![]() ![]() except that the first Facility is always placed exactly three contacts out, ensuring it's impossible to reach it without raising your Contact limit. On Commander difficulty, the general placement range is now 1-6 contacts out, potentially creating a punishing distance to cover with one Facility followed by the next being directly adjacent to a region you're already in contact with. As you go up in these first three difficulties, the pace at which blocks fill in accelerates, Rookie difficulty gives you twice as many days before a game over if the bar completely fills, and Avatar Project facility placement changes: If you're playing on Regular or Rookie, every Facility is placed exactly 2 contacts out from your current contacts, ensuring that if you wait until your first Facility is placed before contacting new regions you'll be able to reach it with your initial Contact count, and also making Avatar Project Facility placement pretty predictable in general. There are two notable exceptions I will cover.įirst of all, the Avatar Project. ![]() I won't be covering most of these points in this post, as most of them will be covered incidentally in the enemy analysis posts and whatnot. The majority of the differences in these difficulties are in the tactical elements, with your soldier HP lowering as you go up in difficulty, enemy stats rising as you go up in difficulty, soldiers leveling slower, etc. ![]() Item costs are the same, resource intake is the same, time taken to construct facilities, scan Rumors, etc etc, is all the same or only slightly tweaked. The first three are largely the same at the strategic scale. ![]() That's in order from easiest to toughest. XCOM 2's four difficulties are Rookie, Regular, Commander, and Legendary. ![]()
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