r/Xcom•
dryj

Pulling multiple pods tips?

I've been trying to start a C/I run in xcom 2 but I keep wiping in the early game by pulling multiple pods. I'm also seeing some weird detection - often I will move a second soldier up behind my ranger and somehow that one will alert a new pod although the ranger didn't.

Any tips for avoiding this? Should I be able to handle multiple groups at once, and I should try a lower difficulty?

Posted Apr 4, 2016, 9:57 PM UTC

310
venture70•

If you're consistently pulling multiple Pods then chances are your movement tactics are at fault.

The two obvious ways to pull multiple pods are to:

  • Move too deep into enemy territory without any contact, thus pulling the #1 and #2 pod at the same time

  • Or to be fighting a pod and then perform some wild flanking movements that activates a second pod.

You should be wary of flanking/moving toward a direction you haven't yet cleared.

Sometimes multiple pulls are unavoidable, but if it's consistently a problem, it sounds like your movement tactics might be an issue.

Tips for dealing with them is to get in positions where you likely can't be flanked. The priority should be to kill enemies vs. spreading damage. Prioritize kills to the most dangerous, e.g. Officer before Troopers. And Flash Bang as many as possible.

5
dryjOP•

Sounds smart, thanks. Are flash bangs really that effective? In my most recent try I had multiple squaddies get wrecked through full cover by flashed advent so I'm starting to doubt them.

1
Aetherimp•

Fire and Poison are better than Flashbangs, but Flashbangs will definitely increase your chances of survival.

If you can't wipe a pod out in a single turn, sometimes it's best to just take the best cover you can, flashbang, hunker down whoever you can, and pray that RNG doesn't pull out anything spectacular for the aliens/advent.

2
venture70•

Perhaps, but Fire and Poison require you to actually hit the target, they can't hit multiple targets, and can't be had until you research a Proving Ground and actually build them (absent getting a lucky Grenade/Ammo drop). So, early game, flash bangs are the only option.

2
venture70•

Flash Bangs are utterly invaluable in the early stages. They break mind control. They break zombie control. They remove overwatch. They prevent stun lancers from stunning. They lower hit chances when you can't kill everyone. Yes, they're worth every penny and you should be carrying at least one.

2
dryjOP•

Sounds solid, thanks.

1
XcomCable•

If you're really having trouble, just use a phantom ranger to scout.

Have you played classic before without ironman before? If not, I'd recommend you either try an honestman classic playthrough, or a veteran ironman playthrough to get used to either classic or ironman. Probably be more fun and less frustrating than slamming your head against a wall trying to jump straight in to c/i.

2
dryjOP•

Yeah I played commander which wasn't too miserable outside of a few missions. The early game is really wrecking my c/i spirit though. I may take your advice and try v/i first.

1
xdvesper•

I made a youtube clip for my friend who was struggling with pod engagement, it's of the last mission though, it's to show how to engage enemy pods safely and correctly.

https://www.youtube.com/watch?v=HuQnXbfbRlE

I finished a C/I run successfully on my first run. In a nutshell it's easier if you understand how the game works and play a bit counter-intuitively (you will see I don't use cover at all and just rush the enemy down) which may not be everyone's preferred choice.

1
dryjOP•

Great video, thanks! I didn't understand the line of sight icon before now, and I definitely haven't used untouchable/implacable as well as you. Much appreciated.

2