Average Manatee
Arcane
- Joined
- Jan 7, 2012
- Messages
- 15,686
I play Impossible/not-expac, but you should never be fully engaging the enemy unless you're sure you can get a kill that turn. Exchanging fire with the AI even when you're in full cover is a huge gamble - particularly early-game when bros tend to die to one shot. Half-cover? Fucking forget it. Your best cover is enemy FOV - rather, not being in it. Your best offense is blowing the shit out of them with as many explosives as you can before they can go anywhere. Your best offense if you gotta shoot something is 1) Overwatch spam or 2) Everyone is shooting on-target with very good odds. Heavy rockets and Support smoke are the two best abilities early game, then followed by the Assault's double-tap battle closer.
Pretty much. Half cover might as well be no cover and even hiding behind a wall (full cover) is at best a 50/50 gamble. Figuring out that you needed to hide behind walls 2 spaces away is probably the most counter intuitive but important knowledge to have about the game. Not that the original was all that much different, ending your turn in enemy sight was asking to be killed just the same. X-Com 2 is just weird in that being visually next to a wall still lets you be shot as if you were standing out past the wall.
I hear snipers are great late game, but they're so worthless in the brutal opening stages that I never really developed one.
Squad Sight is the one ability that lets you engage enemies without fear of retaliation. Even with normal weapons 2 snipers can demolish most enemies for a long time. Snipers are great after the first 3 missions, which is why the difficulty drops so dramatically. They also stay out of range and are therefore never going to die unless you really fuck up, unlike your other troops, so they'll automatically become gods of destruction by the mid game.
For those first two missions where they have sniper rifles but can't use them, switch to pistol and grenades and use them as you would a rookie.
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