![]() ![]() Sectoid Commanders have high defense and often move into cover, pairing with mind control and other effects that inflict statuses on soldiers, it’s best to attack them with snipers, flanking units, or explosives. Sectoid Commanders have more than triple the health of the lesser Sectoids, and provide the basis of abilities the Sectoids present in XCOM 2 brandish against the resistance. A grenadier with shredding can also make things a lot easier, bonus points if you have one with holo targeting and rupture(perhaps even salvo, so you can nade and rupture).īut the be all end all of dealing with sectopods would be the psi ops stasis, as it allows you to deal with the adds and then unleash all remaining firepower on the sectopod before putting the damn thing in stasis so you can unload a second round of fire on it without it retaliating.Sectoid Commander: More advanced and deadlier than their lesser Sectoid counterparts, the Sectoid Commander is a variant encountered in XCOM: Enemy Unknown. Having a specialist with haywire protocol to stun(or if you can do it reliably take control of) is very useful. I suggest always having someone with bluescreen rounds, unless you have the option to go with AP rounds(usually more usefull than bluescreen, as it can negate up to 5 points of armor, instead of just 5 extra damage to mechanical enemies). It basically comes down to unload all your bullets and grenades. ![]() Immediate threat, is when the sectopod is to close to disengage. Just pelt away at it from long range using squadsight. I think most of you can guess what the idea is. The low threat way is fairly simple, it requires only two things a phantom ranger(something I'd recommend to everyone to always have) and a sniper. I put dealing with sectopods in two catagories: Immediate and low threat. Xcom 2 sectopod upgrade#If you still can't beat all visible enemies after three turns of uninterrupted combat during which you should have gone unattacked, then you almost certainly have neglected to upgrade your weapons. You should be able to destroy the enemies the following turn. If you're unable to kill the sectopod(s) on the first turn of combat, throw one of the aforementioned mimic beacons out as your final action so that you don't get attacked during the enemy turn. The grenadiers will remove sectopods' armor like a hot knife through butter, freeing up your other soldiers to put in the necessary damage (especially if you give one of them the lovely bluescreen rounds that give a nice bonus damage boost against robotic enemies). Now with regards to sectopods in particular, I recommend also bringing along at least two grenadiers with shredder. I bring two beacons with me on every mission and I cannot count the number of times they've saved my butt. In addition, enemies seem not to use any special attacks when going after a beacon. It's best to throw the beacon into a location with high cover so that it is able to survive multiple attacks (while it lasts for only one turn of enemy combat, it has limited health and aliens will ignore it if it gets destroyed during their turn).Įach beacon, if deployed correctly, effectively acts as a "Get Out of Jail Free" card for one enemy turn. In my experience, every enemy with LoS on a deployed mimic beacon will always go to attack the beacon, ignoring all other potential targets. The following piece of advice applies to all tough enemies: bring mimic beacons with you! ![]()
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