Xcom 2 Avenger Build Order
Feb 08, 2016 For more help on XCOM 2, read our PC Tweaks Guide, Class Builds Guide and Research Guide. XCOM 2 Avenger Base Building Tips Base building plays an integral part of your campaign, both in the long.
In XCOM 2, players must maintain and manage a stolen alien ship called the Avenger. This alien vessel serves as the primary base of operations, and its development progress is just as important as any strategic combat plan. Follow these tips to optimize the Avenger and reap the benefits of its development.As you progress through the campaign, your base will need to develop certain attributes in order to accommodate the needs of your soldiers and staff. This guide outlines several key tips for building the best base of operations. Keep Your Scientists BusyResearch is essentially the foundation of your progress aboard the Avenger. The scientists inform the engineers of their latest discoveries, which allows for advanced weapons and tech to be built.
The two departments often work in tandem, but the types of buildable items available in the engineering department is based on the overall findings of your research team.Your development progress is highly dependent on the amount of research done by Dr. Tygan and his fellow scientists. There really is no reason to have them sitting idle at any given time. As soon as the lab completes a research task, immediately assign them a new one. A constant flow of research ensures that new gear and facilities will consistently become available when you are ready to build them. Add Scientists and Engineers to Your CrewAs mentioned in the previous tip, the scientists and engineers are your primary departments on the Avenger. The scientists research new technologies, while the engineers build any weapons, gear, or facilities that you need.
It’s important to grow the number of staff in both of these departments to ensure you have the necessary manpower to make progress throughout the campaign.Scientists and engineers can be earned as a reward for certain missions, or purchased on the Black Market. Seize any opportunity to earn scientists or engineers through missions, as this is always a better option than spending precious resources. Cf aztecmonster cf 3.5 scsi converter card for mac.
However, hiring a new worker is always a worthy investment, so feel free to purchase a few if you’ve got the resources to spare. Completing missions that offer a scientist or engineer as a reward will help expand your crew. Excavate Alien DebrisWhen you’re in command of a captured alien ship, there’s bound to be a few caveats. In the center of the ship, you’ll notice there are several chambers that are clogged with alien components and debris. Put your engineers to work by assigning them to excavate these messy compartments.Clearing out the alien debris in these chambers allows you to begin building new facilities that offer different upgrades and benefits for your soldiers and crew. As your labor force grows, you can assign engineers to staff different facilities throughout the Avenger to provide various stat boosts for the duration of their assignment.
Expand the Resistance NetworkMaking contact with new global regions is crucial for strengthening the Resistance. Early in the campaign, make sure to have the scientists research the Resistance Radio. Once you have cleared the alien debris from a few chambers, prioritize building the Resistance Comms sooner than later.The Resistance Comms facility will allow you to expand the reach of the Resistance by making contact with new regions throughout the map. Your attempts to halt the progress of the Avatar Project is heavily dependent on the number of regions you’ve contacted.Expanding the Resistance network grants access to new sources of income and supply drops, along with new mission opportunities. Mysql high virtual memory usage.
You can increase the number of contacts you can have by upgrading the Resistance Comms facility and assigning engineers to work within it. You can wait to make this your second or third facility, just try not to wait too long, as the Avatar Project is slowly making progress every day.
Make contact with new regions to expand the reach of the Resistance network. Manage Your IntelMost of your base management comes down to maintaining a steady quantity of supplies and Intel.
Intel can be spent on the Black Market to purchase gear, upgrades, or workers, and is also required for expanding the Resistance to new contact regions. Intel can be difficult to come by, so you’ll need to manage your spending to ensure you don’t blow through this precious resource too quickly.Intel is mainly gained by successfully completing missions. You can also sell certain items on the Black Market to pad your wallet as well. If you don’t have any important tasked lined up and have time to spare, keep in mind that you can return to the Resistance HQ to run a scan.
This will grant you a gradual flow of Intel while passing the in-game time. Prioritize and Build FacilitiesFacilities are essentially new departments that can be built on your ship to expand the amenities available to your crew. Each facility offers benefits that can enhance the capabilities of your soldiers, or develop new functions for the Avenger. While you will ultimately want to build all the facilities, doing so costs a hefty chunk of money and manpower. Try to prioritize building certain facilities before others in order to efficiently enhance your base.In the early stages of the campaign, you should prioritize building either the Guerilla Tactics School, or the Advanced Warfare Center. The Guerilla Tactics School allows you to upgrade your squad with a variety of perks called Combat Tactics.
One valuable tactic is the ability to increase the number of soldiers you can take on a mission, which is very helpful on the battlefield. This is also where you can train rookies to become specific class types. The Advanced Warfare Center acts as a medical facility where you can send wounded soldiers to heal up after a mission, and even retrain their abilities. Both facilities are great early game options and should be prioritized first.Keep in mind that the facilities require power.
The more facilities you build, the more power you'll need to operate each one. After building a couple facilities, you will likely need to construct a Power Relay to increase the power supply of the Avenger.
While excavating alien debris, keep an eye out for a room that contains a power coil. Building a Power Relay in a room with a power coil will increase its overal power output. Read through the descriptions of each facility, and carefully decide the order to construct each one based on your strategic approach going forward.
Interested to see what gets the most upvotes.
Build Order
The start is pretty straight forward:
- GTC: Stick to one main squad until it’s done … the ability to cherrypick the classes of your support squad is worth the risk AND you need high-level troops to unlock squad size upgrades anyways.
- AWC: The best building in the game. Not only are the perks you gain potentially gamebreaking, it helps keeping your a-team in the rotation (reduced wound recovery time with an engi present)
- Power: Or proving ground if you got the mission to increase the avengers power and have enough cores/supplies to use it.
- Proving grounds: Great building … invest in at least one spider suit once available and give it your scout (ranger with phantom) Exo suits … you can wait for war suits if you aren’t in a bad spot during the tactical gameplay.
This is the core infrastructure … there is no deviation possible here (mostly)
Once done … you can usually take a short breather and focus a bit on upgrades. You should at the very least have mag weapons & mimic beacons & a skull jack with skullmining (don’t use that yet … it’s only there for the odd instakill of NON OFFICERS and to raise your specialists hacking stat)
At this point the avatar project should be just about finished but not quite yet (if it is … consider using the skull jack on an officer to get a timer reset)
The save route from here on is:
- Coms relay
- power/shadow chamber (if you already used the skulljack)
If you did well or just were lucky with the facility placement (as in you have access to the blacksite AND one more facility) consider going for a psy lab first.
Level a psy operative until he at the very least has access to inspire and swap a grenadier out for him. With inspire he will act like a grenadier when you need high burst are (he inspires the grenadier to give him an extra turn to either fire another grenade or suppress) and depending on his level he can do some very good other stuff (void rift, soulfire, domination, … )
Tips
Some other tips:
- Don’t build a workshop Well, if rng screws you hard then maybe … but even 2-3 engineers are more than enough. Think about it this way … early on you need engineers mostly to clear out the avenger. BUT you also are supply starved … so investing in a workshop will slow your progression down quite a bit (especially once you consider the power issues you ll face) And later on, when you aren’t as restricted in your supplies you generally don’t need engineers any more (1 in the awc to heal if shit went wrong and maybe one in coms during early mid game … that’s it … proving ground/psy lab can be rotated in trough the awc engi … and again, while rushing certain items is worth it, you ll usually face resource issues moreso than ever time constraints.)
- The lab faces similar issues … A big investment early on … and while it will pay off somewhat, having an insane research speed does not mean that you can actually afford the stuff you researched.
- Your goal is not to fill the avenger Build only what you immediatly need … your main goal should be to invest in equipment NOT buildings. DOn’t upgrade buildings just because you can.
- Elirium Cores: The very first thing after maybe squad size one you should buy, is the volture upgrade in the tactics school. Cores are the most important and scarce resource in the game … so it is extremly important to get this upgrade early.
- Xp: It’s well worth buying the xp upgrade in the tactics school … also pick a star player during early game (for me it was my sniper) and feed him kills. It is extremly important to get a high ranked soldier early (to unlock both squadsize upgrades) … not only will this make missions easier … it will help leveling your troops faster.
- Ignore the avatar project: Especially true during guerillia choices … Your goal should be to increase the number of engineers (very early) or scientists and damn the actual thing that the mission counters.
There are imo only 2 exceptions here:
increased spotting radius, simply because it’s a pain in the ass to deal with and makes pulling single pods much more difficult
ufo pursuit … simply because if gone wrong on an iron man run, it can be a game ender (ignore this if you don’t play iron man).
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