The prior game did this too, but only on the lower two difficulties. On every difficulty except Legendary, the game secretly cheats for you in tactical combat, with the cheating being more intense on lower difficulties. The second point I'm covering is Aim Assist. This contributes to Legendary's Avatar Project Facility generation actually being less menacing than Commander's. It's thus more useful to be able to steadily hit Facilities and knock them out, rather than eg suddenly making contact with and destroying two in a row. Notably, destroying a Facility always pauses Avatar Project block generation for a fixed period of time, with this pause's duration unaffected by difficulty. Legendary isn't babying you like Regular and Rookie are, but it's a more stable experience where your planning skills are much more important than the RNG's results, compared to Commander. (This is admittedly unlikely, but it's possible, and I've had runs where two 2-block Facilities spawned 5 contacts out) This is particularly killer in the base game, where you have no access to Sabotage-the-Resistance-Order nor Sabotage-the-Covert-Op. The overall result is that Commander actually has the most luck-based, potentially intense strategic layer, as the game dangles the first Facility just out of your immediate reach and is perfectly happy to plunk down a series of 2-block Facilities unreasonable distances away. Legendary difficulty also slows the rate at which Facilities generate new blocks of progress if there's more than 1 Avatar Project Facility on the map, almost doubling the time between new blocks being generated by Avatar Project Facilities. Legendary will only ever generate with 1 block, just like Rookie and Regular. Legendary difficulty instead has the general Facility generation 2-6 contacts out, refusing to let you luck into a directly adjacent Facility, but it also has the first Facility always generate exactly two contacts away like the lower difficulties, instead of Commander's three out.Ĭommander is also anomalous in that a newly-constructed Avatar Project Facility has a 25% chance of generating with 2 blocks. 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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