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Xcom 2 wiki1/29/2024 These factions provide powerful hero class soldiers to aid in missions and new opportunities for the strategy layer.The ChosenThe Chosen are the most cunning enemies XCOM has ever faced, each with unique strengths and weaknesses that will be introduced with each new campaign. ![]() ![]() The expansion includes new Hero classes to counter the “Chosen”, new enemies, missions,environments and increased depth in strategic gameplay.New Factions and Hero ClassesThree additional factions have emerged to strengthen Earth's resistance – the, Skirmishers and Templars – each with its own unique abilities and contrasting philosophies. In response, a new enemy, known as the “Chosen,” emerges with one goal: recapture the Commander. This may be a developing oversight.XCOM 2: War of the Chosen adds extensive new content in the fight against ADVENT when additional resistance factions form in order to eliminate the alien threat on Earth. On Veteran+, Psi strength is 90, which virtually guarantees a successful psionic attack when without a Mindshield due to how Will has been reworked, even on Colonel ranked soldiers. In the War of the Chosen expansion, the Psi strength of Sectoids is reduced to 40 on Rookie difficulty only.This change starts in May (June on Legend difficulty), but both types coexist for roughly one month. Later they will appear in pods made entirely of Sectoids or as support troops for other aliens. In the early game, Sectoids are always deployed as pod leaders followed by ADVENT.Takes +3 damage from melee weapons, effectively doubling Tier 1 sword damage, thus making them ideal targets for Rangers and Templars.Their immunity to panic and mind control, along with the ability to Disorient Sectoids in order to break panic and mind control for allies along with killing Psi Zombies is invaluable early on in the game. Consider equipping a Grenadier with a Mindshield and Flashbang Grenade specifically to combat Sectoids.Sectoids which have raised Psi Zombies or mind-controlled units, however, should be high-priority targets as the Sectoid's minions will be able to attack on its next turn.Therefore, on the turn they are revealed, they can generally be de-prioritised in favour of other enemies that are more likely to shoot at and wound XCOM units.Their psionics, however, cannot directly cause damage. Unless they are in a flanking position, Sectoids will never shoot at a target they will always choose to use psionics instead.They may also fire if another Sectoid has already acted on their turn. Besides flanking, Sectoids will only fire their pistol if they are disoriented or if both of their psionic abilities are otherwise unusable (such as when both abilities are on cooldown, or when there are no valid targets for their psionics). They may reposition to do so, but will avoid getting themselves flanked in the process. Sectoids are likely to take flanking shots with their plasma pistol if they can.Flashbangs and other disorienting effects will cause psi-controlled units to become disconnected from the Sectoid -this also causes Psi Zombies to instantly die. Psi Zombies count as units (missions involving mandatory evac cannot be finished until friendly Psi Zombies are killed as they cannot be evacuated) and their deaths reduce the rating of the mission. If a mind-controlled Sectoid revives a corpse, the resulting Psi Zombie will stay alive and be friendly even if the Sectoid escapes mind-control or dies. The Psi Zombie is able to move around independently, but will die if the Sectoid is killed or afflicted with a turn-denying effect. ![]() Psi-Reanimate: Summons a Psi Zombie from the corpse of a humanoid target.Mind Control: Dominates the will of a target, controlling its actions for a number of turns, or until the Sectoid or the target is killed.Psi-Disorientation: Dominates the will of a target, attempting to disorient the target.Psi-Panic : Dominates the will of a target, attempting to force the target to panic.Mindspin: A "roulette-wheel" type attack with a variety of different effects, potentially including mind-control.Sectoids have a medium amount of HP, but no armor. The blasters are handled by the Sectoids in a similar fashion to the original Sectoid Commanders, using them as "last-resort" weaponry when psionic chances are too low or impossible. Sectoids use wrist-mounted blasters that are similar to the Plasma Pistols of the original Sectoids, but smaller and seemingly designed for use on the arm instead of merely mounted there. They are still fairly thin though, and their chest still glows. They are significantly taller than their Enemy Unknown versions, and now have a visible mouth with teeth. Using an infusion of human DNA, the Sectoid has grown into a much more imposing form than when it was first encountered.
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