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Link Posted: 2/7/2016 6:51:02 PM EDT
[#1]
http://forums.2k.com/showthread.php?4131816-Avenger-optimal-facility-layout

Good article talking about where to put each facility. Some facilities have to be manned and putting the workshops in specific locations lets drone from the shops man those facilities, freeing up engineers for other tasks.

A B C
D E F
G H I
J K L

In order to maximize workshop reach without building excessive number of workshops, I would go with the following setup:

E, H - workshops (can reach all the facilities except for the four corners)
A - guerilla tactics school (no engineers can be staffed, can stay in the corner), essential to get quickly so cannot wait for bottom corners
C - laboratory (again no benefits from staffing engineers, research boost is useful from the start)
B - power relay (power is essential and its increase is needed early, staffing helps with that)
D - advanced warfare center (healing speed increase is massive, especially with the increased injury times in XCOM 2 and my less than stellar tactical skills)
F - resistance comms (increasing the number of connections is as important as sattelite centers were in the first game). .
G - proving grounds (if confirmed that engineers can be staffed to get the quicker upgrades)
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Link Posted: 2/7/2016 7:02:47 PM EDT
[#2]
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Quoted:
http://forums.2k.com/showthread.php?4131816-Avenger-optimal-facility-layout

Good article talking about where to put each facility. Some facilities have to be manned and putting the workshops in specific locations lets drone from the shops man those facilities, freeing up engineers for other tasks.

View Quote View All Quotes
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Discussion ForumsJump to Quoted PostQuote History
Quoted:
http://forums.2k.com/showthread.php?4131816-Avenger-optimal-facility-layout

Good article talking about where to put each facility. Some facilities have to be manned and putting the workshops in specific locations lets drone from the shops man those facilities, freeing up engineers for other tasks.

A B C
D E F
G H I
J K L

In order to maximize workshop reach without building excessive number of workshops, I would go with the following setup:

E, H - workshops (can reach all the facilities except for the four corners)
A - guerilla tactics school (no engineers can be staffed, can stay in the corner), essential to get quickly so cannot wait for bottom corners
C - laboratory (again no benefits from staffing engineers, research boost is useful from the start)
B - power relay (power is essential and its increase is needed early, staffing helps with that)
D - advanced warfare center (healing speed increase is massive, especially with the increased injury times in XCOM 2 and my less than stellar tactical skills)
F - resistance comms (increasing the number of connections is as important as sattelite centers were in the first game). .
G - proving grounds (if confirmed that engineers can be staffed to get the quicker upgrades)

Awesome, thanks!
Link Posted: 2/7/2016 7:07:55 PM EDT
[#3]
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Quoted:

Awesome, thanks!
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Quoted:
Quoted:
http://forums.2k.com/showthread.php?4131816-Avenger-optimal-facility-layout

Good article talking about where to put each facility. Some facilities have to be manned and putting the workshops in specific locations lets drone from the shops man those facilities, freeing up engineers for other tasks.

A B C
D E F
G H I
J K L

In order to maximize workshop reach without building excessive number of workshops, I would go with the following setup:

E, H - workshops (can reach all the facilities except for the four corners)
A - guerilla tactics school (no engineers can be staffed, can stay in the corner), essential to get quickly so cannot wait for bottom corners
C - laboratory (again no benefits from staffing engineers, research boost is useful from the start)
B - power relay (power is essential and its increase is needed early, staffing helps with that)
D - advanced warfare center (healing speed increase is massive, especially with the increased injury times in XCOM 2 and my less than stellar tactical skills)
F - resistance comms (increasing the number of connections is as important as sattelite centers were in the first game). .
G - proving grounds (if confirmed that engineers can be staffed to get the quicker upgrades)

Awesome, thanks!


Yeah, I gotta move my guerilla tactics school now. Also, you can buy upgrades to increase squad size to 6. But you can also edit the ini to do the same thing. But you have to edit a different ini in order for it work work properly. And you won't be able to change equipment on number 7, 8, etc at the mission prep screen or change the selected Soldier. I think it auto selects the highest ranking Soldier available.

There's also a way to give more enemies per mission, but it requires alot of changes to an ini. I'm waiting to see if a mod comes out for that. I prefer more bad guys, and no timer.

https://www.reddit.com/r/Xcom/comments/44cvpo/increased_squad_size_ini_edit/
Link Posted: 2/7/2016 7:12:30 PM EDT
[#4]
I made a squad named after my Arfcom gaming buddies. if you look at the bottom right, you can see a weird spot where the 7th guys info should be. that's what it looks like when you edit the ini for a bigger squad.

Link Posted: 2/9/2016 2:35:12 PM EDT
[#5]
Link Posted: 2/9/2016 6:31:33 PM EDT
[#6]
A muton suicider dropped a grenade at his feet, killing himself and 2 of my troops.

RIP Specialist Ramirez
RIP Ranger Cho

That reprisal mission was a bloodbath.
Link Posted: 2/9/2016 10:00:17 PM EDT
[#7]
Discussion ForumsJump to Quoted PostQuote History
Quoted:


Works well if the game wants to play fair lol.

After 10 turns they still won't split up and the game makes me fight them...

http://i.imgur.com/Go1fEjo.jpg

Edit: FUCK YOU LONG WAR TEAM FUCK YOU IN YOUR ASSES WITH YOUR BULLSHIT AI TWEAKS!
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Game is good so far.  Love the concealment and melee systems.


Works well if the game wants to play fair lol.

After 10 turns they still won't split up and the game makes me fight them...

http://i.imgur.com/Go1fEjo.jpg

Edit: FUCK YOU LONG WAR TEAM FUCK YOU IN YOUR ASSES WITH YOUR BULLSHIT AI TWEAKS!



EXO rocket will kill them all


Also how do I mod their weapons? Figured it out

Had to restart made to many mistakes
Link Posted: 2/10/2016 8:53:46 AM EDT
[#8]
Discussion ForumsJump to Quoted PostQuote History
Quoted:



EXO rocket will kill them all


Also how do I mod their weapons? Figured it out

Had to restart made to many mistakes
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Quoted:
Quoted:
Quoted:
Game is good so far.  Love the concealment and melee systems.


Works well if the game wants to play fair lol.

After 10 turns they still won't split up and the game makes me fight them...

http://i.imgur.com/Go1fEjo.jpg

Edit: FUCK YOU LONG WAR TEAM FUCK YOU IN YOUR ASSES WITH YOUR BULLSHIT AI TWEAKS!



EXO rocket will kill them all


Also how do I mod their weapons? Figured it out

Had to restart made to many mistakes


I'm on my 4th restart and things turned out way different.  They still cluster near me when concealed. Not sure if bug
Link Posted: 3/2/2016 1:19:53 AM EDT
[#9]
I finished my 1st complete playthrough after a restart (from ~50% complete game).  40 total hours played.  
Brief thoughts:

+++
- Cool, engaging story
- Procedurally generated tactical maps
- More interactive strategic layer
- Diverse squad possibilities

---
- New setting & focus on story make the game feel less of an "X-Com" game.
- Timed missions + random spawns + bad luck = some missions are unwinnable (mostly restricted to harder difficulty and/or Ironman mode)
- Game seemed short - despite more missions per month, I completed the game in less than 4 months while completing all research and other projects
- Focus on fast, aggressive tactical gameplay may turn off those who enjoy a more deliberate pace

Bottom line
A worthy successor to the XCom reboot that improves on almost every facet of gameplay.  As of right now, though, I won't be spending much more time with this game because of the ridiculous amount of time I spent with the previous one.  

I'm looking forward to seeing what the DLC brings.
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