
Bump up Willpower so your soldiers can use more abilities more often - or don’t panic because they used too many abilities before a Siren scream freaked them out. Bump up strength so that soldier is can carry more weapons and ammo into battle (hint, hint, med kits), throw grenades further, and survive a few hits.

PHOENIX POINT GUIDE HOW TO
In Phoenix Point, every time a soldier levels up or survives a combat mission, they earn Skill Points, and you have to decide how to spend those points. Instead, you have to boosts that stats yourself. In XCom 2, soldiers automatically gain hit points every time they level up.

While dual-classing soldiers unlocks useful synergies between classes, dual classing too early can get you soldiers that are glass cannons.Īnd this game will wreck glass cannon soldiers.

So 80% to 90% of all your soldiers are going to be dual classes as either berserker (frontline fighter) or infiltrators (not frontline). It boosts damage to any weapon by 50% as long as that soldiers is concealed.
PHOENIX POINT GUIDE PATCH
And in the number one spot still-despite being nerfed in a patch a few months ago-is the Sneak Attack perk, which is unlocked at level 7 by the infiltrator class.
PHOENIX POINT GUIDE UPGRADE
It boosts all weapon damage and speed by up to a maximum of 50% based on how much damage your soldier has taken, so it can be a high-risk/high-reward upgrade that often disappears once you use a med kit on that soldier. In the number two spot is the Bloodlust perk unlocked by the Berserker class at level 5. It boosts damage to any melee weapon by 50%. The top three “weapon upgrades” In the game are, at number three, the Brawler perk unlocked by Heavy class soldiers at level 2. In other words, soldiers with the right perks and the right abilities can magically and instantly make the same weapon that a chump soldier uses do a heck of a lot more damage. The tech tree progression in XCom has been replaced by an RPG-lite character and perk based system to boost weapon damage. Most weapons are side-grades instead of upgrades. After you do that, it doesn’t matter what you research next since it makes very little difference. The most important technology in the game is a research project called “Haven Recruitment Protocols,” which should be the second thing you research in the game. Research, in Phoenix Point, is relatively insignificant. If you are coming from XCOM 2: War of the Chosen or Long War 2 and have your base build order down and know how to get to Mag weapons quickly, and are looking to do something similar in Phoenix Point, you could derail your campaign if you focus on research and the tech tree. You need a save file just before the vehicle completes to get past that bug. Once you have multiple bases, building a new aircraft or vehicle freezes the game. Sometimes the mission won't start unless you deselect & then reselect the vehicle. If you're playing on console it has a couple of annoying bugs. IMO don't play that until you've played the main game once. The festering skies DLC has air-2-air combat. Each PP-base should have a satellite link. Australia/NZ is especially hard to reach. Your own bases may be needed to reach some places. Provided you reach them before they are destroyed by the Pandorans. Faction Havens provide most of your refueling points. So you want 2 or 3 major bases to have one in fast reach of any mission that crops up.Īircraft have limited fuel radius. The aircraft are slow compared to the size of the planet. The ones with good combos of personal perks you should develop as single class till you know what to multiclass them as. IMO experiment with multiclassing some of the initial squad. You're going to have atleast 24 troops by mid-game. In PP you'll want at least 3 squads with their own aircraft.

IIRC in XCom you only use one squad at a time.
