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That's a much more reasonable 14-18 HP to deal with -especially since XCOM 2 has raised your damage a little, so that an early-game four-soldier squad will output a minimum of 12 damage if every shot hits but does not crit, where in the prior game their minimum damage would be a meager 8.
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In XCOM 2, however, an early-game Sectoid won't show up with a buddy or two of its own species, but will instead be leading one or two 4 HP ADVENT Troopers. That would be completely insane to have in the prior game, as three such Sectoids (ie a pod of standard size) would be literally as durable as a Sectopod, an enemy you're really expected to fight with endgame weaponry.
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This has a variety of implications, such as different enemy types being able to synergize with each other and this actually matter without requiring the player pulled multiple pods at once, but one of the more subtle implications that the game uses to good effect is that enemy durability and overall threat level can be much more uneven.Īs a concrete example, on Legendary Sectoids will have 10 HP, and can show up from the very beginning of the game. You can still encounter pods of only a single enemy type, and indeed some enemy types will normally refuse to share pods with other enemy types, but it's much more typical for a given pod to be two or three different enemy types. There's some key details that radically change things, though, some not very obvious if you don't play the two games close together.įirst, the relatively obvious: pods are now mixed by default, instead of mixed pods being restricted to specific cases like Cyberdiscs always coming with Drones in the prior game.
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SYSTEM SHOCK 2 ENEMIES FREE
XCOM 2 is, in many obvious ways, operating on a broadly similar system to the prior game: enemies come in pods that are 'inactive' normally and activate when they see your squad (With the new caveat that they don't activate in response to Concealed troops), at which point the pod scrambles for Cover as a free action but doesn't get a chance to shoot at your forces if they activated during their own turn, etc.
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