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Welcome to the XCOM2: Long War 2 wiki, a part of UFOPaedia.org. Long War 2 is a mod designed by Pavonis Interactive for XCOM2 that introduces many changes, large and small, to the vanilla version of the game. It is longer and more complex than the vanilla version but gives you many more tools to combat the alien threat. The team's size and loadout determines how long it takes to fully (i.e., 100%) infiltrate a mission. If the mission expires in 5 days but the team will take 6 days to get to 100%, then they won't be able to fully infiltrate and the mission will contain more and stronger enemies. Xcom 2 Long War Tips Average ratng: 8,5/10 1877 votes These new mission types support the expanded strategy layer within the Long War 2 mod and gives ADVENT new abilities like being able to spawn unlimited. Vectorworks 2015 for mac torrent mac. Most of the principles for the tactical layer are the same as in the guide for XCOM2: Legendary; Don’t activate additional pods. Try and use “risk-free” abilities. Kill them before they move: Dead aliens are no threat. There are a lot more options in Long War 2 though which gives you a lot more flexibility in strategy. 1) A much longer campaign, running for 100 to 120 missions on average. 2) Infiltration mechanics that require you to send out multiple squads at once. 3) Manage resistance Havens and have.
The War of the Chosen expansion implements a number of improvements to XCOM 2 (you can read about these improvements in the chapter titled 'About the War of the Chosen expansion'). Because of this, in order to succeed, players have to modify their strategies. Below, you can find several pieces of advice you can use when playing the game - remember, though, to check the advisory chapter in the XCOM 2 game guide.
The mission, which unlocks the new faction - Templars.
1. Try to gain access to all three hero units of the resistance factions. Initially, only the Reaper faction is available, however, soon after you start playing the expansion, you will have the chance to rescue a Renegade, and after several weeks complete a mission for the resistance to unlock the Templar. The faster you do this, the better.
2. Make sure you have at least 3 full teams ready for action. It is best for a team to comprise 3 soldiers, one of each 'basic' class (Ranger, Specialist, Sharpshooter, and Grenadier), 1-2 trained Psi Operatives, and well-developed resistance heroes. The reason behind this is simple - soldiers get tired and/or injured, thus you will not be able to use your favorites all the time and you will be forced to use the 'substitutes'.
3. Do not dispatch tired soldiers on a mission, as they are less effective in combat. This results in them becoming even more tired and the risk of acquiring negative traits by them increases significantly.
4. If a soldier has acquired a very serious negative trait, sent him to the Infirmary to remove the trait. However, you will not be able to use this soldier for several days.
5. Dispatch your soldiers on resistance's covert actions on a regular basis. This way, you will be able to acquire precious rewards such as additional pieces of gear, PCS, new soldiers, and experience points for your troops, who participated in a given mission. Additionally, each completed mission ordered by the resistance improves your relations with this faction.
Soldiers can now acquire negative traits - chances for this are higher when you dispatch a tired trooper on a mission.
6. Fighting Lost is simpler than it seems. To eliminate them more efficiently, all you have to do is prepare accordingly for a mission. Remember, upon killing a Lost unit, your soldier regains one action point he spent on an attack. With proper planning (and the right equipment), one soldier is able to eliminate over a dozen enemies.
7. Use the explosive charges and grenades with due care, whenever Lost appear on the battlefield. Each explosion attracts a large group of Lost. Should this occur at a wrong time - e.g. when you are fighting a large group of enemies - it can have dire consequences. Two explosions that occur one after another attract Lost units immediately, while one explosion will result in the Lost appearing on the map after several turns.
8. You can use Lost to your advantage. Causing an explosion (e.g. by detonating a charge remotely with a Reaper) near a group of aliens will cause the units of Lost to appear and attack the aliens - provided there are no soldiers nearby.
9. Meet new enemies, both Chosen and the 'regular' ones. You can find detailed descriptions of them in the later part of this game guide. These descriptions will help you fight these enemies.
10. Chosen are stationed on a particular continent. This might result in their appearance during one of the missions taking place on their territory. The chance of encountering them increases as you progress through the game and as their influence grows.
You can rescue the soldiers captured by the Chosen during covert actions.
11. Try not to engage both aliens and Chosen simultaneously. If a Chosen shows up on the battlefield you should wait until he reveals himself. The assassin will try to approach your soldiers and perform a melee attack, Hunter will try to shoot your troops from a large distance, while Warlock will stay away from your units and use his psi abilities.
12. Assassin, one of Chosen, always tries to mount a melee attack. Moreover, during her turn, she is invisible - she reveals herself when attacking and then disappears and retreats. You can detect her, however, if a soldier is in her field of view - this occurs only during player's turn.
13. Chosen Hunter attacks from large distances. His attack is based on targeting one of the XCOM soldiers and killing him with one shot during the next turn. You can avoid this attack by leaving Hunter's field of view (you can hide behind a building or a large rock). Moreover, it is possible to decrease the chance of his successful shot by hiding behind cover and using the defensive abilities.
14. Chosen Warlock keeps a safe distance and scourges your soldiers with his psi abilities. The zombies he can summon are the most dangerous - whenever they position themselves next to a soldier they activate an ability, which causes a powerful explosion upon their death and hurts the nearby soldiers. To avoid this, move your soldiers away from the zombies before you deal with them.
Bonds between soldiers are a powerful thing - it is worth using them.
15. Monitor the bonds between your soldiers. After dispatching your troops on several missions they will be able to establish a bond, which will give them access to the ability enabling them to grant an additional action point to another soldier. During consecutive missions, they will develop the bond, and after filling the bar you can 'train' the bond and level it up. More detailed information on this is available in the 'Bonds between soldiers' chapter.
16. If a Chosen manages to capture a soldier, do not worry, as it is possible to rescue him relatively soon. After several weeks you will be notified about a new resistance covert action, during which you can rescue the captured soldier.
![Xcom 2 Long War 2 Tips Xcom 2 Long War 2 Tips](https://i.ytimg.com/vi/1rWWX51gNvc/maxresdefault.jpg)
The breakthroughs in researches allow you to significantly decrease the time necessary to complete them.
Xcom 2 Long War 2 Steam
17. Pay attention to the SITREP reports. You can check them before starting a mission in the corner of your screen. SITREP adds modifiers to certain missions, such as the possibility of encountering large groups of aliens or Lost. Use this intel to properly assemble your team.
18. Dispatch teams with rookie onboard. It is a good idea to dispatch teams of experienced soldiers and one troop without assigned class (meaning no experience). This way you will not decrease their efficiency, since at the beginning of the game you will not encounter difficult enemies, and you will quickly train your soldiers. Later on in the game, you will be able to use the Guerilla Tactics School, where within several days you will be able to train a new recruit.
Xcom 2 Long War 2 Tips
19. If you have the Alien Hunters expansion, complete the missions that unlock additional weapons as soon as possible. This way you will gain access to more powerful items - most importantly the Frost Grenades, which freeze the enemies for two full turns (this also regards Chosen).
20. Completing any research project gives you a chance for Inspiration or Breakthrough. In case of the former happening, the research will be completed a few days sooner. In case of the latter, the player can choose a technology to research - these techs are unique for each breakthrough and include things such as increasing weapon damage or reducing construction time. These are useful things, but it's impossible to plan them and they disappear if you don't decide to research them.
1. Before you start researching, you should think about the route you want to follow- researching without giving it a second thought will cost you a lot of precious time and can even lead to a scenario in which your units will be unable to keep up with enemy soldiers.
2. There are three routes available from the beginning of the game, which will give you different profits upon completion - unlocking new weapons, the ability to equip your soldiers with better armors, or unlocking the Psi Lab facility, which will give you access to the new and extremely powerful Psi Operative soldier class. The last option is the more profitable in the long run, as the Psi Operative class requires an immense amount of time for training.
3. You shouldn't focus on a single technology without thinking about its costs - a technology taking 40 days to complete, to give you access to an armor that you won't be able to afford either way is a huge waste of time. Instead, you can complete a number of smaller projects and focus on the bigger, more profitable ones when you have additional scientists.
4. Remember that in the case of soldier equipment (primary and secondary weapons, armors) you have to craft only a single 'piece' of equipment, after which all of your soldiers will be able to equip it, regardless of the number of soldiers you currently have. It looks differently in case of the experimental and most utility items, as you can only equip them to a single soldier.
5. The influence of scientists on the research speed suffers greatly from the process known as 'diminishing returns'. It means that each additional scientist you recruit will decrease the time needed to complete the project by a smaller amount than the scientists that came before him - the first scientist you acquire will decrease the time by 30-40%, whereas the 4th or 5th decreases it only by 1/3 of that. You should aim to acquire about 2 or 3 scientists as quickly as possible and then focus on something else, as their impact quickly decreases.
![Specialist Specialist](https://www.rockpapershotgun.com/images/16/jul/x2-2.jpg)
Xcom 2 Long War Tips Reddit
6. Two research projects are absolutely mandatory and should be completed as quickly as possible. Those are the 'Muton Autopsy', which gives your soldiers an upgraded version of grenades, as well as the 'Faceless Autopsy' allowing you to craft an extremely powerful item called the Mimic Beacon.
7. Sometimes during hacking you will have the option to decrease the time needed to complete the research by 50%. If you don't have any other option you can take it, but other than that it's completely useless and not worth the risk. It's because of the fact that it decreases the REMAINING time, not the whole time of the research, which, in extreme cases, can decrease it by only a single day.
Xcom 2 Long War 2 Specialist
8. Black Market sometimes offer the option to decrease the time needed to complete various projects - those require a huge amount of Intel to be bought, but sometimes will allow you to save up to 10 days of research.