Why Is Xcom 2 So Difficult
I'm currently in the year 2035, and I've been playing for probably 8 hours now, but I still have 'rookie' soldiers because my best soldiers were either killed or are gravely wounded. I started with the 'normal' difficulty and by the time I noticed that the game is hard to me, I changed it to the Rookie difficulty. It's still fucking hard!
For XCOM 2 on the PC, a GameFAQs message board topic titled 'Why is the difficulty spike between mission 1 and mission 2 so ludicrous?' To be a difficult game.
Not only the game has this timer thing (I'm now using the concealment mod to fix my frustration with the mechanic), but also new enemy types are being introduced too early. I'm out of supplies and my soldiers kept dying like flies. I've played XCOM EU years ago with 25 hours of playtime with a normal difficulty and it was really fun to play. There times that it's easy and there were times that I'm having a difficult time keeping my soldiers alive.
Not anymore on XCOM 2 though, it's always difficult and this is coming from a guy who loves strategy games whether it's an RTS or turn-based. Is anyone also feeling the same thing? Also, what mods should I get to 'lessen' the difficulty a little more without breaking the game's rules and stuffs. Thank you!EDIT: Oh yeah, the Sectoids are insanely hard to deal with too. What counters should I use against them?EDIT 2: I made a new regarding to these advices!. Rule 101 of XCOM is this: at the end of your turn all enemies have to be either dead or controlled(flashbanged, suppressed, on fire), so plan your turn accordingly(% shots 1st, if that misses blow em up, flash or suppress).Try not to pull more than 1 squad, retreat is an option if you do.Try to keep a highground advantage or high cover all of your soldiers, smoke in case you can't control everyone.Grenades are your best friend early game.
Just blow everyone up that seems like a threat.Never move further than your 1st soldier has moved so you don't pull extra stuff at the end of your turn. I disagree with targeting Sectoids first.Sectoids will always use either mind spin (the disorient/panic/mind control ability) or the resurrection ability if possible. This makes them ultra predictable and very easy to handle, since neither of those skills does material damage to your soldiers.Perhaps it seems counter-intuitive, but you actually want them to mind control you, since you can wipe it away with a flash bang. If they raise a zombie, flashing them will kill it. Sectoids are arguably more dangerous when flashbanged because then they have to shoot at you, which has a chance of doing serious damage.When you understand how they fight, they become preferable to just about everything else you can see on the battlefield. No, it's the same policy in vanilla. If you kill a Trooper or other ADVENT, that's one less enemy trying to shoot you (or Mark you, or run across the map to stab you), and the Sectoid will probably waste a turn making a zombie out of them, which gives you time to kill the Sectoid.
Between that and the fact that they have a lot of HP on Legend, they're typically a lower priority target than any of the early game ADVENT.Vanilla as such is entirely about surviving the early game, as you become seriously overpowered later on if you don't take crippling early damage. The idea isn't to leave a soldier mind controlled for multiple turns. The idea is you activate a sectoid containing pod. You kill the things other than the sectoid the turn you activate the pod.
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The sectoid then raises a zombie or mind controls a soldier. You then have the entire next turn to kill the sectoid or get a flashbang on it. If you'd used your actions to kill the sectoid instead, in the early game you're not likely to have many actions left to kill the rest of the pod, which means instead of the outcome of the activation turn being a zombie or a temporarily (and easily reversed) mind controlled soldier, the outcome of the activation turn is multiple advent soldiers or other aliens firing on your squad. If this is LW2, I agree with you, since you don't know if he's gonna shoot or use his abilities. Even better if it's Sectoid Commander, since not only it kills all zombies, he doesn't shoot at all.But we talking about the vanilla XCOM and 9 times out of 10, he will use his abilities if possible. Best case scenario is resurrecting a dead. Worst case scenario if he's not flashbang'd is panicking a soldier.
Xcom 2 War Of The Chosen Difficulty
Better if he mind control or panic my soldier than taking a potshot at someone and wasting days for that soldier to recover or worse critting and killing him/her.