1.How is this compared to xcom 2?
More RPG, more than 2 AP, gridless and you can attack as often as your AP allows. That's on the tactical part. On the world-interaction side, you operate out of a fixed base and you're basically managing crew and a base while running gigs or legwork.
Gigs are the so called heist, and I'll get to that shortly. Legwork are single crew short jobs where you send a crew member out on a job that earns you favors or offers additional options to subsequent heists, or let you know of new jobs to pull and contacts, to well, contact.
It's about running a crew, not an army, and your cyber knight is your player character. Your crewmates come from specific backgrounds and will have their own associated missions and traits. You're their team leader and not their therapist though.
2.Are the missions all samey where you have to do some heist or are there different mission types?
Missions can range from smash and grabs to assassinations, VIP bodyguarding, all out assault and even exclusively diplomatic negotiations(all of these can get violent). With specific exceptions the enemies will always keep reinforcing their numbers the longer and louder you are so the typical mindset is to jump in, accomplish mission and bug out.
There is an emergent narrative that occurs from actions inside and outside the missions. There are alsp specific storylines tied to your character origins and some drawn out storylines that are a series of interconnected events and missions.
How good/complex is the combat
It's no Jagged Alliance/ silent storm, but nothing is. You got classes, weapons and a lot of options. The combat is not bad or boring by any means, and the grunts might be dumber than a sack of bricks at times, but the opposing ai tries hard enough to make your life miserable.