What Should I Focus on First in XCOM 2? A Comprehensive Guide for New Commanders
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The initial hours of XCOM 2 can be daunting. You’re thrust into a world dominated by alien invaders, tasked with rebuilding a resistance and saving humanity from extinction. Success hinges on making the right choices from the get-go. So, what exactly should you prioritize in those crucial early days? The short answer is: focus on establishing a strong foundation by prioritizing Intel, Scientists, Engineers, and crucial research and facility construction.
This may seem like a lot to juggle, but let’s break it down and understand why these aspects are paramount for early-game survival and long-term success.
Prioritizing Resources: Intel, Scientists, and Engineers
The backbone of your resistance efforts lies in acquiring and effectively managing resources. Among these, Intel, Scientists, and Engineers are the most crucial early game assets.
Intel: The Currency of Knowledge
Intel serves as your primary currency for accessing crucial elements beyond your immediate research and building efforts. It allows you to:
- Purchase upgrades from the Black Market, providing powerful early-game boosts.
- Unveil Dark Events, giving you advance notice about potentially devastating alien activities.
- Establish contacts with regions and gain access to more resources and missions.
Without a steady stream of Intel, you’ll be flying blind and unable to adequately equip your forces or prevent devastating alien plans from unfolding. Therefore, prioritizing missions that reward Intel, selecting Resistance Orders that boost Intel acquisition, and using Covert Actions to gather more Intel is essential.
Scientists: Accelerating Technological Advancement
Scientists are the key to unlocking new technologies and improving your capabilities. The faster you can conduct research, the quicker you can access more powerful weapons, armor, and facilities. Prioritizing missions that offer Scientists as rewards is key to keeping your research progress ahead of the escalating alien threat. This will enable you to rapidly progress through the tech tree, gaining access to stronger tools and tactics.
Engineers: Building Your Base and Expediting Projects
Engineers are essential for building facilities and improving the overall efficiency of your operations. They speed up construction times, enabling you to create vital improvements faster. Early game engineers are critical for expanding the Avenger and creating necessary infrastructure to support your resistance effort. Engineers are often awarded through successful missions, or can be gained by making sure your facilities are well-staffed.
Essential Early-Game Research
The order in which you conduct research also plays a vital role in your early game success. Here are the most important technologies to focus on first:
Xeno-Biology and Alien Materials
Your first research project should be Xeno-Biology. This unlocks the ability to build the Alien Containment facility, a crucial step in the main plotline. It also allows you to develop the Arc Thrower, which is essential for capturing live aliens. Once Xeno-Biology is completed, Alien Materials should be your immediate next research as this is the key to most of your early-game technological progression.
Weaponry and Armor
While some may advise focusing on armor first, your initial priority should be to acquire at least basic weapon upgrades. The standard weapons, while functional, can struggle against even basic enemies in the early game. Researching weapon fragments to acquire weapon modifications like scopes provides a significant edge by boosting accuracy. After this, pushing towards magnetic weapons or carapace armor should be your next step.
Resistance Communications
Unlocking Resistance Comms early on allows you to expand your reach on the globe and gain access to new regions and their unique benefits. This is absolutely crucial to your resistance success as you need to make connections to gather more Intel and access better missions.
Prioritizing Facilities: The Foundation of Your Base
The order in which you build your facilities within the Avenger is vital to your success. A balanced build order that prioritizes both training and support is crucial. Here is an excellent, suggested order for your first facilities:
Guerrilla Tactics School (GTS)
The GTS is arguably the most important facility to build in your early game. It allows you to train rookies into more advanced classes and grants access to squad size upgrades, increasing your firepower and survivability. This is arguably the most critical early game facility as it is the fastest way to scale your squad capabilities.
Advanced Warfare Center (AWC)
The AWC is another incredibly important early-game facility. This gives your wounded soldiers additional perks while recovering from injury, and offers other tactical bonuses. It greatly increases the effectiveness of your soldier pool.
Power Relay
Building a Power Relay early is essential to support more complex facilities without causing power issues. This can quickly become problematic without some basic power generation.
Resistance Comms
Resistance Comms expands your capacity to contact new regions and establish a firm hold on the strategic layer of the game.
Proving Grounds
The Proving Grounds allows you to access advanced project and experimental items like grenades and armor options, providing a significant tactical advantage.
Strategic Planning: Beyond the Base
While research and base management are critical, it’s important to remember the tactical aspects of the game as well:
- Never split your squad in the early game. Stick together to maximize your firepower and survivability.
- Plan your soldier abilities carefully and select options that synergize well with your squad.
- Don’t hesitate to use Frag Grenades. They are a potent force in the early game.
- Remember that most walls can be destroyed and used as entry points. This often gives you the tactical advantage against enemy groups.
Frequently Asked Questions (FAQs)
1. Should I prioritize weapons or armor first?
While both are important, prioritize basic weapon modifications (like scopes) initially, then focus on either magnetic weapons or carapace armor. Weapon upgrades generally provide a bigger power spike early on due to improved accuracy.
2. Is it okay to skip missions in XCOM 2?
It’s acceptable to skip some missions, especially side missions like Guerrilla Ops and Supply Raids. However, skipped Council or Retaliation missions can lead to losing a region contact and reduced resources, making them generally higher priorities.
3. What is the best class in XCOM 2?
The Reaper class is often considered the strongest, though it is introduced in the War of the Chosen DLC. In the base game, classes like the Grenadier and Ranger are very powerful and very versatile.
4. What is the most powerful weapon in XCOM 2?
The Plasma Bolt Caster does the most damage per shot, but it has a single-shot reload.
5. What should I build first in XCOM 2?
Focus on building the Guerrilla Tactics School (GTS) first, followed by the Advanced Warfare Center (AWC), then Power Relay and then Resistance Comms.
6. Which is the strongest enemy in XCOM 2?
The Berserker is considered the strongest melee enemy.
7. Is it better to mind control Mutons?
Mutons are great targets for Mind Control due to their high damage output and low will power. They can also be used as suicide bombers using their own grenades.
8. How can I make XCOM 2 easier?
You can use game modifiers like Lengthy Scheme and Time Turner to double the Avatar Project timer and mission timers, respectively.
9. Is it okay to lose soldiers in XCOM 2?
Losing soldiers is part of the game, especially early on. Try not to lose too many, but don’t be discouraged by occasional losses.
10. Can I play XCOM 2 indefinitely?
Yes, you can play indefinitely if you avoid triggering the final mission.
11. How many soldiers should I have in XCOM 2?
Aim for at least 12-24 soldiers on any difficulty to ensure you have sufficient squad rotation and don’t run out of combat-ready personnel.
12. What happens if I use a tired soldier?
Tired soldiers have a higher chance of panicking, berserking, or becoming shattered.
13. Is XCOM 2 addictive?
Yes, XCOM 2 is known for being very addictive due to its tactical combat and resource-management mechanics.
14. Which country should I start in?
Europe is a good choice for a focus on research and engineering, while Africa is an ideal starting location if you plan on focusing on gaining money. It really depends on your desired strategy.
15. Is XCOM 2 beginner-friendly?
XCOM 2 is relatively beginner-friendly on easier difficulties, and the theme encourages learning through mistakes. Don’t be afraid to fail and learn from the experience.
By prioritizing these key areas in your early game, you’ll be laying the groundwork for a successful and fulfilling resistance campaign against the alien invaders in XCOM 2. Good luck, Commander.