I'll be honest, I wasn't expecting to find a RUclipsr making guides and such for XCOM 2 so long after the game's been out. But I appreciate that you are. Hopefully I can get the game myself and put all this you've posted to good use.
You're right, most people do guides right when the game launches to get the most views. I wait until I know enough to make videos that have real substance and will be helpful to people. I get less views that way, but I'm a lot happier with the end result. I'm glad you enjoyed watching and hope that the videos will help you speed through some of the painful learning process that XCOM 2 inflicts on most new players.
Stefan, when I started the latest batch of guide videos I didn't even realize that the console version was coming out. But, as you say, there's no question that those all those new players coming into the mix at once have helped provide an audience. That was definitely a nice surprise for me and, based on the comments section, at least some of them are indeed happy to have found these guides.
The game was just released on Humble Monthly, so there will probably be another flood of players coming soon =) Thanks for the guides, they were very helpful!
Got it on PS4 as a free title, and I've been addicted. So, insanely frustrating at times, but it's that abusive relationship that you say to yourself "well maybe if I change my strategy, it'll be different THIS time!". Thinking of buying it on PC, also. I read that there are some mods that actually fix and improve the core game.
@@TheReapersSon if you do get it on PC do yourself a favour and install the mod Long War 2 - I played vanilla XCOM 2 on and off since 2017 but since installing LW2 I cant believe how much more engaging and evolved the game has become - Im loving it even more! Really complex, there are new mechanics and new missions - I did not believe when ppl said its a whole new game but it is! There is also Long War Of The Chosen - for the DLC War of The chosen - still in beta but playable and giving even more options based on the acclaimed DLC. Dunno if these mods are available for consoles but if they are - also check them out. Really loving this game now -very hard and addictive!
Experimental Ammo is almost always a good idea. The worst case scenario is AP Rounds (which you can put on a Ranger or more Assault Rifle based Specialist to help against robotic enemies and Andromedons when they appear) or Tracer Rounds (which you can stick on a Specialist with a Guardian build or just give your Sharpshooters.) But Venom / Dragon's Breath rounds are both very strong on Sharpshooters (either pistol or sniper) to increase kill potential for Death from Above and just generally spread CC. Talon Rounds are also an absolute godsend on Rangers and can often lead to a strong Ranger just one-shotting everything.
I just started playing xcom this week, but I'm loving having skulljack and bluescreen rounds on my hacker to really be that dedicated techy guy who hacks and provides little buffs and control while fights just as good as any other squaddie but absolutely shines the moment a robotic enemy shows up.
I prefer using grenadiers as my 'bot killers with bluescreen rounds because they can also shred and are effective all the way up through sectopods and gatekeepers. That said, if you're having fun with that setup then go for it!
Hell yeah! What do you think of putting AP rounds on a Grenadier? My thoughts usually are to load them up with all explosives but having a Grenadier shoot a highly armord enemy first before the rest of the team to get that holo targeting and shread to make it a cakewalk for the rest of the team to finish it off.
AP rounds completely negate Shred, so I don't recommend them on a grenadier. But, yeah, leading off by shredding an armored target and simultaneously making it easier to hit for the rest of the team is a great combo that gets better and better as you move through the campaign.
Hey TapCat, what are your thoughts of putting bluescreen rounds on snipers with fanfire? those sectopods don't stand much of a chance after a bit of shredding!
I prefer bluescreen on grenadiers partly because I know I'll be firing at the robots with them for shredding purposes. That said, it's not like they're bad on a sniper!
Just wanted to say thank you for all the help I just started playing the game about a week ago had no idea what I was doing and ended up failing my campaign. Then I watched a ton of the videos you made and I'm doing great now even went as far as uping the difficulty thank you.
Well, thank you for watching and for letting me know that the videos have been so helpful to you. Best of luck in your new campaign, something tells me you'll do just fine!
Thx mr. Tapcap for adding lots of deep strategy to this game, for the passionate about this kind of game it is always good to know we are not the only one there who are trying to beat this game in all kind of way !! :)
*sees Xcom 2 at the store* Fuck yea *plays the game at home* Finally no constant council missions *does a few missions* Council member: Commander ur recent succession Me: FUCK
Excellent work, Commander. RUclips is pleased to see our continued support of this comment has been... worthwhile. We hope that your current successes only mark the beginning of an enduring effort to eliminate the boring comment section.
I know I'm rather late, But I'd always suggest getting a spider suit for your ranger (the mobilty is really good) Plus free move, and if you have the hunter DLC, the snake suit is just as good, if not better. Agree with the ammo, AP rounds are REALLY nice for an early sniper (Until you get better sniper rifles) then go Talon rounds., evan today, most of your advice holds strong 3 DLC's later XD
TapCat, a useful and nice series of videos. I will raise two points though:- I have found a scanning site that gives one random ammo and grenade. Also there are continental bonuses that remove the time to make some different items.
Those things are randomized for each campaign. You can't rely on them appearing at all and if they do, there's no telling when it will happen during the game. So they can be nice bonuses and you'll want to take advantage of them when you can but they aren't something you can plan on.
crazy that I never knew the bonuses were randomized I lucked into a Fire When Ready: all experimental ammo/weapon/grenade proving ground items are instant build Looking forward to more of this run.
Sorry for making a comment on a guide meant for the vanilla game after all those years but I'd say plasma grenades were not top/first priority, but then again that idea changed the moment I realized I couldn't blow ADVENT walls or trains. I'd prioritize bluescreen protocol(same as the old HEAT ammo). The amount of mechanical enemies is a real issue and you're not constrained by the Proving Grounds to make after research. *Also believe Mecs appear before mutons. Perhaps over plasma I'd prioritize the E.X.O. suit (I'm not that heavy on grenades). It gives you the thing I needed since EU: *Rockets.* They also work the same as plasma grenades and also can protect your favorite soldier. *Has the added benefit of giving you a visual cue, so you won't need to keep checking their inventory. It really depends on preferences. I'd prefer grenades instead of ammo because of the shredding acid bomb and since you only need one you will hopefully use less elerium cores.
l like to play the game slow so by the time I get the proving ground, I can build war suits and/or wraith armor along with rockets and blue screen rounds and plasma grenades
also one more thing: the spider and wraith armor are very useless. no armor, and a very mediocre grappling hook. just get the W.A.R suit for as many of your troops as possible (by the time you get an E.X.O suit you can usually get tier 3 armor also the W.A.R suit is easier to build) it provides 2 armor and a rocket propelled weapon which is very powerful when upgraded
I disagree about the wraith suit for snipers. They're never really in harm's way and the extra mobility to grapple to the top of a building and still fire your rifle is great.
Good information in the video as usual. Keep up the good work. How about a research order type guide? Maybe a suggested order to get the weapons early ect.... gain Keep up the good work.
Thank you, I've been thinking about a research guide almost since I started doing these. The main things holding me back is how many research options there are, that almost all of them have to "unlocked" by some event first, and the huge difference between legend and the other difficulty levels making it very difficult to give a "one size fits all" recommendation. That said, there's a decent chance that this will happen at some point.
I believed Providing ground was the worst settlement when i played the game initially so i only build it to get the skulljack for the story missions, but at the end of July my squad was getting demolished by all the sectopods and eventually the gatekeepers started to appear, so i did a little bit of exploring in my ship and things I could do, searched my inventory to only find like over 20 Elerium cores and over 200 alien alloys that was sitting there. Tried to use them for Experimental ammo and grenades, they started to demolish when used properly, so i started to research what was called the E.X.O Suit and decided to give it a try, and man they are like cheat codes with things like the Shredder, plasma launchers and other things, the missions in November 2035 are so easy now even with enemies like the Sectopod, Gatekeeper, a bunch of codex and Andromedons on the same. Gonna kept this in mind when doing a commander attempt.
i missed the comment, that the nearly all projects need elerium cores. and that they only drop by killing Aliens and loot them so the GTS upgrade is highly recommended.
I used to feel that way, but the more I played the less useful I found that bombs. I really prefer plasma grenades for their ability to both damage and break cover. That said, your mileage can easily vary.
@@TapCat I’ve been seeing that more and more; at times, I find myself mentally screaming “nuke them and the cover!”, but you always manage without the explosives. Jokes aside in the original comment, I’m beginning to see how much of a crutch they are in terms of engaging a pod, and how much better it is to save them for a more dire situation, or not at all even, opening up slots for flash bangs, medkits, and other useful tools.
I am replaying XCOM 2 now in preparation for the new DLC, and I hadn't played the old DLC fully. I went into that mission with basic equipment. I am SO glad I had 2 shredding grenadiers and the SPARK for the end of that, and also glad I wasn't iron manning it.
Yeah I don't really like that some of these hard DLC missions pop up so early. As someone who had never played the game before, I took them on early since the game makes you feel like you're going to screw up the overall mission if you don't. Needless to say I had to scrap my first two playthroughs after getting wrecked on those missions. Then I realized you can basically come back and play them anytime.
Strongly disagree on skipping the E.X.O. suit. The heavy weapons it allows to carry give a significant tactical advantage. If you get a way to discover where the enemy group is standing without getting into their sight range, you can devastate it by shooting some rockets.
While I'm a big fan of experimental ammunition, the damage from stock doesn't won't apply the affect of the ammo. You have to score a hit to apply the poison/burning, etc. Nice idea, though!
That's terrible, XCOM2 is a game where you're rewarded for being proactive and severely punished for being reactive. You don't need to heal if all ayys are dead, if you get hit by a damaging move you misplayed in the first place, and this is coming from a legendary ironman player.
Spider/EXO suits are a complete waste of valuable Elerium Cores, just skip them until you can make Wraith and WAR. Just keep in mind that those suits all have just 1 utility slot, so if you take an ammo with you there's no room for a Mimic Beacon. Experimental Armor is also a colossal waste of resources, even if you get the regeneration armor (it's really too bad they didn't just give us an armor slot for those things as opposed to 2 general item slots) The Bomb upgrade also significantly improves EMP, Smoke and Flashbangs, though I still prefer to bring at least 1 Gas Bomb if possible to hose big groups of Mutons etc. (It still shreds armor and the poison applies a penalty to aim and movement) Experimental Powered Weapons are a must if you're gonna use the WAR suit.
I have not done that, but it would be interesting to try. If more people were willing to watch a series on Commander difficulty, I'd seriously consider a series where I made the attempt.
I just killed a shieldbearer, I came here to get info on experimental armor ... is it worth to do the autopsy now or no.. u didnt say a word about that item :D Im unlucky lol:D
The armor can be fun, but I didn't mention it because it can easily be skipped entirely without impacting your game. Personally, I don't use them much because I prefer being able to equip both experimental ammunition and another item such as a mimic beach. Because the special armor takes up one of those slots, you lose flexibility in your loadout. The biggest exception to that rule is that if you use a long-range sniper build for your sharpshooter, then the armor with a grappling hook can be very useful.
The proving grounds will give you improved ammunition (carried as separate items), a variety of grenades that can replace the frags you start with, the skulljack/skullmine, and armor with special abilities. Upgrades to the main weapons your soldiers carry (including magnetic) and the "normal" upgraded armor are unlocked with research projects that you'll assign to Tygan.
Exactly. And when you buy something, you get an unlimited number of them. So if you upgrade the shotgun, all of your Rangers have access to the new one.
My impression is that a lot of people like the EXO, but I'm not one of them. Don't get me wrong, if I could get a heavy weapon plus armor without giving anything up, I'd certainly take it. But the armor is unlikely to save your life if you get tagged for major damage and it probably won't even reduce your hospital time if you're hit for less. Therefore, I put almost no value at all on the point of armor. And the area of effect and limitations of the heavy weapons render make most of them undesirable in my eyes so that there's only one I ever really want. I also find that grenades and heavy weapons are less meaningful in the late game, so that's another knock against them. But the biggest failing of the armor is that it forces me to give up one of my two utility item slots. For a grenadier that means I'm losing bluescreen rounds or a mimic beacon and I'm not willing to make that trade. Bluescreen makes them stone-cold robot killers and mimic beacons keep the whole crew safe. So, I see them as fun toys that can sometimes be very useful (the rocket, in particular) but overall don't help win the game and I rarely even build them. And mutons... I'm guessing you're a fan of the MadDjinn? If not, you should check him out. He's used that gag for a very long time and I'd feel like a heel stealing it.
Gill Bates I don't build my grenadiers like TapCat. I go more the grenade side, with a few gun skills to round them out (shredder always). I've found that E.X.O. and W.A.R. suits are worth the slot loss for extra firepower. I give their guns scopes and stocks (making up for their horrible aim) or stocks and free reload and the aim chip upgrade. I found this gives them fair function aim ability and more than enough fire power to remove armor, destroy cover, and blow up stuff.
lol, 2 rangers with exo suits, a techie healer with spider suit, a sniper with spider suit and advanced scope. Add a grenadier and another specialist with combat protocol and shit is working wonderfully. Just literally free aim with the rockets, blast down enemies off roofs, use grenadiers ability to shoot plasma nades and you have everyone on the team doing Aoe damage and a sniper to finish anyone off. Exo suits are EXTREME cheese but they are super fun and extremely useful if your annoyed of the stupid timers. Stay concealed, get in position, put sniper on overwatch, use a battle scanner, then use your grenadier to shoot a plasma nade to draw them out. Use the 1 hunter to do aoe with exo rocket to damage most of the enemies in a group, your sniper will probably take someone out as well, then use specialist to combat protocol and sweep up.
Imo, proving ground comes up "online" around the end of early game. It is also somewhat linked with your research progress and alloy+supply economy. Your top 2 priorities should be imo plasma grenade + advanced explosives and bluescreen protocol. (so get those MECs and Muton autopsies going) Getting talon rounds or tracer rounds early is nice but not necessary. Imo getting your grenadiers upgraded to mag cannons isn't nearly as much of a boost as getting them plasma grenades and upgraded launcher. Grenadiers will most of the time will be your first ones to take an action in a turn and it will most often be a grenade to shred ammo and expose enemies. This will make them much better at their primary job. Bluescreen rounds are crazy good when you run into those MECs and Spectres, more specifically they are the best on units that can shoot (and hit) multiple times. So... Gunslinger sharpshooters. Quick draw + Lightning hands + pistol shot means 3x +5 damage against that MEC/Spectre. Really good, works amazing just with the mag pistol upgrade, much better than investing into the Gauss Sniper (get it eventually ofc). Your Rangers benefit the most from that mag shotgun upgrade and talon rounds if you get them. Specialists get the most benefit also from mag rifle (so same as Rangers and Sharpshooters), gremlin upgrade (so same autopsy as bluescreen) and tracer rounds if you are lucky enough to get them. Sparks are imo also great, but can be quite a bit of an investment (good to get once you have gauss weapons for their mag cannon). One level up and if you manage to put them on high ground, then you have a scary tripple shot mag cannon with overload (even better with magazine upgrade).
The psi soldier really doesn't gain much from the proving grounds. By the time you fully train one up you probably are in the end game or won. The best timing for getting the Spark is when you have a grenadier with halo targeting to make up for the inaccuracy of the spark's cannon. But once get them going they are pretty nasty.
@@TapCat So true! Thanks for replying, your videos are a huge help. I'm late to XCOM but it's so good it's still playable! Any chance of creating videos on the DLC or games like Wasteland 3?
@@mrgamnwatch I am actually taking a hard look at doing more guides for XCOM 2. I haven't decided exactly what those would be, but some kind of DLC coverage is certainly possible. Wasteland 3 is less likely, because I've never played it at all and that's a very big game to get through before I could even start making guides.
Well, a lot of factors go into a campaign's success so you may still be fine. I'd recommend building one at your earliest opportunity and hopefully you'll be okay.
@@TapCat Everything is going fine so far. Had some trouble where I ran out of power. I'm 2 chosen down and in starting the Ruler part of the game wish me luck💀
If you mean that they're always researched in the same order, I can confirm that it does not work that way. Even reloading the same save and moving time forward has yielded different results from the same Experimental Ammo project.
I'll be honest, I wasn't expecting to find a RUclipsr making guides and such for XCOM 2 so long after the game's been out. But I appreciate that you are. Hopefully I can get the game myself and put all this you've posted to good use.
Its been released on the PS4 about a month ago. That revived its popularity a bit, and im sure the console players are happy with TapCat's videos!
You're right, most people do guides right when the game launches to get the most views. I wait until I know enough to make videos that have real substance and will be helpful to people. I get less views that way, but I'm a lot happier with the end result. I'm glad you enjoyed watching and hope that the videos will help you speed through some of the painful learning process that XCOM 2 inflicts on most new players.
Stefan, when I started the latest batch of guide videos I didn't even realize that the console version was coming out. But, as you say, there's no question that those all those new players coming into the mix at once have helped provide an audience. That was definitely a nice surprise for me and, based on the comments section, at least some of them are indeed happy to have found these guides.
The game was just released on Humble Monthly, so there will probably be another flood of players coming soon =)
Thanks for the guides, they were very helpful!
You're more than welcome Jacqu, thanks for watching!
who else still playing this in 2020 and pray that XCOM3 will get a released date?
Yep, the quarantine is a killer
Tuan Nguyen love this game, never gets old
Got it on PS4 as a free title, and I've been addicted. So, insanely frustrating at times, but it's that abusive relationship that you say to yourself "well maybe if I change my strategy, it'll be different THIS time!". Thinking of buying it on PC, also. I read that there are some mods that actually fix and improve the core game.
The game would need to be announced first before it can get a release date.
@@TheReapersSon if you do get it on PC do yourself a favour and install the mod Long War 2 - I played vanilla XCOM 2 on and off since 2017 but since installing LW2 I cant believe how much more engaging and evolved the game has become - Im loving it even more! Really complex, there are new mechanics and new missions - I did not believe when ppl said its a whole new game but it is! There is also Long War Of The Chosen - for the DLC War of The chosen - still in beta but playable and giving even more options based on the acclaimed DLC.
Dunno if these mods are available for consoles but if they are - also check them out. Really loving this game now -very hard and addictive!
11 Advent troopers disliked the video...
42 now. Heh
I’m still learning the in’s and outs of this game, glad I found your vids
Much appreciated. Tapcat videos are top notch and are helping me minimise the painful experiences playing xcom2. Still love the game
Experimental Ammo is almost always a good idea. The worst case scenario is AP Rounds (which you can put on a Ranger or more Assault Rifle based Specialist to help against robotic enemies and Andromedons when they appear) or Tracer Rounds (which you can stick on a Specialist with a Guardian build or just give your Sharpshooters.) But Venom / Dragon's Breath rounds are both very strong on Sharpshooters (either pistol or sniper) to increase kill potential for Death from Above and just generally spread CC. Talon Rounds are also an absolute godsend on Rangers and can often lead to a strong Ranger just one-shotting everything.
AP rounds are great on a sharpshooter imo. totally avoids the need to shred armour on heavy targets.
I just started playing xcom this week, but I'm loving having skulljack and bluescreen rounds on my hacker to really be that dedicated techy guy who hacks and provides little buffs and control while fights just as good as any other squaddie but absolutely shines the moment a robotic enemy shows up.
I prefer using grenadiers as my 'bot killers with bluescreen rounds because they can also shred and are effective all the way up through sectopods and gatekeepers. That said, if you're having fun with that setup then go for it!
Hell yeah! What do you think of putting AP rounds on a Grenadier? My thoughts usually are to load them up with all explosives but having a Grenadier shoot a highly armord enemy first before the rest of the team to get that holo targeting and shread to make it a cakewalk for the rest of the team to finish it off.
AP rounds completely negate Shred, so I don't recommend them on a grenadier. But, yeah, leading off by shredding an armored target and simultaneously making it easier to hit for the rest of the team is a great combo that gets better and better as you move through the campaign.
Hey TapCat,
what are your thoughts of putting bluescreen rounds on snipers with fanfire? those sectopods don't stand much of a chance after a bit of shredding!
I prefer bluescreen on grenadiers partly because I know I'll be firing at the robots with them for shredding purposes. That said, it's not like they're bad on a sniper!
I like to pronounce Muton as "mewton"
If there is such a thing as a correct pronunciation of the word, yours is probably more likely to be it.
When you first encounter the Mutons in every playthrough, central says the name of them and "Mewton" as in "Mutate" is correct.
PappaMC I like to call them krogan
Moo-ton makes them sound like they’re from the secret cow level.
@@Justanotherconsumer "moo"
Its 2021 and I just bought this game on iOS, so these videos are awesome!
Thanks for the kind words, I'm glad you found them helpful!
Just wanted to say thank you for all the help I just started playing the game about a week ago had no idea what I was doing and ended up failing my campaign. Then I watched a ton of the videos you made and I'm doing great now even went as far as uping the difficulty thank you.
Well, thank you for watching and for letting me know that the videos have been so helpful to you. Best of luck in your new campaign, something tells me you'll do just fine!
Thx mr. Tapcap for adding lots of deep strategy to this game, for the passionate about this kind of game it is always good to know we are not the only one there who are trying to beat this game in all kind of way !! :)
And thank you for the kind words!
Your videos have helped me SO much on my first playthrough of this amazing game. Seriously, thank you, and keep it up 👍🏻
Thank you, Brett, I really appreciate that!
Thanks, pretty usefull. I was always overwhelmed on what to do at the beginning with the proving grounds.
I think most of us have been there, the game doesn't tell you a whole lot to help with this.
*sees Xcom 2 at the store*
Fuck yea
*plays the game at home*
Finally no constant council missions
*does a few missions*
Council member: Commander ur recent succession
Me: FUCK
Lays Photato chips Oh you thought the council is gone? Naw man, bald head MCdisapointing tone will always be there.
Lays Photato chips tho this time he is the real hero
Excellent work, Commander. RUclips is pleased to see our continued support of this comment has been... worthwhile. We hope that your current successes only mark the beginning of an enduring effort to eliminate the boring comment section.
Hello Commander
Best guide ever!
Thank you!
I know I'm rather late, But I'd always suggest getting a spider suit for your ranger (the mobilty is really good) Plus free move, and if you have the hunter DLC, the snake suit is just as good, if not better.
Agree with the ammo, AP rounds are REALLY nice for an early sniper (Until you get better sniper rifles) then go Talon rounds., evan today, most of your advice holds strong 3 DLC's later XD
I never realized how amazing it I've was reaching this far in the game without these things. Gonna research it asap.
TapCat, a useful and nice series of videos.
I will raise two points though:-
I have found a scanning site that gives one random ammo and grenade.
Also there are continental bonuses that remove the time to make some different items.
Those things are randomized for each campaign. You can't rely on them appearing at all and if they do, there's no telling when it will happen during the game. So they can be nice bonuses and you'll want to take advantage of them when you can but they aren't something you can plan on.
crazy that I never knew the bonuses were randomized
I lucked into a Fire When Ready: all experimental ammo/weapon/grenade proving ground items are instant build
Looking forward to more of this run.
Sorry for making a comment on a guide meant for the vanilla game after all those years but
I'd say plasma grenades were not top/first priority, but then again that idea changed the moment I realized I couldn't blow ADVENT walls or trains.
I'd prioritize bluescreen protocol(same as the old HEAT ammo). The amount of mechanical enemies is a real issue and you're not constrained by the Proving Grounds to make after research.
*Also believe Mecs appear before mutons.
Perhaps over plasma I'd prioritize the E.X.O. suit (I'm not that heavy on grenades). It gives you the thing I needed since EU: *Rockets.* They also work the same as plasma grenades and also can protect your favorite soldier.
*Has the added benefit of giving you a visual cue, so you won't need to keep checking their inventory.
It really depends on preferences.
I'd prefer grenades instead of ammo because of the shredding acid bomb and since you only need one you will hopefully use less elerium cores.
I know this is 6 years old but thanks for the tips with all your xcom videos. New sub right here.
Glad you found them helpful and welcome to the channel!
@@TapCat happy to be here.
Thank you, worth the sub every video!!
Much appreciated!
Great video brother thank you for the advice! Have a safe and awesome day! God bless!
Kevin Smith?
Agreed, but I thought it would be best to be mentioned to be on the lookout for.
l like to play the game slow so by the time I get the proving ground, I can build war suits and/or wraith armor along with rockets and blue screen rounds and plasma grenades
also one more thing: the spider and wraith armor are very useless. no armor, and a very mediocre grappling hook. just get the W.A.R suit for as many of your troops as possible (by the time you get an E.X.O suit you can usually get tier 3 armor also the W.A.R suit is easier to build) it provides 2 armor and a rocket propelled weapon which is very powerful when upgraded
I disagree about the wraith suit for snipers. They're never really in harm's way and the extra mobility to grapple to the top of a building and still fire your rifle is great.
And your vids are still useful at 2020 :) 10x
Thanks, that's great to hear!
@@TapCat and 2021 👍
Good information in the video as usual. Keep up the good work. How about a research order type guide? Maybe a suggested order to get the weapons early ect.... gain Keep up the good work.
Thank you, I've been thinking about a research guide almost since I started doing these. The main things holding me back is how many research options there are, that almost all of them have to "unlocked" by some event first, and the huge difference between legend and the other difficulty levels making it very difficult to give a "one size fits all" recommendation. That said, there's a decent chance that this will happen at some point.
I always like to play Ammo/Grenade roulette.
I like to put a.p rounds on my sniper I was lucky to get chain shot on my sniper it is op
I believed Providing ground was the worst settlement when i played the game initially so i only build it to get the skulljack for the story missions, but at the end of July my squad was getting demolished by all the sectopods and eventually the gatekeepers started to appear, so i did a little bit of exploring in my ship and things I could do, searched my inventory to only find like over 20 Elerium cores and over 200 alien alloys that was sitting there.
Tried to use them for Experimental ammo and grenades, they started to demolish when used properly, so i started to research what was called the E.X.O Suit and decided to give it a try, and man they are like cheat codes with things like the Shredder, plasma launchers and other things, the missions in November 2035 are so easy now even with enemies like the Sectopod, Gatekeeper, a bunch of codex and Andromedons on the same.
Gonna kept this in mind when doing a commander attempt.
If you haven't already used them, bluescreen rounds can also make sectopods and gatekeepers far more manageable.
i missed the comment, that the nearly all projects need elerium cores. and that they only drop by killing Aliens and loot them so the GTS upgrade is highly recommended.
That's a good point, I was focusing on what to build but getting the resources to do that in the first point is obviously a critical first step!
Also, supply missions.
Do a guide on research! Please, hehe
I seriously want to visit all the same notes as your guide except for Advent to Galactic Empire one day.
Advanced explosives are a must for my grenadier only team
I used to feel that way, but the more I played the less useful I found that bombs. I really prefer plasma grenades for their ability to both damage and break cover. That said, your mileage can easily vary.
@@TapCat I’ve been seeing that more and more; at times, I find myself mentally screaming “nuke them and the cover!”, but you always manage without the explosives. Jokes aside in the original comment, I’m beginning to see how much of a crutch they are in terms of engaging a pod, and how much better it is to save them for a more dire situation, or not at all even, opening up slots for flash bangs, medkits, and other useful tools.
Bluescreen rounds are a must on shens last gift mission
I am replaying XCOM 2 now in preparation for the new DLC, and I hadn't played the old DLC fully. I went into that mission with basic equipment. I am SO glad I had 2 shredding grenadiers and the SPARK for the end of that, and also glad I wasn't iron manning it.
Yeah I don't really like that some of these hard DLC missions pop up so early. As someone who had never played the game before, I took them on early since the game makes you feel like you're going to screw up the overall mission if you don't. Needless to say I had to scrap my first two playthroughs after getting wrecked on those missions. Then I realized you can basically come back and play them anytime.
Strongly disagree on skipping the E.X.O. suit. The heavy weapons it allows to carry give a significant tactical advantage. If you get a way to discover where the enemy group is standing without getting into their sight range, you can devastate it by shooting some rockets.
Hi, Which is the building that shows me which aliens I will encounter in the next mission thanks.
The Shadow Chamber is the one you're thinking of.
Would using a weapon upgrade like the stock which guarantees damage be useful when using special ammo?
While I'm a big fan of experimental ammunition, the damage from stock doesn't won't apply the affect of the ammo. You have to score a hit to apply the poison/burning, etc. Nice idea, though!
+TapCat. would it work for bluescreen rounds?
I always get battlefield medicine first. 5 specialist team and one ranger. Big healzzz
Invincible xcom army lol
That's terrible, XCOM2 is a game where you're rewarded for being proactive and severely punished for being reactive. You don't need to heal if all ayys are dead, if you get hit by a damaging move you misplayed in the first place, and this is coming from a legendary ironman player.
Dragon and talon rds seem top priority to me
Thanks :)
Spider/EXO suits are a complete waste of valuable Elerium Cores, just skip them until you can make Wraith and WAR.
Just keep in mind that those suits all have just 1 utility slot, so if you take an ammo with you there's no room for a Mimic Beacon.
Experimental Armor is also a colossal waste of resources, even if you get the regeneration armor (it's really too bad they didn't just give us an armor slot for those things as opposed to 2 general item slots)
The Bomb upgrade also significantly improves EMP, Smoke and Flashbangs, though I still prefer to bring at least 1 Gas Bomb if possible to hose big groups of Mutons etc. (It still shreds armor and the poison applies a penalty to aim and movement)
Experimental Powered Weapons are a must if you're gonna use the WAR suit.
Ty
Have you completed the exquisite timing achievement? If so a guide would be very appreciated (:
I have not done that, but it would be interesting to try. If more people were willing to watch a series on Commander difficulty, I'd seriously consider a series where I made the attempt.
ANY ONE KNOW HOW GET AND MAKE THE HAZMAT SUIT?
I just killed a shieldbearer, I came here to get info on experimental armor ... is it worth to do the autopsy now or no.. u didnt say a word about that item :D Im unlucky lol:D
The armor can be fun, but I didn't mention it because it can easily be skipped entirely without impacting your game. Personally, I don't use them much because I prefer being able to equip both experimental ammunition and another item such as a mimic beach. Because the special armor takes up one of those slots, you lose flexibility in your loadout. The biggest exception to that rule is that if you use a long-range sniper build for your sharpshooter, then the armor with a grappling hook can be very useful.
One thing I found out is just how many enemies are weak to bluescreen rounds
Agreed, Almost every enemy in the late game that is most dangerous happens to be vulnerable to bluescreen rounds.
Top priority for me is killing the chosen hunter
That sniper riffle is godly
My sniper has got this 😂😂
his voice is so silky smooth. i want him to tell me sweet nothings as i fall asleep
So to make magnetic weapons you need the proving grounds?
The proving grounds will give you improved ammunition (carried as separate items), a variety of grenades that can replace the frags you start with, the skulljack/skullmine, and armor with special abilities. Upgrades to the main weapons your soldiers carry (including magnetic) and the "normal" upgraded armor are unlocked with research projects that you'll assign to Tygan.
So when you finish the research of magnetic weapons, you visit shen and make them. Correct?
Exactly. And when you buy something, you get an unlimited number of them. So if you upgrade the shotgun, all of your Rangers have access to the new one.
Thanks. Gjess ineed to do some stuff for 28 days the! Maybe make contact with western europe!
Hey dude are you a narrator for audio books? Cause I swear your the guy who read the “Bobiverse” series of audio books
No, I've never done audio books. This channel is the closest that I've ever gotten to that kind of work!
2 things
how good is the EXO suit
and please pronounce muton as mutton
My impression is that a lot of people like the EXO, but I'm not one of them. Don't get me wrong, if I could get a heavy weapon plus armor without giving anything up, I'd certainly take it. But the armor is unlikely to save your life if you get tagged for major damage and it probably won't even reduce your hospital time if you're hit for less. Therefore, I put almost no value at all on the point of armor. And the area of effect and limitations of the heavy weapons render make most of them undesirable in my eyes so that there's only one I ever really want. I also find that grenades and heavy weapons are less meaningful in the late game, so that's another knock against them.
But the biggest failing of the armor is that it forces me to give up one of my two utility item slots. For a grenadier that means I'm losing bluescreen rounds or a mimic beacon and I'm not willing to make that trade. Bluescreen makes them stone-cold robot killers and mimic beacons keep the whole crew safe. So, I see them as fun toys that can sometimes be very useful (the rocket, in particular) but overall don't help win the game and I rarely even build them.
And mutons... I'm guessing you're a fan of the MadDjinn? If not, you should check him out. He's used that gag for a very long time and I'd feel like a heel stealing it.
Gill Bates Its mewton like Mutate you misanthrope.
Gill Bates
I don't build my grenadiers like TapCat. I go more the grenade side, with a few gun skills to round them out (shredder always). I've found that E.X.O. and W.A.R. suits are worth the slot loss for extra firepower. I give their guns scopes and stocks (making up for their horrible aim) or stocks and free reload and the aim chip upgrade. I found this gives them fair function aim ability and more than enough fire power to remove armor, destroy cover, and blow up stuff.
lol, 2 rangers with exo suits, a techie healer with spider suit, a sniper with spider suit and advanced scope. Add a grenadier and another specialist with combat protocol and shit is working wonderfully. Just literally free aim with the rockets, blast down enemies off roofs, use grenadiers ability to shoot plasma nades and you have everyone on the team doing Aoe damage and a sniper to finish anyone off. Exo suits are EXTREME cheese but they are super fun and extremely useful if your annoyed of the stupid timers. Stay concealed, get in position, put sniper on overwatch, use a battle scanner, then use your grenadier to shoot a plasma nade to draw them out. Use the 1 hunter to do aoe with exo rocket to damage most of the enemies in a group, your sniper will probably take someone out as well, then use specialist to combat protocol and sweep up.
oh woops, I mean ranger, my bad
I only just started it lol
bruh I’m brand new and I thought these all had a one time use then you have to make them again
Ouch! The good news is that you just had a whole new range of opportunities to improve your squad open up!
Imo, proving ground comes up "online" around the end of early game. It is also somewhat linked with your research progress and alloy+supply economy.
Your top 2 priorities should be imo plasma grenade + advanced explosives and bluescreen protocol. (so get those MECs and Muton autopsies going) Getting talon rounds or tracer rounds early is nice but not necessary.
Imo getting your grenadiers upgraded to mag cannons isn't nearly as much of a boost as getting them plasma grenades and upgraded launcher. Grenadiers will most of the time will be your first ones to take an action in a turn and it will most often be a grenade to shred ammo and expose enemies. This will make them much better at their primary job.
Bluescreen rounds are crazy good when you run into those MECs and Spectres, more specifically they are the best on units that can shoot (and hit) multiple times. So... Gunslinger sharpshooters. Quick draw + Lightning hands + pistol shot means 3x +5 damage against that MEC/Spectre. Really good, works amazing just with the mag pistol upgrade, much better than investing into the Gauss Sniper (get it eventually ofc).
Your Rangers benefit the most from that mag shotgun upgrade and talon rounds if you get them.
Specialists get the most benefit also from mag rifle (so same as Rangers and Sharpshooters), gremlin upgrade (so same autopsy as bluescreen) and tracer rounds if you are lucky enough to get them.
Sparks are imo also great, but can be quite a bit of an investment (good to get once you have gauss weapons for their mag cannon). One level up and if you manage to put them on high ground, then you have a scary tripple shot mag cannon with overload (even better with magazine upgrade).
The psi soldier really doesn't gain much from the proving grounds. By the time you fully train one up you probably are in the end game or won.
The best timing for getting the Spark is when you have a grenadier with halo targeting to make up for the inaccuracy of the spark's cannon. But once get them going they are pretty nasty.
Tom Hanks you're a gamer too???
Isn't everyone these days?
@@TapCat So true! Thanks for replying, your videos are a huge help. I'm late to XCOM but it's so good it's still playable! Any chance of creating videos on the DLC or games like Wasteland 3?
@@mrgamnwatch I am actually taking a hard look at doing more guides for XCOM 2. I haven't decided exactly what those would be, but some kind of DLC coverage is certainly possible. Wasteland 3 is less likely, because I've never played it at all and that's a very big game to get through before I could even start making guides.
LIGHTSABERS!
yes helpfull once mre bro
Man I'm playing war of the chosen and I haven't even built it yet and I have 6 buildings already made
Well, a lot of factors go into a campaign's success so you may still be fine. I'd recommend building one at your earliest opportunity and hopefully you'll be okay.
@@TapCat Everything is going fine so far. Had some trouble where I ran out of power. I'm 2 chosen down and in starting the Ruler part of the game wish me luck💀
@@TapCat I'm utterly surprised you'd responded.
The experimental ammo is cyclical. It's a fixed cycle.
If you mean that they're always researched in the same order, I can confirm that it does not work that way. Even reloading the same save and moving time forward has yielded different results from the same Experimental Ammo project.
playback speed 1.25x is perfect
I always thought his spelling is Mooton
That's pretty much how I pronounce it, but I have seen it spelled out in-game and it's definitely "muton."
No war or wraith armor wtf lol
too late game to count for a priority list.
Too late game? You control the rate of this game lol. I've had wraith and war suits on for more than half my play time
Hearing it pronounced “moo-tonn” is disproportionately frustrating. Do all Americans do this?
1.5 speed this guy.