class. Here is a table of my ratings of each of them, with the understanding that higher tier versions are always better than the lower tier ones so I didn’t differentiate between them here. I am also considering that some classes want certain weapon mods over others, and that does factor into things, you do have to choose who gets what from a limited pool after all. Weapon Mod Scope (★★★★★) Laser Sight (★☆☆☆☆) Hair Trigger (★★★☆☆) Repeater (★★★★★) Stock (★★★★☆) Expanded Mag (★★★★☆) Auto-Loader (★★★☆☆☆) Scope (★★★★★) - This class needs help with its aim, and so they are probably the class that wants these the most (outside of sharpshooters, I guess). If you find a scope, slap it on a cannon, simple as that. Laser Sight (★☆☆☆☆) - Oh yes the item that makes it so I can’t equip a scope, I definitely want that? I’m wasting my time talking about this, you know it’s bad. Stock (★★★★☆) - This class has worse aim than most, so stocks to just guarantee you do some damage are nice. Especially early when scopes are hard to come by and you don’t have aim PCSs yet. But eventually you will probably phase these out for scopes and expanded mags and hair triggers and the like. Still, the ability to just do a tiny bit of chip damage is always good, even in the final mission. Repeater (★★★★★) - Repeaters are very strong on most classes, but of the base classes they are best on grenadiers. Grenadiers are often the ones opening fights for you, so sometimes when you are just setting up holo you get lucky and insta kill a chosen for free! It is RNG at the end of the day, but the upside is so high that I recommend these highly. Hair Trigger (★★★☆☆) - This class shoots a bunch, classes that shoot a bunch want hair triggers. You could argue to give these to other classes, but you could also argue giving them to grenadiers. It works. Expanded Mag (★★★★☆) - To get the most out of chain shot, hail of bullets, and saturation fire you really need an expanded mag to not have to reload as much. You can make do without them, but you’d prefer not to. Auto-Loader (★★★☆☆☆) - On this class specifically, this is a bad expanded mag, because you can’t use chain shot with ammo in two different clips. But they work in a pinch. If you can’t find an expanded mag, I’d equip these. PCSs: And lastly, let us go over PCSs, luckily for me, there just aren’t that many of them. So this’ll be quick! Here is a table of how I value each of them on Grenadiers. And as before, the higher quality ones are always preferred. PCS Aim (★★★★★) HP (★☆☆☆☆) Dodge (★☆☆☆☆) Will (★★☆☆☆) Mobility (★★★★☆) Aim (★★★★★) - If I find an aim PCS I give it to my grenadiers 99/100 times. I want them hitting those chain shots, and this is how you do that (plus scopes). You could argue to give them to sharpshooters over grenadiers because their aim is even worse (if that seems crazy, go read my sharpshooter guide to see why). HP (★☆☆☆☆) - I’m going to say this for every class. But this does basically nothing. This is a game about alpha striking. Hopefully you simply don’t get hit. Now if you do, will this save you? Only maybe! Get crit and you still just drop dead. The opportunity cost is also so high. You can’t have a better PCS if you have this one. Honestly just sell these. Dodge (★☆☆☆☆) - It’s an HP PCS, but worse! Literally don’t even think about using this. Dodge is just too unreliable to even consider a real stat on your soldiers. A classic case of “every bad for enemies, useless for you.” If you see a dodge PCS just see it as picking up credits for when you sell them at the black market. Will (★★☆☆☆) - OK I have learned things about will since the last guide and the way the game does the fatigue mechanic means that will has a small impact on how many missions you get to go on before you are tired. With enough extra will, you might (keyword might) be able to sneak one more mission out of them. But honestly? The effect is very small and not having one of the better PCSs sucks. And grenadiers aren’t the class I would stick these on anyways, that would probably be Reapers. But they do more than I first gave them credit for, which is neat. Mobility (★★★★☆) - Extra mobility is great on every class. It lets you more easily get into position for chain shots and might give you those few extra squares you need for a grenade toss. I prefer aim, but these are good. I would just rather give them to other classes. Summary: Grenadiers are a very strong class on their own and they enable the rest of your squad to be even stronger. Other than their low starting aim and completely useless abilities at sergeant there just isn’t much to complain about with this class. So go forth, ignore Vahlen’s warnings from the previous game, and blow everything up within a 10 mile radius! An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 156 Downvote 76 Go to comments Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section Bluemajere • 2mo ago Impressive butchering of the word "volatile" but neat guide otherwise! u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Fixed u/Wonderful_Discount59 avatar Wonderful_Discount59 • 2mo ago Iirc, suppression cancels enemy overwatch. Which is probably the thing it is most useful for. Except even then its so rarely useful that I forget to use it in the cases where I could. I find demolition minutely more useful, because it can blow up cars and other explosive cover. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The thing is, remote start exists. And I have my reaper on like 60%+ of missions. Especially early into a run. And even without that, I just have better things to do with my grenadier than click suppression or demo. I'm sure they have their uses. But I am not rating a perk over 1 star if I haven't clicked in my past 2000 hours of gameplay and not been worse for it! u/ulughen avatar ulughen • 2mo ago To each its own i guess, i click Demolition more than Rupture. You don't always have reaper on mission and sometimes Demolition saves you a grenade. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I also don't click Rupture much just because you get it so late, but regardless. It's true you don't always have a Reaper, but even then I'd just rather be doing something else with my grenadier. I just don't squeeze use out of it. kittenwolfmage • 2mo ago Doesn’t it also prevent enemies from using certain abilities, like Throw Grenade? It might not be the greatest ability in their arsenal, nor does it help clean up enemies on your turn, but it’s still a sometimes useful control tool to have in your back pocket if you can’t clean up on your turn. stuckinatmosphere • 2mo ago At the risk of stepping on WOTC toes, I'd argue that Grenadiers remain unique there as well. No other class does AOE like they do (ignoring Psi everything), and that all but guarantees they'll be present in any comp that's not a total meme. u/seto_kiaba avatar seto_kiaba • 2mo ago I'm doing my first campaign since 2019 and don't remember much about the game and these guides have been very helpful! (It helps that we have a similar mindset about overall strategy) So thank you so much! u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Thank you SaltySorceress • 2mo ago How dare you mention wizards of the coast and war of the chosen in the same post. Now how am I supposed to know if you mean WotC or WotC when you say WotC? Just kidding, thanks for the guide! u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I do this all the time. I see WotC in the wild and my brain always picks the wrong one! I see someone online saying "WotC is fucked up" and I go "wait I really liked the DLC sure it has it's problem oooohhh you mean the other one." And now I'm inflicting this curse onto you! >:-) IronBrew16 • 2mo ago Only downside to explosives in XCOM2 is that you don't get loot drops from enemies. Thankfully, the devs have blessed us with the black market. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea....who cares? I'd take a flawless mission over loot 100/100 times. It's not like you even always kill with explosives anyway, often they just set up your kills. IronBrew16 • 2mo ago Also they're objectively hilarious. We're a guerilla strike force, of course we're gonna do war crimes! u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Explosives aren't war crimes. Acid bombs and poison bombs tho...those..those are war crimes. amisayed • 2mo ago are they if they are used against aliens? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Technically no! War crimes specify humans. But because ADVENT is part human and has human DNA, and the law (as far as I know) doesn't specify what qualifies someone as human, it would actually be a ruling by a court that determines if that violates it. There isn't anything written to say how it should go. And if we go a step further in realism, advent were doing the same thing. The had poison spit and acid bombs to chuck at us. War crimes are so people play fair, but turnabout is fair play. If they do it, we can do it. Also who the fuck is going to prosecute XCOM? The world they just saved from getting turned into goop? Or how about the 0 militaries that can stand up to them after advent is gone. Yea...no XCOM would be fine. Calinate • 2mo ago As someone who is struggling with their first L/I run, these guides are great! Keep them coming! u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter New one every two days! u/Greedybogle avatar Greedybogle • 2mo ago You missed writing up your top-rated weapon mod for this class, the repeater! I love putting repeaters on grenadiers. They're inconsistent, but since I'm almost always using a grenadier to take the first shot at a big enemy it's always a delightful surprise to drop them in one. Sectopods and Chosen are especially satisfying, feels like I got a whole free turn with the rest of the squad freed up. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Oh I did! I did forget to mention them. Yes repeaters are quite strong on this class, especially because they are yuou're opener. RoninPrime68 • 2mo ago An overly short and to the point guide to everything you actually need to know about Grenadiers - >Great potential for tanking, best used as a mobile assault ram that can open shortcuts for the rest of the squad >grenade launcher having bigger radius makes Grenadiers the best for dealing dmg with them, therefore make sure to equip yours with all the special mines/grenades you get/buy/loot >Shredder >slap some scopes onto your cannon and you're good to go u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The only class in this game that can tank is Templars because they don't actually get hit and might roll sustain. Otherwise I am of the opinion that "tanking" in this game is terrible. The rest I agree with. RoninPrime68 • 2mo ago If you're stupid enough you can have anyone dying and if you're smart enough you could avoid most stupid injuries lol. When i'm talking about "tanking potential" i'm def not talking about Tanking as how it's usually captured in video games, more like in the way that could pull a lot of damage from others towards them (and probably survive through most of it) and with how they're great at being able to clear a straight path towards whatever you need to handle 9 out of 10 cases. Also big booms that could open fights with lots of starting AoE damage to groups of enemies is always good u/Sweet_Oil2996 avatar Sweet_Oil2996 • 2mo ago Suppression is a plan B ability. Sometimes alphastrike doesn't work and then it's quite useful to be able to suppress the most dangerous enemy. Demolition is the poor man's cover removal, but it has infinite loads and it can be interesting on the second grenadier in the team. Especially if that grenadier isn't using a plasma grenade in his grenade only slot. This opens up a lot of possibilities for both experimental grenades and for a double load of flashbangs with heavy Ordnance. Flashbangs profit from improved range and improved radius of the grenade launcher. Yes flashbangs are not alphastrike, but sometimes things don't go your way and flashbangs are excellent plan B items. While mimic beacons are great (on other soldiers), they also may be in short supply. Flashbangs have unlimited supply. If you have a grenadier on a covert mission, equip flashbangs because alphastrike might not be working in a 2-man team when ambushed. In covert mission ambushes suppression is probably a 4-star ability. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I think I'd rather just shoot and hope for the best rather than click suppression. Your plan B should not be something the aliens have a say in. Frost bombs and mimic beacons exist for a reason. Same with demo, honestly. I think I'd rather just click shoot even if my chance to hit sucked. At least then I apply holo and do some chip damage with a stock. That can really change the math on things like combat protocol or run and gun + shotgun getting the kill. I literally never use flashbangs, I know a lot of people like them, and I get why (there is another item people like that I think is terrible but we'll cover that in the utility item guide) but nah. Maybe it's just because I rush frost bomb every single run but I'd just never want to equip one. Rather have a normal grenade honestly. Though I see why people go a different way on that. If you need a frost bomb, mimic beacon, and flashbang on the same mission...how? How did you do that? You are in the mid game before you can afford your second meme beacon even if you activated the entire map at once how did two of those stun items not get you there? And if they didn't I don't think e third is saving you honestly. u/Sweet_Oil2996 avatar Sweet_Oil2996 • 2mo ago In my view plan B is triggered most often when you can't avoid the enemy has a say on his turn or when it is likely. Plan A is alphastrike and when a shot misses but you still can guarantee a kill all active enemies with your remaining actions you are still in plan A. Of course personal preferences exist. XCOM 2 is not a game where just one optimal strategy leads to success. If you have success with the way you are playing keep it that way. You have managed Legend Ironman Grim Horizons with no deaths so you certainly know what you are doing and you are comfortable with it. Personally I like flashbangs, especially in the early and mid game where your soldiers do miss quite often. In this phase alphastrike is more an idea than a certainty. I really like to have the option of a plan B then. Suppression can be used in canceling overwatch. Overwatch is also canceled by a kill but a lot of times a kill can't be guaranteed by spending just one shot. Using suppression can help you to get more tactical options. With suppression the actions of one soldier are spent to neutralize an enemy for one turn pretty good and the actions of your other soldiers can be spent elsewhere. This is especially good when the target is difficult to kill with one action because it is behind high cover. Removing the cover and shooting it needs 2 actions you may not always have (salvo might be on cooldown or not available, cover may be indestructible or you don't want to or can't spend a grenade). Andromedons make also a good case because they never can be killed with one action because they have two lives. If the alternative to suppression is only a low percentage shot suppression is almost always the better option. If that low percentage shot doesn't kill and it won't most of the time that enemy gets a unhindered chance to do damage. If however you suppress that enemy, the enemy gets always a chance but that chance can be close to a zero percent chance if you are behind cover. On average this gives better results than taking the low percentage shot. Suppression also helps to manipulate enemy action priorities. Suppression is effective as long as the suppressing soldier doesn't receive damage, so a suppressor will be very high on the enemy priority list. This protects other soldiers. Suppression from behind high cover protected by aid protocol is sometimes as good or even better than a mimic beacon. A mimic beacon has limited durability where a soldier behind cover protected by aid protocol is very hard to hit. The good thing about taking suppression is that the alternative demolition is a very optionable ability. You lose not much by not taking demolition and I think suppression has more use cases. Most of the time you take suppresssion anyway so it's very likely that you have it in your arsenal. You just have to judge if you actually want to use it in a specific situation. Frost bombs and mimic beacon are very limited items. Mimic beacons are expensive because they exhaust on use and require resources to build them you can't just buy. Mimic beacons are also not very durable. If you have an alternative which works just as good or if those first solutions are just not applicable it is very good when you have those alternatives. I like to prepare for the worst, not just for the average. Flash bangs have a huge area of effect. They can hit a dispersed group reliably. They can also cancel mind control on a very good range with the grenade launcher. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Mimic beacons don't exhaust on use. You can spam them every mission like most utility items. becircus • 2mo ago Yes suppression and demolition arent that horrible and add depth in a team of two and especially three grenadiers. Alpha strike is all well and good but without infinite reload abilities and versatility you would not have sustain and very little margin for any kind of error. How many legendary runs ended because you are hyper optimized for alpha strike that could have continued with a deeper squad? The other poster is right about mags and plasma making demo better too. Overall if you run 2-3 grenadiers (or more) you dont want each one to be a clone. isigneduptomake1post • 2mo ago Great guide. What do you think of proximity mines? I like to use them in cover on a pod before throwing an actual grenade for double damage, I also throw them on the spawning platforms on chosen missions. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Their fun, but they come in so late. You can do some silly things with them, sure. But by the time you are researching them, at that point the run is already over, or nearly over. I'll go over them in more detail in my utility item guide. u/zelandofchocolate avatar zelandofchocolate • 2mo ago Didn't consider scopes and blue screen rounds on grenadiers, thanks u/jonasnee avatar jonasnee • 2mo ago I think people are overly harsh towards blast padding, its only bad in the context that its competing with what is 1 of the best abilities in the game. If shredder became a sergeant skill and blast padding had to compete with either demolition or suppression it would likely be what you pick. Id rather have this than the stealth ability on rangers or either of the 2 sniper skills at corporal. It effectively gives you 7 hp at corporal. Demolition also has some interesting interactions, it can be used to blow up cars for example. Its very niche, same as suppression, and i view both as worse than your corp skills but still. Rupture (★★★☆☆) - Rupture is an Saturation Fire is an active ability that consumes 3 ammo and has a 3 turn cooldown and ends your turn. It fires a shot from your cannon that, if it hits, is always a crit. In addition the target will now take 3 damage more from all sources. No offence what are you trying to write here? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter If blast padding competed with demo/suppression I'd take it because a bad passive is better than a bad active. I just generally think HP/armor when you're units have it is a fake state. Either you're getting nickel and dimed for like 2 damage a hit, or are having to weather an entire pod raining hell on you and in either case how much HP you have just won't matter. It might save you, maybe, but I'm not convinced. >No offence what are you trying to write here? Oh there's a typo there! It should read "Rupture is an active ability that..." u/vndt_ avatar vndt_ • 2mo ago The interaction between Chain Shot and Chosen Sacrophagi needs to be mentioned. Biggest Booms crit is +2 damage. There's no text about Frost Bombs. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You are right, I should add those things. I will do so in the morning. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Fixed u/RedStarRocket91 avatar RedStarRocket91 • 2mo ago Demolition (★☆☆☆☆) - Demolition is an active ability that ends your turn and costs 2 ammo with a 3 turn cooldown. It has an 80% chance to instantly destroy any non-industrable cover the enemy is standing behind, but does no damage to them directly. It will automatically blow up cars and also explosives in the environment however. Okay so this is something I have to disagree with, based on some stuff I found when digging around in the .ini files a year or two after launch. Most forms of cover actually have an invisible health bar, and different weapons deal different damage to cover. And the problem with ballistic weapons is that their cover damage sucks and typically isn't high enough to destroy the cover, which leads to seemingly much lower than usual rates of effect. Because you tend to get Demolition while you're still on Ballistic weapons, your first experiences with it are likely to be it seemingly doing nothing. Once you get to mag weapons the damage immediately jumps high enough that it'll reliably blow through most forms of cover. The problem is, by that point most players have already written it off as useless so don't bother trying again even though their higher-ranked soldiers have very good hit chance and it's almost guarantee to wreck cover if it hits. Once you're on mag weapons Demolition is easily a ★★★★☆ ability because it's a very reliable cover-buster, and it's on a cooldown rather than being a limited-use item. This frees you up to take other items like specialist ammunition or frost bombs without sacrificing your cover-busting ability, and means running out of grenades on longer missions is much less of an issue. Basically; cover-busting is always really useful because it's extra hit chance and crit chance for followup attacks even without direct damage, and this lets you do it in a way that's unlimited. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The problem with demolition is it's 80% success rate. 80% isn't 100%. You basically always have a better, more reliable play than clicking it. Throwing a grenade, applying holo, just shooting them for stock damage, etc. Reliability is kind and this shit ain't reliable. I haven't clicked it in over 2000 hours of playtime. I've taken it a bunch, I literally flip a coin between it and suppression both are so low impact, but I don't click it. Doesn't that tell you something. Mark-C-S • 2mo ago Yeah I think for its cost it should be guaranteed. Or at least 90. It can't even do damage. You're using a whole action and multiple ammo, for it just to whiff (also I swear it misses more than 80 shots do, but that's prob just bias). It's so, so weak compared to holo targeting, that can do damage and reliably marks. Demolition could do with a little buff to at least make it interesting. u/RedStarRocket91 avatar RedStarRocket91 • 2mo ago I mean honestly what that tells me is that if you haven't tried it even once, you're not in a position to be a good judge of it regardless of total playtime. I pick it basically every playthrough and once I have mag weapons I can't remember actually seeing it miss, to the point where I'm not convinced the 80% is accurate. I completely agree reliability is good, and that's exactly why I take it. Even knocking down light cover is automatically a better bonus than holotargeting for anything that uses cover since the cover bonus is higher than the holotargeting bonus and it's higher crit chance. Would strongly encourage you to give it a try on your next run once you're at mag tier. Very confident you'll chance you mind on it once you've actually got experience using it! u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The difference between removing light cover and applying holo is that applying holo always works! And if you have a stock you are also doing damage always, and the game hands you a cannon with a stock. I mean just review the risk/reward here on a target in light cover comparing shooting at them to clicking demo. If demo hits: you remove their cover, that's it. If it misses, you did nothing. If a shot hits, you deal 6-8 damage, apply holo and shred up to two armor. If it misses you deal (assuming the TLP cannon) 2 damage and apply holo. Just in terms of risk/reward the normal shot is almost always better. And if it isn't? Well, you have grenades for a reason. And in a game where the max pod count is 6, and that this point it's like 4, you don't really need to be that conservative with them. u/RedStarRocket91 avatar RedStarRocket91 • 2mo ago I'm not saying holo-targeting isn't good (it's excellent). What I'm saying is that there are situations where it's better to destroy cover than to holotarget, even if the initial attack lands. If you're shooting at something in light cover, for example, then you'd lose that 5-6 damage/shred and +15 by not holotargeting. But by destroying their cover you're gaining a higher +20 bonus to hit and a +40 bonus to crit chance. If the enemy is in heavy cover it's effectively a +25 hit chance bonus compared to holotargeting, which is really significant. The issue with grenades is that there's an opportunity cost. You yourself have already identified frost bombs as the best consumable you can have on a Grenadier. If you put them in your grenade slot you can only carry a single cover-busting explosive, and if you're running something like the RAGE suit, you can't even take that if you want frost bombs plus bluescreen rounds, so you're reliant on somene else to be on cover-busting duty instead. And again, the alternative is Suppression, which is a bit useless (especially in WOTC). There will be situations where you need to destroy cover, and demolition does that without needing to spend limited-use items which in turn means you're less locked in to carrying limited-use items and can carry other, stronger equipment. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter If the enemy is in heavy cover it's effectively a +25 hit chance bonus compared to holotargeting, which is really significant. Yes but without the potential to deal damage or shred, and for most enemies that just isn't a good trade. For enemies like mutons, they go down in two hits basically no matter what when you first encounter them. They just have too much HP to do otherwise. That means if I'm clicking demo the number of actions spent on that one enemy is effectively 6 (2 from 3 soldiers). Now it might still be 6 if I click shoot, but it might be 4. That is so huge. And then you get to enemies like Andromodons who absolutely need their armor shredded for you to do anything to them. You could run a lot of AP rounds instead, but then you are giving up BS rounds and I don't want to do that. so you're reliant on somene else to be on cover-busting duty instead. I mean if I'm bringing the rage suit I also have a rocket, probably a few rockets. So cover just isn't an issue. The later into a run you go the more ways around cover you get. Claymore, grenades, rockets/other heavy weapons, just clicking run and gun and ignoring it. Cover destruction becomes less important. You still do it, but the tools you have to do it expand dramatically as your options increase. So the proposition of clicking a button that does no damage when you could just do any of that is... questionable. u/RedStarRocket91 avatar RedStarRocket91 • 2mo ago Again, I'm not saying that you shouldn't be shooting enemies. I'm agreeing that there's potential to do damage and shred with attacks. But if you miss, you've gained +15 to hit for subsequent attacks and dealt chip damage, whereas Demolition is at least a +20 to subsequent attacks (possibly +40) and +40 to crit chance. That's substantially better for the action point economy. Demolition also doesn't take away your ability to do heavy gunner things. You can still just shoot your target if the odds are good! But it gives you options if the hit chance is bad rather than forcing you to take a shot that might miss or burn a consumable that you can't get back. Heavy weapons are great, but they're also limited-use. There will be situations where all you really need to do is destroy a single piece of cover, and a rocket can be an inefficient way of doing that compared to just using a fairly quick cooldown. It's the same with things like claymores and grenades. They're very strong, but still limited-use and once you've used them they're gone. Demolition relieves some of the pressure on those because in the event you need to destroy cover you don't necessarily need to burn a limited-use item, which means you can put your grenade slot where it matters (frost bombs). Also, not to put too fine a point on this, but you are the one who gave five stars to both Heavy Ordnance and Salvo, and part of your reasoning was that they help neaurtralise cover. I don't really understand why you'd give such a high rating to those abilities (and to be clear I agree they're five-star abilities), but then just a single star to Demolition. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter But if you miss, you've gained +15 to hit for subsequent attacks and dealt chip damage, whereas Demolition is at least a +20 to subsequent attacks (possibly +40) and +40 to crit chance. That's substantially better for the action point economy. But demo also has the chance to miss. The risk/reward is almost always in a shots favor. Do a lot of something on a hit vs do a little on miss compared to do something on a hit vs do absolutely nothing on a miss. Even 80% isn't high enough to justify that risk/reward ratio. I do not want a 20% chance to blow my entire turn. But it gives you options if the hit chance is bad rather than forcing you to take a shot that might miss or burn a consumable that you can't get back. I'd honestly rather shoot even if the odds are bad. Or I'd find a play with a different unit and focus my Grenadier somewhere else. There will be situations where all you really need to do is destroy a single piece of cover, and a rocket can be an inefficient way of doing that compared to just using a fairly quick cooldown. Missions only got up to 6 pods in them. A rocket for a dead pod is always a good trade, it doesn't actually matter how many targets that rocket is hitting. I'm not trying to get the max value of these things, there isn't a warranty of them, I'm trying to flawless this mission in front of me. And using a rocket now to save a mimic beacon for later? Sign me up 100/100 times. gave five stars to both Heavy Ordnance and Salvo, and part of your reasoning was that they help neaurtralise cover. It's not just removing cover, though that is important, it's also the action economy swing and damage. Half the value of a grenade is the guaranteed damage it deals. It isn't all the value, but a lot of the time I'm chucking a frag grenade not because I need cover gone but because I can then click combat protocol and kill that trooper 100% of the time. Demo is at best giving up half of that value. More than half, because it can miss and only ever hits one target. Salvo is absurd because you can destroy cover and deal damage -> shoot for massive damage. It's a huge swing in your favor. But you've taken away most of that formula. Demolition relieves some of the pressure on those because in the event you need to destroy cover you don't necessarily need to burn a limited-use item, Use it or lose it. I think trying to conserve items in this game is usually a bad decision. There is no future, there is only right now. Unless you are in the chosen stronghold or similar missions just aren't long enough to need to save items. If a mimic beacon stuns 1 enemy, great! Just fine with me. That's anywhere from 1/8-1/16th of this mission dealt with. Kill the "too good to use" part of your brain. Kill it stone dead. Even on the chosen Stronghold you can happily spend items in the run up to the fight. As long as you have, like, a stun tool left so you can focus the sarcophagus you'll be fine. The only real mission where conserving items matters is leviathan, but for that you should more than enough tools to handle full cover. Like, they gave you a unit with mind control and a null lance what is a wall gonna do? Or you can just click saturation fire on a full pod, that works too. I just don't think there is ever a time where I want to click demo over a normal shot. And that's really what it's competing against, just shooting. Is it worth taking over suppression? I mean, maybe. But an ability I never use vs a different ability I never use isn't a race I particularly care about. u/Lighty539 avatar Lighty539 • 2mo ago Fantastic. It is great to get a veteran's thought on not just the skills, but the equipment + PCS. Looking forward for more guides. rynchenzo • 2mo ago Volatile mix with gas grenade is pretty nasty u/Macraggesurvivor avatar Macraggesurvivor • 2mo ago Well-rolled grenadiers, specially multiple such grenadiers, with max aim are the best, unmodded combat unit. They just do tons of nice and ranged damage and shredding. If you get like 6 to 12 grenadiers, you have a pretty good chance to get at least one or maybe even 2 that rolled 'in the zone' or at least serial. But, better in the zone. They even good vs some of the harder modded enemies and you need their massive shredding on each attack, holotargetting, ammo, salvon + multiple saturation fires or chainshots. They just invaluable even vs mods. As a pure combat unit that is powerful throughout all stages of a campaign and can get absolutely imba. You can often get in the zone on a few of them, and sometimes you then roll something like killzone on top. Is just really strong. Specially if you get mobility (icarus armor for instance) or war suits, with even more firepower. Id experimented around. But, my typical goto squad in any difficulty with 6 soldiers was 2 grenadiers, reaper, ranger, sniper, specialist. Somtimes I took a third grenadier, or a second sniper, and then only brought one scout. And, the early game game combo of freezing entire pods out of concealment from a good distance via grenadier + frost bomb is also very nice. Useful even later and vs some really nasty enemies. Is just an all around useful, powerful unit. But, there are so many really fun, modded new classes you can get, and they are really a lot of fun. And, some of them are much stronger than the regular classes. They also brought back MECs from xcom 1. They completely imba. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Into the Zone isn't in this game, so I'm not sure what you are referring to, maybe DfA? And yea Grenadiers are super powerful, but I'd argue rangers have the higher cap. The damage output of katana+bladestorm is just so high on an entire pod. Plus rapid fire, plus reaper. They are just less dependent on the training center perks and have just as high a ceiling with them. You can DfA or Serial chain with a shotgun just as easy as a cannon with the right positioning. u/Macraggesurvivor avatar Macraggesurvivor • 2mo ago • Edited 2mo ago In the zone. It's possible I have that in xcom 2 through a mod. I thought it is in the unmodded game. Then, serial is still pretty good. Rangers are also very good. I always bring at least one scout. I like both reaper and ranger a lot. I like the concept of a conceal, very hard hitting, very mobile ambusher a lot. While providing vision for everybody. They 're a bit harder to scout with than reapers, but are also better in direct combat situations, specially close quarters. Rangers are a very useful hybrid class. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea in the zone is not in this game unmodded. It's in the mec soldier mod I think. Themeloncalling • 2mo ago The biggest power boost to the grenadier does not come from the GTS. It's the Muton autopsy. Unlocks the magnetic grenade launcher and plasma grenade. Plasma grenades strip away cover better than frags and punch holes through buildings for evac reliably. Mag launcher used to detonate claymores is a guaranteed heavy pod dead with very low chance of making them scatter to vision. tooOldOriolesfan • 2mo ago Fortunately with ability points you can get both hail of bullets as well as salvo. I agree both suppression and demolition are pretty worthless at least in XCOM2:WOTC. Demolition would be better if it was 100% guaranteed but I don't believe it is. Personally I don't find rupture or saturation fire to be of much use. And yeah, bluescreen ammo usually goes to my grenadier and my specialist. u/BeligerentBard avatar BeligerentBard • 2mo ago I want to know what the one ability with zero stars is going to be. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You'll find out tomorrow :-) u/theMEENgiant avatar theMEENgiant • 2mo ago How do flashbangs factor in for grenadier? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I don't usually use them at all, but if I were to I'd give them a specialist instead. Grenadiers actions are too valuable to spend on an unreliable stun tool. The radius of flashbangs is fucking huge anyway so you don't really need the boost from the launcher on them. u/Rnorman3 avatar Rnorman3 • 2mo ago I think you could move tracer rounds up higher, just given how important aim is on this class. I know you mentioned preferring to get aim from other places, but I think that neglects the opportunity cost involved. Aim PCSes are super valuable, and you may not have enough for all of your snipers and grenadiers. And often times before I get high ranking grenadiers, I’ll give them tracer rounds, scopes on their cannons, and aim PCSes. Once they get higher level, you can start swapping them out for AP or blue screen rounds for sure. But IMO tracer rounds are never “wrong” on grenadiers. The extra damage from the ammo types just isn’t as important as guaranteeing the shred. And as you mentioned, failing a chain shot is just sadness. I always feel kind of “meh” about AP rounds in general because of how reliant I am on grenadiers to shred armor via cannon or grenade. For enemies with super high armor, that’s usually the top priority (well, except for the shield bearer that you ignore) and you just shred them down asap and/or destroy them with BSrounds (often your sniper with DFA). For the random 1-2 armor advent units, the AP rounds are barely better than dragon/viper rounds. On a grenadier specifically, you can use them instead of tracer to eke out a bit of extra damage on your opening shots, but feels just strictly worse than BSrounds. But I’m open to being sold on how much extra damage these provide on a grenadier. Maybe there’s a world where you are out of BSrounds, out of tracer rounds (and/or your grenadier is already above 100 aim even on chain shots) and this is your best option. So I’d probably have tracer at 5 stars, BSrounds at 5 stars (because it’s illegal to place BSrounds at anything lower) and then AP at like 2-3ish? And everything else at 1. I don’t think I’d honestly ever use any of the others. They definitely do something but I’d probably rather just use a suit that has less slots than use one of these ammos. Either light for more mobility or heavy for the heavy weapons. I guess maybe there’s a world you’re on predator/warden armor without any extra heavy/light armor and you don’t have any other ammo to give to your grenadier so you just chuck that in the slot but like..that feels pretty contrived to end up at a scenario where the end result is just marginal upside of “this is better than a strictly empty slot” u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I feel like 3 stars is appropriate for how you rate them, you use them if you got them but eventually swap them out. I just value that extra damage so much more than 10 aim. You can find 10 aim elsewhere, you can't find an extra 5 damage elsewhere. The thing about AP rounds is that they do extra damage on this class specifically because they shoot armored targets first, and because shredder applies damage with the armor in tact it's anywhere from +1 to +5 damage. Where they fall off is that the 2nd hit of a chain shot doesn't get that plus 5 number, they get a plus 0, and so BS is better. There are a lot of units that have a bit of armor that aren't robots, the big ones being andros and avatars. But yea BS is better. u/Rnorman3 avatar Rnorman3 • 2mo ago Yeah I guess I value the 10 extra aim and just never missing way higher than a couple of incidental damage. It won’t always be 5 with the AP rounds the way the blue screen rounds are. And I generally feel like if the grenadier connects, the unit should die anyway. The armor on like the mutons and andros is kind of in that same category as like the random advent units. It’s fine if I have the ability to shred it first incidentally, but I’m not going out of my way for it. AP rounds against those might as well be dragon/poison imo. u/theMEENgiant avatar theMEENgiant • 2mo ago Will you discuss Sparks at some point? If not, what are your thoughts on them here (since they share the most similarities with the grenadier class)? I hear they aren't even worth building at higher difficulties. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea we'll get there eventually. I am going to take a break from doing classes after the core 4 to talk about general strategy (might sneak in the guide about different weapon types and utility items, we'll see), and then I'll do the faction soldiers, then sparks and psi ops. That's my plan right now at least. u/theMEENgiant avatar theMEENgiant • 2mo ago Great! No rush though. I'd hate for you to get burnt out on these guides because they've been very helpful u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I've already written a lot of these. But I might slow down eventually, we'll see. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Not OP but some thoughts on SPARKs: On Legend they are a costly and rough investment, especially if you need to do Shen's Last Gift for the free one. It's not a particularly hard mission but it's a big step up between Commander and Legend, likely a bad idea if you don't have at least 5 squad size and Magnetic Weapons + Predator Armor. Even if you Flawless your units will be Tired if not Shaken from the mission's Will depletion. The later SPARKs come online the worse they are, because you have to upgrade their weapons and armor to reach parity with normal soldiers, on top of getting kills with them to level them up into useful. They also bypass the bond system which helps action economy. Repairs are also QUITE slow on Legend on particular, which hinders their ability to not get tired. I really don't think it's ever worth having more than one, similar to faction hero units but this one probably being the most niche of all. Now that the negatives are out of the way, some things for consideration: It's hard to overstate how absurd Rainmaker is for Powered Heavy Weapons. If you can get ahold of a Shredstorm Cannon, you unironically can clear an entire room with what's essentially a massive armor shredding shrapnel shotgun cannon. Grenadiers with Heavy Weapons are good yes, but SPARKs are next level. Rainmaker takes some time to get there but it's feasible to pick even in the late game. Overdrive is interesting as a baseline skill. I think you really need the next level with Adaptive Aim to make it good for mutli shots, but then it is kind of like a mini armor shredding Banish, or moving and being a stronger Skirmisher. If they can get there people like Hunter Protocol, but it's pretty deep into the tree. SPARKs are interesting. I think Commander is about as hard as you can get before they just can't keep pace with alternatives, but they are decent for the mid game and have niche uses. They aren't as good as Enemy Within MECs but if you commit to them there is interesting stuff you can do, such as Wrecking Ball occasionally cutting turn times and movement length down. u/theMEENgiant avatar theMEENgiant • 2mo ago I'm a bit confused how you equip late game grenadiers. You say you often swap the plasma grenades for blue screen rounds when sectopods show up, does that mean you're usually running blue screen rounds + 2x frost bomb + heavy/powered weapon (from heavy armor)? Doesn't that kind of neuter the ability to destroy cover? Or are you saying you swap between plasma/blue screen depending on if a sectopod is in the mission? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The example I used here isn't in the late game I pinned it to Force Level 11 which is Archons showing up. I usually switch to deal with Andromodon Wrecks. And once you get a powered weapon you're cover destruction needs are pretty much met, simply throw a blaster launcher. Plus it helps if you put the rage suit on a ranger, that gives you another one to play with. genericJohnDeo • 2mo ago In a non modded game rupture's damage bonus actually applies to itself. Because the grenadier has no inate crit chance against hardened enemies and enemies in cover, rapture effectively adds 6 total damage to a shot(up to 7 in vanilla). That's not quite as high as chain shots potential, but unlike chain shot, rupture's extra damage is actually guaranteed and rupture isn't reducing your chance of actually hitting in the first place. If you aren't using blue screen rounds (which I think is a perfectly OK way to play grenadier) then rupture actually nets you more damage against gatekeepers and sectopods than chain shot would. It's a pretty decent skill for just increasing the grenadiers damage. I don't tend to use it much anymore because the community highlander mod removes the bonus damage and It just feels wrong using it with the mod. u/XCOM_Finx avatar XCOM_Finx • 2mo ago I will play devil's advocate for Suppression because it has one niche use that I think should bump it to 2*. That niche being Rulers, especially if like me you have done no frost bomb challenge and you have to come up with unorthodox method to CC the Rulers (I play with them spawning randomly on mission instead of facility so they start to show up at FL4). -50 aim to VK means its very unlikely to pull you and shutdown its main ability that you have to worry about. Plus, when you get the hang of it VK AI is very predictable so with experience its easy to make good use of Suppression against it. -50 aim on Zerk Queen can be a life saver if she is full on hammering one of your unit. Combine this and Hunker Down and she will look stupid missing over and over. This would leave only her AoE to worry about but its damage is minimal. Of the 3 Rulers, Suppression perform the least versus AK because its got the most unpredictable AI. Nonetheless, -50 aim is still impactful and can be consider if AK is already shredded and your Grenadier doesn't have better to do, as you pointed out Suppression do apply Holo Targeting which is very good on AK. I doubt I change anyone mind's about Suppression but if I made someone reconsider their opinion that's already something. Also, i'm not sure how obscure of a cheese it is but with Saturation Fire if you use it on an inactivated pod that you do not have vision of, but know their location, you can use the ability to damage them without triggering them. I once did a run with pod size roughly doubled and this was clutch late game to do enough entry damage to alpha strike giant pods. Once again great guide, keep up the good work. :) u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter So I've tried this, and it doesn't seem to work well. Not as in "the tactic is bad" I mean "my game starts acting weird" not well. Sometimes the ruler moves but then it doesn't trigger or they don't move and it does??? The game sort of freaks out a bit. Now maybe something in my bug fix and UI mod list (which is usually all I have on these days) is actually causing this, I don't know, but it is worth noting. I will also that unless I have two grenadiers on a mission, the grenadier is the one carrying the frost bomb, so they through that instead of clicking anything else. And I'd really prefer to just do damage and shred with my other one if I have them (and to be fair I do pretty often). I think it probably works the best against the VK because you fight them at FL 4 (fucking *rude* Firaxis!) and so you kind of just have to try anything you've got, but idk I'm not giving it 2 stars for a very specific use case against 1 enemy that you might not even fight in that situation unless you actively turn that setting on. It's sort of whatever at the end of the day. The other ability is demo so...you're not giving much up either way...so... u/XCOM_Finx avatar XCOM_Finx • 2mo ago The only case i'd seen the bug you describe is when a Mec suppress a Skirmisher (or anyone with a grapple suit) and you grapple outside their vision. You wont trigger their overwatch, but the suppression penalty are still applied somehow. I wonder if maybe AK specifically when he grabs one of your unit or devastate if behave similarly to what I just describe. The Frost Bomb while its amazing is honestly kind of shit versus AK who thawed after a single action, while if you keep your distance he might decide to only shoot you which is good value from Suppression because of all the Rulers AK is the one you truly don't want to get hit by. Also, assuming you have Holo the difference between firing directly on Zerk Queen and AK and taking your overwatch shoot from the suppression is not as big as one might think, you can't flank them so there is no flank bonus to begin with and in the off chance they stay put and attack that -50 sure is doing something meaningful. Like i'm not saying Suppression is some sort of magic solution to Rulers but its one of the very few tool to CC the hardest type of enemy unmodded XCOM 2 have to offer which I think fits perfectly into your 2* criteria of "They might have very niche use". u/shuipz94 avatar shuipz94 • 2mo ago I agree Demolition is not great but I think it deserve two stars rather than one. If the cover in question is something that can explode like a vehicle, it becomes a budget Remote Start. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Budget remote start with a failure rate, I think you'd usually be better off finding another play. ================================================================================ Xcom Part3.txt ================================================================================ Specialists are the safety net class. They let you recover from mistakes. Taking a hit, coming up short on damage, missing objectives, or forgetting battle scanners on psi gate. Some abilities are better than others, and some rankings will upset people (even though I’m obviously right about everything). But even if you disagree, this guide has all the info you could want. Here is how the rankings are going to work. ★★★★★ - The best of the best. Abilities you build around or best-in-slot weapon mods. Not taking these is basically nerfing yourself. You really, really, really want stuff with 5 stars. ★★★★☆ - Really strong abilities. Abilities I am always happy to have and would trade a lot of other abilities for, but they aren’t quite as “must have” as the 5 star ones. ★★★☆☆ - Abilities that are pretty good. Stuff that I would buy with AP quite happily but might pass up if the other ability is better. ★★☆☆☆ - These are underwhelming. These abilities just don’t really do enough to justify having them. They might have very niche use or be passives that just kind of do very little. Stuff I just don’t care about. They aren’t horrible or useless, but you probably wouldn’t miss not having them. ★☆☆☆☆ - Trash abilities that are just worth nothing. ☆☆☆☆☆ - Given to abilities that are actively harmful. There is only one of these in the entire game. Stats: Rank Aim (★★★★☆) HP (★★★☆☆) Hack (★★★☆☆) Squaddie 68 5 50 Corporal 71 6 55 Sergeant 74 7 60 Lieutenant 76 8 65 Captain 78 8 70 Major 79 9 75 Colonel 80 10 80 So their aim is quite good; it is tied for the 2nd highest of any base class (they share the exact same aim growth as rangers) but functionally they have the 2nd best aim a lot of the time because shotguns can become very accurate at close range and sharpshooters have to put up with their stupid and bad primary weapon. As for HP they have the “good” HP growth but this game isn’t one where you can tank hits, especially not just from your base HP value. But more is also always better. As for their hacking stat, this is the only one I’ll bother to list because for other classes it just isn’t worth mentioning. This can have some pretty big upsides. You can get extra strategic layer goodies just from hacking objectives, which you were going to do anyway. Without higher tier GREMLINs and other buffs it can be hard to get it to be extremely reliable, but it is literally all upside. Weapons: Specialists can only use assault rifles (and the Bolt Caster, technically) as their primary weapon and have the Gremlin as their secondary. For exact details on those, go to the weapon guide, but for our purposes here, let’s cover them briefly. Assault Rifles (★★★☆☆) - This is the “default” weapon of the game, and it’s fine. Not one shotting troopers reliably even at 100% to hit is a bit sad, but they are fine, good even compared to some other weapons. If you want more details, see the weapon guide. GREMLIN (★★★☆☆) - The only thing this does is give a hack bonus and improve some later abilities. The hack bonus I don’t value much at all, but the abilities this lets you access are quite strong, some of the strongest in the game. Remote Hack in particular is absurd. Ranking something you can’t opt out of is odd, but 3 stars fits. I’d rather have a grenade launcher sometimes, but ratings can’t say everything. Specialists can also equip the TLP Rifle (★★★★☆), Bolt Caster (★★★☆☆), and Disruption Rifle (★★★★★). To go over them briefly (more details will be in the weapon guide). The TLP Rifle is a rifle with a free scope and repeater, the Bolt Caster does extra damage and has +15 aim but only has one clip, and the Disruption Rifle is a plasma rifle that has a bunch of free superior attachments and auto-crits psionic enemies. I basically always use the TLP Rifle for a long time. That free scope is huge. I don’t use the Bolt Caster much, the fact that they only have one clip is just so limiting. That extra damage can be nice though, so it is worth considering. Once I get the Disruption Rifle I auto-equip it, simple as that. Abilities: As always, here is a table of every ability the Specialist has and my star rating of each of them. Rank Battle Medic Combat Hacker Squaddie Aid Protocol (★★☆☆☆) Remote Hacking (★★★★★) Corporal Medical Protocol (★★★★☆) Combat Protocol (★★★★★) Sergeant Revival Protocol (★★★★☆) Haywire Protocol (★★☆☆☆) Lieutenant Field Medic (★☆☆☆☆) Scanning Protocol (★★★☆☆) Captain Covering Fire (☆☆☆☆☆) Threat Assessment (★★★★☆) Major Ever Vigilant (★★☆☆☆) Guardian (★★★★★) Colonel Restoration (★★★☆☆) Capacitor Discharge (★★★★☆) GTS Cool Under Pressure (★★☆☆☆) Yes I know some of those look wild, but how about I explain myself: **Aid Protocol (**★★☆☆☆) - Aid protocol is a non-turning ending active ability that costs one action with a 3 turn cooldown. It grants an ally a bonus to their defense based on the tier of the GREMLIN you are using, starting at +20 and increasing by 10 per tier. This is not great. XCOM 2 is a game about alpha striking, that’s what you are trying to do if you’re playing well. So defensive abilities like this are always a little suspect, especially given how unreliable it is. The enemy could still roll well and hit you even with this. It isn’t terrible and because it is non-turn ending and only costs one action you can use this then do something else with a specialist and sometimes you royally fuck up and leave someone exposed and this is your only chance to help them, but I don’t love “well if I play really bad and I get lucky” as a use case. Still, it’s free so I can’t hate it too much. Remote Hacking (★★★★★) - Remote Hacking is a passive ability that allows you to hack anything with Line of Sight. This is the only way to hack towers in the game, but this can also be used on mission objectives. This sounds underwhelming, but it’s bonkers strong. Maybe the best starting ability of the base classes, or if not it's close. This actually reads “increase hack based turn timers by 2 and sometimes get rewarded on top of that.” Specialists are the only units that get a reasonable hack stat and you can get some nice strategic bonuses from hacking objectives. You were going to hack them anyway, now you can do it further away meaning you can save time on mission timers, and you get free goodies?! What more do you want from a Squaddie perk? I brought up hacking towers but honestly? Don’t bother. The benefits can be nice but because the risk of failure has a negative consequence associated with it the risk-reward just isn’t ever in your favor until super late into a run. But just its use on an average G. Ops is amazing. **Medical Protocol (**★★★★☆) - This is an active ability that gives you one charge of a medkit that can be used on any soldier within Line of Sight. If you equip a medkit, this ability has an extra charge. Just like a medkit, this only costs one action and does not end your turn. Each successive upgrade to your GREMLIN will also increase the heal this gives by 1, starting at 6 for a tier 1 GREMLIN. Rating this only 4 stars may seem crazy, but it’s not (and trust me we’ll get to crazier). This is a game about alpha striking, so healing hopefully never comes up in the first place. Now obviously no one's perfect at this game so you will probably take damage and you might think that means you need to heal, but nope. Healing only does something if the same unit gets hit twice because of how wound timers work. I go deeper into this in the utility item guide when talking about medkits, but just as a refresher, if you take damage, get healed, then don’t get hit again, that heal didn’t do anything. If you take damage, get healed, then get hit again, then the heal was useful. Healing is only effective if the same soldier gets hit twice (or is under some status effect like poison or acid or fire). That situation just isn’t very common. It can happen, it's not impossible, but it’s not common. And this is true even if you aren't yet extremely proficient in the game; there just aren't enough pods on most missions to get hit multiple times over multiple turns. And the worse you are at the game, the more likely you are to reveal multiple pods at once and take a bunch of damage in one go (and probably die for it) rather than have it spread out over multiple turns. OK, so with all that, why is this 4 stars? I’ve been pretty negative here. That seems like a high rating for something I’m kind of poopooing. The reason is simple, sometimes the chosen crits you into bleed out. If the Hunter or Assassin get the jump on you in the early game, they can just tell you to go fuck yourself and crit you into bleed out in one shot with just about nothing you can do about it. Technically, this is always avoidable, but in practice it can be tough. You know what you really want when a soldier is bleeding out? To heal them! This is secretly an anti-Chosen screwing you ability. It can really take the pressure off fighting them early. And even without that, sometimes you take damage, heal, and then take damage again. Sometimes you fuck up and get poison spit lobbed at your squad and need to heal people it does happen. It has enough worth to get 4 stars, and if you are newer and take damage more often it’s only better. Still, passing up Combat Protocol early is a steep price to pay. Speaking of… Combat Protocol (★★★★★) - Combat protocol is an ability that ends your turn and has 2 charges. It deals 2 damage times the tier of your GREMLIN to any enemy within squad sight range. So it starts at 2, then 4 with a tier 2 GREMLIN, then 6. It deals extra damage to robots (so that’s MECs but not codexes) and gives that damage a range. So if you have a tier one GREMLIN it is 4-5, then 7-8, then 10-11. Oh Combat Protocol, how I love thee, let me count the ways. First off, it can hit so many targets. That squad sight range on this is just ridiculous. Second, it just does the damage, no fuss no muss. It always works, and reliability in a game where rolling a Nat 1 on a 95% shot can tank an entire mission is just so good. Combat Protocol + grenade = dead basic trooper without even a chance for something to go wrong. And lastly, it deals double damage to the most dangerous enemy type. So many robots go down easier with this thing. This shit is so good. The only sad part is the 2 charges. If they let me use this more in a mission I’d give it 6 stars. And because the best form of mitigation is death, this might actually save more damage than medical protocol will ever heal. Shit is bonkers, take it. Even if you want medical protocol, really, really, think about taking this. I never go without it on any specialist for any reason. Revival Protocol (★★★★☆) - Revival Protocol is an active ability that has 1 charge, costs one action, and does not end your turn. It removes any mental debuff from one of your units within line of sight. That includes stunned, disoriented, unconscious, panicked, or dazed but not mind control. This is another great tool against the Chosen. Oh you dazed my Reaper? Well now they’re back up and not even disoriented. It is also good against sectoids' mind spin when it rolls a panic, because it brings them back to you with their full action economy intact, which can help smooth out a turn. It isn’t always what’s needed, it is fundamentally a reactive tool in a game that does not want you to react but act, but still, does exactly what you need a fair chunk of the time. It helps smooth out turns that would otherwise be very tricky. Haywire Protocol (★★☆☆☆) - Haywire Protocol is an active ability that ends your turn and has a 3 turn cooldown. It lets you hack an enemy robot (again, that’s things like MECs and andromodon wrecks, not codexes or gatekeepers). The way this works is that you compare your hack stat against the enemies hack stat, and are always given the same two options. You can take a small risk to shutdown the enemy for a turn (it’s always just one turn) or you can take a big one to take control of them for 2-4 turns. If you fail the hack, the unit gets extra defense and aim. Successful hacks do not break concealment, unsuccessful ones do. This ability is the least reliable thing in the world. You have to have a robot to fight, spend (functionally) your whole turn hacking them, and then you have to win the hack to stun or take control of them. If you fail they get buffed! That’s just too many conditions for me to want to click on this. Now, if it works, the upside is so big. Gaining a unit or even just turning one unit off for a turn is just a huge swing in your favor, and super late into a run where you can stack your hack to the moon this lets you turn a sectopod against ADVENT and that’s never not hilarious, but reliability is king, and this shit ain’t reliable. Field Medic (★☆☆☆☆) - Field Medic is a passive ability that turns any medkit in your inventory into 3 medkits. So if you have 1 medkit, you can use it three times. If you have medical protocol and a medkit you have 4 heals. Alright, here we go. The ability I think is absolutely useless that everyone else loves. The short version of why I think this is a bad ability is that you need to get hit so many times on a mission for it to do anything and you could’ve brought a different utility item than a medkit to avoid that damage. If that convinces you, then skip the next several paragraphs. If not, well read on. I will try and lay out my argument as well and as fair minded as I can, but if I get a little heated, do forgive me, I am only human. OK enough humility, let’s get on with the show. I will get into this when talking about medkits as well, but they are not good items. Fundamentally medkits are reactive to damage when items like flashbangs and frost bombs and mimic beacons are proactive in preventing damage and therefore much stronger. And if you agree with me there and don't bring a medkit, this perk is literally blank, it does nothing. This perk, and only this perk, has an opportunity cost no other ability in the entire game has. It’s the only one that needs you to have a specific utility item, and that utility item is suboptimal. But let’s put that aside and say you bring a medkit. That means you need to take damage on the same soldier multiple times (or across many soldiers with at least one repeat injury) in one mission for this to be useful. Assuming you have Medical Protocol, because wasting time having to get close to units to heal them is an even harder sell, a unit gets hit, then you heal them. That use is from Medical Protocol. Then they get hit again, then you heal them again, that use was from the medkits original charge. Then they get hit again, then you heal them again, finally field medic did something. But because of the way healing works in this game that unit has to get hit again for that last heal to do anything! The max pod count on a mission not named Leviathan is 6! Why is the same unit getting hit by 4/6 pods on a mission?! How are they doing that and not just dying outright? The more realistic use case for field medic is when you get hit with an AoE attack, because you don’t know which unit might get hit next and maybe you need to remove acid burning from everyone or something similar. This does, admittedly, actually do something. But hey, you know what would’ve also worked in that exact situation? Bringing a frost bomb or mimic beacon! Bringing a medkit instead of one of those items to use with field medic is like buying an antidote for a poison you are drinking on purpose. You are willingly walking into taking damage just to heal it back up. People generally try to argue that field medic operates as a safety net for when things go wrong, but using it makes things more likely to go wrong. It’s a safety net that makes accidents more likely. Having 4 charges on your medkit may feel safer, but fear is the mind killer! Just trust yourself enough to play well enough to not need that, and it helps that doing so will actually make it less likely things will go badly. Scanning Protocol (★★★☆☆) - Scanning Protocol is an active ability that has one charge with a Tier 1 or 2 Gremlin and 2 charges with a Tier 3 one. It reveals any hidden, currently inactive, or burrowed enemies with 10 tiles of your specialist. That means it causes faceless to become active if they are within range, decloaks the Assassin, shows you pods hiding behind walls from you, and unburrows Chrysalids. This ability is kind of niche, and its niche can also be solved by bringing a battle scanner, but this saves you a utility item slot in those situations (unlike a certain other perk). The real use cases are against the Assassin and Chrysalids. Chrysalids are the only enemy in the game that break the “scout a pod, overwatch trap them, repeat” loop because they will just run at and stab your Reaper, so this can pop them out of the ground for you to shoot at them. And this lets you nail the Assassin before she can stab at you. Now, sure, that’s pretty specific, but you will literally always have to deal with both lids and the Assassin in a run, and this hard countering them makes this is an always click. Covering Fire (☆☆☆☆☆) - This is a passive ability that has your overwatch shots trigger on enemy attacks as well as movement. Importantly, in WoTC, this overwatch shot takes into account enemy cover but in vanilla it does not! OK, so before I rant and rave about how bad this is let’s explain exactly how it works. If you are using covering fire and an enemy is in cover, your chance to hit is multiplied by the 0.7x overwatch penalty including the enemies cover. So your aim is 70, and the enemy is in high cover, your shot without overwatching and any other range table bonuses or anything like that is 30%, because high cover gives them 40 defense. If you use covering fire, that 30% is multiplied by 0.7, giving you a 21% chance to hit. I told you there was only one ability that actively hurts you, and this is it. This perk makes your overwatch shots worse than just shooting manually, it actively nerfs you if you have it. It’s the only perk in the game to do so, in fact. Let me explain why: The only situation where you are ever getting value out of this is if you are fighting an already active pod. After all, a pod that is scattering isn’t shooting at you so this won’t do anything. That is already pretty narrow. In most cases, overwatch isn’t your best option when a pod is active; you want to be doing something more aggressive or disabling enemies. So when do you overwatch? When you don’t have anything better to do and your chance to hit is terrible. OK, so in that situation, why click overwatch instead of just taking the bad shot? Because you’re hoping the enemy moves and gives you a better one. Here’s the problem. If the enemy doesn’t move, covering fire triggers and you take a worse shot than you would have by just shooting normally. And if they do move, covering fire does nothing. So it either does nothing or makes your play worse. It gets even worse with multiple enemies. If one enemy shoots, covering fire will trigger on that target and likely miss. If another enemy then moves, you’ve lost the opportunity to take a better shot. In that case, the perk actively sabotaged your overwatch, the thing it’s supposed to be buffing! The situations where covering fire actively interferes with you are rare, true, but when they do happen it is actively harming you. So this perk is either doing nothing or is actively hurting you, and it is the only perk to do so. This is, as far as I can tell, the only perk with a downside greater than its upside, so it gets the crown as the worst perk in the game! Threat Assessment (★★★★☆) - Threat Assessment is a passive ability that gives any unit who you use Aid Protocol on a covering fire overwatch. So just like above they will shoot if a unit moves or attacks. This also increases Aid Protocol’s cooldown by one turn. “Now wait” you might be thinking, “you said Aid Protocol and Covering Fire were bad, why is this one so highly rated?” And that is a good question my dear reader, it’s because this isn’t a reactive or defensive ability, it’s bootleg rapid fire. If you have a ranger (or other class, but let’s focus on one for the sake of simplicity) right next to an enemy and then use this on them. That enemy will almost certainly on their turn either move or shoot, and that will trigger the ranger’s overwatch shot, which will almost certainly hit because they are right next to their target, and so now you’ve done two shots for the price of one with one action point. Basically, this is a slightly awkward rapid fire that can’t crit on the second shot. And all it costs is one action out of your specialist. That’s pretty good! And there are other uses as well. If you pick up Guardian next (and you should) you can use Threat Assessment on the specialist themselves and get two overwatches in one unit to try and string together more Guardian attacks. I often actually go a lot of missions without using this, but when it does come up it’s actually quite strong. I just have a blindspot for this ability exactly because my hotbar still says aid protocol. But that’s a me problem, just don’t have a blindspot :-). Ever Vigilant (★★☆☆☆) - Ever Vigilant is a passive ability that automatically puts you into overwatch if you use all your action points to move on a turn. I find this unimpressive. I mean, it’s free overwatching and sometimes a pod will catch you unaware and then this is useful I guess. But…eh, I don’t miss it when I don’t have it. In an active fire fight I’m not usually dashing around with my specialist. They have other things to do. Also it’s annoying and slow because the game passes to have them overwatch at the end of every turn and I will happily not take perks that are good but annoy me, and this is mediocre and annoys me…so…nah. Guardian (★★★★★) - Guardian is a passive ability that gives a 50% chance for any overwatch shot that hits to happen again. So the way this works is that if you hit with an overwatch shot, the game rolls a 50/50 chance. If you win the coin toss, your specialist will go back on overwatch and, if that target is still alive, you shoot at them again. If the original target is dead the specialist just goes back on overwatch and things work as normal. So if there is another target to shoot at that’s moving in the same turn, they will also fire on them. This repeats until everything is dead or you lose the coin toss. This ability is absolutely amazing. It’s RNG dependent, so you could get screwed and have this do nothing, but assuming average luck this shit is great. 50% is both more likely and less likely than you think it is because humans (yes, even you) are bad at probability. You can easily get a 4 long chain of this. But then again, you can get a 0 long chain as well. It is the chance to do a lot of extra damage. Specialists are accurate and they get an ability from the GTS that buffs overwatch and it all sings together quite nicely. This is the premier way to open up fighting a pod from concealment. Another wrinkle is that if you stack two overwatches on the same unit with Guardian with Threat Assessment. Both have the chance to roll for Guardian. So if the first one hits and doesn’t roll the 50/50 (or just misses), you get another overwatch shot off and get another chance to get the chain rolling. The way the math works out, this is a very high chance to shoot a lot for just clicking overwatch. And it’s passive! You don’t have to even plan for it. You’ll click overwatch anyway sometimes and now that’s just a lot better. This is always worth picking up. Though if RNG screws you for a whole campaign this does nothing, but, um, just get better at RNG I guess. Restoration (★★★☆☆) - Restoration is a 1 charge turn ending active ability. It will heal 4 HP (plus 1 for every tier above the first in tech of the GREMLIN) and activate revival protocol on every single person in your squad, as needed. This is a colonel ability, so that means you are expecting to get your entire squad wounded or panicked or whatever when you have a max level soldier. That doesn’t seem likely to me. How often are you taking more than 1 injury on a mission when you are literally rounding the end game? However, I still gave it 3 stars because this is the ability people think Field Medic is. It’s a safety net. If something goes super wrong on Leviathan and everyone is drowning in acid and you’re absolutely boned, this will bail you out 9 times out of 10. That shouldn’t happen, you should play better than that, but hey, things happen. Once in a blue moon this ability will absolutely bail you out, but that’s only once in a blue moon. That use case is good enough for the 3 stars, however. I usually buy it with AP. I don’t usually end up needing to use it, but I do buy it! And when I do need to use it I'm happy to have it. Capacitor Discharge (★★★★☆) - Capacitor Discharge is a 1 charge turn ending active ability. It deals 3–6 / 5–8 / 7–10 (organic) and 5–8 / 8–11 / 11–14 (robotic) damage depending on GREMLIN tier. I cannot find in either the game files or online what the percent chance is, but it has a chance to stun or disorient organic enemies. It does not pierce armor, unlike Combat protocol. This is the ultimate of specialists and it sure feels like it. This is basically just another rocket you get to carry around with you on missions for free, and I like free. It isn’t perfect. The chance to stun is so unreliable I literally can’t tell you what it is (do comment below if you know the odds) and its damage isn’t the highest, but it's a huge AoE bomb you can drop. It will damage your own units, by the way, just like any other AoE. It's a rather nice boost in power, but not so much that it will be a radical transformation in your play. Cool Under Pressure (★★★☆☆) - Cool Under Pressure is the GTS Perk for specialists. It gives you a 10% aim bump to all overwatch shots (it’s a little complicated, but I’ll get there) and lets them crit. So this seems straightforward but it’s actually sort of complicated. That +10% aim comes after the 0.7x multiplier applied to all overwatch shots. So if you have 80 aim on a target with no innate defense without any bonus from your range table that becomes a 56% chance to hit with an overwatch shot. With Cool Under Pressure, it is a 66% shot. And letting overwatch shots crit means that every overwatch shot you take with the target out of cover (which is the vast, vast majority of them) has a 40% chance to crit without a laser sight on your gun or something weird like that. The benefits from this are very nice, more accurate and more powerful overwatches on the class with Guardian is great. It’s just kind of steep to buy. 200 supplies for this is a lot. On lower difficulties where it's 75 I’d buy this as soon as I could, but not on legend. You can live without this, but having it is good, just not needed. Armor and Utility Items: With every ability accounted for, let’s go over what armor and utility items I think are best. Rather than talking about literally every utility item in detail, I’ll just cover the ones you’d reasonably consider. As I see it, that’s frag/plasma grenades, flashbang/frost bomb, mimic beacon, medkit, and special ammo. There may be others you’d personally consider, but if you want my take on every utility item, that’ll be its own guide. Otherwise this thing would be far longer than it already is. To start, here is how I rank each armor type. Because wraith suits improve on spider suits in every way I don’t feel the need to rank them separate. Armor Light (★★★☆☆) Medium - (★★★★☆) Heavy - (★★★★☆) Viper Suit/Armor (★★★☆☆) RAGE Suit/Armor (★★★☆☆) Icarus Armor (★★★★☆) The bottom line here is that anything works. Extra utility items are quite nice on this class specifically because they don’t have a special reason to want a heavy weapon or a grappling hook. But also a heavy weapon or a grappling hook is quite strong on any character at any time, so it’s not like it’s a bad idea. But generally I find that I need at least one person in my squad needs to have two utility slots and specialists are good candidates. I gave the heavy armor 4 stars and the light 3 because generally without external pressure in a class the rocket is better than the grappling hook. But if you pick up Death from Above from the training center, light armor shoots up to 5 stars in a heartbeat. Icarus Armor is still the strongest armor in the game but because of that everyone in the squad wants it and giving it to your specialist is sort of a waste. But also it works on everyone so I gave it 4 stars. You could argue it having anywhere between 1 and 5 honestly. Frag/Plasma Grenade (★★★☆☆) - This is your starting item and its upgrade. As options for specialists go they are pretty good. A reliable 3 damage is never a bad thing. Specialists are pretty average in terms of how effective a grenade is on them specifically. Really the thing to consider is if you want to replace them early with a flashbang or frost bomb. Later they almost always get subbed out for bluescreen rounds or a mimic beacon. I generally keep a grenade around until I get both mimic beacons and bluescreen rounds and then just stick with those, but other stuff works, too. Flashbang Grenade (★★★☆☆) - This is your first stun tool, and it’s also the worst. It disorients any enemy who is in radius, and this disables quite a few alien abilities. Sectoids psionic bullshit, mutons melee attack, codexes splitting ability, etc. It can help a bit. But also it doesn’t stop them from acting all together. So when a sectoid crits you from behind full cover while disoriented it makes you wonder if this is actually the item you want. Personally, I’m not a fan. It’s just fundamentally unreliable and costs you supplies when compared to a regular grenade. Sometimes that little bit of extra damage and cover removal is enough to mean you don’t need a flashbang at all. Sometimes it isn’t, but personally I never build these and don’t miss them. But hey, lots of people will go to bat for them so they should at least be considered. Medkits (★☆☆☆☆) - I am tempted to give medkits 0 stars for the rage bait, but no, they don’t actively hurt you, so they can have one. I don’t like medkits, I think they are bad. They are fundamentally reactive in a game about being as active as possible. If you want healing, medical protocol doesn’t eat your extremely valuable utility slots. If you want a defensive item, go build a flashbang or (later) a mimic beacon. I haven’t built a medkit in actual literal years and it has never done me any harm. I would say more, but I already went on a giant rant in the field medic section and at this point I’m being redundant. Plus I have to discuss this again in the utility item guide, so I’ll save it. Frost Bomb (★★★★★) - The Frost bomb is absolutely broken and specialists make a good case for holding one. They are the lowest damage of the 4 base classes and that makes them a good candidate for this extremely powerful stun tool. But there might be a better one. If a grenadier has the frost bomb, it gets the buff in range and area from their grenade launcher. That means you can be more flexible where you hit and might be able to hit more targets. But that comes at the cost of a grenade for your grenadier. Fundamentally a specialist’s utility slots are just less valuable than a grenadier's, so maybe put it on this class instead. I usually prefer it on grenadiers but it works pretty well either way. Mimic Beacon (★★★★★) - Look, someone has to carry one. This is the most powerful utility item in the game so someone on your squad will always be holding one unless you are doing a no meme beacon challenge run or changed how they work with mods or whatever. But for the purposes of this guide, these are on your squad as soon as you get them. With that in mind, specialists are the unit to have them equipped on in my mind. This does what people think medkits do, stop you from dying. The specialist's job is to provide a safety net, and this is the best safety net there is. Meme beacons work on every unit, but they work best on this class. Special Ammo (★★★★☆) - Special ammo is good on a class as accurate as this one, but they aren’t quite as strong as on the other 3 base classes. In fact short of Templars they are probably the worst unit to have them. The main use of special ammo on specialists is guardian, it’s the only ability they get that shoots multiple times after all. And that means special ammo is at its best right as you engage a pod on your terms. Some special ammos are so strong that you equip them anyway. So here is a nice table to see how I think of all of them. Ammo Type Viper Rounds (★★★☆☆) Dragon Rounds (★★★☆☆) AP Rounds (★★★☆☆) Tracer Rounds (★★☆☆☆) Talon Rounds (★☆☆☆☆) Bluescreen Rounds (★★★★★) Viper/Dragon/AP Rounds (★★★☆☆) - I’m looping all of these together because I feel the same about all of them. Because of guardian, AP Rounds are usually very effective because the enemy hasn’t been shredded yet and similarly that +1 damage from the other two rounds is quite nice. The only reason I’m giving these three stars is that you can do better in terms of special ammo. Tracer Rounds (★★☆☆☆) - More aim is always good, but usually specialists do pretty good for accuracy. It doesn’t hurt to be more accurate, but two other classes in particular seem to make a better case for them I think. Talon Rounds (★☆☆☆☆) - Don’t go crit fishing with specialists, they aren’t built for it. If you have these, give them to your ranger instead. Honestly I’d prefer just a grenade. Bluescreen Rounds (★★★★★) - Here’s a spoiler: bluescreen rounds are getting 5 stars from me on every class (but one, and you'll see why when we get to it). +5 damage is just so much damage, and it's on exactly the targets you want. The main combo for BS Rounds on specialists is that the disruption rifle always crits psionic targets, and that includes Gatekeepers, so you can do silly damage to them with BS rounds and that rifle. Get lucky with Guardian and you can kill them before they even fully reveal. Truly, a thing of beauty. Weapon Mods: So this is how valuable each weapon mod is on assault rifles specifically. Here is a table of my ratings of each of them, with the understanding that higher tier versions are always better than the lower tier ones so I didn’t differentiate between them here. Weapon Mod Scope (★★★★☆) Laser Sight (★☆☆☆☆) Hair Trigger (★★★☆☆) Repeater (★★★★★) Stock (★★★★☆) Expanded Mag (★★★☆☆) Auto-Loader (★★★☆☆) Scope (★★★★☆) - More aim is always more better. There are a few classes that struggle with aim more than this one and so maybe you want to give scopes them instead (hence 4 stars not 5), but look stick a scope on stuff, they're good. Laser Sight (★☆☆☆☆) - Why are we trying to crit fish with this class? Don’t equip the thing that makes it so you can’t equip a scope, that’d be dumb. I feel like I’m wasting my time even talking about this. You know not to do this, you're not dumb. Hair Trigger (★★★☆☆) - A lot of specialist abilities end their turn without them firing their gun so this won’t get as much use as on other classes, but still, it can cheat out extra actions for you, that’s pretty sweet. Repeater (★★★★★) - Cheese kills for free on literally any and every enemy? Yes please! With Guardian and a bit of luck this can be quite silly. Repeaters will get a high mark for every class and specialists are no exepction. Stock (★★★★☆) - Stocks are more reliability and so giving them to any unit is good but on specialists specifically they can serve as a combat protocol you shoot sometimes to clean up kills. Grenadier grenade -> shoot a trooper to auto-kill them is quite nice. Expanded Mag/Auto-Loader (★★★☆☆) - Once again looping things together to save time, this is more ammo in your clip, and that’s always good, but it’s not that good. The main ability you are looking out for here is Guardian (funny how often I say that) and so theoretically expanded mags are a little better but if you chain 4 Guardian hits into each other you’re so ahead that the extra ones you might shoot off from an expanded mag just don’t really matter. And auto-loaders are good against codexes so…pick your poison. They aren’t usually my first choice for this class but if I have extra lying around I’ll equip ‘em, sure, why not? Summary: Specialists have some of the most polarized perk choices in the game. They have combat protocol, which is amazing. They have covering fire, which actively hurts you. But if you build them right they are quite strong. I know some people give this class some shade but honestly I think they are always good. In the late game they fall off a little but not so much that I’d stop using them. They are a good class, not the best class, but a good one. Just, please, don’t get Field Medic, it hurts my soul every time I see someone pick it. An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 150 Downvote 93 Go to comments 1 Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter This post was literally so long Reddit made me chop a bit of it off, so here's the section on PCSs: PCSs: And lastly, it’s PCS time. Here is a table of how I value each of them on specialists. And as before, the higher quality ones are always preferred. PCS Aim (★★★★★) HP (★☆☆☆☆) Dodge (★☆☆☆☆) Mobility (★★★★☆) Will (★★★☆☆) Aim (★★★★★) - Aim is the PCS that is best in slot of specialists. Again, Guardian silly things and also just generally “shoot at guy better.” Other classes may want them more than specialists, but best in slot gets 5 stars that’s just how it goes. HP (★☆☆☆☆) - I’m going to say this for every class. But this does basically nothing. This is a game about alpha striking. Hopefully you simply don’t get hit. Now if you do, will this save you? Only maybe! Get crit and you still just drop dead. The opportunity cost is also so high. You can’t have a better PCS if you have this one. Honestly just sell these. Dodge (★☆☆☆☆) - It’s an HP PCS, but worse! Literally don’t even think about using this. Dodge is just too unreliable to even consider a real stat on your soldiers. A classic case of “every bad for enemies, useless for you.” If you see a dodge PCS just see it as picking up credits for when you sell them at the black market. Mobility (★★★★☆) - Extra mobility is nice and all for more flank shots, but these really belong on your melee classes so giving them to specialists is hard to justify. If you somehow end up with 1000 mobility PCSs and no aim ones, then first, how? And second, yea, sure, equip ‘em. But that’s not really realistic. Will (★★★☆☆) - Will lets you take soldiers on missions more (and has some other extremely minor benefits that don’t really matter) and for specialists that’s not bad. They gain XP a bit quicker than other classes so this can get you a higher ranked soldier just a touch faster. And they don’t absolutely need other PCSs, but still, rather have aim or mobility. It’s just that those have more valuable targets. RoninPrime68 • 2mo ago Before I get into what I agree and disagree with, forgot to include on my comment in your Grenadier thread that this is some incredible sum-up work and it's really awesome to still see people putting so much time into passing xcom knowledge to new/less experienced players. The GREMLIN is probably one of (if not *the*) best weapons in the game; you get to potentialy deal dmg (extra dmg to robotic enemies), heal, cleanse, buff, scout and temp increase your manpower with the same item - give your best specialist a flashbang and a mimic beac and you've got one hell of a support unit that could on its own cause so much damage WHILE keeping the back of your heavy hitters clear u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It's sort of weird to rank because a lot of abilities key off of it, but it doesn't actually do anything. Like, do I give the gremlin credit for letting me click combat protocol? Idk, it's one of those where the star ratings is even more fake than normal. RoninPrime68 • 2mo ago It's less about "do I give the gremlin credit for letting me click combat protocol" and more about "do I give the gremlin credit for letting me do many things and only take one single equipment spot?" You can heal without taking medkits, you can hit robotic units harder without having to take bluepoint ammo u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter But those are abilities, not gremlin perks. They use the gremlin but they aren't about the gremlin. I think it's just sort of nebulous how you calibrate that in. And it's not like it matters anyway. You always have the gremlin if you use this class, so...whatever. RoninPrime68 • 2mo ago They're abilities (well, "perks") of your soldier but you're not really upgrading your specialist, you're really just upgrading your gremlin with most of them. You might as well just say the actual unit you deploy is the gremlin itself with the specialist being someone who's there to operate it OrlandoGW • 2mo ago And if we remove operator as a weakness, we get Spark, which also deserves its own guide Previous-Friend5212 • 2mo ago I appreciate these guides, but they're definitely geared toward elite players and I'm not convinced that elite players are the ones that need guides. For example, you talk about medical protocol not being that useful if you're playing well, but it is useful if you're not a master strategist and you end up with situations like your squad is too spread apart to fully support each other with all the different types of utility items - because the long range of the medical protocol can make up for your frost bombs being too far away from the enemy that needs them. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I actually think healing gets worse the worse you are at the game. Because you are more likely to have things spiral into catastrophic failure rather than just take a bit of chip damage. Medkits don't fix death. There is a level of skill involved in bringing a mimic beacon instead of a medkit. Mimic beacons are proactive you have to throw them when you know you are in trouble where medkits can heal you after the fact, but I literally think someone just telling you to do that is enough. And while I can't speak for everyone, I know part of my journey from someone who could barely beat this game on Commander to someone who can win L/I runs with ease was dumping medkits. Like, that was a thing I did to get better at this game, it made me better. So I should probably tell new players to do that too don't you think? u/Jumpy_Walk8542 avatar Jumpy_Walk8542 • 2mo ago Fundamentally, turn based tactics games come down to two things: health/damage (which are the same thing) and action economy (the amount of actions each side can take). Combat is simply a race to reduce the other side's HP to 0 before they can do the same to you, and actions are the currency used to do so. The problem with healing is that it tends to be outstripped by a corresponding attack - it's just mitigation of some damage that has already happened (and in XCOM, that damage still stays after the mission, so it's really only mitigation). A disable like a mimic beacon or frost bomb is therefore already a step up from this, because it completely negates the attack (including any immediate debilitating effects) and possibly even multiple attacks, along with any other non-damaging effects which healing would not deal with. It also stops attacks which would kill outright and render healing unuseable. So with a disable you are trading even or positive in actions, and thereby preserving your health. What's arguably even better than disables is damage, because damage contributes doubly to the damage race. It reduces enemy health, and if you kill them they cannot do anything, so you reduce their action economy and negate the damage they would have done. This applies regardless of whether you are a master strategist or not. I'm quite sure that overall, you will actually do better replacing all your healing with damage and disables without needing to change your play, and substantially better with even small tweaks to it. OrlandoGW • 2mo ago • Edited 2mo ago You changed my mind alot in those guides, I hope you wont stop and make it for WotC classes aswell after you finish it with Sharpshooter. Also my personal request if you also would make a sidestep after guides and look into bond abilities and cool ability combos from Cover Ops points from Training center Also sidenote - I like Skulljack Specialists cause its even more goodies with free kill and some mobility (sometimes), but I always pay a hefty cost cause of it. Most of my heals actually go to Specialist itself cause usually they have so many options to do that actually spending action poin to move into safety is a luxury in alot of cases Also even if you heal soldiers, they still will be wounded at the end of it and will go heal themselves, I onc got a 50 day (!!!!) healing on Templar who left field on full health, I have no idea how this calculates but feels like the more you heal them - the more they suffer I am your fan now anyway, keep going! u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Thank you! Yea I'll make a guide about the training center eventually, but I literally hit the word cap on this post so it'll have to wait! I'll cover the skulljack when I get to utility items, but basically it has the chance to deal damage to you so I'm not a fan. You probably get some beneficial trades out of, you take 2 damage to not take 5 for example, but also...mimic beacons are a thing...and I'm not trading HP to throw those...so... rynchenzo • 2mo ago Any soldier that takes damage will be injured. Healing mid fight only stops them dying, it doesn't change what happens after. OrlandoGW • 2mo ago What I mean is that if you heal soldiers, you might save them tactically, but the more HP they lose - the more severe will be the recovery. So that can lead to soldier would be alive in the mission, but strategically he can become a full dead weight. I once had a soldier who got injuerd so badly in midgame I never saw him recover until victory screen rynchenzo • 2mo ago Gotcha. Still, I don't want my team dead and I'd rather have them in the infirmary than in the memorial. dwhite10701 • 2mo ago I'm really loving these guides! I usually treat specialists as 2 separate classes, one that's strictly a field medic and one that's strictly a hacker. I wouldn't necessarily argue that this is the best setup, but I've been doing this for years and I'm kinda set in my ways. My hacker is the robot killer. I'll give them BS round, EMP grenades, and outfit them with them skulljack to increase their hacking stats. Then I'll attempt to hack everything with them until they have insane hacking stats by the end game. I get that you're down on using medics, but it's a lot harder to avoid injury when using mods like A Better Advent, or when just using new enemy mods in general where you're still learning new enemy behavior. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter My problem with medics isn't about avoid injury, it's the opportunity cost of using a medkit over another item. If you are using a modset that nerfs mimic beacons I agree their stock rises quite a bit. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The hack bonus I don’t value much at all Disagree. On basic Veteran I've found Hacking (except distance for objectives) almost irrelevant or weak compared to other moves you could be doing to alpha strike enemies. On Commander and especially Legend I feel like Hacking is more valuable if you're taking a Specialist as support vs just opting for more damage in Grenadiers or Rangers. Crowd control via Hacking is always risky (obviously moreso on Ironman), but it can be useful in a pinch or as a hail mary if you're overextended. Bluescreen rounds are so good already and for a long time I underrated the -Hack Defense bonus on top of EVERYTHING else the rounds are already god tier at. Bluescreen + Skullmining project Skulljack + Gremlin, while a fair bit of setup, gives you MUCH better odds of at least the first RNG option on Hacks (and can roll 100% at times). The vast majority of the time I don't think robotic domination is actually worth it, since you don't get to control the unit the same turn despite spending those action points and the odds to get it at all are significantly worse most of the time. If I do it at all, I'd basically only ever Haywire dominate a turret for "free" height advantage double shots or a Mec for their AoE / armor shredding mini missiles ability, Sectopods are essentially irrelevant as a domination target due to their Hack Defense but rarely you MIGHT opt to stun them, though I find a Frost Bomb is usually the better choice if available. === Also, dovetailing this same setup, especially on Legend I find I valued Skullmining WAY higher. It effectively is three bonuses in one: A) it can help Specialist mobility since they often lag behind if using any of their support skills, B) it pushes the Hack bonus into actually usable, even without bluescreen damage (but better with), and c) a 70% chance of one-shotting almost all ADVENT soldiers is situationally useful. The Advanced and Elite variants on Legend (while usually not super dangerous except Lancers) become such damage sponges that a 70% roll on what is basically an extra Repeater vs most organics is not bad (since Specialists have plenty of strengths vs robotics). Bonus if you actually get Intel for expensive contacts or much more rarely a Facility Lead, but there have been times I ate the feedback damage / didn't care about or couldn't get Flawless just to get a unit off the field since the damage potential of Specialists vs organic enemies is low outside of stuff like Guardian (which requires promotions to even get there). The only other unit that can hardcore single turn delete units from full health and armor like this are Rangers (Sharpshooters sometimes can, but especially on Legend it probably requires AP or Bluescreen or Darklance, and I'm not really counting Reapers' Banish since it's late in the campaign, one time per mission [best vs Chosen or Rulers or boss pod leaders], and locked to finite hero units), which I do love, but if you're bothering to take Specialists at all then at least this option ups their damage potential. On any class other than Specialist the Hack bonus and Skulljack are basically entirely irrelevant and just setting yourself up for very likely feedback damage, and basically all other classes have higher average damage potential. The Disruptor Rifle does make Specialists a lot better damage dealers, but it's just a win more bonus. Dr_Zoidberg02 • 2mo ago I like to use the skulljack on Advent Priest's when they mind merge with an enemy since not only will it kill both of them, but it also ensures the Priest doesn't get that stupid bubble saving it's life. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yep, that's one of the unique values of the Skullmine. I generally don't find Priests that bad, as Stasis or Mind Control or Merge is a non-damaging action by them. Sectoids are SO early that breaking Mind Control through death or a flashbang can be tough (doubly so on Legend), but by the time Priests show up it's usually not too hard to kill them in two turns. On occasion Stasis is funny because your forwardmost squadmate might actually be protected from enemy fire because of it. It's not reliable but it has inadvertently helped me from time to time. === Also, while in and of themselves they aren't that deadly, the best example of damage sponges are Shieldbearers. They get absurd on Legend. I've generally found that on Commander that it's not that big of a deal to let them get their shield off if you can't alpha strike them, but on Legend more enemies are likely to survive, or god forbid you pull multiple pods with them. Not insurmountable, but annoying for sure. === Also also, while it's so rare that it's borderline strategically irrelevant, it was funny to learn that ADVENT Field Commander Generals (the ones for Council objectives) can also be skullmined. It's practically suicide on Legend in particular but damn if it doesn't do some damage. Dr_Zoidberg02 • 2mo ago While I agree Priests are more annoying than dangerous, the issue I have with stasis is that on their turn, they get 2 action points, and depending on where they are, it could prevent you from moving troops past them since it could risk the priest moving and getting a flanking shot. Also, depending on how the fight is going, you either don't have someone that can afford to go on overwatch to kill them, or you do have someone on overwatch, but they miss anyway. It's also kinda feels wasteful having to waste an attack just to finish off an enemy with 1HP. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I agree in general. Of all the things Priests can do, Stasis on themselves and otherwise Stasis on an XCOM unit is pretty annoying. I only recently learned how busted the inverse of this is by being able to use it with Psi Soldiers. As for killing enemies at low HP, consider using Stocks more. I think they are one of the best attachments for lower Aim Grenadiers in general (notably the TLP cannon / light machine gun include stocks). Stocks are nice because even if you have terrible chances like 30% or less they at least do SOME damage for spending an action. Also a lot of people really don't like Skirmishers but I do think they have a niche up through the mid game at least. They are handy for mopping up units just like this scenario, and with Stocks you can get up to 6 damage guaranteed. I usually just put it on Grenadiers as Skirmishers won't be on every mission and if the enemy lives at least it can get chip damage and Holo Targetting too. Dr_Zoidberg02 • 2mo ago Yeah, I do use stocks. Guaranteed damage is really nice. i primarily put them on specialists since the other classes have priority on scopes, and having both feels redundant. However, I don't get around to using them till at least mid game since I prefer to give specialist the Bolt thrower early on since the damage and aim boost is helpful early on then switch to upgraded Mag rifles later. I also enjoy using skirmishers aswell being able to pull enemies out of cover Is quite handy early on, and even if it misses, it sometimes destroys their cover anyway, and later on I like to give them poison rounds and target several enemies. Also, how do you get stocks to deal 6 Damage? The superior stocks deal 3 and the attachment boost brings it to 4. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Specialists are decent candidates for stocks, they're usually my second choice for them. If I happen to have any to spare, I prioritize aim scopes for Sharpshooters and then Specialists as both classes have good baseline aim. This may seem like overkill but I find it's not. You're not always going to get Holo Targetting or Spotter bonuses, so extra aim even above 100 in the case of Sharpshooters helps offset enemy defense and gives you a better chance of hitting through low cover. The aliens all too often blast your soldiers in cover so it's nice to technically be able to do the same. While aim is also good for grenadiers obviously as they could use the help, I count holo as part of their kit past the mid game. I feel like the chip damage of stocks helps offset their aim issues, though notably Grenadiers are a common choice for aim PCS and until you get the modular cannons breakthrough I find that stocks and either reloads or extended mags are the most reliable initial two mods on their weapons. Note, I don't gamble on chain shot with them, hence not stacking aim as much as I theoretically could. Tracer rounds are okay on them but I tend to prefer bluescreen early and maybe AP later but that depends on the Proving Ground when bluescreen are more reliable and cheaper in time and investment. stocks to deal 6 Damage I meant 6 as in 2 instances of 3 stock damage with two shots from a Skirmisher with a superior stock. Arguments could be made for other mods but I think stocks provide flexibility since their aim is neither terrible nor amazing, though grappling for height can help. The superior stocks deal 3 and the attachment boost brings it to 4. This unfortunately is a visual bug. The boost does not work on stocks so they max out at 3 during actual gameplay. Similarly a boosted one showing "3" in equipment will only hit for 2 in reality. Feel free to test it sometime yourself to see what I mean. The boost seems to work on other things like crit and aim though. u/wewlad11 avatar wewlad11 • 2mo ago You commented that healing only matters if you get hit twice, and that’s unlikely if you’re playing well. That’s not the way I see it. When I have full health I think, “I can afford to get hit once.” That means I can make aggressive plays that perhaps will expose a soldier to one instance of damage, but I’m not worried because I know they won’t die. That becomes impossible for a soldier who has been wounded and can’t heal u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I simply play aggressive the entire time. I pretend all my soldiers have 1 HP and every hit is an instant kill and I play extremely aggressively. Dead enemies do not shoot back. I understand the psychological effect of a soldier being wounded, but fear is the mind killer. Do not be so afraid of losing a soldier you make bad plays. guachi01 • 2mo ago When you know you can heal then what's a bad play for you is not a bad play for someone who can heal. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter This is confusingly worded, but what I think you are saying is that if you have more heals certain plays become better or worse. And while that's true to some extent, the fact that a play involving a medkit means a trip to the bench for a while and a play with a mimic beacon means a trip to...flawlessing the mission. It's clear which of these is the stronger option. Heals are nice to have in a pitch, but the sheer opportunity cost of field medic makes it terrible. If it gave medical protocol more uses by itself that would be a different story. guachi01 • 2mo ago Your reasoning that if you bring a medikit then one of your units will always get wounded and if you bring a mimic beacon then your units will never get wounded is a supremely unconvincing argument. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Mimic beacons prevent injuries, medkits heal them. It's not that you won't ever take damage with a mimic beacon, it's that you will save at least one injury with them when you use them, probably more. And because of the way healing works in X2 that completely obliterates the need for a medkit. Because a single unit has to take damage 4 times for field medic to be effective, so even just dropping it to 3 makes that perk have no function. And mimic beacons help the other situations where you might need a medkit as well, like vipers poison spit or Andromodons acid bomb. It just completely supplants their purpose. u/Nimeroni avatar Nimeroni • 2mo ago Haywire Protocol (★★☆☆☆) You call it unreliable because you haven't properly built your Specialist. Haywire Protocol require heavy investment in hacking (notably special ops). u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea that ain't worth it. You can do a lot of silly things by juicing with covert ops and stacking hack is one of the least profitable. Getting a colonel way earlier than you should or having 10000 mobility or aim is just way better. u/PenumbraChaser avatar PenumbraChaser • 2mo ago These are great posts. One thing that I think is worth mentioning is that (I believe) specialists level up a little bit more quickly than other classes. This can be helpful in the early game, especially for getting the squad size upgrade before the first retaliation mission. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter That's true, but this post was over the character limit so I didn't have space to bring it up. The way it works is they have a higher kill share multiple. Different classes get different amounts of XP and specialists have the best one. I'll cover it in detail in another post eventually I think. u/PenumbraChaser avatar PenumbraChaser • 2mo ago Ah, yeah - that makes sense. I have like 1500 hours into this game, and I'm really enjoying these write-ups. It is kind of fascinating to see how others approach/value things. u/zelandofchocolate avatar zelandofchocolate • 2mo ago These guises are amazing, thank you u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter https://www.youtube.com/watch?v=noyFiYKlFJU u/zelandofchocolate avatar zelandofchocolate • 2mo ago Haha. Do you have a sharpshooter one out? Just so I'm not missing it u/plzreadmortalengines avatar plzreadmortalengines • 2mo ago Most of this I agree with but I think you're sleeping on aid protocol a bit. If you're playing on legendary you're going to get shot at early game no matter how well you play, and giving a low cover bonus to a teammate for 'free' can be very strong. The specialist would be a lot weaker early game without it. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I dunno, I've played a lot of X2 early games and usually you are dying to a sectoid crit (and aid protocol isn't of use there) or the chosen just killing you. The rest is basically chip damage. Now aid protocol can turn a hit into miss, but only maybe. Maybe it's a me thing but I think I click it like one a campaign, if that. u/plzreadmortalengines avatar plzreadmortalengines • 2mo ago That's a good point about the crits, but I do find myself pressing it quite a lot when I have a specialist in my squad early game. Often I'll have 3 soldiers in high cover and 1 in low cover facing 1/2 troopers, and it's really nice to be able to give everyone high cover. Also nice later for SPARKs. Halving the chance to take damage from a trooper early game isn't bad. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I mean it's OK, it's free right it's one action and you always have it, so it can't be that bad. But...eh. I just don't use it much. But then I play hyper aggressively. You should see how little I use cover. Why have cover when the enemy could be dead? stuckinatmosphere • 2mo ago The problem with specialists and any items is that they could, at any moment, be carrying a mimic beacon. Every item should be asking "Why am I not a Mimic Beacon?" Bringing a medkit on a specialist is rarely worth it because you could have brought a Mimic Beacon. u/betheBat01 avatar betheBat01 • 2mo ago I guess i am just playing wrong because I couldn't imagine not taking damage in a round. But seriously I get what you are saying on it's better to preemptively take out threats than to try and heal. But I almost always find my self in need of healing my squads. Whether they miss a sure shot and get in trouble or I over extend and accidentally trigger a pod at the end of a turn. I mean being able to deal with the assassin basically necessitated it for me because she doesn't trigger reaction fire. I killed her still but I don't think there was one encounter where I didn't have to resuscitate someone so we could prevent capture and help finish the fight. And I really appreciate the guides even if I am not so sure how to implement them to the most effective extent u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I'll cover how to play most effectively after all the base classes are done (really I should have led with it, but hey no one's perfect). The real thing to know is that you should always have a plan for if a shot misses. Be prepared to throw a frost bomb, mimic beacon, grenade, combat protocol something that will clean the situation up where you aren't getting hit. For the chosen specifically healing is more necessary, I say so in the medical protocol section, but you probably don't need more than one. You can heal whoever got tagged and then light the assassin up, or just leave the soldier dazed to get knowledge extracted out of them if you can't fight the assassin in that position. And capture only occurs after the chosen upgrade to their 2nd form, so early into a run you can safely let them just fuck off. And later into a run you have abilities like run and gun to chase her down even after she hits you. u/betheBat01 avatar betheBat01 • 2mo ago Cool that would help. I have been trying to run a combat focused specialist in addition to a medic to do more in terms of down field damage. And recently through trial and error started running the mimic beacon on specialist. I found running the flash bang was in effective mostly because I try and keep my specialist in the back of the pack so in case shit does hit the fan they aren't the first down or incapacitated. Trial and error is truly the best teacher though. I just lost a mission, which was a stealth op to plant x4 charges on a transmitter and I could only bring three operators. Most of my specialists were injured so I had to go with a high ranking Skirmisher, Col. Sharpshooter, and a Cpt. Ranger. Long story short we were getting overwhelmed by a combination of the lost and I ne of the black Sectopods with i think an officer, a red mec and I think 2 or 3 others. I had to extract after only planting the charges and barely pulling my downed sharpshooter to the extraction I called. But lost my skirmisher. I think I realized I shouldn't have rushed in as hard as I did and that I rely too heavily on medics at a cost. Bad positioning to get a risky shot on the sectopod triggered the other pod which resulted jn the mech shelling my position leading to the downed sharpshooter, 1 health Ranger amd the skirmisher sacrificing himself to give the Ranger a move to extract the sharpshooter. rynchenzo • 2mo ago Haywire protocol is mad useful against the most dangerous enemies in the game, especially when they can be hacked from so far away. Having a mec charge forward into the next pod and just pummel them with rockets will never get old. u/Rnorman3 avatar Rnorman3 • 2mo ago I think I’d rank ever vigilant and revival protocol both 1 star higher. Revival protocol is really good against the statuses and such that you run into early. Especially against the chosen. Ever vigilant is fine. It’s random value when you’re dashing. I think 3 makes sense for it. Especially if you’re buying it for AP after guardian. But no huge quibbles there. I’m not sure I’d give specialists 5 star on frost bomb. Not bc frost bomb isn’t insane, but the radius on it for non-grenadiers is a little suspect. And I typically don’t prioritize mobility PCSes on my specialists (tbh I don’t prioritize giving my specialists any PCSes - they are at the bottom of the priority list for basically everything). So they just usually aren’t carrying a frost bomb. If I don’t have mimic beacon, I will use medikits even though they are of course sub-optimal when alpha striking. I do tend to lean towards giving them WAR suits in the late game so that they can use heavy weapons from afar. Basically treating them as bootleg grenadiers they have some other extra utility. That does limit their utility spot to just 1 mimic beacon typically. If you’re playing them with medium, then I guess some random ammo is fine on them. I do agree aim PCSes are best on them, but too rare to waste on them IMO. But it’s possible I just de-value and de-prioritize specialists in general and that causes a delta in our valuations. For the mods, I kind of wish you had enough character count to call out that the mods for specialists are inherently assault rifle mods and thus also technically mods for like rookies and squaddies on the SITREP that doesn’t let you bring high level units. For that reason, I heavily skew towards aim and repeaters first. Then after that hair trigger or free reload or something to try to give some extra rolls at action economy. That said, that isn’t really too much different than what you have for the specialists anyway. And stocks are also probably fine there. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I probably underrate ever vigilant because it annoys me honestly. I also just never find that it does anything needed. Like, when are you both dashing and overwatching? It just doesn't seem that helpful. It's passive and can come up so I gave it 2 stars but I'm more likely to drop it than I am to give it one more. Revival protocol is very good, but it isn't run defining. It isn't combat protocol or run and gun or other 5 star abilities. It's just very good. I'd trade it for a lot of abilities in this game (not that you get that choice, but you know what I mean). I did literally run out of character count. But the thing about rookies is I only ever deploy like 3 of them to a mission after Gatecrasher. After that I have enough squaddies from the ring and GTS that I basically just stop deploying them on actual missions. u/Rnorman3 avatar Rnorman3 • 2mo ago The specialists are sometimes dashing to overwatch if they are falling behind the higher mobility units and the reaper has seen that there’s another pod in the vicinity that might walk into you. Just a little bit of extra action economy. Yeah, revival protocol in hindsight is not as run defining as those other abilities. But it is a must-have in the early game against the chosen. So 4 is probably actually fine. And yeah agreed on the “sitrep squad” that sits on the bench. They are probably fine with most any high level gear honestly, I just skew towards trying to compensate for their god awful aim at lower levels. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter If you’re playing them with medium, then I guess some random ammo is fine on them. They're pretty good with bluescreen. Bluescreen rounds are OP in general but I'd make a case Specialists are one of the best choices for them. They are a class that already has bonuses vs robotics so why not stack it? And I'd even say that for the Skulljack Hack bonus even if you just stat stick it and don't melee ever. All in all though, Specialists have fairly low damage potential in the early game. Assault rifles, especially with Aim (e.g. the TLP rifle), are decent but not great. The Bolt Caster is arguably useful but eh, upgrading the Alien Ruler weapons forces you to permit Rulers to spawn and the Viper King in particular can wreck your shit. The Frost Bomb is far and away the best Alien Ruler bonus and it stays useful all game long. The axe is decent, the pistol is niche and weak basically immediately, and the bolt caster falls off around the time you get Mag weapons which are basically always worth rushing a bit. BudgetNihilist • 2mo ago I see you ragging on healing and raise you the fucking Venator exploding in the middle of my team with its stupidly large radius. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter that's a modded enemy, so not really applicable to this guide if that's the only damage you take in a mission, you don't actually need a heal tooOldOriolesfan • 2mo ago I find having more medical kits important. While many missions, even on legendary can be flawless there is always one where I need the medical kits. I've never cared for scanning. Specialists get a ton of kills in my campaigns. Always pair them with bluescreen later in the game. Use the bolt or when the improvised rifle (and whatever else it gets upgraded to) he gets that. Combat protocol is excellent since we all have had 90%+ shots miss so getting 100% even when it is only a few points early in the game is critical at times. I"m not sure why some players don't like specialists but I find them key both medically and killing enemies. Still don't see the value of stock except very early in the game when hit rates are low. Repeaters are really too good due to the instant kill. Sometimes the first shot on the chosen and boom, they are dead. Usually it is repeater, scope and expanded or auto loader. OrlandoGW • 2mo ago I softbanned repeaters in all my campaigns after one time I spent 20+ minutes creating a perfect ambush for experiment viper thingie with just t1 team and then my first overwatch which I placed just as like "well I have nothing to do with this character anyway" kills it. It killed so much fun out of the game I just dont install it anymore. Also repeaters works with stock (???) which is so nasty it should not be allowed tooOldOriolesfan • 2mo ago I can understand that. For a while now I've been playing LWOTC and that is a long campaign. I'm doing a lot of saving/reloading since my goal was just to understand what it is and how it works. Some of the battles are very long. Once I'm done, I'm not sure I will do it again due to how long it is and I've had a lot more crashes in it than I ever did with XCOM2:WOTC which is getting frustrating. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter But would bringing a mimic beacon instead of a medkit have prevented the injuries that the medkit is healing up? Because if so, then why did you bring a medkit? dwhite10701 • 2mo ago This is interesting. I tend to use mimic beacons as emergency items when one of my units is in a dangerous position. It sounds like you use it more as a routine item, when there are active enemies who can't be killed this turn. Is that correct? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I'd happily trade a mimic beacon for one injury prevented. Because there are only 3-6 pods per mission. So getting one pod cleanly off the board is so valuable. Either_Sort_171 • 2mo ago I really like your guides and they gave another perspective for me in this game, as well as some video i saw about target prioritizing enemies, but as i am playing the long war mod, everything you're talking about alpha striking gives me a itch because the classes get reworked, giving A LOT of value on defense, like using a scout to see enemies from afar and sniping them or doing area suppression with bonus hit chance against suppressed enemies, and the missions, a lot of times, punishes you for being overly agressive as finding an enemy in the aliens turn does not always end the turn of that group of enemies, but i get it that the base game is about alpha striking since the more you wait the more shit you deal with RootinTootinHootin • 2mo ago I like this guide, it reminds me of an old guide you’d find on a forum somewhere in 2010 u/Wonderful_Discount59 avatar Wonderful_Discount59 • 2mo ago Goodness, I hadn't realized Covering Fire was so bad. Although I'm wondering if its better than you think, because you're only considering it in isolation (i.e. when you have one enemy to shoot at, and have the choice of shooting or going into overwatch). But if you full-move, you can't shoot at all, but can still overwatch with have Ever Vigilant. And if you have Guardian, you can overwatch against multiple enemies. There's also the fact that a Codex can teleport from a position where you can't see it to a position where it can shoot you, without trigger overwatch, but Covering Fire allows you to shoot it before it attacks. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter But why would I be full moving when there is an active pod? And even if I did, covering fire makes my chances to hit with a guardian powered overwatch go down not up. While codexes can teleport around, you probably won't even hit them with a covering fire attack because they teleport into cover and if you did you got lucky, you didn't plan for that you prayed for it. Jolly_Key5662 • 2mo ago While playing today I found the only valuable use case for covering fire: For killing a stasis priest with 1 hp while having a teammate on open ground, so you can shoot it before it shoots your teammate no matter if they move or not. I still give it 0 stars averyvery • 2mo ago I have picked covering fire so many times and then thought "huh this actually seems worse?" - thank you for confirming. u/Warm_Charge_5964 avatar Warm_Charge_5964 • 2mo ago On some missions I like to place a SPARK with Aid Protocol and smoke in front of my other units, tends to bait out enemies and be completely fine, but it's more to fuck around during endgame than anything else u/XCOM_Finx avatar XCOM_Finx • 2mo ago After your Ranger guide, I was curious to see your ranking for the Specialist to see how it would compare to other good weapon type (Shotgun, Cannon). I'd say there is an argument to be made for BC to be the second best weapon type in the game. You often bring up how XCOM 2 have a reverse difficulty curve which is true and the BC excel very well in that portion of the game. The two main reason why it perform greatly is that it solve most of the early game threat and its easily the best weapon versus Rulers. Its a nice weapon versus many of the early game high priority target. Stun Lancer? You have a small chance to one shot them with tier 1 and are guarantied to kill them with tier 2. Viper? they are annoying with their high dodge which makes the BC ability to ignore dodge nice versus them. Mec? they are often an enemy that can be annoying because the main method players use to fight them is have your Grenadier shred them to kill them. This have the problem of relying on a class who's aim will still be bad at this stage of the game, while Specialist higher aim + the aim bonus of BC and ideally AP rounds means they can one tap them reliably. Versus Rulers the weapon is excellent due to its very high damage per shoot which is important when they get a reaction for every action you take and 50% chance to stun can solve what is normally an unpredictable fight. Oh and much like with Vipers ignoring dodge is a difference maker for your damage. I briefly brought it up with the Bolt Caster, but AP Rounds I think should be much higher, i'd give them a 5* honestly. Not only it does wonders with the BC, but its also amazing with a Guardian build. The case when overwatch is great is when you have nothing to shoot and are overwatch creeping and a pod runs into you. In that case all the enemy are full HP/armor and having your best overwatch unit able to fully gets its damage through is good. For example, an Andromedon without AP would require about 7 shoot from a Plasma Rifle to turn into phase 2 while with AP this number drop to 3 and with Guardian its commun to fire 3+ shoot so you can easily turn an Andromedon unto a suit just with overwatch alone. That's just one of the many enemy in the game with armor. When I started XCOM 2, the Specialist is the class I disliked the most due to its predecessor being terrible. As I played more and more I started to see how strong and versatile they can be. Now i'd say of all the class the Specialist is the most well designed class by Firaxis, very well balance while still being very strong in the right hands. There is no better feeling than dropping a full pods with a Guardian chain... ok i'm lying a point blank Shotgun crit is but my point remain. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Maybe this is a me thing, but I fucking hate the bolt caster. Not being able to reload and shoot is just so limiting in the tactics you can employ. It gives you so many tools to try and make up for it but I still can't stand it. That might be a me problem though. They are good against rulers, that's true. And important! But, eh, not a fan. The thing about AP rounds is there actually aren't that many enemies where it's that good when compared to BS rounds. Sectopods and Gatekeepers and MECs they are the same if they are unshredded and worse if they are. Lancers have 1 armor late into a run, shieldbearers have armor but who cares about them, andros and avatars are really the only enemies that are that important to try and guardian chain against super late into a run. I think BS rounds just end up being more useful more often. I mean they are still good against the other half of the andro. I might see them going up to 4 stars though. I think Specialists aren't that well designed. My mark for a well designed class is if both perks I could reasonably see myself wanting, and specialist has only 1 of those. Medical V Combat is a real choice (even if Combat is better Medical is quite good) but the rest the choice is already made for you. You wouldn't ever pick of restoration if AP didn't exist and every other choice there is a correct choice. They are better than supports in EU, that's for sure, and the class itself is good. Like I like where they pushed them to, but I wish there were more real choices to make. Grenadiers is probably the best designed class from my perspective because almost every perk (except shredder V blast padding) has some reason to go the other way. u/Reddit-Arrien avatar Reddit-Arrien • 2mo ago • Edited 2mo ago Hard disagree with field medic (and healing in general) Yeah, in general you play with the intention that you don't take any damage, but eventually they will happen. Eventually your top soldier will wiff that high% shot, or a pod managed to patrol into your concealed scout (or concealed Reaper if you're that unlucky). Eventually a ADVENT/Alien unit managed to hit your soldier in full cover, maybe even critting them. At that point, being able to heal them and avoid having further bad luck resulting in their death can go a long way. I find that its even more true on Legend, as your damage will be behind, your soldiers at a lower level, and HP be only a bit higher that RNG can result in not being able to alpha strike all of them. If anything, at times I forgo MP and take field medic and heal the old-fashion way. It IMO becomes more true with all the DLC; In the base game with no DLC, I would agree with not taking Field Medic and/or forgoing healing outside Medical Protocol+Medikit as a safety net. Thing is, Its extremely hard to prevent Chosen from injuring your troops (the Assassin appearing for me means that somebody is going to recover afterwards). Alien Rulers, Ruler Reactions, and their propensity to spread damage around means multiple soldiers are going to be injured (while the mission still needs to be completed). This guy and this post is basically where I got this (and I agree with him). u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Sure, but will it happen 4 times? Because if the same soldier gets hit less than 4 times field medic had blank text. If you get hit, heal, get hit, heal, get hit and then don't get hit again you didn't need that 4th heal. And if one of those instances of damage would've been prevented by a mimic beacon, then you should've brought that item instead of medkit. That's the real thing here. A heal does nothing if that unit doesn't get hit again. And because there are powerful proactive tools that prevent damage all together, you would've been better off with those. In the situation where you miss a 93% shot, you can just throw a mimic beacon, waste the enemies turn, and then try again next round rather than having to eat damage. Rulers are much, much more likely to injure you. But they do a ruler reaction when you heal! So you can't heal during the fight anyway and a heal will (unless its the viper king) heal for less than they deal out in damage, so that's a losing trade. u/Reddit-Arrien avatar Reddit-Arrien • 2mo ago In all fairness I just don’t find any use out of scanning protocol (Spectres rarely Vanish, Chrysalids are rare, Assassin is unpredictable for when to use it,) and for me a specialist is always going to bring a medikit. Plus, I can afford to be more Willy nilly with it; Use it on militia that managed to survive a hit, on a soldier that has to run though fire/poison/acid before they take damage, or had the floor suddenly break under them. Mimic beacons take a while unlock outside stuff like Savage Or Alien Infiltrator, given that Faceless are Retaliation exclusive. I don’t really spend lab time on Autopsies aside two (MECs and Mutons) cause I gotta research other stuff (Like better Weapons and armor). Plus, have you seen an enemy walk past a beacon and try to shoot my units instead? From my experience rulers engage at around the middle point (or even at the start) of missions, so no healing means trying to complete a mission with likely multiple injured soldiers. They also don’t deal damage every single turn; They usually alternate between damaging and non-damaging abilities (Frostbite and Faithbreaker for example). Also, I usually have my specialist usually further back, and often they’ll be out of sight of the rulers (and in turn don’t trigger reactions). u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It's true that scanning protocol isn't that helpful. Good against the assassin and lids but that's pretty niche. But if you don't bring a medkit field medic has literally blank text, which, you know, is pretty bad. >Mimic beacons take a while unlock outside stuff like Savage Or Alien Infiltrator On legend you unlock one right after the 2nd retal mission that's when you get enough corpses, and you probably don't have a lieutenant before them. You might just have one, but probably not. At least from my experience. >have you seen an enemy walk past a beacon and try to shoot my units instead? That means you threw it into a location they do not have LoS in. You can check using the indicator added in WotC by moving your cursor to the tile you want to throw it in and seeing if you would have LoS to them there. Otherwise the only units that ignore it are rulers and chosen. >From my experience rulers engage at around the middle point (or even at the start) of missions, so no healing means trying to complete a mission with likely multiple injured soldiers. That's fine. A soldier with 1 HP is just as effective as a soldier with 1000 as long as they aren't dead. And if the item you bring instead of a medkit helps you avoid an injury in a future pod, well, then they only needed that 1 HP. And even besides, if you leave rulers at their facilities until you get banish and a superior repeater you can just...not have to deal with them for 90% of the run. Even if you let them wander (like I do) you can get away with only a few injuries or even none with a couple frost bombs and some high DPR attacks. u/Reddit-Arrien avatar Reddit-Arrien • 2mo ago For me personally, Specialist always brings medikits, and the combo for most of the Champaign is medikit+Skulljack. Retaliation Missions on legend usually give two faceless (though from experience Haven Assaults still only give one for a while), but the instant is a a hefty 7 corpses. Again, I need to spend lab time on more important stuff like weapons, which can take the entire month to complete. When I say “walk past”, I mean I threw it next to them, but at times they ignore it anyways. And I feel like you keep assuming that things will always go your way. Maybe you’ve been extremely lucky that you can forgo medikits and other tools like it. You can throw meme beacon after meme beacon, but your soldiers can feel like they ain’t hitting for while (That’s the nature of the game). u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Specialist always brings medikits, and the combo for most of the Champaign is medikit+Skulljack. Have you considered doing mimic beacon + bluescreen rounds. I can promise on my 3600 hours and multiple deathless L/I runs that it's better! but the instant is a a hefty 7 corpses Yea I don't go for the instant. I just spend the 10 days researching it. It's so worth it. They are run winners by themselves. When I say “walk past”, I mean I threw it next to them, but at times they ignore it anyways. I don't know what to tell you either you have a mod that is messing with their AI or you encountered a glitch. I literally read through the code the enemies is forced to shoot at them. And I feel like you keep assuming that things will always go your way. It's not assuming, it's forcing. The game gives you the tools to flawless every mission it is your job to use them. Now doing so is hard, almost impossibly hard, but it can be done. You just gotta find the line. You can force this game to give you flawlesses when it doesn't want to. I have a guide about this coming out on Friday in fact. You can throw meme beacon after meme beacon, but your soldiers can feel like they ain’t hitting for while (That’s the nature of the game). No it isn't. This isn't EU where 100% to hit is hard to come by. You can force them to happen. Rend, claymore + grenades, point blank shotgun blasts, sword attacks after blademaster, close range pistol shots, combot protocol, hail of bullets, rockets, attacks boosted by holo targeting are all ways to get that lovely 100% to hit. Don't settle for an 85%, get that 100. u/Reddit-Arrien avatar Reddit-Arrien • 2mo ago Well thats impressive (I have 1500 hours in the game, with some L/I completions and deathless runs as well). I’d like to see you try to beat a worst luck run then, and see how well that works. All those things has their limits; Templars can end a up a few tiles short of Rend, same for Rangers (virtually every enemy late game has some defense, so it no longer becomes guaranteed), you can’t throw explosives at everyone (ditto for HoB), and the map needs be a open to you getting close enough/high ground for a 100% shot, even with Holo targeting. Also, some of these options are not there at the start; There are some elements you can’t control, only work around to some extent. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You can't beat a worst luck run, you can't make it past gatecrasher on legend unfortunately. I think the first G. Op might also be impossible depending on what classes the game gives you. And rangers actually get enough aim to overcome that defense most of the time, and eventually you get the katana and don't have to care. While the game will try it's best to hurt you, you can always stop it. If one person has beaten the game without getting hit once, so can you. You may not know how (and I'm not that good either), but it is possible. That's the loop you are trying to hit. u/Reddit-Arrien avatar Reddit-Arrien • 2mo ago I’m aware, and I’ve done stuff IMO on par with that; imagine skipping plated armor, on Legend difficulty no less? I made it work. Worst luck not being possible matters; you do need some luck, a part you can’t control, to win. You act like it’s always possible to avoid getting hit, to always get that guaranteed. But the thing is you can’t, and RNG can easily end your run early if it wants to. Being able to heal without a care allows you at minimum stop a bad situation from spiraling too, and that’s why it (and field medic) still has a place despite the alpha-strike nature of the game; Healing is guaranteed if you bring it, alpha-strikes and 100% hit are not. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Worst luck isn't possible on like 3 missions in an entire run. You could do it for the rest. It'd be fucking brutal but it is possible. RNG is not capable of ending a run if you don't let it. It can kill a soldier without too much say, maybe even cause you to fail a mission if you really fuck up, but you can beat this game with only rookies so it can't just end your run. And healing doesn't result in stopping a death spiral. The way you lose missions is when too many enemies take turns. It isn't getting wittled down by pod after pod it's three pods activating at once and just killing you. And medkits don't fix death. But you know what prevents those deaths? 2-4 of those enemies being forced into shooting a mimic beacon. 11 more replies ValionMalisce • 2mo ago I could have sworn it gives you a second heal if you dont bring a medkit. (I remember my specialist i was hack training being ambushed with basic equipment. I remember having 2 heals but I could just be misremembering cause Its been a while. Still not great with your points, but not literally does nothing iirc.) u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Field medic turns your medkit into 3 medkits. But if you have medical protocol (and why are you taking field medic without that) you already get 2 heals from that + the medkit. And so you need to get hit 4 times for field medic specifically to be useful. ValionMalisce • 2mo ago • Edited 2mo ago Usually I end up getting both sides of the tree with my specialists using ap so. I love the flexibility that offers and its the one class I actively fill out both sides with. Also theyre a super good candidate for bolt caster until you can reaction stack for the simple fact of +15 aim and this class isnt always shooting until you get that online. Early game wise at least. I just figure if scanning protocol is super situational anyway, and field medic makes it 2 uses without having to equip a medkit, then its not doing *nothing. That said, only reason I run field medic with a medkit in the first place is cause it turns 1 specialist into 2 specialists healing wise. A lot of times I want more of the other classes or such. So field medic with a medkit still means Ive got a heal for most of the team in my back pocket while being able to run more rangers reapers templars or gunners. Then again Ive only barely started Commander difficulty so my opinion probably doesnt matter too much. Just wanted to refute that it literally does nothing cause idek why at this point lol. Edit: It seems I am misremembering getting an extra heal charge from field medic. Curseyoubraaaaaaaain u/Sweet_Oil2996 avatar Sweet_Oil2996 • 2mo ago Another great guide! Even if I see some details differently, it's the most detailed guide I have ever read. The main thing about the gremlin is being able to do things remotely! Hacking mission objectives from range is extremely valuable especially in missions with a timer. A Reaper can also hack but he doesn't have a gremlin, so he must get into physical contact with the hack objective. The difference is that the Reaper would break concealment if he does so to look up what's available with lamp posts and the gremlin doesn't. Being able to sustain concealment for looking up hack rewards or to look up hack chances is great. In some circumstances the gremlin can even break windows without breaking concealment which nobody else can do. Kind of niche, but adds to the versatility of the gremlin. For me this is a 5 star equipment. I have a specialist with a gremlin on every team because of this. Essentially you have covered this with the evaluation of remote hacker but since this is a base ability of the specialist I think this evaluation should be expanded on the gremlin too. The skulljack gives a hack bonus of 20% too and no remote ability. Even then, I equip it always as soon as it gets available (4 stars). Weapons: Personally I prefer the bolt caster over a rifle because of high damage and stun chance even if it has only 1 ammo. Therefore I would rate the bolt caster higher than a rifle. If you specialize the specialist as an overwatch specialist with guardian and covering fire you of course should prefer a rifle because the bolt caster doesn't give a second shot with guardian nor with covering fire. Also no weapon attachment can be attached to a bolt caster and that's something you want to have when you plan to use overwatch abilities (especially repeater because its trigger chances are independent of your to hit chances and maybe stock too). Abilities: Aid protocol: since this isn't turn ending it is almost like a free action. This alone makes it 4 stars in my book. You can use your ranger, your templar and your SPARK more offensive than ever with this. Did you know that mimic beacons can be protected with aid protocol? Now we're rolling. 5 stars. Medical Protocol: combat protocol is better for me too. If I later want to improve a specialist with additional abilities by XCOM AP or genius/savant AP it still wouldn't be the first additional ability I add. Most of the time you have ample time to heal after combat. Which means it can be done on foot, remote is just nice to have. More like 3 stars for me. Good, but not great. Revival protocol: 4 stars, because... Haywire: It's not even close. Getting your 7th team member with enemy MECs is so valuable (and even more if you have less than 6 team members). It's an expendable unit too so great scout material if you are no longer concealed. If they ever get control over itself again you can bet it has no more micro missiles. They are quite easy to hack and present in most missions. Also two shots per turn turrets with height advantage and of course, the big price, flanking and cover destroying sectopods on your side. Autowin. It's domination for robots but as a cooldown ability. If the hack resistance is too high you can stun the robot more easily and this is great too. It lessens the opponent pressure per turn considerably. Hey, shutdown doesn't even break concealment! Shutdown a codex before you give him the skulljack treatment. It doesn't clone when it fails or when you damage it with a non kill shot. A hacked MEC is a moving armored (especially when heavy) micro missile shooting mimic beacon. So, better than a mimic beacon and a mimic beacon already is a 5 star item (maybe not on this class but in general). Did I mention it is a cooldown ability while a mimic beacon is exhausted on use? 6 out of 5 stars. Maybe void rift+schism is the one better ability but void rift has a cooldown of 6 while this has 3. However, revival protocol is probably the first additional ability I would train with XCOM/genius/savant AP. Covering fire vs threat assessment: both are overwatch abilities. So both do not apply for alphastrike. It comes down what weapon you prefer. If you have equipped yourself with a bolt caster covering fire isn't very attractive because of the very limited magazine of the bolt caster. You can't get multiple shots out of it. However, the big drawback of threat assessment is that the cooldown of aid protocol is prolonged. When you use threat asessment most of the times you use it for the effect of increased defense and not for the low possibility to get a overwatch shot. So it really worsens aid protocol for most cases. With rifle: covering fire 4 stars, threat assessment 1 stars. The trick is, that a repeater can be triggered with overwatch fire and its chances are independent of to hit chances. A repeater doesn't have a disadvantage because it is a low percentage shot. Stock profits from low percentage shots. Your other soldiers will overwatch shoot on moving targets, the specialist gets additional opportunities. More guaranteed damage on enemies' turn is good. With bolt caster: covering fire 2 stars, threat assessment 1 star. Both are bad. The additional damage opportunity for the specialist in comparison to your other soldiers is worth more than nothing but not much more. At least the bolt caster has built in a superior scope, which is good for overwatch shots. The additional damage opportunity for other soldiers is canceled out by the worsening of aid protocol. Field medic vs scanning protocol. Field medic gives extra charges not only for healing but also for revival. For scanning there are battle scanners. The scanning range of scanning protocol is close to abysmal and half of it is spent for territory I came from and is already scanned. Battle scanners scan the territory in front of me with better radius. I take them when I'm up against the assassin, otherwise I don't bother with scanning. This is what scouts are there for (reaper, ranger). I don't care about chryssalids. My ranger has bladestorm and my SPARK has armor and innate defense. The templar has parry. Field medic 4, scanning protocol 1. Ever vigilant vs guardian: Obviously guardian is worthless with a bolt caster. I'd rate ever vigilant as a 3 star ability because a specialist uses aid protocol + another ability so often that he tends to lag behind. My specialists use dash quite often. Then getting an overwatch in addition is good. It does speed up the game. But it's not a game changer. Guardian is not a 5 star ability because you don't want to rely on overwatch, you want to rely on alphastrike. With rifle: Ever vigilant 3 guardian 4 With bolt caster: Ever vigilant 3 guardian 1 Cool under pressure: 4 stars for rifle users, 3 stars for bolt caster users. Rifle users most likely have covering fire and guardian which both are enhanced considerably with cool under presssure. The bolt caster does have ever vigilant improved which is something and his other overwatch shots. But since the bolt caster can imply stun cool under pressure improves also stun chances so it's overall a good ability. Restoration: Most of the time it is just one more charge of a medkit. Feels meh. 2 stars. Armor: light 2 medium 4 heavy 2. Light and heavy armor take away an equipment slot. Since I want to have a skulljack on my specialist not only for intel gathering but also to improve hack chances which is important for hacking and haywiring losing an equipment slot is bad. The other equipment slot is a medkit which I also want to have because I take combat protocol over medical protocol. If I get a third equipment slot special ammo is better than a heavy weapon because of multiple use and it's also better than a grappling hook because with a specialist the gremlin provides for mobility. The gremlin's range is squadsight. Thus the specialist doesn't want to give up on equipment slots. Equipment: Skulljack 5 Intel gathering in missions is awesome, one shot kill ability on high hitpoint targets is great. Sorry, no stasis for you, priests. Hacking +20. Indispensable. Medkit 5 I want to have at least some healing on the specialist and with medical protocol it gets remote and really good. Special ammo 4 Everything else 1. Other soldiers have everything else. If you have more than one specialist in the team Ammo: The specialist is the robot guy but since he gets the robots with haywire it can be argued that on this guy ammo against bio targets is more useful than bluescreen. With ammo against bio targets you want to go for status effects. Dragon rounds stop the special abilities of bio opponents better than viper rounds. Your other soldiers can use bluescreen. Dragon rounds 4 Viper rounds 3 Bluescreen 3 Everything else 2. For bolt caster wielders talon rounds are 1 because bolt casters have zero base crit chance and the crit damage is worse or equal than a rifle. Weapon mods Only applies for rifle users. It's likely you have covering fire and guardian. Both suffer from to hit penalties. Covering fire shots can be low percentage shots. You can't have both scope and laser sight. Repeater improves low percentage shots a lot, so they are naturally brilliant for overwatch shots (covering fire, guardian). I like guaranteed damage more than extended mags because overwatch shots have to hit penalties. But if you are lucky guardian can give you a lot of shots. Therefore scope 5 laser sight 0 hair trigger 2 repeater 5 stock 4 extended mag 3 auto loader 2 ================================================================================ Xcom Part6.txt ================================================================================ Probably should have also done this before I went in on rating the classes but whatever I can do it now. This is a guide for how to win at the strategic layer. I’m not going to go through every little thing in depth, because that would be 10 trillion billion words long, but this should give you the tools to not just flounder around. This is more surface level than my other guides because each different section probably deserves its own guide, but this will at least get you started. Importantly, this part of the game is where cause and effect are the most disconnected. You can lose your entire run because you made the wrong decision about what building to build several realtime hours ago and not know it. If you, for example, delay building a resistance comms too late and then the avatar project kills you several missions later, you might not even realize that’s why you lost. It’ll look like the game just killed you for no reason on the strategic layer even though you were winning missions on the tactical layer. This is a guide to minimize that variance on the strategic layer, to make it so those decisions that aren’t immediately clear as to their effects have some direction behind them. The goal of this entire guide series is to take a player who can barely win on Veteran to someone who can beat L/I almost all the time, that’s what I’m here for, and this is how to do that. Let’s break it down into 5 parts. Part 1: The Reverse Difficulty Curve This is the most important thing to know so I’m including it first. XCOM 2 has a reverse difficulty curve. The hardest missions are at the start and the easiest missions are (mostly) at the end. The hardest missions of the entire campaign are Gatecrasher and the first retaliation mission, and from there the curve is basically only down. There are some small spikes, the Chosen Strongholds are harder than the average mission for example, but mostly every mission is easier than the one before. “But wait” I hear you say from behind your computer screen “doesn’t the enemy get stronger over time. Eventually I have to fight Gatekeepers and Sectopods and those are really scary!” And you are correct. The enemy does scale in power over time, but here’s the thing. ADVENT scales linearly, you scale exponentially. ADVENT gets stronger aliens every 10.5 days (14 days on legend). You get stronger every time a soldier ranks up, or you complete research, or you build a new facility, or contact a new region or…etc. You gain power at a much faster rate and your advantages compound. Getting your first sergeant gets you powerful new abilities from ranking up and squad size I. ADVENT gets at best one new alien to play with. How this works in practice is that the early game, the first 5 or so missions, is just trying not to die. Gatecrasher especially is just gambling that your 85% shots with your rookies actually work. Then after that you get squad size I you start being on more even terms, then eventually you overtake ADVENT in power and finally blow past them and can flawless mission after mission after mission with ease. You can roughly think of the campaign in phases: early game (before squad size I and mag weapons) where you’re weakest, midgame (before squad size II) where things stabilize, and late game where you outscale ADVENT. Your priorities shift accordingly; early you’re just trying to survive, midgame you stabilize and deal with the Avatar Project, and late game you’re just closing things out. Now as interesting as that is, what does it mean practically? Well, that’s simple. In XCOM 2, you need to get power fast. You’re in a race and start behind the enemy, you need to catch up and speed past as fast as possible. That means units that are strong early, like reapers and rangers, are much, much, much more important than units who need to reach higher ranks to become powerful. The generic endgame tools are strong enough that rookies can make them work but in the early game you need every bit of power you can scrape together from every source. It means that building a workshop, trading engineers and supplies now for more engineers later, is a bad trade because later is easier than right now, so you need that engineer helping you quicker. It’s a principle that applies to a lot of strategy games, but you are trying to not get squad wiped or lose to the avatar project in the next week, not building your perfect squad or Averanger layout for the endgame. Focus on the short and medium term, and the long term will take care of itself. As for how to do that… Part 2: Science is king Being able to research faster is one of your key accelerants to catch up and surpass ADVENT. Research lets you unlock mag weapons to deal enough damage to late game foes. It lets you unlock predator armor so you can bring more utility items and not die to a single Sectoid crit. It lets you get all holy mimic beacons to steal enemy actions, and so on. As such, you want to prioritize getting as many scientists as you can. The faster you get mag weapons and predator armor and the rest, the better. That means if you can scan for a scientist, do it. If a G. Op gives you a scientist as a reward, you probably want to do that one instead of the others (unless the dark events on the other will absolutely screw you). It means you should heavily consider building a lab in the early game (I usually build it third, but you might want to build it first; it is that important). Get science, research important things, get power, win. It’s not like engineers and clearing out spaces and building stuff is unimportant, it is extremely important, but science matters more. More facilities are very good, like very very good, but not as good as magnetic weapons or getting mimic beacons. To put it into perspective, I usually build a lab, explicitly trading engineering time for research speed. That's how important research is. In addition you will eventually hit enough engineers to do everything you want them to do but you will need more scientists until extremely late into a run. Both are good, in fact both are very good, but science is king. Part 3: What to research A full guide to research will have to wait, but I can give you my order in the early to mid game. It goes: Alien Biotech Resistance Communications Modular Weapons Resistance Radio Officer Autopsy Magnetic Weapons (Experimental Weapons) Faceless Autopsy Gauss Weapons Hybrid Materials Plated Armor MEC Autopsy And then…the rest. There is more to research and more orders I recommend you do it in but for now we’ll stop there. If you want just a strict guide on what order to do stuff in, there you go. But there is some flex in that. You do Alien Biotech before Modular Weapons because you probably don’t have any weapon mods to give out that early into a run, but if you find a superior scope during Gatecrasher, do Mod. Weapons first! If Mag weapons gets inspired, you might want to do them on the spot. Magnetic Weapons are slow to research even if you max out how many scientists you get so usually I sneak in Resistance Radio before it but you could absolutely justify switching those around. Maybe you do the MEC Autopsy before Plated armor that’s fine to the super exact order isn’t as important as the general “A before B” structure that gives. Feel free to swap things around. What I don’t recommend is researching anything that isn’t on that list before everything on that list is done. Mindshields are cool, they aren’t as important as mimic beacons. You might want plasma grenades but you probably want Plated Armor more. There are other good things to research, but I absolutely make sure those 10 are done before anything else. Again there is some flex in that, but that’s my general stance. There is one other thing I want to highlight, which is Experimental Weapons which unlocks the Alien Hunter stuff if you have integrated DLC turned on. I usually have that option turned off (that's a preference not a power level thing) but if you do have it on you want to complete that project asap once the proving ground is online to get the frost bomb (and the other stuff is good, too. But mostly you want the frost bomb). So that usually means in the sort of mag weapons - faceless autopsy range, maybe a little sooner. If you have integrated DLC turned off you don't have to worry about it, but if you do, there you go. Part 4: What to Scan For With research covered, let’s go to you actually on the map flying around. My general flowchart looks like this: Is there a scientist or engineer scan reward? If yes, do that. Do I have an open resistance contact and the intel to contact a new region? If yes, contact a new region. If you need to contact a new region but it's way too expensive, build a relay. Is there a resistance contact or avenger power reward? If Yes, do that. Is there an intel reward? If yes, do that. Is there an alloy and/or elerium crystals reward? If yes, do that. Is there a soldier/ammo and grenade type/late game assorted equipment reward? If yes, do that. If none of the above, scan a skirmisher HQ. You could flip number 3 and number 4 depending on the situation you are in, but that’s generally my priorities. These are all things that either speed up your progress or remove a bottleneck. Scan rewards like supplies or rookies are nice, but just too low impact to waste your extremely valuable and limited scan time. This priority list puts the things that increase your power level at the top first. You need scientists and engineers and you need them bad (until you are in the late game, in which case you can kind of just do whatever); they increase your power level the fastest. Contacting new regions is your literal win condition (you have to get to the forge and psi gate somehow) and it gives you more supplies every month. Resistance contacts and power cost you valuable room slots on the Avenger cheating that limit is huge. Intel is super hard to get and is worth more than gold so you want to get as much as you can. You can get alloys and elerium from clearing rooms and supply raids but you are likely to run out and get bottlenecked on things so more is always better. And scanning at skirmisher HQ speeds up both room construction and excavation rate so it is better than scanning anything left. Again, there’s some flex to this. In the late game you don’t need more engineers, so you can ignore those rumors. If you’ve already contacted every region you need to win, then you can ignore resistance contact rumors. Maybe your entire roster is wounded and you need to scan at Templar HQ that happens. Maybe your roster is a little too thin and you want to scan a soldier rumor that seems reasonable to me. These aren’t rules, more like guidelines. Part 5: Do not Fear the Avatar Project (Too much) New players are often scared of the Avatar Project, but as a certain book will teach you, fear is the mind killer. The doom counter has to fill all the way up and then you get 15-27 (depending on difficulty) days to make it go down before you lose. That’s a lot of time. That doesn’t mean you can ignore it entirely, do that and you will lose even if you flawless every mission. But it does mean you shouldn’t be paralyzed in fear of it. You just have to make sure you have some way to reduce it within reach. The blacksite, an alien facility, skulljacking an officer, doing a covert op, something. If the bar is 2 away from full, you need to start moving in the direction of getting one of those things ASAP, because the aliens can fill 2 bars at once. You don’t need to panic, the game isn’t over until it’s over, but you need to take action. You shouldn’t spend all your time and energy grinding it down to 0, that means you aren’t spending it on increasing your strength to overtake ADVENT’s. You just need it to be not immediately killing you. Part 6: Facility Order A full guide will come on this in time, but here is the general order. GTS Ring Lab Power Relay Proving Ground Training Center Res. Comms Shadow Chamber …other stuff You might notice that the infirmary isn’t on that list. Yep, it sure isn’t. It doesn’t increase your power as much as the things on there. You should build it eventually to clear negative mental debuffs and spend elerium cores to boost people back into your roster, but it can wait. This is my default order I do almost always, but you could justify doing the lab first. Or doing Ring-GTS-Lab, or GTS-Ring-Proving Ground. Those all work. The only thing slowing you down here is that you need power as your 4th building no matter what you build, so whichever you kick into 5th place is going to be waiting a while. I think you can get away with delaying the proving ground the easiest, and I would never, ever, ever put the GTS in that slot, but otherwise there’s some flex, as with everything on here. I’m presenting things in a linear order so people who want to can just follow a script instead of having to parse out exactly what is best. I'll also point out that if you do Res. Comms in that order you will absolutely have to (on Legend) do a covert op that reduces the Avatar Project to not die. Now that's no problem one is always offered eventually, but it is good to know! Conclusion There is a lot more to go over in this part of the game, too much to cover in one guide. I think literally every section deserves its own full guide at some point, but I gotta stop somewhere, so I’ll stop here. This gives you a direction you need to go, a general framework to follow, and just an example to work off of is usually very helpful. The general way to think about this layer is you are trying to accelerate the rate at which you gain power, and then use that new power to gain even more power, then use that new power to go even further beyond and get yet even more power, then you win. That’s the gameplan, catch up and then blow past ADVENT as quickly as you can. Here is a link to the index with every guide in it: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 137 Downvote 74 Go to comments 1 Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Do people want me to do utility items or the wotc classes next? I have both the utility item and Reaper guides written but I want to know what the people want. u/V-Lanner avatar V-Lanner • 2mo ago I take great enjoyment in reading your guides, so it's a win-win for me. But I would be interested in your views on utility items. darkdiashi • 2mo ago The classes guides are the most dazzling and such, but you may as well do Utility next to get it out of the way, before switching over to focusing on classes again u/SlavaUkrayini4932 avatar SlavaUkrayini4932 • 2mo ago I'd say the items, since most of them are available in the base game and I prefer to recommend to play the base version to new players before jumping into WotC. TenMinJoe • 2mo ago Loving these guides so much, thank you! I vote for utility items Sucram-Bunsib • 2mo ago Utility items! u/MATCHEW010 avatar MATCHEW010 • 2mo ago Would you mind unhiding your post history so i can find your previous ones!? Ah ignore me. Seen the index. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea I made an index, have fun! u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You know I was sure people wanted the next classes but I was wrong. Utility items it is! dwhite10701 • 2mo ago I've played this game for years and beaten it on every difficulty (though never LI or LI with no deaths, like the OP). In that time, I've stressed so much on finding additional engineers and have prioritized them over absolutely any other reward during the early game. I don't think I've ever treated scientists as anything more than an afterthought. Thank you, this guide has given me a lot to think about. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The thing is, scientists are really valuable for whatever you're rushing, with Magnetic weapons being a good choice. After that, with some possible exceptions on Legend, the game just isn't nearly as hard as the start. Mimic Beacons and Frost Bombs are pretty early in the game and remain very strong through pretty much all of it, giving you a LOT of wiggle room for mistakes or to soften RNG on Aim etc. === I also value engineers highly because they wear many hats at once. Excavation would still be worth it even if it didn't give resources directly for doing so, but faster and more often Excavation is useful for a fair while because of it. And most facilities gain benefits (sometimes the whole main point of them) with staffing, so there is a lot of opportunity cost with engineers up until about 6ish or so. This, ironically, is why I think the Workshop is so much more worse than the Lab. The Workshop nets you 2 engineers at best for a HEFTY investment cost whereas scientists really only have one purpose. When you first build a Workshop is a net of one engineer for power and supply cost, and only gets more irrelevant as an option down the line. The adjacency aspect is just what completely kills it. If it was rebalanced to provide gremlins that could fill any slot it might be worth it sometimes. But as is it's so niche and such a hefty cost for getting barely anything at all out of it. Djscratchcard • 2mo ago As far as facilities go, where does the workshop fall for you? I usually try to build one to staff power relay and res comms. Not sure if that's needed or if I'm just hurting progression u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Never. I never build it, it actively harms you when you build it. I briefly cover why here (trading power now for power later in this game is a bad deal), but basically you trade so many supplies, engineering time, and an open slot to build things when you could've just built the thing. You're slowing yourself down for basically no reason. baddoge9000 • 2mo ago Amazing, thanks for your effort. Would've been legendary(pun intended) 10 years ago. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Well 10 years ago I was a middle schooler (yes, that was to make you feel old) so I probably couldn't have written this. baddoge9000 • 2mo ago Oh wow, so ur like 21-23? You're young bro, nice work. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter A little older than that, but yes I am fairly young. baddoge9000 • 2mo ago Cool, so what's next on the list? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Utility items seems to be the people's wishes baddoge9000 • 2mo ago Yeah, sounds about right. BTW you probly answered somewhere, but how many hours u got on xcom2? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I think I just crossed the 3700 line while making this. 3550 on steam and 150 on xbone (don't... don't play this game on xbone, but my computer was broken and I was desperate). baddoge9000 • 2mo ago Damn, thats crazy amount. I think I got just over 300 :( u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I may be a little obsessed. If you can't tell by the 6000 words you just read ;-p 1 more reply u/WindowSeat- avatar WindowSeat- • 2mo ago Great guide as always. How do you get Faceless corpses early to actually craft Mimic Beacons after researching them, though? Are you only guaranteed one corpse per retaliation mission and the rest come from random missions? I'm doing a campaign with Lost and Abandoned disabled for the first time, idk if that matters, and I don't think I've seen more than one or two Faceless so far. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter We've all done it! "Oh sweet early meme beacons....wait..." I put them in my order where they are because that's usually right after you do the 2nd retal mission and have enough corpses. u/WindowSeat- avatar WindowSeat- • 2mo ago Do Faceless spawn in any mission besides Retals? u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter They spawn on savage sitrep missions, a chosen who has beastmaster can summon them, and the alien infiltrator sitrep causes them to spawn, but normally no they do not. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter The hardest missions of the entire campaign are Gatecrasher and the first retaliation mission, and from there the curve is basically only down. I agree, though I'd add the caveat that I agree with what someone brought up that Legend has a second difficulty bump when you first see Berserkers in a retaliation mission. They're trivialized a little with haven missions that give resistance units, but they're damage sponges if you encounter them with just magnetic weapons. If you don't build a lab I feel weapons tech doesn't feel QUITE punchy enough for a while on Legend. Magnetic will keep pace a little before falling behind when more armored units are more frequent, or if Chosen Training gets to higher levels. IF you can manage the Berserker retaliation without too much injury, then I'd say you're probably golden to finish a Legend campaign. IMO it's a benchmark similar to when you face Chryssalids on Impossible in Enemy Unknown, as a make or break on whether you've progressed enough to deal with enemies tough-ish for your level. === Magnetic Weapons are slow to research even if you max out how many scientists you get I tried this on my last Legend run, rushing Magnetic weapons nearly as fast as possible from good inspiration and timing (and I think I bought a scientist from an early Black Market IIRC, perhaps also getting an extra from Dark Event G Ops or Covert Ops). The trade off for this though is I had to dedicate a LOT of my Resistance Ring time in the early game to Sabotage missions to keep the Avatar Project in check as the Proving Ground was probably a little slower than was most sensible. Rushing Mag weapons ASAP is a huge opportunity cost on Legend, it's less of a risk on Commander. The player Syken manages with ballistics longer than I'd expect on Legend but I see his rationale at least, as he's also pulled off some crazy hard plays. === Mindshields are cool, they aren’t as important as mimic beacons I agree, though if you get Warlock first on Legend I'd say SOME consideration could be given to a Mindshield or two, realistically for your Rangers as they won't have a Spider Suit yet or likely even Talon Rounds. Sectoids are not at all in short supply in the early game, it's just a question of if you can spare the Supplies. With a Mindshield or two you can start farming AP with Warlock kills at least since the second encounter with him as your first Chosen (the first retal is rough but theoretically doable). However AP farming is absolutely a mid to late game consideration for advanced players and I get what you mean about pushing through the early game. Mimic Beacons and Frost Bombs are by far your best tools early on and throughout. Indispensable on Legend especially as I typically drop Mindshields for more alpha striking stuff by mid game. === Intel is super hard to get and is worth more than gold so you want to get as much as you can. You can get alloys and elerium from clearing rooms and supply raids but you are likely to run out and get bottlenecked on things so more is always better For impactful upgrades I'd actually recommend trying to stockpile Intel for the Black Market. An extra engineer or weapon upgrade (possibly also needed for Predator armor) will pay dividends the sooner it can go online. Supply Raid missions appear often enough in the early game you don't have to sweat it a lot, but upgrading Shotguns and to a lesser extent Mag cannons is pretty nice. Sharpshooters aren't yet strong enough to sweat their mag rifle on Legend. === I think you can get away with delaying the proving ground the easiest, and I would never, ever, ever put the GTS in that slot I've been watching Syken's L/I Grim Horizon Exquisite Timing guide and I was shocked by the take that he put off GTS way longer than I thought would be reasonable. But I think he's supremely comfortable with just ballistics and no squad size upgrade from his expertise and Aim management. I do agree with you, but it is interesting that it is theoretically possible to delay it as Squad Size is by far the main reason to build GTS, with a side of rookie training if you go for it early. u/syken4games avatar syken4games • 2mo ago It was less a matter of "wanting" to push it back, but Exquisite timing is tuned for commander difficulty with the achievement. On Legendary it takes twice as long to do anything and you have the exact same time available. As a result to make it even theoretically possible, you end up with needing to sacrifice everything on the way and simply play with one team, no upgrades, nothing and go on the last mission with 3 chosen. u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Oh snap, cool to see a response directly! As I posted elsewhere it was just interesting and impressive to see that it was even theoretically possible. By which I mean it feels fairly self evident that stuff like faster Excavation speed and instant Resistance Contacts have tangible value for speed. It was moreso that, for me, on Legend I felt perpetually "behind" on the power curve when starting with ballistic weapons and squad size four, with upgrading both being something that helps even the odds a little. I just winged it and took 60-70%ish shots a lot in the early game and adjusted as needed. But it's been interesting watching the Grim Horizon guide to learn how often you stay back in full cover and sometimes do subtle things to help Aim. Sectoids are my main struggle with early Legend but I was diligently noting how much you made it look easy (or easier), even with bad pod pulls, which is usually when injury or death happens to me compared to methodical engagements. u/syken4games avatar syken4games • 2mo ago You might want to check out my Xcom2 Enemy Behavior Guide- you can look up the 10ish videos if you search in youtube if you want to. A lot of the way that you manipulate the AI boils down to understanding what it can and cannot do in the different situations. That will save you a lot of headdache in dealing with them. Easy to learn a bit, hard to master. Also, I am typically monitoring reddit for my name, so that is how I can to this disucssion, in case people have questions. Cheers, syken u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I've been going through it lately actually! A lot of it is just stuff I naturally noticed in my own runs, most pointedly how to manipulate Sectopods to get two turns to take them down (though I have gotten better at blasting them in one). I highlight Sectoids because on Legend it's a damage sponge where a Ranger slash doesn't quite cut it anymore in the early game. They're quite easy in general if they do a psi ability and almost any one of them. The trickier part for me is what if they mind control and you can't break the control on your next turn? I tried taking some flashbangs in the early game but it wasn't ideal, especially because a soldier with one might not be in a good position. From watching other stuff it just seems like you lean harder on regular grenades to soften up and break cover, and yeah I've learned too that the humble grenade into plasma grenade remains one of the best tools throughout. But from glancing at your Sectoid guide perhaps I should try to manipulate them into Reanimation more. I felt I got hit with Mindspin a ton in the early game but that may just be how I was prioritizing targets. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea on Exquisite Timing runs you are forced to put off the GTS a long time. You don't have time to not have the proving ground. But lord knows that isn't what a newer player should do. I mean, you can beat the whole game with only 4 units, doesn't mean you should! u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter For sure, it was more just interesting that ballistics plus squad size 4 was even viable that long. Two of THE most impactful upgrades and he just... went without. They're both some of the best action economy choices in the early game so it's fascinating to see different tactics, especially with him not struggling against Sectoids like I sometimes can. MJtheJuiceman • 2mo ago Will will speak of your valor in Valhalla. u/DerAva avatar DerAva • 2mo ago I'm not sure I see the reasoning for delaying mag weapons. Maybe you are gambling on having a 2 region continent start and are hoping for a decent continent bonus, but I take consistency over gambling, and mag weapons is a big early power spike. Tech costs are static, you will not get it faster by waiting longer and any tech that delays mag will delay that power spike without giving you any meaningful compensation. ThedarkJosh • 2mo ago Guides are cool. Are they mostly for Ironman top difficulties? I’ve never used a mimic beacon but also never played on the highest difficulty biketheplanet • 2mo ago If you haven't ever needed a mimic beacon, I'd say that is a good sign that you need to play a higher difficulty level or add som AI enhancing mods. And play Ironman if you are not currently doing so. ThedarkJosh • 2mo ago I’ve beaten long war and long war of the chosen iron man on the one under the highest difficulty with no mimics so you’re probably right u/Oceansoul119 avatar Oceansoul119 • 2mo ago No. Mimic beacons are utterly unneeded regardless of difficulty but then this guide is written by someone who thinks snipers have worse aim than grenadiers. Shawn_NYC • 2mo ago I'm currently in my first playthrough. How does the shadow chamber research fit into this? I noticed it pauses my science research. I prioritized doing the shadow chamber research because it feels like the story was pushing me in that direction. But the rewards don't seem that great and it blocks me from getting the magnetic weapons everyone keeps talking about. u/LightningTP avatar LightningTP • 2mo ago The game is constantly baiting you into prioritizing story missions. Also, if you didn't notice, COMMANDER, THE ALIENS CONTINUE TO MAKE PROGRESS ON THE AVATAR PROJECT. But in reality, taking the bait actively hurts you. Story missions are generally difficult and reward nothing except some blocks off avatar project. Skulljacking the officer enables codex spawn which you wouldn't get otherwise. Further missions also have some nasty surprises (no spoilers). Shadow chamber research offers no gameplay rewards whatsoever. I highly recommend postponing all of it as much as possible. There's no actual downside of letting the avatar project get to full as long as you have a facility ready to kill. Also, covert ops to reduce avatar progress are invaluable. And let Central beat it. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You can literally stall doing those for like...months. Basically the time to do those is if you are feeling threatened by the avatar project or if the thing you are currently researching isn't that good but you're blocked from researching something better. Otherwise you can wait a while. becircus • 2mo ago It's been a long time but a more reliable way of playing especially on Legend is to do Officer biopsy as soon as possible (Alien Biotech, Officer Biopsy) then build your Proving Ground. With Proving Ground you can access SPARK which is basically broken with three shots with overdrive. All you need is adaptive aim and superior scope and you will get your three shots. With skirmisher that is two more shots. Delay resistance communications as long as possible. Because if you lose when you only have 1 region, you lose 0 regions. That gives you a lot more flexibility. And the first alien blacksite is guaranteed to spawn 2 regions away from a region you own. So there is no point expanding further early except for money, which can be handled by the Black Market and careful use of money. You can also build Psi Lab much sooner than most people think, and get Psi Operative right around archons. Most people deal with archons with stock, but with a psi operative you can not only deal with archons but andos and all the manner of mini boss enemies. Stasis the boss, kill the trash when it comes out of stasis it faces the full wrath of your squad Finally with the Bradford DLC you can get tons of weapons mods and powerful weapons right from mission one u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I disagree. Getting a spark early is good but it actually depends on your settings. If you have integrated DLC turned on it costs 150 supplies, 2 cores, 30 alloys and 10 crystals. That is very pricey for a unit you won't get for a while even after you click to buy it. If you don't have integrated you are either doing the mission (in which case the proving ground isn't useful) or you can just...buy one. Now that's more appealing not more not appealing than squad size 1. Probably worth bumping the proving ground to 3rd instead of 5th, but not that big a deal. The best way to not lose regions is not lose missions, and contacting at least 3 regions gives you your choice of which dark event to stop and what reward to get. That's more scientists, more engineers, and having less crippling dark events. Also more supplies per month and a continent bonus that ranges from mediocre to absurdly powerful. I wouldn't recommend new players to build a psi labs. Yes psi ops are ridiculous but it's just unnecessary to see the credits roll. You'd be better putting your time and energy into the extremely powerful classes the game hands out for free when you rank up a rookie or complete a covert op. becircus • 2mo ago I believe another reason to rush proving round is experimental weapons and ammo. That will increase your damage and apply malus to enemies to mess up their AI much faster than getting mags. Proving ground can also be your first building under certain settings. If you manage your money and excavate correctly and sell the bodies, you can make the cost. A lot of the difficulty early on is just because your weapons do not do enough damage. Experimental ammo solves that problem early and cheap. And of course the very broken frost bomb. Delaying resistance comms building actually makes sense once you see what it does. It only gives you more regions and you don't need it to get the first three regions IIRC so even if you want three you can still get it. Meanwhile resistance ring gives you the broken covert ops and reaper and very shortly skirmisher. More regions is not life or death. Frost bombs, fire ammo it is all life or death. Also a lot of reason why people die in higher difficulty is not getting plasmas fast enough. As soon as Mutons show up you kill one and autopsy to get plasmas, no matter what. If your proving ground is not ready by then because you delayed it, god help you Once you stasis, you never go back. Check enemies like archon, ando, sectopod. The counter to everything. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Proving ground (unless you spend an engineer to build it faster, which I don't think you should do) takes 28 days to build, then another 10 for experimental ammo, and that's just one of them. You might be able to sneak one in before you do magnetic weapons, maybe two, but that's a rather thin play. If you want to do more damage faster then a lab will work better. I wouldn't ever recommend the proving ground first, squad size 1 is probably the highest power spike you get. And you can get a sergeant before you even finish building the GTS if you build it first. There is absolutely no reason to ever slow that down. The res. comms building you can delay for quite a while, I do in the example above, but you can't delay it forever. You will need to expand to win the game eventually, and doing so has plenty of other benefits. I don't think plasma grenades are that big a break point imo. They are certainly helpful, very helpful. But you probably start subbing out grenades for rockets and experimental ammo and mimic beacons around that time anyway. And if you don't have predator armor yet the choice between meme beacon and plasma nade is not a hard one. They are good for sure but not that good. Statis is broken, absolutely. The 2nd strongest ability in this game probably, but you don't need it. And its random when a psi op gets it. And if you put the effort into building a psi lab into things that gives you more up front power then you can push through those enemies anyway. Psi ops are fundamentally a win-more option, they simply increase your power in runs you've already beaten. Once andros and sectopods start showing up the game's over and you've run. You might fuck up and lose a soldier here or there but the generic tools at your disposal are powerful enough to make a comeback from literally nothing. becircus • 2mo ago I only played on legend difficulty and the most reliable way was Proving Ground and Resistance Ring. The two most powerful buildings are Proving Ground and Resistance Ring, for what they give. One gives broken weapons and the other gives covert actions for your bench and resistance orders. Comms is long term economy and doesn't directly increase the lethality of your squad. Squad size +1 when you only have machine guns isn't going to do much, unless you use two grenadier. But you can also run two grenadier with four players, and delay leveling snipers. If you have a proper squad loadout, +1 soldier isn't that powerful. Another reason is you can spread out the XP. You say it is easy to get a SGT before GTS is done and it is, but if you bring 4 rookies on the Reaper mission, you can get 4 more squaddies. I would rather have many, many squaddies than one super squad with a SGT, so the GTS is not as valuable to my playstyle. My bench is deep, with ten squaddies by the end of the reaper mission. Because a grenadier is incredibly useful and you can get really far just spamming grenades. Proving ground + resistance ring is very powerful. And you don't have to build another power to get it, which is another gain. If you have to build a power to get the proving ground, that's where people run into trouble and delay it for far too long. I consider stasis the strongest ability in the game because nothing can block it and it hard counters everything. Not saying any of this is the only way to play and mostly recalling from memory since it has been years. Cheers. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You make good points, and I'll consider incorporating them into a later run I do. Squad Size I allows you to have some "dead weight". No class is useless but some classes get online later than others. Even though I think Reapers are the strongest start, at the same time their damage leaves a little to be desired until they get Shrapnel. By rushing GTS you can have "four real damaging soldiers" plus a Reaper scout for ironman, or whatever other soldier that might be a little low damage or low rank to get a leg up. An extra grenade also doesn't go amiss but an early claymore is similar if not a bit stronger. If you're fine bringing four top performers you don't need the GTS rushed. Also one thing I didn't realize until recently is how much Integrated DLC makes a difference. IMO, if you have it off and have the special missions instead, Skullmining is one of the only decent options in the early game for Proving Ground, as you'll be short on alloys and elerium especially at times. Integrated DLC integrates (hah) powerful options to incentivize the Ground more. It's easier and faster or just about as fast to play with The Nest and get the base weapons, but really only the Frost Bomb and Hunter's Axe matter. becircus • 2mo ago The "real damage" in the beginning are shotguns and grenades. Until your weapon tech catches up nothing beats shotgun with crit laser right in the face. And since you are running rangers you don't necessarily need a reaper early. Instead you run Mox, since he has two shots and grapple. All about the action economy and bonus actions. I don't even bring a sniper until very late. I like putting battle scanner on grenadiers. If you have a squad with SPARK and overdrive and adaptive aim and superior scope, a skirmisher, bonded teammates and a couple broken weapons like bolt caster for the hacker and frost bomb for the grenadier, you have basically won the game if you make optimal moves. You have enough alpha strike firepower, especially once you reach mags but even before if you have experimental ammo. This is without researching gauss weapons, plated armor or plasma. All the action economy you get just breaks the game I forgot how broken skull was. Another reason to get proving ground, so you can instant kill trash with your hacker. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Mox locks you into an Assassin with Shadowstep as your first Chosen. (ALSO, no starting hero unit to level and use as you prefer for a few missions.) Not insurmountable, but a caveat as few to no rewards are truly "free". Just different pros and cons. I personally don't mind Skirmishers as I think they are strong enough in the early part of the game before other soldiers can get Grapple (plus the double shot remains useful), but I know the consensus is that Reapers, then Templars are the preferred hero units. Psi Soldiers are obviously strong but they take more time to get going. Training them on Legend is painful in particular. I found value with an early Bolt Caster on a Specialist but honestly I'm not a huge fan of it, at least until bluescreen creates a hilarious robot deleting shot. Doing damage "every other round" when Specialists are already kind of lower on damage potential is questionable. You might be able to optimize blue moves, Combat Protocol, and a reload into stationary shot but it's even more setup than a Sharpshooter, which at least has better ammo and the pistol isn't terrible. I haven't really messed around with it on Ranger so maybe crits as well as some stuff like Run and Gun or bonds might be something. becircus • 2mo ago I always played with the mission enabled so always got reaper and skirmish shortly after. The reason is you bring four rookies to the mission and get four free squaddies more grenadier a second bench everything. OP is right that difficulty is front loaded and bolt allowing you massive damage and potential stun, frost bomb and maybe psi lab rush just breaks the action economy of pods. Anything expansion increases your power curve. Every other round is fine if you kill everything, stand still to reload, move up kill everything over and over. The aliens dont get a second round or rarely do as long as you keep up with upgrades (plasma, bluescreen, etc.) Templars are not preferred because of double popping pods and reapers are very situational (need cars to ignite etc.) u/V-Lanner avatar V-Lanner • 2mo ago This guide is great and was very encouraging on how I have been growing as a player. I haven't played Xcom2 since 2016 but thanks to ChristopherOdd's season 10 I recently got back into it. Having said that I have restarted 3 times. The lessons I learned are echoed in your guide. So I feel a bit validated that I'm understanding the game on a deeper level and I have the right thought process/priorities. On your guide you touched on this but I think there needs to be a greater emphasis for new players that: There is no time limit (sorta). As long as you can keep the Avatar project from fully completing (hell even if it completes it still gives a count down to push it back) you can play for as long as you want. Advent only scales to a certain point and while technically so do your soldiers their cap is at a much higher level due to research as you stated. So there's no need to rush the story and you can take your time as long as you continue researching and keeping your soldiers leveled. I think new players feel pressured to do the story stuff asap and not take the steps needed to get into that end game properly. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea a full guide for the Avatar project will happen eventually (I had too much ground to cover on this one so I had to be brief) but you are exactly correct. You lose when the clock hits 0. Not when it's 1 hour away from 0, not when the bar fills. When the doom clock hits 0. As long as you have a way to stop that, literally anything, then chill. Don't go fighting the sectopod in the forge mission in kevlar, you don't have to! u/V-Lanner avatar V-Lanner • 2mo ago Can't wait! And to your point about flexibility, I got a bad RNG roll after gatecrashers and 4 of my soldiers received neg traits. (1x Sectoid panic, 3x panic when a squadmate panics. So I went Lab -> Resistance ring -> infirmary because I was getting close to being forced to pair them up with sectoid. I figured getting rid of sectoid panic now will save me a headache later and the other 3 can get cured whenever since nothing really panics anyone until later. u/Lighty539 avatar Lighty539 • 2mo ago Another great read. While I have started a L/I run and are some months in, I might have messed up on the strategic layer. Due to breakthroughs and FOMO I do not have Plated Armor and have lost several of my higher level soldiers and the frost bomb + gas grenade :/ As for next guides, I will take either :) I already learned to check for which chosen I can face the hard way. The Warlock mind controlled 3 soldiers and used their grenades in lost missions, so I was in panic mode to control the hordes and unfortunately lost 2 soldiers. Had I focused on mind shield instead of nades, I could probably have handled it without trouble. Lost my highest level, a reaper on retaliation as a soldier got scared/rampaged by lost -> charged and pulled all Advent pods, which found my scouting reaper and murdered her :( I am thinking that maybe going to cover is not always great with her. The enemies will seek their own cover and ended up flanking her from the other side of a tree. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Breakthroughs...aka the game baiting you! Yea they just ain't worth it. You don't got time to burn! u/vince_vulgar avatar vince_vulgar • 2mo ago I'm playing vanilla and trying to get through my first I/L run. I've been going GOps into AWC. I think the random bonuses and (crucially on Legend) heal time are valuable early. Then I usually go Power into Comms unless I get free power then I go Proving Grounds. Any suggestions? u/Sweet_Oil2996 avatar Sweet_Oil2996 • 2mo ago Intel should be not a problem after you research skullmining in the proving ground. If you have a specialist in the team with a skulljack you can get intel with skullmining in 2 out of 3 missions. This can produce one third of your intel alone. Intel will not be in short supply if you do this. There is also a lot of intel to be gained by hacking lamp posts. The skulljack helps in this too because it provides a 20 point hack bonus. This is why I regard a skulljack a 5 star item (must have equipped in every mission). But my combat strategy doesn't rely that much on mimic beacons. I usually have one on my sharpshooter but that's it. It's not used in most of the missions and is just there as a get out of jail free card in case I need it. My mimic beacons are haywired enemy MECs. That's something the skulljack also helps with because of the hack bonus. Getting an early lab is possible but puts strain on the energy of the Avenger. The additional research of a lab is worth two scientists. The more scientists you have, the more diminishing the effect is because of how research works. If you have difficulties to hire early scientists it can be worth the investment. It's like the workshop for engineers in that regard. A lab also provides a better breakthrough chance. However breakthroughs don't profit from the research bonus of the lab nor from more scientists. They always have 5 days research time no matter how many scientists you have. For a lot of breakthroughs it's questionable if you want to sacrifice 5 research days, at least in the early game. If you get an early conventional weapons bonus, that's great. +1 damage to ballistics weapons, pistols and swords helps a lot in the early game and can reduce the need for early magnetic weapons. However you need a lot of luck to get this. Instead you could get a proving ground running before your first power relay, which essentially also is a research facility. That one having a month earlier could be worth more than the research bonus for one month with a lab. In one month you can research 2-3 proving ground projects. If you have Shen's Last Gift DLC with integrated content, building the proving ground unlocks Mechanized Warfare which unlocks SPARKs. I'm inclined to favor the proving ground over a lab when you have Shen's Last Gift integrated. If your first found base personel was an engineer the proving ground should probably be favored because you can staff it with an engineer to save 50% project time. That's worth a lot more than 1 staffed scientist in a lab because that scientist doesn't save 50% research time. Early lab is a gamble for good breakthroughs, while early proving ground is reliable research. If you don't want to go for breakthroughs I would also say favor early proving ground instead. Autopsies: This depends on the first Chosen you face. If it's the Assassin, do a early Advent Trooper autopsy because it unlocks battle scanners. Battle scanners help a lot against the Assassin. They are much better than specialist's Scanning Protocol which you might not even get that fast because you need a specialist lieutenant for this. Also scanning protocol competes with Field Medic which helps to keep your troops alive and revived. I am not a big fan of scanning protocol. I'd rather have scouts and battle scanners. All other autopsies are probably worth doing as soon as they are unlocked. Maybe the Faceless autopsy can wait until you have a handful of corpses because you need faceless corpses to profit from the autopsy. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I never use skullmining. 30% failure rate and can do damage to me? When I could bring any other item that has neither of those problems? Nope, not for me. Any haywire chance under 100% should be regarded as 0% because it buffs the enemy if it fails and ends your turn. While skullmining boosts your hack, it doesn't boost it enough to get to 100% shutdown without further investment and I could get the exact same result by just throwing a mimic beacon. And I don't even need to be fighting a specific enemy, it just works. No matter what your third building is your next building is always more power, the game is set up for this always to be the case so the power strain just doesn't matter. And while yes eventually the lab is redudant XCOM 2 is a race to get as much power as fast as you can to catch up to and then blow past advent. The boost to research early is so valuable that the lab is in heavy contention to be the first thing you build. It's just that good. Breakthroughs are the game baiting you into doing something dumb. You should ignore everyone that shows up except +1 mag and/or beam damage. And even then, yea you can probably skip it. Got better things to do. For autopsies you should just wait until they are instant if they aren't faceless/mec/muton. They just don't do enough and are eventually free. And I've said this before. But you should never take field medic, it does nothing. You can go read my specialist guide if you want a full (and I mean full I spend like 1500 words on it) breakdown as to why. It's bad, don't take it. u/Sweet_Oil2996 avatar Sweet_Oil2996 • 2mo ago There are always tradeoffs. I bet that that other item instead of a skulljack can neither produce intel, which you seem short of and also does not have a 70% chance of instakill an enemy. Everything else is risk management. Yes, it does have a 30% chance of not working (while still doing guaranteed damage), but a specialist does not work on his own but is part of a team. Also, if a skullmine attack misses you get refunded an action in WotC which can be used for both attacking and moving, so that's essentially like having a better version of Implacable *on a miss* which is fantastic. A missed attack doesn't end your turn! Perhaps you could try it out and see if it can improve your strategy? The same goes for haywire. If it fails you have a alternative plan on the ready. You never do this as the last action of the team. Do this as the first action of your team and build your plan around it. MECs have a comparatively low hack defense (30 points lower than a codex, 80 points lower than a sectopod). When a specialist learns haywire he has leveled up 3 times improving his base hack stat from about 50 to 65. Covert missions can raise the hack stat even more. Further raises can be made by rewards for hacking towers (lamp posts), which give a permanent boost of +20. A gremlin mark II gives a bonus of 20 and the skulljack gives another 20. With two hacking rewards you are at hack 145. Now in WotC there is the resistance order "Information War" which lowers the hack defense of every enemy by 20. Even missing one of these haywiring a MEC for control has a chance of 95% in legendary difficulty. If you get another soldier rank (lieutenant) you are at 100%. In the mid game hacking a MEC gets pretty reliable. Field Medic competes against scanning protocol which I deem next to being worthless in the presence of scouts (especially a reaper with target definition) and battle scanners, also bladestorm rangers against chryssalids, so that's essentially a free perk. Since you not only can heal with a medikit but also revive, which cures negative mental status effects (including shadowbind by a spectre, being hit by a stun lancer and so on) I think field medic is much better. But of course playstyles are different, evaluations too. I don't have a problem with it. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I've used skullmining a few times and I just prefer to bring BS rounds/mimic beacon as my items. Skullmining has a fair few strengths but it's just outcompeted in the end. I actually think skullmining is better on rangers funnily enough just as run and gun on a stick. You hit they take 2 damage and kill the enemy, not bad, and if you miss you shotgun them in the face and kill tue enemy, which is better! It makes a decent candidate for their utility item slot before you put them in a spider I'd rather not plan around something failing that hard when combat protocol solves the same problem. Combat protocol does half a mecs HP (well, on average, Mecs have 9 and they do 4.5 on average) and that makes them super easy to clean up. Switching an enemy to your side is a huge swing in your favor, that's true, but it's also true that to win the most consistently you shouldn't play to high rolls but to the most consistent play, and it's just better to kill them and move onto the next enemy. It is not hard to get 100% to hit on a enemy that doesn't take cover after all. And yes you can stack hack high enough to make haywire protocol work but you could've spent that effort doing... anything else. Instead of stacking hack you could've been stacking promotions, or aim, or mobility, or anything else. Why are we putting so much effort into this one skill when we could have gotten a captain instead? And yea Scanning Protocol isn't anything super good. It has its uses against the assassin and lids but it's not crazy. But that's not field medics competition. Field medics competition is bringing an item other than a medkit on your specialist. It is the only skill in the game that requires a specific utility item. Literally the only one. And medkits, in this game, or bad items. You shouldn't build them. They do not much of anything. A full explanation of why is going to have to wait a little bit (it is in my utility item guide and it is long) but the short version is that X2 is about alpha striking, but killing the enemy before the ever take a turn, not healing after the fact. And with extremely powerful stun tools like flashbangs, mimic beacons, ans frost bombs that prevent more damage than medkits, even with field medic, could ever heal the use cases for medkits collapse into basically nothing. u/Sweet_Oil2996 avatar Sweet_Oil2996 • 2mo ago • Edited 2mo ago I didn't know that rangers can use skulljacks for skullmining. I never assumed they could because they have no hack stat. This indeed would be interesting. Another source of run and gun. My standard equipment for rangers is a hazmat suit so they can run through fire and acid and some ammunition. Skullmining kills purifiers without them exploding so someone giving a skulljack who has a hazmat suit would also be a nice synergy in case the skullmining fails. If the skulljack attack fails an action is refunded which can be used with run and gun to get the kill anyways. Mqken2 • 2mo ago I remember when someone first posted their playthrough many years back on this sub, where they told us to always rush lab as the first room to build on the avenger. Now it's pretty much considered a great if not meta strategy, which is awesome to see. I think recent year ChristopherOdd playthroughs he's rushed labs and seeing those powers pikes early is so crucial and makes things so much easier. u/remillard avatar remillard • 2mo ago This is fascinating and I will try it out. The overworld parts are kind of stressful. So what is your opinion on the RED CRITICAL EVENTS. Maybe I'm scanning for a scientist, but then RED CRITICAL EVENT comes up. If I said ignore it, it really advises against this. Are there some of these which can be delayed or put off? The fact that the game makes me click twice to keep doing what I'm doing is... kind of irritating frankly but maybe it's well warranted. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You shouldn't ever skip missions. Do every mission that's offered to you u/remillard avatar remillard • 2mo ago Okay. Well that's good to know because there's that tension of trying to get done what I was intended to get done, or go off on the mission. Thanks! machine1979 • 18d ago When do you decide to go for key missions such as Blacksite or Stronghold assaults? I tend to delay these as I wait to gain power, but then so do the chosen gain strength as time goes on. Do you go for them as soon as you can or do you wait? If so, for what? u/hielispace avatar hielispace OP • 18d ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Kind of whenever honestly. The stronghold assaults you want to do ASAP because the Darklance/Katana are instant win buttons (assuming you think your squad can handle it, but they probably can) the others you do whenever. I usually do them "early" but only because it feels dumb to leave them on the world map forever. It doesn't really matter. u/XCOM_Finx avatar XCOM_Finx • 2mo ago The cynical in me was 100% expecting you to shit on Scientist and the Laboratory and force me to write a reply about how valuable they are. Well kudos to you for subverting my expectation :D I will always remember my L/I 4 mans/deathless run in which the stars aligned scientists wise combine with a lab rush and the Templar Pursuit of Knowledge order. I managed to tech up to Beam weapon by the time Spectre started to show up... Yeah it was very fun to massively out scale Advent. Come to think of it i've missed your Grenadier and Specialist guide, not that I need them but admittedly these guide have been a pleasant read so I should check those as well. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Labs are so cracked. Science is king! If you missed any of my guides I linked the index to all of them at the bottom if you want to check them out. dwhite10701 • 2mo ago I just started a heavily modded Commander run, and just last night I decided to build a Lab (instead of Proving Grounds) because of this guide. Let's see what happens. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It's probably less necessary on Commander because research times are shorter, but we'll see! ================================================================================ Xcom Part8.txt ================================================================================ And now, we cover my eternal nemesis (that’s a joke), medkits (the game spells it medikits, but I won’t). Here’s the table of their effects and my controversial rating. Item Uses Effect Medikit (★★☆☆☆) 1 Heals 4 HP. Removes burning, acid, poison, and bleeding. Also stabilizes bleeding out units. Grants immunity to poison on the carrier. Nanomedikit (★★☆☆☆) 1 Heals 6 HP, otherwise the same as normal medkits Medkit/Nanomedkit (★★☆☆☆) - OK for newer players or people who don’t want to read a fucking essay and just wants to know why I don’t like this item, here is the short version: Medkits are only useful when a unit takes damage twice. If they take damage, get healed, then don't take damage again, that medkit had no effect because of how wound timers work in this game. Because of the structure of missions in this game, that happens a lot less than you probably think it does. And it competes with stronger items that prevent damage in the first place. An ounce of prevention is worth a pound of cure. This is a game about alpha striking and denying enemy actions, as I said in my tactics guide, and medkits don’t do any of that. My advice is to replace the medkit in your utility item slot with a flashbang, frost bomb, and especially a mimic beacon and use those items proactively rather than waiting to take damage. There are some corner cases where medkits are useful, but you can just grab medical protocol on your specialist for those and not waste your utility item slot. If that’s all you want, cool, see you in a few days for the Proving Ground guide, have a good one. For people who really want the details on this, who want every possible angle explored, well, buckle up: Let’s start with what it means to be a good item in XCOM 2. For an item to be good, to be worth using, it has to increase your chances of getting through a mission with fewer deaths and/or wounds. Increase your chances of flawlessing or preventing a death on a mission. Short of the skulljack, nothing is needed to beat the game, just make it easier. This is best done by denying the enemy actions. Dead or stunned enemies cannot hurt you, and so your odds of flawlessing a mission go up. Medkits do not do this, but that isn’t necessarily a bad thing. Medkits are a recovery tool for when the “alpha strike or stun or die” loop breaks. And if that break happens often enough, then this is a good item. But the exact way medkits help you recover means that they are doing a lot less than you would first think, and because they aren’t a part of that loop, that is a really tough sell. I’m going to approach this from three different angles, from a medkit’s opportunity cost, from how often they are actually useful, and from when in a campaign they might prove worth it. I’ll first start with the most important one, opportunity cost, but first, a brief word about what medkits actually do. Medkits only function if a unit takes damage two times on two different turns in the same mission. In XCOM 2, the wound timer is determined by the lowest HP you reach during a mission. If you have 10 HP, get hit for 6, heal 4, then don’t damage again, the game will give you a wound time as if you took 6. So a heal is only effective if you take damage on the same unit twice. If you have 10 HP, get hit for 6, heal 4, then take another 3. That heal shaved significant time off the wound timer and could’ve saved that soldier's life. So the question is, should we build an item for that use case? The answer is no for one simple reason: the opportunity cost is too high. There are other items that would prevent the damage the medkit had to heal, either by killing the enemy outright before they get to hit you or by stunning them into not attacking you. Dead enemies don’t deal damage that needs to be healed. This isn’t free; it costs you supplies and an extremely valuable item slot. And if you take damage, heal, and then don’t get hit again, that medkit was blank, you spent a utility item and an action doing nothing. There are no penalties for fighting injured in XCOM 2 your unit is just as effective at 1 HP as they are at 99. So unless you get concrete value out of a medkit on a mission itself, then you don't need to bring one. Even in the cases where you’d think a medkit is the only solution: poison or bleedout or similar, another item would have likely gotten you out of that situation before you were ever in it. Flashbangs disable a Viper’s poison spit. A grenade might have given you enough extension to kill the Chosen before they could’ve caused someone to bleed out. Fundamentally in this game it’s just better to be proactive than reactive. In addition, mimic beacons completely overtake medkits. Medkits heal damage, mimic beacons prevent you from taking it entirely. This is exactly what I talked about in the beginning, mimic beacons fall right into the “alpha strike or stun or die” loop. They don't need you to have already failed at the game's core loop to be useful. In fact they are so good in that loop that last guide I gave them 10 stars as a bit, they are just that strong. And that strength eats away 99% of medkits' utility. It takes a little more forethought to use a mimic beacon, as in you have to act on the turn you might take damage instead of after it, but that is more than manageable. Now it’s true you get medkits earlier than mimic beacons, but as I said earlier the opportunity cost of them, having to trade out a grenade, is so high that they still aren’t worth it. Even if every prevention tool in the world fails and you take damage, those prevention tools almost certainly reduced the damage you took more than a medkit could ever heal. Even if you just trade one for one the prevention tool still wins because you avoided damage rather than taking it. Now, for the sake of argument, let’s say that the trades above sound worth it to you. That despite what I said above you still think you want the safety net of being able to heal from damage. OK then, go buy Medical Protocol. You can have a heal that isn’t eating a utility slot. If you don’t want to give up Combat Protocol (and I certainly don’t) you can build the training center and buy both. Or if you are really that scared of damage just take medical protocol first. It isn’t what I recommend but hey it’s not the worst thing in the world. And then you get your item slot back! An ability slot is a lot less valuable than a utility item slot in most cases and especially on specialists where there aren't many places you want to buy the other option on the tree. And if you don’t bring a specialist on a mission you are going to overflow with offensive and stun tools like grenades and Parry and the like and that might work out even better than having Medical Protocol. Plus after a certain point you can have enough soldiers in rotation to always have one on hand anyway, so that’s a very narrow concern. Medical Protocol even handles the rare “whoops the Assassin crit me with 0 counterplay” situation we all find ourselves in sometimes just as well as medkits do infinitely less opportunity cost. And finally you might think you need more heals than Medical Protocol alone provides, but go read my discussion on field medic for why you, in fact, do not. So even medkit’s actual use cases, needing a heal, has something competing against it. Medkits are beset on all sides here. There are better items or abilities that replace them entirely. And the worst part is, I’m not done critiquing them yet. It gets worse from here! Let’s move onto how often the situations where medkits actually help even come up. What are the actual use cases of this item and how often do those use cases occur? Even if the opportunity cost is high if these are helpful enough they might still be worth it. Medkits shine in what I'll call "the middle state". Medkits are supposed to occupy the space between a flawless mission and catastrophic failure. They do nothing when everything goes perfectly (or even near perfectly, one injury on every one of your soldiers still has medkits doing nothing, as mentioned above), and they do nothing when everything goes catastrophically wrong and enemies are taking 5 billion actions and killing your entire squad in one turn. They only matter in that narrow middle band where things aren’t going great but aren’t deadly just yet. So the real question is how often you land there. The most obvious way to end up in the middle state is status effects. Medkits cure burning, poison, acid and bleeding and you’d think that’d be very useful but the amount you actually deal with those conditions are rare. Purifiers burn you, Vipers and Chrysalids poison you, Andromedons apply acid, and the Hunter is basically the only source of the bleed condition outside of dark events. And that’s it, that’s the whole list. While you'll fight all of these enemies plenty, you will also probably fight them without a single status effect landing most of the time. It happens, you do get poisoned or burned and how often is variable, but it is rarer than you’d maybe expect. Bleedouts are harder to quantify but again I’d bet that they aren’t as common as they feel. Chosen encounters are the most common source of bleedouts, but usually happen late enough in a mission that it ends before the bleedout matters, and if it doesn't, you're probably already losing regardless. The other bleedouts, the ones where a fatal shot gets luckily converted, require a very specific chain of dice rolls to even occur. Building around that is building around luck. As for taking damage on the same unit on two separate turns, this actually gets less common the worse you are at the game. Newer players are more likely to have mistakes compound catastrophically, skipping the middle state entirely. Ironically, medkits extract the most value in the hands of skilled players, whose mistakes tend to be recoverable rather than fatal. Better players get more out of medkits, which is very funny, but also not good for medkits. Better players also get more out of flashbangs and grenades and that shrinks the amount of time spent in that middle state even more. The middle state collapses from both sides. It's rare both for very good and very new players and even ones who are decently proficient occupy it less than you’d think. The snowball effect in XCOM 2 is just too strong. Most of the time you’re on top of the world or stuck in a sewer drain with very little in between. And finally, whatever number you land on for how often these situations arise, subtract out the times they arose because you brought a medkit instead of a grenade, flashbang, or mimic beacon. Subtract out the times another item would’ve bailed you out before you took damage at all. That number isn't zero. My last argument hasn't gone anywhere. This item holds an opportunity cost to it. Again from every angle the situations where medkits are what you want to use just get narrower and narrower the more we look at them. Now maybe you think these situations happen more than I do. I can't really fault you for that, the hard data on this is literally impossible to get. But even then unless a) that is happening constantly and b) another item wouldn't reduce their frequency past where medkits can recover you from, then my argument still holds in the end. Now for the final angle to look at medkits from, the pace of a campaign. When in a campaign would you expect to get value out of a medkit? Where do the situations like getting a bleedout or poisoned or having a repeat injury actually occur during a campaign? Let’s break this into parts, early, mid, and late game. In the extremely early game, those situations happen basically never. You either flawless the mission, you are forced to leave a trooper alive and someone takes some chip damage, or a Sectoid crits you from behind full cover and you’re dead. And this is regardless of skill level it’s just how these missions go. So medkits, weirdly, don’t help in the hardest part of the game. The early Chosen encounters can cause bleedouts, but in those situations you are either just about to win the mission anyway, in which case you don’t need to stabilize them, or you’re racing down an unrecoverable hill of death and destruction and need to GTFO anyway. The situations where a medkit is useful in early Chosen encounters are very thin. Not technically non-existent, but rare. In the earlish-middle game they are at their best. You are fighting vipers who poison you, you might eat a hit and still have a few pods to fight so it has the potential to do something, etc. This is their best time to shine. If you bring a medkit, it will probably find something to do in this pocket. And yet…it's still probably not the best use for the job. Flashbangs can prevent a lot of the special abilities that cause medkits to be useful here. Grenades might give you just that little extra push to kill a Viper for example before they poison you. If you have the frost bomb by this point (and you can, depending on your settings) then that completely shuts down the enemies. Even at their best, they are still outcompeted. And finally, once you get past a certain point you have mimic beacons and the frost bomb and all mag weapons and then medkits are just completely supplanted. Your utility slots start to hold stronger and stronger items and you just can’t afford to bring something so low impact. And if you try to make room for them, say you want to bring both mimic beacons and medkits on a specialist, you are giving up experimental ammo or the bluescreen rounds or some more useful item to do so. It is just so hard to justify at this stage. So in terms of the pace of the game; bad in the early game, maybe kind of OK in the early-mid game, and then bad again after that. That is a rather narrow window for this item to have any reason to be built with any reasonable purpose, and even then it’s still probably outcompeted. So…why are you building it again? To be clear, this item isn’t a vest, it isn’t smoke grenades. If you bring one there is a chance it’ll be useful. But if you want to maximize your chances of winning an L/I run, you shouldn’t play to corner cases, you should make the play that is correct the most often, and medkits just ain’t it. They are not worth your utility item slot. OK, that’s it. I’m done talking about this. If you still disagree, go ahead and drop a comment. I will happily continue this discussion. Lord knows I don’t care about being brief, but I think I've been as thorough as possible. Tl;dr: Medkits have too high an opportunity cost in a game like this one. This is a game about alpha striking and denying enemy actions, not healing after the fact. Other items prevent more damage than medkits heal either by killing or disabling enemies. In my (not very) humble opinion, this item is bad and you shouldn’t build one. An index to every part of this guide: https://www.reddit.com/r/Xcom/comments/1sp0ypy/an_overly_complete_guide_to_xcom_2_war_of_the/ Upvote 196 Downvote 108 Go to comments Share Join the conversation Sort by: Best Search Comments Expand comment search Comments Section SublightD • 2mo ago This falls under the “some people are playing an entirely different game than I am.” There’s a “git gud” aspect at play here. Like some missions all 3 pods are literally camping the objective so you can’t alpha strike 12 opponents. The good players can probably figure this out. Others, like myself, cannot. Having a medkit does literally save lives. I can’t tell you how many times I’ve engaged a pod just to have another pod path in. Now the pro crowd will tell you “git gud” and scout better so that won’t happen. But honestly, XCom gonna XCom for most of us. At a certain skill level this post is 100% accurate. I’m a “Linus needs his blanket” player. u/VFiddly avatar VFiddly • 2mo ago Honestly even if strategically I don't need them, I do still just want them for the reassurance, especially on the longer missions. I'm not invading a Chosen stronghold with no medkits u/iamthehob0 avatar iamthehob0 • 2mo ago Chosen stronghold we bring some medkits along. But we've also got double utility item slots and maybe that "heal everybody once" skill on a specialist. You can, and should, spare a bit of your space to make sure you go in that teleporter fresh. u/jltsiren avatar jltsiren • 2mo ago It's also about how you play the game. I used to play on Ironman in the past. Flawless missions were common, because the gap between a flawless mission and a catastrophic failure was narrow. But I eventually stopped, because it didn't feel fun anymore. I was spending too much time trying to avoid mistakes, which felt too much like work. When I play Xcom these days, my playstyle is more about making good enough decisions by default without overthinking. Mistakes will happen, but I can recover from them. Medikits are good, because they let me recover from mistakes. Mindshields are good, because they make many mistakes much less dangerous. Experimental ammo is bad, because each soldier usually ends up carrying the wrong kind of ammo for the situation they find themself in, if I'm not careful. Grenades and most other consumables are bad for the same reason. u/RJ815 avatar RJ815 • 2mo ago • Edited 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Experimental ammo is never bad unless you'd otherwise carry a different item in that slot. I still don't highly rate venom or dragon rounds for instance, as bluescreens are easier to acquire and matter for a larger swath of enemies, including more challenging ones, but if via the Shadow Chamber or SITREP you know you're going into a more organic heavy mission you can plan stuff like ammo a little better. I feel like each class favors a particular ammo or two (outside of bluescreen often being strong), you just can't always choose the best targets, but they still do extra damage when relevant at all and that's not nothing when an enemy barely survives. I feel like dragon rounds in particular are like a riskier stock, but they don't require you to take a stock, and fire has its niche. I feel like poison is just too rarely relevant, you'd be better off with a poison grenade or mimic beacon, if you're somehow THAT behind the power curve. I find that for certain characters like Skirmishers the one default item they carry doesn't matter THAT much, so an ammo type with double shot is not bad if you use them at all. Templars don't shoot really and Reapers aren't guaranteed to have a slot but if they do ammo is pretty nice. I honestly expected to like AP more but I feel like it generally underperforms compared to just more bluescreen. By the time I can get the utility of AP I probably also have Darkclaw to mostly solve those needs, or just push through it all with bluescreen anyways. Few robotics can really withstand Fanfired Bluescreen for instance. Also as a sidenote at least the basic grenades into plasma grenades are useful all game long. The experimental ones are usually too situational to be worth the investment, but plasmas destroying cover as an aim bonus for your squad is great, as well as the guaranteed damage they do if hitting direct. A case could be made for grenadiers carrying regular grenades the whole game, possibly also optionally including a heavy weapon at times. u/Suspicious_Store_800 avatar Suspicious_Store_800 • 2mo ago Agreed. If you're at the point where you never need a medkit, you don't need a guide. u/Far-Government-1985 avatar Far-Government-1985 • 2mo ago I'm not sure it's "git gud" when this whole guide is about HELPING you get good. This isn't a big long "lmao medkits bad", it's "medkits best value lies in relatively uncommon situations and most of the time there are more efficient options, here are some examples why". If you find yourself in those positions, GREAT, bring medkits. But if you want to think more and put the effort in, then this guide gives you the language to say "okay, I didn't bring one, but if my medkits was actually a mimic beacon, how would last turn have changed?", until eventually you don't need them nearly as often, and you'll still find moments where you go "giving my ranger an extra turn alive thanks to a medkit really was the best option". Hell, I've played enough ttrpgs to know action economy is king and "the best CC/healing is killing the enemy", and I'm still bringing the odd medkit when I think it's appropriate. SublightD • 2mo ago For sure. This wasn’t bad advice. It’s just that for me, I’ve been hit in full cover, healed, then got hit again under full cover. If I hadn’t healed, the soldier would be dead. I’m sure the thinking is to position better, throw out a mimic to reposition, whatever. Or asking why the enemy wasn’t killed on my turn. However, I’m in a place where not having a medkit doesn’t feel safe or good. RustyWinchester • 2mo ago So that issue as I understand it is caused by the way the AI handles line of play. Despite not being able to detect your guys directly, the AI knows where you are in relation to the objective. If you stealth too long and too far, enemies will start to path into from behind if you snuck past them, or put themselves between you and the objective. I've found in most cases you're better off ambushing the first pod you see even if the timer doesn't start until you are revealed, since failing to do so only increases the likelihood of you having to fight multiple pods at once. u/seto_kiaba avatar seto_kiaba • 2mo ago Like some missions all 3 pods are literally camping the objective so you can’t alpha strike 12 opponents. The good players can probably figure this out. Others, like myself, cannot. Having a medkit does literally save lives. But in the situation you are describing, a mimic beacon is way more useful than a medkit because it will functionally absorb more hits than a medkit can heal. u/Sweet_Oil2996 avatar Sweet_Oil2996 • 2mo ago A mimic beacon is a lot easier to hit for the enemy than one of your soldiers. You throw a mimic beacon for the purpose of being hit. Hits on soldiers and hits on mimic can't be compared 1 versus 1. u/AbolitionForever avatar AbolitionForever • 2mo ago I don't think it's really "git gud" to point this out. This is extremely common in many games I've played - where healing options are a tradeoff with other options, healing is frequently worse than it seems because to be useful it requires you to take the damage, then spend resources healing it. You are usually better off finishing the fight than you are healing damage, not to mention the opportunity cost of potentially having taken something that would help you finish the fight! I'm just thinking of several games with this dynamic, where healing is kind of a noob trap. Learning the principle here is generally useful. u/snapekillseddard avatar snapekillseddard • 2mo ago Skilled players: scout better lmao Mid players: nooo medkits save lives Unskilled players: just save scum lmao u/Chii avatar Chii • 2mo ago and all three are valid ways to play. If you're having fun, it's valid. ItzEazee • 2mo ago • Edited 2mo ago Elitism would be to say that "if you aren't trying your hardest to win, you are inferior" or "if you don't know the best strategies, that's a personal failing on your part." Simply saying that "if you want to increase your odds of victory, this is your best way to do so" is not. It's not elitist to say that "this is worse and you would have a better chance of success doing something else" and I despise this toxic mindset that pops up anytime people try to discuss strategy, because apparently the simple act of suggesting some strategies are better and explaining why that's the case is immoral. guachi01 • 2mo ago There’s a “git gud” aspect at play here. And the "git gud" people use an obviously broken mimic beacon. Maybe they should "git gud" and play without one. u/Far-Government-1985 avatar Far-Government-1985 • 2mo ago But then they wouldn't be "playing the game", they would be "playing a challenge run". Intentionally not using the tools the game provides to overcome the difficulty curve is basically the definition of a challenge run (that isn't external "play game blindfolded" or something) u/N7_Rabbit avatar N7_Rabbit • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Very good point. ItzEazee • 2mo ago • Edited 2mo ago OP is just sharing information on what the easiest things to do to beat the game are. Going "well OP isn't very good at the game because he uses mimic beacons as a crutch" as a way to degrade them and make them seem less credible is EXTREMELY elitist of you, when OP never so much as suggested that you HAVE TO "git gud", or are in any way lesser for not caring about what's optimal. Berek07 • 2mo ago I constantly play without Mimic Beacon. It is great to have around, but sometimes there is only one faceless on the retalition mission, of i just lose the mission. Then it takes ages to get enough Faceless for another Mimic Beacon. captainrussia21 • 2mo ago 80% of players according to Steam achievements are “new players” - that is only 20% roughly have completed the game, meaning 80% have not. So if an item is recommended and works wonders for 80% of the playerbase - thats 5 stars in my book. PS. I love Medkits u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Does a medkit save your life in that situation? Enough enemies take actions against you and you die, no medkit fixes death. Medkits are actually for a "oh I just slightly over extended and now took a bit of chip damage" not to recover from catastrophic failure. In those situations another utility item, mimic beacons in particular, probably would save more HP than medkits would heal. Like if you are fighting 12 enemies taking 2-4 of their attacks off the board is just what the doctor ordered. You might still get hit here or there sure but if the mission ends soon you won't need to heal from that. Mark-C-S • 2mo ago Mimic beacons take much longer to get multiple of (unless you're lucky and get a Savage mission full of Faceless corpses early on). And even then a Specialist can't carry 4 of them at once (plus another item, that can even be a MB). Are they as good as the most broken item in the game, sure no. But they have their place for fixing unforeseen cock ups. Maybe you don't make any mistakes, but I definitely still get surprised by things I couldn't have predicted that spiral into damaged soldiers with a whole mission to go. That's XCOM 😂 u/xAsdruvalx avatar xAsdruvalx • 2mo ago Medkits are an o shit button that possibly reduces risk of death on a unit. Sure a mikic beacon is always gona be better, but you dont always have access to mimic beacons, or the skill to get there and use them efecitvely. I get the point you are trying to make, i also rarely use medkits, but they are a failsafe that helps increase the chances of soldiers surviving. They also give a sense of safety net and confidence for newer less experienced players. Medkits arent a bad item, they are an extremely niche/beginner utility item. As the other guy said, this is a "git gud" situation, and honestly its borderline elitist how you are condemning it so harshly. You need to understand not everybody has a thousand hours at the game. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I feel like that's what medical protocol is for. Like I say in the post if you want a heal you can have one that isn't eating a utility item slot. And you get it like 1-3 missions after you can build medkits anyway. I think it's an important part of getting better at this game to dump them. Like this is a guide, I'm trying to tell you how to win more that's the point here. If someone wants to do something else go for it I'm not their boss, but I got better at this game when I stopped bringing them and that was well before my 1000 hour mark. (I couldn't actually tell you when? A year after WotC released maybe? Somewhere around there it was a while ago). u/xAsdruvalx avatar xAsdruvalx • 2mo ago Yeah, and i mostly agree with what you say, but you dont get good by never using them. You get good by using them, then slowly moving away from them as you get used to the game. Thus why i say they are a beginer utility item. Use them when learning the ropes, they (sometimes) help you save soldiers without save scumming, feels more honest, feels good because you chose them and it paid off, and even if you dont use them, it was as i mentioned, a safety net. Then you get more used to how to do stuff, alpha striking, etc, and find out yourself "hey, i use a medkit once every other mission, id rather run 2 of them instead of 4 and use other stuff for CC or dmg or cover destroying", then you go to "hey, i use them once every blue moon, maybe the specialist and one backup is enough" and finally you go to "hey i dont need them, i can just play better and get a better oportunity cost from other utulity items". Its a progressive thing. They are like training wheels for your bike, but instead of falling over without them you run the risk of just dying, so it takes a bit more courage to take them off. They really do make you feel safe, even if in reality they arent doing half of what you think they are doing. u/Darkone259 avatar Darkone259 • 2mo ago Med kits are truly a life saver, and they are for sure worth it, healing the damage your soldiers takes or taking away status effects is so essential, on modded playthroughs with different classes, they are even more u/viper5delta avatar viper5delta • 2mo ago Counterpoint, it's my emotional support utility and I like it for RP reasons :p u/Altamistral avatar Altamistral • 2mo ago • Edited 2mo ago Bringing one medkit on the Specialist is a good choice. Specialist gets bonus charges, can use it at range and can use it to revive unconscious units. It can definitely save a few lifes and it isn't nearly as bad as OP makes it to be. While it's true that it only saves a life when you get hit twice, approaching an engagement with an injured Ranger is very different than approaching an engagement with an healed Ranger. You can do more and take more risks, which is often necessary to do better. On the other hand, bringing more than one medikit or equipping it on anything other than a Specialist is not a good choice. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Well I can't argue with that! You should feel empowered to play the game in a way that's fun for you. But this guide series is about trying to push your L/I win rate as high as it can go, not what is the most fun. u/Gorgo_yak avatar Gorgo_yak • 2mo ago Most of my missions, I go one specialist with Medical Protocol, a single med kit, and the perk that gives them 2 bonus uses of the medkit. No, they don't always come in handy, but if there is one thing this game has taught me, it's that you need to have that little bit of cure when emergencies happen. And what else am I gonna put in that slot otherwise? Tracer rounds? On a specialist? u/not_vichyssoise avatar not_vichyssoise • 2mo ago I kinda feel the same way. I don't want to waste time carrying around a single medkit. If I'm going to carry around a medkit, then I want 3 medkits. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea I'd gladly have tracer rounds over a medkit. Higher percents shots are good. My go to set up on specialists is BS rounds and a mimic beacon usually, once I unlock both of those. But I'll happily give them any other kind of special ammo. Shooting with your gun is good and you're going to do it a lot. u/Gorgo_yak avatar Gorgo_yak • 2mo ago On my specialist? Not really. I tend to have enough damage in my team's as it is, with Rangers, Skirmishes, Templars, an emergency Banish reaper and a Psi Ops for Stasis to delay the dangerous enemies or Domination to remove them in a single action u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I click shoot with my specialists so much. They have amazing aim and the medium range table so getting to 100% to hit just isn't that hard. Plus they can roll a lot of fun stuff from the training center. They might not but they might and that's great! Psi ops do completely remove a specialists reason for being, but you get those so late that isn't really a knock against the class. u/thaddeusmike avatar thaddeusmike • 2mo ago Usually I prioritize putting ammo on other classes that are more likely to be shooting. Eventually I'll put ammo on my specialist but it's not early. Specialists do shoot a fair amount but they also hack and combat protocol for their offense. u/comfortingmyself avatar comfortingmyself • 2mo ago Medikits are niche. They're good for Chrysalids, they're good for the Assassin (generally unique among the Chosen in that the Assassin will wound you early into a mission), they're good for an unusually long mission where one wound might fundamentally change how you use a soldier. Niche items are fine! They're not very good but I can respect their place in the game. Two stars is an appropriate rating. u/LostInChrome avatar LostInChrome • 2mo ago I consider medikits to be basically a sidegrade flashbang. It basically lets you trade a high-value enemy action right now for a low-value player action later + a strategic penalty. For instance, you have 5 units and you are facing 3 Mutons. At the current stage of the game, it takes you two unit activation to kill a Muton. That means that you have basically three options: - Play hyper-aggressively by standing in the open and hope you fish a crit - Kill two mutons and flashbang the last muton. Kill the last muton next turn. - Kill two mutons and use aid protocol with your last activation. Kill the last muton next turn. If the muton grenades or connects a shot, then use your medkit to heal back up. I'd argue that the third option is often correct. (though the actual best answer is mimic beacons but those are broken) u/ThatDollfin avatar ThatDollfin • 2mo ago This is a very specific case where flash plus smoke would be ideal, but as OP mentioned this wouldn't be a pod that you'd see. With that said, I think it would still be better to heavy cover + flash the enemies to at least try to avoid having to put one of your soldiers in the infirmary and waiting however many weeks. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Small note, you can't fight 3 mutons at that stage of play, Mutons are pack leaders until FL 10 when they can show up as followers. So you only ever fight one muton at a time until you usually have squad size 6. And yea I think a flashbang is the superior choice to a medkit there. A mimic beacon or frost bomb would be better, but flashbangs work in a pinch. Kevslounge • 2mo ago Guess we play differently, but I always carry several medikits on missions, and I almost never use them to recover lost HP. Main benefit is that they grant immunity to poison. Second benefit is dealing with burning... fire is persistent damage, but it's also crippling, especially in LWotC... so using a medikit to cure it gives you back 3 turns worth of actions as well as saving lives. Finally, it's the only way to stabilise a soldier who is bleeding out... either you use a medikit, you save scum, or you just let soldiers die. Can't see why you'd consider the other 2 options superior. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter well LwotC changes the math a lot because they rebalance a lot about the game, this is for the base game only. And in that context, immunity to poison isn't that big a deal. Literally only 2 enemies ever inflict it on you, and fire can be stopped by just hunkering down. Plus medical protocol exists for fixing bleedouts, that or evacing out in a lot of cases. Kevslounge • 2mo ago Fair enough... If you did play LWotC, you wouldn't be so disparaging about medikits, I bet! They're indispensible in that context. u/ShadowKnightTSP avatar ShadowKnightTSP • 2mo ago Are they, I’ve got around a thousand hours in Lwotc and was never a Medkit user. They just aren’t good Kevslounge • 2mo ago Save scummer, are we? Or do you just let your guys die when they bleed out? u/ShadowKnightTSP avatar ShadowKnightTSP • 2mo ago No I play on Ironman, I just rarely get bleed outs And if I do I end the mission or escape before they die Agent_Smith_88 • 2mo ago Really enjoying reading through a bunch of the stuff you wrote. The only point I will make about medkits that you seemed to miss in your post is they only take 1 action whereas other items will take 2. If you’re constantly repositioning then this doesn’t matter because move+action is the same cost, but it is a consideration. Personally with vanilla xcom 2 I liked giving a specialist a medkit and +2 uses so I can heal a unit that I might need to put into a sticky situation (like a ranger overextending). However with WOTC adding the buddy system it’s less necessary because their buddy can give them an extra action instead so they can move again or finish an enemy. u/TheGreatOneSea avatar TheGreatOneSea • 2mo ago I do agree that it eventually becomes a crutch in the mid-game, but the value of giving a med-kit to a rookie early on feels undervalued here: you need to train your people up (which means sending them on missions,) but they don't have reliable Alpha Strike potential, and one grenade on somebody probably not forward enough to use it probably won't make that much of a difference. It also takes a pretty long time to get enough Mimic Beacons to create an opportunity cost. The Dark Events can also increase the utility of medpacks: Viper/Stiletto Rounds and Counterattack, mainly. u/salvation122 avatar salvation122 • 2mo ago Medkits aren't especially good early on because if someone is getting hit they're probably either dying outright or panicking and running somewhere stupid where death is inevitable (or somewhere your medic can't get to them safely.) I use medkits, but I don't bother until I have armor. u/TheGreatOneSea avatar TheGreatOneSea • 2mo ago Depends on the difficulty of course (on Veteran, they'll usually survive one shot, and above that is something like a 33% chance of instant death,) but yes, Medkits are kinda flaky just for the health. Even so, immunity to poison can really help someone with low HP to not become worthless, and removing things like 'burning' and 'acid' is useful enough to contest the grenade. u/Braidaney avatar Braidaney • 2mo ago I thought this was going to be a dumb take until I read the first paragraph… you’ve got a point u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It was all worth it just to know I've convinced one person u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Random side tanget, but it blew my fucking mind when I find out that in game they are spelled medikit. I literally never noticed that! Did anyone else do that? Or was I just an idiot for missing the extra i? u/SlavaUkrayini4932 avatar SlavaUkrayini4932 • 2mo ago Your post actually RAISED my opinion of medikits. For a long while I thought that damage done to medkitted health would result in extra wound times that could stack! Glad to hear they're not that bad. Practical_Patient824 • 2mo ago They’re a bit better on missions against chrysalids, they’re high melee damage mixed with their venom can wreak a soldier bad enough to almost guarantee their death. I usually keep a support further back to act as a bodyguard for my sniper, with the drone, either granting defensive bonuses to my most aggressive unit, usually a ranger or spark depending on the mission, the drone lets you keep your units up, especially on missions where either rulers or chosen show up, in either case the presence of such enemies almost guarantees damage on 2 or more units depending on who arrived, the Warlocks zombie bombs, Assassins psywave, and te Archon King missile attack will deal damage, and if your unit was hurt, they could die, and even if you have the resistance order to make bleed out more likely, you still need to use med kits to stabilize. Med kits are important, but I do agree that they are a bit overrated, Mimic beacons can nullify an enemy turn, smokes and flashbangs together disables the strongest attacks and reduce accuracy significantly, giving a grenadier the frost bomb can freeze entire pods with the boosted AoE, and I’ve lately been experimenting with the wraith and spider suits, to get some crazy flanks and mobility, especially the spider suits, just yoink away from a situation and get high ground is incredibly satisfying u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Chryslaids can be dealt with scanning protocol or battle scanners to pop them up before they get to swing at you. And yes their poison is threatening with the exception of the chosen stronghold missions they never appear on missions you can't just evac out of and save yourself the trouble. Plus you can just buy medicial protocol from the Training Center and solve it that way. Or sparks, sparks work too. Lots of ways around this problem. I also don't believe in a sort of "keep the support in the back" kind of playstyle. This game is about offence, killing the enemy so hard so fast they just never get a chance to hit you. I simply play aggressive with all my units at all times. Except sharpshooters because they can't, but that's a limitation of that class not a good thing. The Rulers are a problem, but usually they don't do so much damage the one heal from medical protocol isn't enough to survive them. Plus depending on your settings you can just stall to fight them until you can click Banish and solve the problem instantly. Neonpuffpepper • 2mo ago What about for long war of the chosen? Would love essays on that too u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Unfortunately I have 3700 hours in Xcom 2 not Lwotc, I'd be a lot less well educated on the subject. u/Weltallgaia avatar Weltallgaia • 2mo ago Pat 7.5...... you should put a link to the other posts or something if you are gonna hide your post history. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Oh fuck I forgot to link to the index. One second. u/Weltallgaia avatar Weltallgaia • 2mo ago Thanks. Been thinking about reinstalling and these posts should be helpful u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter You are very welcome 1 more reply u/Sweet_Oil2996 avatar Sweet_Oil2996 • 2mo ago • Edited 2mo ago Mimic beacons have a opportunity cost too: they are an expensive one use exhaustible item. Especially in the early and mid game you aren't swimming in money and in corpses. Throwing a mimic beacon and replacing it can mean you can't build the next facility for a couple of weeks. While equipping a medikit is cheap. You build it once and have almost infinite uses. That makes it very inexpensive on the strategic layer. I do equip medikits (on my specialist who also gets field medic). They are not only useful for healing but also useful for avoiding damage through poison and for reviving (curing) impaired soldiers. When I count how much I use medikits and how often I throw a mimic beacon I come to result that I use medikits a lot more. The use I get from a single medikit is vastly superior from the use I get from a single mimic beacon. A good replacement for a mimic beacon is a haywired MEC. They are completely free because they are provided by the enemy. That's the main reason why I don't have to rely on mimic beacons. I have them too but they don't cost me an equipment slot. Well except for the skulljack but the skulljack has additional value beyond the hack for haywiring bonus and it is also a reusable item with infinite uses. Later you can use dominated enemies instead of mimic beacons too. They also don't use an equipment slot. Even a lowly dominated advent trooper is better than a mimic beacon because he lasts for more than one turn, can shoot back and can use cover. A dominated priest lets me generate even more mimic beacons using **his** dominate ability. As soon as you have haywire and a skulljack with skullmining (which is pretty early in the campaign, maybe even before mimic beacons are available) the need for mimic beacons lessens considerably and when you have dominate, schism and void rift it lessens even more. While the medikit still provides value. Medikits not only heal, they also provide for more opportunities for aggressive maneuvers because when you are fully healed you can be a lot more aggressive than when you are hanging on your last hitpoint. There is a big difference when you can afford to be hit and not be killed versus every next hit kills you. Having a medikit with you helps to create more dynamic gameplay. This is more fun. Medikits are good. I get that a playstyle is possible where you can forgo on medikits. But the same is possible with mimic beacons. The most important thing however is, do what you think is best for you and have fun! u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Mimic beacons do not exhaust. They are once per mission but if you build one it's yours forever raznov1 • 2mo ago Imo why medkits are so good is because they cancel out poison, which is guaranteed damage, movement pen and aim pen. Plus, the argument of other items preventing more doesnt really hold, statistically. Alpha striking and not getting hit yourself is indeed the aim, but you know for certain that it doesnt have a 100% success rate. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter What do you mean statistically? raznov1 • 2mo ago medkits are guaranteed success, alpha striking, 'nades, damage buff ammo, all aren't. for the same reason why combat protocol is so good, so are medkits. guaranteed damage and guaranteed healing are good. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Medkits aren't guaranteed success. They only have an effect if a unit would take damage twice. Either by getting shot twice or being poisoned or whatever. Those situations just aren't that common. Usually you take a bit of chip damage and that's your only injury (or injuries, if every unit on your sqaud only gets hit once medkits have no effect), someone gets meleed by a Muton before you have Predator armor and dies on the spot, or you flawless the mission. The situations where medkits are actually helpful aren't that common. u/iwanttobespooned avatar iwanttobespooned • 2mo ago He's explaining that medikits have more utility than keeping soldiers out of the medibay for longer: specifically how fixing poison restores debuffed movement and aim, two stats which tie potential medikit usage into the combat. You only need to be damaged once, not twice, for that effect of the medikit to come into play. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Medkits fixing poison is a real use case, but would you have gotten poisoned at all if you brought a better item? Flashbanging that viper would've turned off their poison spit, for example. And besides that, medical protocol exists and doesn't eat a utility item slot. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea you're going to get hit, that's going to happen, absolutely. But that isn't the question, the question is if another item would prevent more damage than a medkit would heal. No strategy has a 100% success rate in this game, but that doesn't actually work in favor of medkits because they are competing against strategies with better success rates, better chances of missions going your way. After all preventing 3 damage is better than healing 3 damage. I lay it out pretty extensively. If you use a grenade to kill an enemy that otherwise would've shot you, that means the grenade was better than a medkit. If a mimic beacon soaks even just one hit, that was better than bringing a medkit. Because for medkits to be useful you don't need to get hit, you need to get hit twice *and* another item would not have prevented that hit. Does that happen? Sure, rarely but yes. Is it worth building for that edge case? No, I do not believe so. raznov1 • 2mo ago >If you use a grenade to kill an enemy that otherwise would've shot you, that means the grenade was better than a medkit but if it didn't kill, it is worse. and vice versa, that medkit that saves your pawn results in even more damage down the line than that grenade right then and there. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Even if a grenade doesn't result in a kill it might still be better. You have to get hit twice for a medkit to be useful after all not just once. There are going to be some situations where a medkit is the best item for the job, but those are rare, and you shouldn't play to the edge cases. To win the most often you make the play, bring the item, that is best the most often. raznov1 • 2mo ago And you have to hit twice with a non-killing weapon. That doesnt actually mean much. Game balance wise, there is very little difference between negative damage or positive damage. slumper36 • 2mo ago Great write up OP. I admittedly always bring a medikit(I though it was medkit too 😅) to every mission because it feels like the safer item and also because I’m still pretty new to the game, but I’m going to try being more proactive than reactive in my gameplay. Cheers! u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter It's frucked up that it's called medikits. I've been online talking about this game for years and *no one calls them that!* I've been got! u/RJ815 avatar RJ815 • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter So the thing is for me, and it echoes something I learned back in Enemy Unknown as I climbed the difficulty settings, is that if your focus is (understandably) primarily damage dealing and alpha striking: Why take a Specialist at all? To me they are fundamentally a support class that can merely kind of deal damage, sometimes. Their unique / bonus driven utility is hacking and heals, notably being able to do both from a distance. ALL other classes can heal (with a medkit)/undaze/hack from adjacent relevant tiles. I personally feel like if you're running down timers so close to the wire that you NEED the distance hacking, you'd be better served by taking another Ranger that can do more damage, Run and Gun into position, potentially Grapple closer etc with their tendency to value and utilize Mobility bonuses. While Specialists can get Combat Protocol early, until you upgrade your GREMLIN the damage is laughably small, akin to early Sharpshooters with their peashooter pistol. While Protocol isn't reliant on Aim it's kind of like a worse grenade, as it doesn't break cover even though it does guaranteed damage. Because the Specialist is on the mission, I use Combat Protocol because I need the help / the Specialist isn't in range for a shot. I basically never use Combat Protocol in place of a Grenadier's grenade were it available. Grenadiers also can hit more targets with the same action cost, made even cheaper later in the game with Salvo. === Honestly if anything this and similar anti-medkit / unique class bonus conversations makes me come to the conclusion that Specialists should be relegated to Covert Ops duty until they are actually useful come Disruptor Rifle, Guardian, etc. If and when I use Specialists the biggest utility I get is making them "default" choices for bond pairing. Thus, shaving off days on Covert Ops reduces the amount of 'actually' useful soldiers tied up on missions (which is an appreciable amount of time on Legend), and perhaps you can get some stat bonuses to make them more useful, AND you can leverage their slightly different action economy to give Teamwork to an actually useful damage dealer like a Ranger, with the side of still being able to take a Specialist shot or perform an action like Aid Protocol etc if you need the little boost. Aim is something you can correct for with Sharpshooters more easily, but I'm honestly skeptical of the utility of Specialists for alpha striking even with the Bolt Caster until at least Bluescreen rounds, by which point you're basically past some of the hardest parts of the game anyways. u/Stryk3r123 avatar Stryk3r123 • 2mo ago > Why take a Specialist at all? To hack objectives at range. That's basically it. And even then, the free SPARK from Lost Tower will solve all your hacking needs for the rest of the game while also letting you kill things. I personally drop specialists entirely once I get my SPARK. Other niche uses include dealing with chryssalids (the SPARK can tank hits, can self-heal, and is immune to poison) and to clear unconscious (more useful on beta strike since killing a lancer/berserker is significantly more suspect, but it still doesn't come up particualrly often). u/HarvHR avatar HarvHR • 2mo ago • Edited 2mo ago Fundementally I'm going to be a lot more upset if I don't have a medikit available to stabilise a soldier or if they die from damage that could have been prevented from a heal. It's all well and good having all this theorycrafting and somewhat elitist opinion that you will never make a single misplay in your campaign, but at the end of the day I'd rather have medikit that ends up unused as a precaution that allows me to keep a soldier in a fight or prevent a soldier bleeding out rather than be regretful that I lost someone in my roster because I went fully banzai mode with my soldier's equipment. Losing soldiers like that will make me feel unsatisfied with a mission but losing out on a bit of potential damage won't. As it stands if a soldier gets whacked in the face (which, considering how the AI will take low chance shots a player would pass on and considering how aim rolls work in unmodded X2 resulting in potentially guaranteed crits if they do hit that 5% shot at your soldier in full cover), I'm probably not going to use that soldier at 50%~ health as aggressively in combat for the remainder of the mission as I don't want to risk them getting hit by random low-chance hit or random alien ability and then come back to base as a corpse. A medikit can preserve momentum by keeping your higher damage units fighting to the best of their abilities. Saxonrau • 2mo ago > somewhat elitist opinion that you will never make a single misplay in your campaign I don't believe they said 'you will never make a misplay'? You simply do not need the medkits and it isn't 'elitist' to say 'your odds of winning are better if you take a proactive item instead of a very niche reactive item'. The idea is that, even if you misplay, having another item will do mroe to help you than spending an action and an item to recover that damage. Especially if the soldier doesn't get hit again - you have spent those resources on, genuinely, nothing. Medical protocol will give you a medkit at range without the utility slot, so in the worst case you can just do that and you'll probably even find it better. Fact is, you will have better odds of winning with active items that do things, the game is too fast paced and the healing too unlikely to matter to bother with medkits. Like the OP here, I noticed my winrate/flawless-rate go up when I stopped taking them. I can understand the being frustrated by dying in a way that a medkit could have prevented. But I found a lot more often I was thinking 'I wish this medkit was a grenade' than the other way around ItzEazee • 2mo ago It seems like people didn't even read your post, they just read the title and first paragraph and went to the comments to disagree with you. You made very convincing counter-arguments to most of the points people brought up, such as them actually being worse for beginners than you would normally think. But that would require them to get over the equivalency in their head of "someone saying my strategy is bad = toxic elitism" that makes zero sense when you stop and think about it. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Did you expect something different? Look, I knew what I was signing up for when I posted this. Of course they weren't going to read it! People don't read arguments on Reddit! Why would they? I made this to get this out of my head! I've had this argument so much that I want a place to point to and say "here is the full thing" so I don't have to do it again! Also it's fun! I had waaay more fun writing this than is normal. u/N7_Rabbit avatar N7_Rabbit • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Thos one was partially humoristic. You covered medkits in normal guide to items so this overly completed guide was rather answer to posts in items guide about how medkits are useful. And here I got totaly with you - they are not. They WOULD be if their effect stayed after mission, but as they work they are just taking space that can be used for ANYTHING that in fact INCREASE your chance of succeeding. u/jacenat avatar jacenat • 2mo ago Medkits were fine in XCOM:EU ONLY because of Thinmen. It gave you an out of the aim penalty on the 100% hit chance poison spit that ruined your day, even if you were diligent on cover. Starting with EW, you got more tools to counter that and their prevalence was reduced. In XCOM 2, vipers are: Much less common Have normal "aim" on their spit Are more focused around moving your troops, where the medkit doesn't do anything anymore This post is obviously correct. That being said, Medikits can be valuable in Beta-Strike. It's not clear cut there either, though. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter Yea Thin Men were monsters! What a crazy enemy to make as your 2nd guy you fight. I haven't played a ton of Beta Strike, but medkits seem good in it. I mean, you are just kind of going to take damage in that game mode. First time I picked up field medic in like 5 years. Though I never did beat that run, life got in the way. XComACU • 2mo ago This is a very thorough and well-made post, and I disagree with it 100%. 😂 Kidding, Kidding! I don't entirely disagree, because I am sure that certain playstyles/skill-levels will find this very useful; however, I don't think your assessment is valid for the average player - even those at higher skill levels. I also exclusively play I/L on Ironman, and yet I often still run into those "middle ground" situations you mention. Partly because the few non-cosmetic mods I run might make it slightly easier to get hit (giving aliens back their range bonus, EW aiming angles), but also partly because I can't always guarantee that I'll just alpha strike everything down in a single turn. Still, point is, flawless missions are far from a guarantee for me, but so are squad wipes. Middle Ground stuff. It's not uncommon for me to leave a mission with a wounded soldier or two, and an extra 4 health points can be the difference between a soldier coming back wounded or coming back in a body bag. That's the trick - Medikits aren't there to help with wound timers, or just to deal with conditions. They're there to erase an unlucky hit that would put your soldiers behind in the next fight, and to minimize the chance that next unlucky hit is fatal. Let's compare it to some of the other utilities you mentioned preferring. Yes, Flashbangs are great at reducing the chance of being hit (even if they ironically increase the odds an enemy will Crit on hit), but they're dependent on the positioning of enemies and the terrain, and some enemies can become bigger threats when forced to shoot (even at a disadvantage). On top of this, the flashbang is also turn ending, so you need to use it carefully because in a 4-man squad, using it just sacrificed 25% of your turn's damage potential. All of this is to say, sometimes the enemy won't put themselves into a position where the flashbang is useful. Yes, Frost Bombs are fantastic at controlling dangerous enemies, or if something big has managed to survive when it shouldn't have, but it has a small radius, it's turn ending, and you only get one. It's not something you can use liberally. When you use it, it has to be on something you really don't want taking actions next turn. Also, speaking of "you only get one," it's not impossible for players to lose their frost bomb during the course of a campaign. Don't get me wrong, you do everything you can to prevent losing it, but sometimes you just get unlucky. Someone dies or is captured, you can't retrieve the body, and now you don't have the frost bomb anymore. It happens. Yes, Mimic Beacons are godly. One Turn get out of jail free card? That's *chef's kiss* perfection. I agree that getting one for your squad is a top priority in any campaign, and I'm not against carrying multiple sometimes. Thing is, they're kind of expensive. It requires at least two Retaliations to even get the first one, and if you're unlucky enough to lose one (which can happen), you need to complete more Retaliations to get the replacement. Essentially, you may not always be able to field one. Plus, (and this might sound like sacrilege) a single 12HP damage soak does start to fall off as the game progresses. Still insanely useful, and I'll generally always have one, but it doesn't negate the need for other safety nets. Anyway... All of these tools are useful, but they have their own weaknesses, and it doesn't mean you shouldn't carry a Medikit, too. Lets delve into the Medikit, and start with two things that you seem to have forgotten in your analysis. 1.) The Medikit only requires a single action to use and is not turn ending. 2.) The Specialist's Gremlin improves the Medikit's healing (Gremlin Mk.2 gives +1 Hp, Mk.3 gives +2 Hp). This means a soldier with a Medikit can heal and shoot, and in the hands of a Specialist with a Gremlin Mk.3, the Medikit can heal up to 6Hp, and the NanoMedikit can heal up to 8HP in a single action - more hit points than any armor in the game provides. Being honest, while a Medikit can be useful for a normal soldier, the Battle Medic Specialist was built to release its full potential. With Medical Protocol, you don't need to rely on favorable enemy positioning like a Flashbang, because all you need is line of sight. All that matters is your positioning. With Field Medic, you can still heal and shoot, but you can also heal two injured soldiers in the same turn (say a Mec managed to micro missile them off high ground), or stabilize one and heal another, or dump two charges into a single heavily injured soldier in a vulnerable position. If a frontliner is going to be a target but hasn't lost enough HP for two heals, throw a heal and an Aid Protocol. That's nice flexibility. Hell, if shit really hits the fan and an encounter goes south, a Field Medic Specialist with a Nanomedikit/Gremlin Mk.3 and a max-level bond can heal four times in single turn, over 32 HP. A team coming out of a fight half-dead can take a turn to reload/regroup and start the next fight fully revitalized, all without even having to touch the Specialist's colonel-level Restoration ability. Will this happen often? No, not if you're playing right. Is it the best way to handle the situation? Absolutely not. Do not burn two Teamwork charges and four Nanomedikits for that! But is it cool to say they can heal 32 HP in a single turn without touching Restoration? You're goddamn right. 🤣 Jokes aside, Medikits are also not too expensive at just $60 (only $10 more than flash), so if you lose one, it's not hard or impossible to replace like the mimic beacon or frost bomb respectively. You can also buy a few before researching Battlefield Medicine to circumvent the Nanomedikit's cost, as they'll all upgrade for free. You spoke of opportunity costs with taking a Medikit, but what's the cost of not taking it? Mid-Mission? It's soldiers and damage output. In a four man squad, each soldier is roughly 25% of the team's actions and damage potential, and each one incapacitated or dead makes the team roughly 25% weaker for the next fight. Yes, maybe a flashbang, another grenade, or a careful alpha-strike could prevent a soldier from getting poisoned, but early game? If a soldier is poisoned without a Medikit nearby? There's a decent chance they die. You could evac them, but in that mission the result is the same - one less soldier for the next fight. Same with a bleed out. If you can't complete the mission in time, that soldier is either dead or carried up on an early evac by another soldier. It's one less soldier for the next fight regardless, but if you have one carry the bleeding soldier for an early evac, that's two less soldiers for the next fight. Campaign-wise? It's lives. You're right in saying that Medikits primarily help when a soldier is damaged twice. You're also right in saying there are a lot of tools and mechanics that reward aggressive play and help prevent soldiers from being damaged twice. But, it still happens. Whether you make a mistake, or a quirk of the engine caused a few too many pods to path in, or you just get unlucky, eventually your soldiers will be hit, and probably more than once. Yeah, your soldier might tank a hit, but definitely not the second one. What would have been a wound becomes a death, and death is one of the most important things to avoid. Yes, enough wounded soldiers will tank an L/I campaign as assuredly as enough dead soldiers, but it takes far fewer dead soldiers to reach that same point. I feel like I'm starting to ramble, but I'm just trying to say that if the opportunity cost of taking a medikit is that something potentially lives longer to deal more damage, the cost of taking something other than a medikit is that your troops potentially die more. You mentioned how most fights tend to go Flawlessly or Catastrophically; however, I find that what a Medikit excels at is preventing a "middle-state" encounter from turning catastrophic. Yes, players should aim for flawless missions (and maybe it's because I'm not a good player... actually, that's likely 😂), but I'm willing to bet most players are like myself and occupy that middle ground rather often. Yeah, it's technically playing for edge cases, but they are devastating edge cases. It's like car insurance. You generally don't need it, and if you're a skilled/lucky enough driver, it'll never be used. Heck, you might think that all the money is being wasted, and would better be spent on flashbangs LED headlights. But at the end of the day, none of that stops some drunk asshole from t-boning you in an intersection, and then you need that insurance. TLDR: Good post, but I like Medikits. Imma stick with them. 😅 u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I appreciate you actually engaging with my argument, as most people disagreeing here didn't. There's a lot you said and I can't respond to all of it in detail but I'll go over the major points. At least what I feel they are. >I also exclusively play I/L on Ironman, and yet I often still run into those "middle ground" situations you mention. Do you actually have data on this? Because I am genuinely curious. I thought about scrubbing through Christopher Odd's first L/I WotC playthrough for how often a medkit would've been helpful. But that seemed like too much work. I can say that for my last L/I deathless grimhorizon a bunch of other restrictions that aren't worth repeating I took damage more than once per solder 3 times. Literally only 3 times. Once was in the Lost Towers Mission, once was where I got lid poisoned, and once where I moved the wrong guy 1 pixel in the wrong direction in a sewer mission and the enemy had viper rounds. That was it. And my flawless rate wasn't actually that good it was 60% which for me is super low but it just doesn't happen that much. This was on an unmodded playthrough except I had pathfinders, elite aliens, and LeBs late game enemies, btw, if that matters. I've done playthroughs where I've literally gotten 0 value out of healing the whole campaign, which is funny. People died from crits but a heal wouldn't have saved them. Though that probably isn't common, I would think. Maybe it is idk most people don't have a spreadsheet on their computer tracking this stuff. >Even if they ironically increase the odds an enemy will Crit on hit This technically isn't true, I mean it is sort of. But the way crits work in this game is that they sort of eat up available to hit chance so that attack would've been a crit regardless of if you flashbanged or not, its just that more of the attacks that do land will be crits because the attacks that are now made to miss aren't the ones with crit in them. If that makes sense. >On top of this, the flashbang is also turn ending, so you need to use it carefully because in a 4-man squad I didn't say this in this post, because I thought it would distract from my argument, but I never use flashbangs either. I just use grenades, the frost bomb, mimic beacons, and special ammo. Those are the only utility items I ever build (except the skulljack for story reasons, obviously). It's precisely for this reason. It's better to be dealing damage, which grenades do. I'm not sure how true that is to a newer player, I can get a lot more out of a grenade than they can, but it is worth mentioning. >It's not something you can use liberally. I absolutely disagree. There is no future, there is only right now. If I am likely to take damage this turn, the frost bomb is flying, end of the discussion. I don't care if its a trooper, an officer, andromodon, whatever. Unless I think a Ruler is on the mission I will use it the first time I need it. Missions are not that long, and if I flawless this pod I'm more likely to flawless the next one. Too good to use syndrome in this game is how you lose. Just fucking use the thing! >Also, speaking of "you only get one," it's not impossible for players to lose their frost bomb during the course of a campaign. I mean you gotta really fuck up for that to happen. If you get fully squad wiped then yea but otherwise you can just evac the body out. It's true you can lose it, but I've watched a lot of X2 content online and most players at most skill levels don't. It can happen, but that's not really meaningful in my eyes. And if you do, OK now maybe build a medkit but even then I'd just replace it with a flashbang or meme beacon >It requires at least two Retaliations to even get the first one, and if you're unlucky enough to lose one (which can happen), you need to complete more Retaliations to get the replacement. Essentially, you may not always be able to field one. That's true, but ironically the time in a campaign you can't have a mimic beacon is when medkits are at their worst! Medkits in the very early game don't do anything because there aren't enough pods for you to take damage that many times. And if you lose one later you can just bring a unit with medical protocol for a heal. And losing them is rare anyways. Utility slots are more valuable than ability slots after all. > In a four man squad, each soldier is roughly 25% of the team's actions and damage potential, and each one incapacitated or dead makes the team roughly 25% weaker for the next fight. That's assuming a medkit saved someone's life. It probably won't, especially when you just have 4 units. If a sectoid crits you and kills you (by far the most common form of death early in a run I feel) then a medkit is just going to sit there being sad. Medkits actually get better once you have 5 and more people in terms of pace of a campaign. And would you have needed to heal that hit if you brought a grenade over a medkit? I don't know (and neither do you the data is unobtainable as sad as that makes me), but that's certainly not going to be true all of the time. >With Medical Protocol, you don't need to rely on favorable enemy positioning like a Flashbang, because all you need is line of sight. All that matters is your positioning. So I have an entirely different post about why field medic itself sucks. And that's true even if you bring a medkit that perk does nothing. Here's the full argument, it's just in the field medic section of this post, I thought about reposting it here, but I think it would've been gilding the lily. https://www.reddit.com/r/Xcom/comments/1skgwgr/an_overly_complete_guide_to_xcom_2_war_of_the/ >Whether you make a mistake, or a quirk of the engine caused a few too many pods to path in, or you just get unlucky, eventually your soldiers will be hit, and probably more than once. Yeah, your soldier might tank a hit, but definitely not the second one. Sure, these situations do come up. But more than once per mission? More than the single heal provided by medical protocol and eventually restoration can protect you from? Would it happen less if a different item were in that slot? I think the answer to all of that is against medkits. The situations where this is the exact item you need are just so narrow, a lot narrower than you'd think. >I find that what a Medikit excels at is preventing a "middle-state" encounter from turning catastrophic. I don't think that's true. You could've had a different item in that slot, that's a point I keep making, and if that item let you kill one more enemy or stun them then you probably wouldn't have been in that middle state. I think people find themselves in that state because they basically opt into it. They plan for it, they plan to take damage and heal it back with a medkit. Maybe that's not exactly how they think about it but it's effectively what they are doing. >It's like car insurance. Medkits aren't car insurance. Mimic beacons are. Mimic beacons are the "whoops I can't alpha strike this turn" button. Medkits don't actually solve the problem, they might prevent the problem from getting worse, but they don't repair your car, they don't help you pay for it, they just make you feel better about getting into an accident. And it makes accidents more likely! I think that's all the most important stuff addressed, but if you want me to elaborate on anything let me know. I enjoy talking about this game so I'm happy to continue the discussion. XComACU • 2mo ago I appreciate you actually engaging with my argument, as most people disagreeing here didn't. There's a lot you said and I can't respond to all of it in detail but I'll go over the major points. At least what I feel they are. Hey, no problem. I like to ramble and had a rare bit of free time. 😂 I'm sure everyone else would do the same if they had the time. 😉 Now, let's get into this. Do you actually have data on this? Hmm, I don't normally track my gameplay statistics... Although, ironically, I did for my last campaign (work was busy and I needed a way to remember what I had done when I came back a week or two later). However, it got off to a rocky start, I figured I'd test a few unconventional strategies... and I actually lost that campaign... Not likely the best source of data, is all I'm saying. 😅 Plus, I mostly tracked Win/Loss, Aliens, Promotions, Wounded, Casualties, and general "what happened, what's next" info so I'd be able to pick up where I left off better. Nothing on the Medikit in particular. About the best info I can say is that, on average (and bearing in mind it was a failed run), there was a 45% chance that a soldier or two would be wounded on any mission. Although, admittedly 60% of those wounds were the same two idiots cursed by the dice gods. Including the final few missions where I had kind of already thrown in the towel, about 44% of missions would have casualties (It was a really bad run! I'm normally better, I swear!). Of the listed casualties, 23% died due to bleeding out, 23% due to OHK, didn't write anything down for poison, and only 1 casualty/capture was due to Mind Control. Hmm, I didn't think about it at the time, but it looks like I didn't get a lot of specialists that run. The few missions where I recorded bringing Specialists with Medikits generally averaged 80% chance of no casualties, though wounding chance increased to 60%. I could claim this is an example of how Medikits convert Casualties to Wounds, or that 23% of my deaths being bleedout-related shows value, or that the lack of specialists is what cursed the run, but being 100% honest, there's weren't enough missions in that run (let alone with Specialists) to matter. Plus, again, I wasn't being too strict with the data collection, I was playing terribly with huge gaps, and even this math was fast, so... to get right back where we started, no I don't have data on this. 😅 Using a Youtuber like ChristopherOdd might be an option, but after all these years, I'm not certain he'd count as an example of an average (even high-level) player. It's been a while since I've watched his XCOM vids, but I have to believe that he'd have mastered the game by now to a level where Medikits drop in value (similar to your situation, perhaps). This technically isn't true, I mean it is sort of. WellYesButActuallyNo.jpg I get it. A 10% chance to hit with a 10% chance to crit is actually a 100% chance to crit, but a roll that Hit and Crit on a 10% would have still Hit and Crit regardless of the flashbang. I didn't say this in this post, because I thought it would distract from my argument, but I never use flashbangs either. Honestly, that's refreshing to hear. Flashbangs are well-loved by the XCOM community, and admittedly for good reasons, but I've personally never really vibed with them. It's nice when a flashbang can shut down a psionic enemy, but Mimic beacons/frost bombs do the job better, and I've never really encountered a situation where it was needed. Situations where it would be nice, sure, but never one where I couldn't just find a way to "use more gun" and accomplish the same thing. I've even regretted bringing it at times, since as you note, other options like a grenade (with cover destruction) can be far more useful. I don't think that's just high-level thinking, though. Grenades are just awesome. Just fucking use the thing! I REFUSE! I don't even know how to throw it! JK, but I do find that I personally hesitate more to use the Frost Bomb than other items. At least, I look for alternatives first. Don't get me wrong, I'll even freeze the first pod on a mission if I'm not too worried and think I can get some tasty results out of it, but in general I try to hold off until later parts of the mission out of concern I'll need it later. If I can find an alternative to using it, like alpha striking the target down or staying out of LoS, I'll usually use that first. If Mimic Beacons are my "Oh, Shit" button, Frost Bombs are my "Can't deal with this shit RN" button, so I usually save them when I can. Meanwhile, my Medikit is "That last fight was shit. Let's heal up before the next one" button, and I can use that a bit more freely. I mean you gotta really fuck up for that to happen. Listen, my last campaign was cursed. 🤣 In all seriousness, I did actually lose it last run, but on the second-to-last mission when I was winding down anyway. Still, I'm pretty sure I've lost it in better runs too, and had some friends who lost it (since they asked how to get it back). I'll admit, I'd expect newbies to lose it more often since they'll tend to lose soldiers more frequently too, but I still feel safe in saying that Frost Bombs are not something that can always be guaranteed, while Medikits are generally always available. That's true, but ironically the time in a campaign you can't have a mimic beacon is when medkits are at their worst! Medkits in the very early game don't do anything because there aren't enough pods for you to take damage that many times. And if you lose one later you can just bring a unit with medical protocol for a heal. And losing them is rare anyways. Utility slots are more valuable than ability slots after all. I see where you're coming from. Early game, yeah - they're mostly there for the stabilize/poison, and even then, yeah, Medical Protocol is enough on its own. That is when utility slots are at their peak, and IMO the cost isn't too high ability-wise for a Specialist to go Medical and later double into combat protocol (or Vice Versa). In that instance, I'd probably snag an extra grenade too. Mid/Late game, when your soldiers start being able to tank a hit more consistently, I think that flips. At that point, being able to bring people back up to full health between fights has more value, since it could let a soldier survive a second, unexpected hit. It lets you maneuver more freely, knowing that they're less likely to die taking an aggressive position. Aggressive positioning also lets you potentially put out more damage. Soldiers also become more valuable as they level up, which naturally happens as the game progresses, so having extra insurance to prevent accidental deaths becomes more valuable. Utility slots also become a little more common when Medium armor opens up (which I am OK using with Specialists since they're more of a backline unit anyway for me). Last but not least, you mention how utility slots are more valuable than ability slots. With that logic, I think Medikits still remain valuable for a Specialist because (and I know you ranked this low) of Field Medic. At the cost of a single Utility Slot and Ability Slot, you get three utility items. Part of this is also that I genuinely dislike Scanning Protocol. To me, it's like a battle scanner, which (when you run Target Definition Reapers/Phantom Rangers) are generally not too useful outside of very specific, often chryssalid-themed missions. I'm not against having it, but it reduces the cost of taking Field Medic for me. Essentially, in my brain this boils it down to one extra Grenade/Ammo for one slot, or three Medikits for one slot. That's more value per utility slot. 1/2 XComACU • 2mo ago 2/2 That's assuming a medkit saved someone's life. It probably won't, especially when you just have 4 units. If a sectoid crits you and kills you (by far the most common form of death early in a run I feel) then a medkit is just going to sit there being sad. Medkits actually get better once you have 5 and more people in terms of pace of a campaign. And would you have needed to heal that hit if you brought a grenade over a medkit? I don't know (and neither do you the data is unobtainable as sad as that makes me), but that's certainly not going to be true all of the time. You know, I do actually have some data on the "the most common form of death early in a run" part. Admittedly, it was before WotC, but after the first year, Firaxis made a post copying the old "XCOM-2-stats" page, and Troopers were the most lethal unit in the game at causing 17% of deaths. Mutons were next at 9%, Officers also at 9%, Stun Lancers at 6%, and Vipers at 6%. While I found some early pictures indicating Sectoids/Psi-Zombies were among the Top 5 right after release, this appears to have fallen off over time. Makes sense, IMO - Troopers shoot more, and Sectoids tend to waste their first turn if you can give them something else to focus on. As for whether a Grenade would save more lives than a Medikit... I can't say. That... yeah, I don't have that data. With a Medikit, I feel I can make more aggressive actions with characters that could balance out the damage, but I don't know if there is even a way to track the true benefit. An extra 4-8 HP can mean a world of difference for me, but it isn't true all of the time, and 3 damage with cover destruction can also turn the tide of battle - it just depends on too many factors, including playstyle. One more thing I want to throw out, and I know this is an emotional response, but... I may regret not having an extra grenade to make a particular fight easier, but I will absolutely regret losing someone because I failed to bring the equipment needed to save them. So I have an entirely different post about why field medic itself sucks. I actually read it before my first post, since I wanted to make sure I had full context. Took a bit to track down, too, since I saw you mention it in your post, but I didn't realize it was in your Specialist breakdown (I thought you had a specific "Field Medic" post). That said, as you can obviously tell, I don't quite agree with your Field Medic (or Scanning Protocol) assessment. 😅 When you say "And if you agree with me there and don't bring a medkit, this perk is literally blank, it does nothing," I'm the guy who doesn't agree and still brings Medikits, so it has value to me. 😁 Sure, these situations do come up. But more than once per mission? [...] The situations where this is the exact item you need are just so narrow, a lot narrower than you'd think. Yeah, we really need a way to collect data on this. Hmm, obviously the goal is not to take damage in the first place, let alone twice, so most of the time the Medikit won't come into play; however, this is that "insurance" mindset I have. Most of the time it is a cost without any payoff, and the situations where it will be useful may be narrow (though, perhaps not as narrow as you think 😉); however, when those situations arise, the cost of not having the Medikit shoots up well past any single utility. After all, a soldier is worth more than a utility slot, even wasted over multiple missions. I don't think that's true. You could've had a different item in that slot, that's a point I keep making [...] Maybe that's not exactly how they think about it but it's effectively what they are doing. I feel like we'll end up going back and forth on this, since we don't really have a way to determine if a different item would have been more useful. In the end, it's situational. And based on playstyle. Speaking of, I don't see it as planning to take damage, but planning to mitigate any unexpected damage. Similar, but different IMO. I'm not saying I will take aggressive actions with the knowledge I can just heal up the negative effects, but that damage will happen, and preparing countermeasures helps mitigate its influence on future play. Again, similar, but different? Medkits aren't car insurance. Mimic beacons are. Mimic beacons are the "whoops I can't alpha strike this turn" button. Here me out: Mimic Beacons are seatbelts. Or maybe automatic braking systems? Regardless, they are for saving your life during the crash. Medikits, on the other hand, are insurance because they are for after the crash. Yeah, they're flexible enough to use in combat when needed, but overall a player is better off using their actions to deal damage or get kills. During a fight gone south, a Mimic Beacon will be far more useful. After a fight gone south, a Medikit will let you pick up the pieces and help get the car running again. Personally, I like having seatbelts and insurance. I think that's all the most important stuff addressed, but if you want me to elaborate on anything let me know. I enjoy talking about this game so I'm happy to continue the discussion. Not sure how much further we can go (this is probably coming down to a difference in opinion more than anything), but yeah, same here! This is super fun! 2/2 u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter >With a Medikit, I feel I can make more aggressive actions with characters that could balance out the damage, but I don't know if there is even a way to track the true benefit But that's psychological. Sure it can feel safer, but it was probably the right play in either case. You should simply play aggressively all the time, it's what this game is. Fear is the mind killer. It causes you to make worse plays, to bring bad items. The point of my post in a large sense is to shock people into at least thinking about bringing something else and not just defaulting to them out of fear. >During a fight gone south, a Mimic Beacon will be far more useful. After a fight gone south, a Medikit will let you pick up the pieces and help get the car running again. Medkits have no benefit unless another encounter on that mission goes badly. And if an encounter goes badly it's probably because you fought multiple pods at once, which means the next one is actually less likely to go badly. Medkits are like insurance that kicks in only after your 2nd car crash on the same drive. That's just not a thing that happens. XComACU • 2mo ago I think that's the wrong attitude. There are a maximum of 6 pods per mission (other than Leviathan or other special missions). I mean, I get where you're coming from, and it's not like I don't use the Frost Bomb at all, or even early when needed. I just personally prefer clearing the first 2/4 or 3/6 encounters saving the bomb if I can help it. It's another of those "I can be a bit more aggressive early on" moments, as coming out of concealment with all your utility items still available really gives you an advantage. The first two pods, you're picking the fight and at near full strength, so ideally you should be dropping most targets quickly enough that the Frost Bomb isn't even needed. Well I was going to use his first WoTC playthrough, but that probably also isn't super good because it means he doesn't yet fully understand all the new stuff the game throws at him yet. And his later options are heavily modded, if memory serves. 🤔 It's literally impossible to get the exact number. Hard agree, unfortunately. You could maybe minimize variables through Skirmish matches, but the procedural nature of the missions means even repeating the same scenario over and over will result in different maps/compositions. I could try and track my next run a bit more closely, but a sample size of one is near useless, and we obviously have different playstyles too. The number of pods in the mid/late game don't really justify this. The pods themselves also get more durable, though. Even following the power curve with Mag Weapons and armor, you'll still start to hit enemies you can't always take down in a single turn. Yeah, proper positioning can mitigate their ability to react, but can never 100% prevent them from getting a hit in. Even if only 3-5 pods remain on any given map (assuming the first it wiped while concealed), that's still 3-5 chances something survives when it shouldn't, or a hit gets through where it shouldn't. Lets combine this with my hoarding Frost Bomb logic! Say a Sectoid survives the initial concealment attack. Yeah, a Frost Bomb could guarantee no damage, but you still only have one bomb a mission, one get out of jail free card you might need when something bigger comes knocking in the next 3-5 encounters. In that instance, I personally try to rely on the Sectoid's AI behavior, knowing that it's far more likely to use a psi ability than shoot. The chance I escape unscathed is likely, but not guaranteed. It could still choose to shoot and injure someone, after all. But, I know it won't kill, so rather than spending a valuable Frost Bomb for a guarantee, I'll play the odds I don't have to use any item at the risk of a wound and 1/4 Medikits. Late game? Yeah, you do sort of become death, the destroyer of worlds, but there will still be times that things survive. And the death of any soldier late game is immensely more costly, no matter how unlikely. I feel the logic still stands. This is not the kind of game where aggressive positioning is punished with damage. Yes and No? When I say aggressive positioning, I'm thinking of moving up for flanks or taking low cover in areas that may help to guarantee a kill, but leaves them vulnerable to potential reprisal should something survive. Ideally, you always have a backup plan, or manage to wipe everything out the turn you encounter it, but reality isn't always so ideal. Yes, at 1 or 100 HP, you deal the same damage, but if there's a chance a target could survive, having your 1 HP guy standing right next is far riskier than the 100 HP guy. No you don't, you get one utility item and the fantasy of using it more. You literally have to try and get hit as many times as field medic wants you to and if a mimic beacon in that slot would've shaved just one of those then that item is wasted. I'm not trying to get hit, or use all three charges. 😂 I don't use every grenade in a mission, or a mimic beacon in every mission, but that doesn't mean the slot was wasted. What I am saying is, cost-wise, what is effectively one utility slot for three items is better than one slot for one item. Yea, the mimic beacon potentially does more when used, but as addressed above, I'm more comfortable burning one of three Medikit charges to keep everyone full strength than I am losing a Mimic beacon which could stop a squad wipe. That's also one thing Medical Protocol alone doesn't fix, either, since you only have one for the mission. It switches that scarcity/utility dynamic more in-line with the other items. But that's psychological. Sure it can feel safer, but it was probably the right play in either case. You should simply play aggressively all the time, it's what this game is. Fear is the mind killer. Not always. 🤔 It's certainly a component, I'm sure, but lower health values do also dictate the risk of undertaking some actions. Yes, players should generally move aggressively, but if a soldier is wounded, certain aggressive actions come with a far greater risk. Fear is the mind killer, but standing next to a Muton with less than 8 HP because you thought it would be dead is a whole-body killer. 🤣 Medkits have no benefit unless another encounter on that mission goes badly. [...] Medkits are like insurance that kicks in only after your 2nd car crash on the same drive. That's just not a thing that happens. Huh, in retrospect, I think this is a difference in how we value things? In much the same way I do not necessarily view an unused item as a wasted item (a mimic beacon still has value even if it is never needed), being able to heal still has value even if the soldier is not hit a second time. It means the soldier can survive a second hit, but being hit again isn't the goal. The value comes from mitigating the risk of death following a second hit, even if that second hit never comes or is unlikely - because if it does happen, that costs you a soldier, a far greater price. To return to the insurance analogy, even if you are almost never in an accident, insurance still has value because there's always the chance of an accident. And it works after the first crash because it's getting you driving again in a car that can survive a second crash. The value doesn't come from getting into a second crash, it's from being able to survive that second crash if it occurs. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter > If Mimic Beacons are my "Oh, Shit" button, Frost Bombs are my "Can't deal with this shit RN" button, so I usually save them when I can. I think that's the wrong attitude. There are a maximum of 6 pods per mission (other than Leviathan or other special missions). So if a frost bomb/mimic beacon would get you out of a pod without getting hit, that's 1/6th (probably 1/4th-1/5th) of that mission that is just solved for you, that's pretty good! And even if you get hit on the next pod, it (unless you get crit by a sectoid in the early game) takes two hits to kill you, so that still bought you a hit. Just trading 1 for 1 is good enough. >Using a Youtuber like ChristopherOdd might be an option Well I was going to use his first WoTC playthrough, but that probably also isn't super good because it means he doesn't yet fully understand all the new stuff the game throws at him yet. Idk, without like a massive effort from the player base the numbers are kind of just impossible to get. In fact, the data collection problem is even worse than that. You can't do strict A/B testing. The same player at the same skill level bringing a medkit vs not is the ideal testing situation, but that cannot be done because every mission is different. It's literally impossible to get the exact number. >Mid/Late game, when your soldiers start being able to tank a hit more consistently, I think that flips. At that point, being able to bring people back up to full health between fights has more value, since it could let a soldier survive a second, unexpected hit. The number of pods in the mid/late game don't really justify this. If you get hit once but then clean up a pod, that's 1/4th of that mission done. Or 1/5th or 1/6th but still that's a lot of progress made. And because you can usually deal with a pod without getting hit, that one instance of damage is likely to be the only one you take. Especially if you start the mission concealed and get the drop on the first pod that's a whole group of enemies knocked out at once. And in the late game you have to try and take that much damage. You have the darklance and katana and untouchable and serial and fan fire and blaster launchers as many mimic beacons as you want what are you doing getting hit?! And even if, say, a lid unborrows in a spot you didn't except that's what medical protocol is for. It covers those edge cases. >Aggressive positioning also lets you potentially put out more damage. This is not the kind of game where aggressive positioning is punished with damage. It's the kind of game where aggressive portioning is rewarded with not taking damage. Alpha strike, that's the name of the game. If a soldier is at 1 HP or 100 the correct play doesn't change kill the enemy before they kill you. >Specialist because (and I know you ranked this low) of Field Medic. At the cost of a single Utility Slot and Ability Slot, you get three utility items. No you don't, you get one utility item and the fantasy of using it more. You literally have to try and get hit as many times as field medic wants you to and if a mimic beacon in that slot would've shaved just one of those then that item is wasted. Leading_Resource_944 • 2mo ago I always have got at lesst one medic spezialist in my army. Sometimes two. When i fight the Assasine or Chrysalid, i take him/her with medkit. Battlescanner dont work the way i like to so i barely use them at all. u/eikin34 avatar eikin34 • 2mo ago Rating a medkit below a frost bomb or mimic beacon is not exactly a hot take. I can see where people might take one over a flashbang, though, when a flash is often better. u/hielispace avatar hielispace OP • 2mo ago Profile Badge for the Achievement Top 1% Commenter Top 1% Commenter I think most people would be surprised that I think it's worse than a grenade most of the time. Moistinatining • 2mo ago Great write up and I largely agree. Though medkits get the greatest use from being given to a specialist, they have to compete with either experimental ammo/bluescreens or a mimic beacon, so are immediately dumpstered once your specialist can equip two utility items. I think I play in such a way where my specialists are never in great grenade throwing range, but honestly that just means I should try that out rather than having them run around with a medkit. I think I get the most utility out of medkits when I use them to heal advent soldiers when I get the turncoat covert order as I just treat those guys as mimic beacons anyway, but that's such a niche use case that it's not worth considering. One thing that I don't feel great about XCOM 2 is how certain design choices run counter to XCOM EU/EW and feel like intentional "ha you thought this would be good like EW but it's not!" Both medkits and smoke grenades were support's bread and butter to the point where I'd gladly bring both a field medic and smokes+mirrors support on a mission (adrenal neurosympathy + combat drugs is nuts), but neither perform anywhere near as well in XCOM 2. In general, it feels like both sharpshooter and specialist get the short end of the stock compared to their EW counterparts, and their class-specific utility items are borderline useless when they actually have to compete with other utility items. u/cyborgdog avatar cyborgdog • 2mo ago im reading all your parts and its amazing, I just started xcom 2 like last week and Im obsessed with it, are you going to have this compendium in Steam Guides or somewhere else so we can pin it ? u/zelandofchocolate avatar zelandofchocolate • 2mo ago Fair play, you've convinced me. Going to not depend on them as much as I chase my first L/I win himthatspeaks • 2mo ago I always carry one on my specialist. If a character gets hit, I can keep him on the front lines rather than rotating him to the back.