Xcom 2 Team Comp

Xcom 2 Team Comp




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Xcom 2 Team Comp
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How to Create the Best Squad in XCOM 2
How to Create the Best Squad in XCOM 2
XCOM 2: Alien Hunters is the first major expansion pack for the strategy game hit sequel.
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Creating a strong, balanced squad is the key to success in XCOM 2. Favor offense too heavily, and you'll find yourself getting killed off, but favor defense and it can become a struggle to take down larger enemies. Below are some helpful tips to get your squad going, and things you can do to ensure your soldiers are the best they can be!

There's a lot of options for each soldier, between skills, upgrades and items. Below are some go to character builds, that will help you get the most out of each class.

The Ranger is an up close and personal class, so outfit them with things that increase their survivability, mobility, and damage. In this case, we suggest giving them extended magazines, laser sights, and a P.C.S upgrade for their Dodge stat. This will allow them to fire their weapon several times before a reload, increase their critical chance and give them a high chance to dodge attacks. Slap on some Talon Rounds , and their critical chance will be nearly 100%!

This is one of the easiest classes to work with, as it's clear you should max out their Aim stat. This means giving them the best scopes, and using Tracer Rounds , which further increase Aim. Alternatively, use the P.C.S that increases Aim, and then you can equip them with a different kind of ammo. We suggest the armor piercing rounds, which makes your Sharpshooter a force to be reckoned with late game.

The Specialist can fill a few different roles, so depending what you do, can change how to best maximize the class. No matter what though, we suggest the P.C.S for movement, allowing them to always be in the right position at the right time. Along with that, give them the Superior Stock , which guarantees they do some damage, even if they miss shots.

If you're using a healer specialist, then of course Medkits are a must. Bringing along a Smoke Grenade or other defensive item is also quite useful. For offensive specialist, focus on utility items you can deploy like Battle Scanners , Mimic Beacons or Flashbang Grenades .

To get the most out of this class, give them all the best grenades you have. Equip heavy armor like the W.A.R Suit , and P.C.S upgrades that give them more health so they can tank on the front lines. Due to the low ammo capacity of the Cannons , you should equip them with either an ammo booster, or the auto loader.

Due to their already superb armor shredding skills, giving them a means to shred it even faster is always a plus. The Acid Bomb , or A.P Rounds are great for that.

The Psi Op is a pretty flexible class, but we found making them mobile supports to be the best use of their talents. Their psionic powers will take care of the damage aspects of the class, so give them utility items to support your allies, such as the Smoke Grenades or Overdrive Serum .

For a P.C.S, the mobility one is great, as it allows you to move much further, ensuring you're always in range to use a psionic power. Due to their low damage, put a stock on their gun, and if you're feeling adventurous, toss on a Repeater to see if luck is on your side for those sweet instant kills!

It goes without saying that you shouldn't double up on your character Classes . When you start out, bring one of each class to a mission so that you have all options available to you. It may seem fun to have 4 Rangers running around, but it leaves you without any meaningful hacking, or long range options.

As the game goes on, you unlock more slots, to a maximum of 6. This means you can start to double up on Classes . Which ones you double up on is up to you, but the two we like best are the Grenadier and Specialist . The Grenadier gives you even more explosives, which late game give you extra chances to shred armor. The late game second Specialist allows you to have one dedicated solely to offense, which is handy as late game enemies tend to be robotic.

Many levels, particularly ones without turn limits, will have reinforcements periodically show up once you have cleared all, or most of the enemies off the map. You're first instinct may be to run, but if you're still in fighting shape, stick around and fight! The added kills can give you valuable experience points and even some gear if you're lucky.

When looking at your research options, prioritize the options that will benefit the whole group, not just a single person. This is particularly true in Engineering. There are tons of upgrades available here, but many will only benefit one person at a time. Instead, focus on gun and armor upgrades first, as those will apply to all units instantly and unlike the previous game, gun upgrades apply to all units who use that weapon. Gone are the days of buying every soldier their own weapon!

This is true on any difficulty, even normal. You should always have enough troops to have two fully functioning units at any given time. Although you will likely favor one group over another, the idea is to always have those back ups ready.

It also doesn't hurt to have your backups skill up differently from your main group. This gives you some added variety in your squads, and you can mix and match based on the mission at hand.

The P.C.S (Personal Combat Sim) is a special upgrade that can be used to boost the core stats of a character. The boosts may seem small, but often times, it's the tiny things that save your life. It goes without saying some classes can benefit highly from specific ones, like the Sharpshooter and the Perception PCS. It boosts your Aim stat, which is essential for the Sharpshooter.

To get a P.C.S, you'll need to find them on the battlefield, dropped by dead enemies. Alternatively, you can buy them from the Black Market using Intel ..

Although it may seem like a great idea for everyone to have Grenades, it's not very practical. Grenades are best left for the Grenadier , while classes like the Specialist work well with Medkits and Scanners.

Later in the game, as you begin to unlock even more gear, you can really begin to mix and match to maximize your characters strengths. The Sharpshooter class for instance really shines with ammo modifications, while the Ranger is an ideal candidate for additional armor.


[Xcom 2: WOTC] Team Composition for Commander/Ironman?
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Hello guys, I used to finish XCOM2/WOTC on Commander/Ironman on release and my final team was:
2x Rangers - I found their raw damage, multiplied by free actions from bonds very high
2x Psi Operative - really strong overall due to mind control, free actions, consistent damage
1x Sniper - because of the strong unique weapons you get from the alien lord
1x Heavy - aoe damage and solid choice
I found the new classes, while interesting, overall underperforming compared with Rangers/Psi Operatives/Heavy:
Templar - was really solid and when getting close quite lethal, nevertheless he was putting overall less damage than rangers
Reapers - I found them quite usefull overall due to their unmatched scouting ability, yet for final missions I left them in the base
Skirmishers - most fun overall, yet I found them too situational to find them a slot in te team
So I could say the core of my team was build around Rangers/Psi Operatives/Heavy, obviously with the focus on raw damage and exploiting extra actions from Bonds and Psi Operatives.
I would love to play the game again and I was wondering what other team comps or effective strategies for Commander/Ironman you guys have found!
On my first (and only) WOTC final mission I went with one of each base class plus a psi op and a reaper.
Even a specialist can have his moments and you never know if you're gonna need to heal.
The reaper can take of one avatar on its own with Banish so it's worth taking one.
My A team from WotC was usually a reaper for scouting specked for damage and so that kill shots wouldn't reveal, medic specialist (my B team medic had shredder, a gunslinger sharpshooter (should have speced as a sniper cause I only used fan fire and face off like twice. A and C sharpshooters had shredder). A heavy weapons blade ranger someone else with a heavy weapons suit and insert whoever at 6.
At the end of the game i also put 2 psi on my a team.
So by the end of the game I had the flowing cols.
3 shape shooter (2 with shredder) 4 rangers (1 phantom 3 blamestorm with one having shredder) 2 support (one shredder) 1 heavy 1 sparks 1 of each hero.
I supplemented the lack of heavies by generally taking 1 to 3 shredder per mission and 1 exo suit when I got it then later some combo of rage suit, warden suit, sparks for 2-3 heavy weapons with 1 shread storm cannon and 1 or 2 blaster launchers
Templar, low damage? You need more Ion Storm and Ghost in your life. A bladestorming ghost with reflect is a multi-turn mimic beacon with an AOE high-damage aura that you can spend to turn into an amped blaster bomb.
I'd bet the psi-tentacles work on Avatars too, but I've never wound up actually needing it yet.
If you get the right perks for the Templar (basically reaper and bladestorm) they can be utterly lethal, especially mid game. With parry and reflect they are practically campaign saving if you do the unfortunate and pop more than one pod at a time. Problem is those perks are so circumstantial you can't really count on it.


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OK, I have been struggling with differeent stats on this game for a while and inevitably I end up with not enough muscle to take f=down the armies once they get rampagers and those angel looking things. They start mixing them in with advent troops, the snakes and the sctoid guys. Usually I only have 5 members in a squad and have not gotten my sixth yet. Not sure if that is a must? I may have 1-2 xarmor and the spider suit. The rest in predator armor. And have a few gauss guns. On paper it looks good. But I am wondering if I don't have the best qsauade makeup and talents picked. I have not even gotten to the psi troops yet. SO I guess what IYO is the best squade make up and what side of their telent trees do you recommend?

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What are you using to scout for alien pods?

There is no best squad setup. I just chatted with one who told me, he is using only grenadiers, blasting way all armor and cover and hammering them down. Someone told me, only the PSI-Ops make this game for him; I don't use PSI-Ops at all. You have to find a combination you like. Take some good equip with you and combine the skills of you guys. The flying archeons are hard to hit, so maybe you want to holo-target them first and use (with luck you have one) tracer rounds. Snipers with scopes and perception pcs will work too. A PSI-Op would also help. I for one only use standard armor for that extra item slot. Some special grenades, mimic beacon or even a random good armor works wonders sometimes. As you are asking for my setup: 2x Grenadiers. Always shredding , holo targeting, demolition. They clear the way for my 2x Snipers or rescue the day with flashbang or Frostbomb. Later on, with their bullet storm (100% chance to hit) they inject fire and poison in the enemies. Poison lowers their aim and burning disables some abilities. Oh, and both do damage over time. The Snipers always on Longwatch and that skill which does 50% more damage in exchange for 15% chance to hit. Both weapons with extended mag and scope. The extra slot of the armor is used for Bluescreen rounds. Their are instand-death for any mechanical beeing. The Killing Zone skill is laid on any pod the Ranger discovers. Sometimes, Pods don't even get to take their second step. One Ranger on Blademaster and concealment. He is the hardest to level up because I keep him always in concealment, doing no damage, but providing line of sight for the snipers. With Blademaster and the hellweaver-vest, he is the bane for all meele attackers. With untouchable and Reaper he sometimes ends up between all enemies... still surviving. (My personal joy: Placing him where enemy reinforcments arrive, giving a nice hit to everyone.^^) Last but not least, the Specialist. Always on healing, the only one with a medkit. He is providing aid, when the Ranger ended in trouble again. But with the almost last ability, to have 50% chance to get a second overwatch shot if the first one hits, with scope and expended mag he can be devastating. Aid himself (+30% cover AND a second Overwatchshot) and put him on overwatch where he can see many aliens. You can be surprised that aspecialist may empty his whole mag in one round.) Don't forgett his captain upgrade in the GTS, giving him aditional 10% aim. As you can see... no PSI-Ops, no Spark. I wonder wether I will use that new classes in the next DLC. xD But try them out, read the skills, let your fantasy work on some combinations. Have fun!

Last edited by Roderick ;
15 Jul, 2017 @ 10:40pm

Cant say there is a #1 team. I really like to use Specialists, All that Overwatch AIM stuff plus bot control. Sometimes I get something cool like "Firing Zone" from the AWC building, There is also a skill called Guardian and that also makes Specialists godly on Overwatch. In their perk tree you can pick up "Ever-Vigilant" which allows a full dash move into Overwatch so basically these guys can flank someone easy.

spark is such a useless class. It's a hybrid of a ranger and a specialist but doesn't have any scanning protocol or stealth or strong enough hacking or ability to chain attacks indefinitely. If it wasn't for the specialists scanning protocol being too underwhelming in use I wouldn't used rangers like battlescanners and more like fieldmedics because enemies don't use AoE's as often if there's only one unit in sight. Magic defeats everything and in xcom2 magic are abilities who can't miss.

So your constraints are: - 5 man squad - Mag gear - No psi ops In general the constraints on "optimal" squad setup, in my opinion are:- - You need enough cover destruction, you've got 2x rockets from your EXO suits, so 2 grenadiers will be ample. - Stealth scouting ability is extremely useful, so 1 ranger with phantom or conceal will be ample. - Battle scanner or scanning protocol for retaliation missions. - Specialist for hacking objective guerilla missions, or city missions in general (for powerful bonuses from the objective or less powerful bonuses from security lamppost thingies). Personally I'm a big fan of sharpshooters, so I'd be taking one for my fifth squad member, they benefit more than other classes from ammo (especially bluescreen) and I find the abilities that provide extra shots the most powerful - lightning hands/quickdraw/faceoff/serial. They need the spider suit's grapple to be at their most effective. If you didn't have any constraints then in general the strongest squad on paper is probably 6 psi ops. 6 dominations alone makes them incredibly overpowered as it provides more firepower and target dummies to soak up alien attacks as well as removing those aliens from play. Grenadier stacking is also viable, although you get diminishing returns after the first 2. Grenadiers are probably the second strongest class. To be fair all classes get beastly with the right specs (and possibly AWC rolls). Even specialists who've managed to pick up 4-6 +20 hack rewards can take control of any mech, which becomes huge. Threat assessment(self used) + guardian + cool under pressure (GTS class ability) + expanded magazine + repeater makes specialists utterly lethal as they will take an average of something like 3.7 shots each with a chance of crit and outright execution on a self used threat assessment + overwatch turn, especially powerful out of concealment. If they get shredder on the AWC they are unstoppable, but getting shredder and that many hack rewards is rarer than hen's teeth. PS: Sparks are indeed a liability as someone said above. They start fine and their ability tree is fine, but their low aim scaling, low HP scaling, expensive build, armor and weapon costs and late arrival to the squad (either completing the lost towers or building a Proving Ground) all conspire with their inability to use PCS, items and weapon mods to leave them in the dust in latter stages of the campaign.

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