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if a Sectoid has 1 hp remaining, then internally it has 4 'HP' and 3 'damage.' Meaning that if the difficulty setting changes from a setting where a Sectoid has 4 'HP' and 3 'damage' to a setting where it has 3 'HP', it will still have 3 'damage' and it's HP will be 0 without it having been hurt. The other factor that's important here is that the game seems to count 'HP' and 'damage,' rather than 'total HP' and 'current HP.' e.g. Rather having 0 HP causes the alien to stop moving and the game to identify it as 'alien corpse.' So if an alien using Mind Merge or Mind Control hits 0 HP without being hit by anything, the game will classify them as dead, but the mind control/merge effect won't end, and the other alien won't take damage as that is part of the dying routine. the script for causing the aliens to die and their weapons to be destroyed is part of the weapon damage routines, not an inherent property of the alien class. The catch is that the alien dying is part of the script for them taking damage, i.e. Basically: you get the alien weapons by default, and when the alien dies the weapon changes to be weapon fragments conversely, you get the alien corpse by default, and when you use the Arc Thrower it changes to be a live capture-likewise the Arc Thrower attack causes the Outsider Shard to come into existence. This exploit relies on how getting items from a mission works. Get the Plasma Pistol on the first mission
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Select that unit again then change weapon to primary.Move & Overwatch with Sniper Rifle without Snap Shot skill or using Mind Control for Psionic alien.or using grenade, Poison Spit or Rift if units are in closely tight and within abilities range area of damage.any of your unit is in the open or flanked.The aliens will not move and not take any action, but Overwatch and flanking or alien has no cover The aliens will not move, but will take Overwatch or shoot if your unit is in cover have total less than 50% chance. Later game with Iron Will and this recruiting method you will guarantee all your soldiers have over 100 Will and thus very high chances of being Psions and being very hard to control when facing enemy Psionics. Also training Squaddies is actually much easier when you don't need to babysit them as much, them being able to hit enemies from medium distances with reasonable certainity and high Will means they won't panic immediately when fired upon, taking slight damage or even if somebody is killed next to them. This means that your Assaults can snipe enemies from longer distances even with shotguns, Snipers basically never miss and your Heavies can actually hit something. This will hugely help your late game as you get usually one or two 80 aim and 50+ will soldiers per recruiting cycle (3 days) and 80 aim means +15 increase from the basic 65 aim that equals 1.5 S.C.O.P.Es. Again when you have 10+ of these, start firing everything with less than 50 Will and 80 Aim and last when you have Iron Will and New Guy unlocked, start recruiting only Squaddies with 80 base Aim (for Squaddies meaning 82 Heavy, 85 Assault and Support, 90 Sniper) and 60+ Will (can go as high as 68 for Iron Will Squaddies).
#Xcom 2 save game editor ps4 full#
Simpy recruit full batch and when they arrive, immediately fire all Rookies who have less than 50 Will and 70 Aim and when you have 10+ of these, start firing all Rookies who have less than 50 Will and 75 Aim.
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When you have no shortage of funds (later in game or with fund cheat), you can farm for high stat level soldiers. Not Created Equally Second Wave option creates another nice exploit. Would be even easier cheat if the game would have quick load. Obviously these cheats won't work in Ironman mode. Quick save before any movement and load if aliens encountered for optimal placing or to unawaken any extra alien groups encountered. Quick save and load mechanism allows also safe dashing scouting of map. Just quick save before shot and reload if missed or done too little damage. Save Scum Second Waveoption allows a cheat in aiming.