XCOM 2
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A Commander's Prerogative: How, and When, to Savescum
Af 𓆚 standardheadache 𓆚
Commander. Recent developments in psionic time distortion techniques allow for precious minutes, even days to be ran again, with your actions dictating different outcomes. We trust that you will use this power only when necessary for the good of XCOM.
   
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Hello, Commander.
XCOM is a fun, but unforgiving series. For friends of mine who've entered the franchise from a more casual gaming perspective, they find it difficult to handle the losses inherent to XCOM, as they can be strategically crippling in the long run if not controlled adequately. This guide is meant to increase accessibility to XCOM without sacrificing the fun of the tactical combat and the powerful feeling of strategically managing your forces.

[ANGRY STATIC] by Jarvy-CA[jarvy-ca.deviantart.com]
DISCLAIMER
Savescumming is not a replacement for skill. It takes time to see how a mission can pan out differently, and multiple attempts can set you back over an hour if it continues to go badly. As a rule, stick your weaker troops to higher cover, give defensive bonuses to frontline troops, and try to kill what pods you trigger in one turn. Ideally, saving frequently should only protect you against time lost to the Under-The-Avenger bug and other glitches, and not against your own mistakes.

There are also times where a situation will pan out poorly, regardless of what you do. Sometimes, a soldier will die and there will be nothing you can do about it. At this point, it's best to take the loss of one man, recover the body if possible, and evac quickly and safely if not. Remember: you're out there to complete a mission and get out; no objective is worth losing everyone for.

Even then, sometimes you can do something about it, but the economy of your time dictates that it's better to take a loss than to be stuck on a mission, doggedly trying to spare one person. You know the value of your time better than I do, so this is up to you to decide, but often losing one low- to medium-ranking troop every once in a while is natural. It's XCOM. It evokes a feeling of loss that is central to completely experiencing this game.

EDIT 4/15/19: There has been an official response regarding savescumming!
https://twitter.com/XCOM/status/1116793107713069056
Strategic Layer
I find there are a few good times to save on the Avenger:
  • After completing and before launching a mission. It's good to have around four of these saves, creating them one by one, then saving over the oldest one in the list when I have need of a fifth, and so on. I usually use one save per stretch on the Avenger (between deployments), initially saving over it when the Skyranger gets back and then progressively saving over it as I make more and more deployments, changes, or scans until finally saving over it before deploying on a mission.
Example: I get back from Operation Clone Toe. I save over Game 3, Save 1. I change Joe Schmoe's outfit, scan an intel package, and get a new soldier. I customize him, set his skills, and then save over Game 3, Save 1 again. Operation Goat Choir requires me to deploy. I save over Game 3, Save 1 before going into it.

In the base game, saving before deployment lets you go back and rearrange Menace 1-5's constituents if the squad composition turns out to be wonky. In Long War 2, saving before entering an infiltrated mission leaves you the option of going back to before mission launch and boosting infiltration, possibly reducing the amount of enemies on the field (though keep in mind that enemy presence cannot be reduced below "Extremely Light").
  • When the Avatar Project meter is filled. I usually create a separate set of saves for this where I try to make the best of the 20 days given to reduce the Avatar Project. One is at the beginning of the 20 days, so I can redistribute my efforts as needed to salvage the playthrough. Then I put one at the beginning of every mission, like usual, but under a save file separate from the standard four.
These can be as numerous as you need them to be, and if necessary, you can go back to the previous standard strategic saves to start moving towards that black site or story mission before the doomsday clock strikes midnight again.
Tactical Layer
This is where things get frisky, boys. I currently have seven tactical saves. When I need a new one, I save over the oldest one. Exceptions include when I've uninstalled a mod and I'm seeing a notification that says the game may be unstable without those mods, at which point I create a new save until I know how it affects the game.

But anyway, back to business!

  • Save at the beginning of the mission. This provides a clean-slate checkpoint that you can come back to at any time. Most missions are done in 10 turns or less anyways, so going back to the beginning isn't necessarily bad. It also allows you to dash with your first moves, letting you recover the item that much quicker without risking permanently breaking concealment and triggering on your first turn. Granted, dashing is irresponsible and should be used sparingly, but it's less punished with, well, savescumming. I usually don't save over this one until I've finished the mission.
  • Before hacks. I have a special save I call "hacksave" dedicated purely to this task because it's an odd mechanism that's very XCOM: make the hack, get a powerful reward. Lose the hack, get a powerful punishment. It's good to create this save early in your turn because each action performed by an allied soldier will reroll the dice for that action, possibly yielding different results for the same hack.
  • Before using Reaper or Serial. You know it well: the feeling of not killing with that first slash and wasting a four-turn cooldown ability. It was a Muton that did it to you, wasn't it? Of course it was. Real talk, saving before starting a chain allows you to rethink that chain multiple times, possibly letting you see new combinations of damage for maximal output.
  • When moving a soldier so that a third or more of what they will be seeing is currently blocked by fog of war. There's no real metric for it, you'll eventually get a feel for when a movement (especially melee) will possibly reveal another pod of enemies. Try to gauge when this will happen and preemptively save so that you aren't caught unawares by a new battery of threats.
  • At the beginning of each turn when there are more than five active threats on the field. Five's a good tipping point from "manageable" to "OH GOD EVERYONE'S DYING FROM SHOTS THROUGH FULL COVER". This allows you to see how the turn pans out with your best efforts, and if it doesn't go well, you can employ more damage control-esque options (like flashbangs, freeze grenades, etc.)
  • Before breaking concealment. You want to make sure that ambush goes well, and that everyone's shooting when cover's blown. Seeing how the ambush goes this turn, then gauging whether it's one of the better outcomes you could've had lets you decide if this turn was the right time to reveal yourself.

More situationally, you may also want to save before a critical shot. However, you should not rely on savescumming each shot, because your positioning should already be such that you have a decent chance to hit the enemy without the enemy having a decent chance to hit you.
Final Words
These are general guidelines that work for me; if you need more contingency saves, then you do you. You can also strip them down as much as you like; just having two saves that are made at the beginning of a mission can give you a "Bronzeman"-esque mode where you accept what happens everywhere else, but you have protection against gamebreaking bugs!

Thank you for reading! What are your habits in savescumming? Leave a comment below and let me know! I may just have to integrate it here.
47 kommentarer
RayofLight 4. maj 2022 kl. 9:44 
yes, xcom cheats in favour of the player, except on highest difficulty.
Granted, legendary ironman kinda is too hardcore for me too enjoy (although i did complete one), commander ironmans are pretty well balanced imho
Gallomimia 18. apr. 2022 kl. 0:37 
While I haven't played xcom2 enough to really notice how badly it cheats against you... At some point the techniques here are indeed a replacement for skill. I thought I was fairly good at xcom1 and went into this with some confidence, but it really is a whole new game and can be a lot more challenging than it's predecessor. I say savescumming can give a new player the experience needed to make the adjustment without compromising their playthru too soon to learn how the game works. Be a maestro of living with mistakes on subsequent gamestarts.
Vertoxis 27. dec. 2021 kl. 16:44 
I only do it to "Undo" a misclick (My fingers have nerve issues, on occiasion my hand will tweek out and ill right click... using all action on a soldier and moving them right next to a group of 4 enemies

Or to undo the wonky crap that can occur (Like showing me that a rocket path is fine, and its showing that it will effect the enemy.. only to shoot and have it blow up in my face ... )

With both of these i try to pick the save state closest to when it occured, hopefully getting me 1-2 moves before that... or i outright restart the mission right then and there if a save state is so far back that it will allow me foresight

Any legit mistake i make i stick with it
Dingus Bird 22. dec. 2021 kl. 16:14 
I generally allow myself to load a save at any time. I try not to be too cheesy, but I don't have strict rules there.
What I do limit is when I can save.
Basically, I save at:
- The beginning of a mission
- After a mission
- At certain "checkpoints" (such as objectives in long story missions)
- When closing the game
- Occasionally while in the Avenger
That means that I can rewind if things are going really badly, but it'll usually cost me some progress; to get rid of bad luck and bad choices, I'll have to give up some good luck and good choices, too.
DaciaSaoirse 23. nov. 2021 kl. 16:33 
Every now and then, maybe once or twice in a campaign, I'll be distracted during a turn and do something that isn't a tactical misstep, it's just doing something dumb while I'm not paying attention.

Besides that, the other time I'll generally reload in a mission outside of crashes is when it clearly bugs - such as when a viper tongue-pulls someone through a solid wall or something like that.
Boaboa 25. aug. 2021 kl. 2:15 
Also, does XCOM 2 really cheat? I thought it did cheat with hit chance but that it cheated in the player's favour.
Boaboa 25. aug. 2021 kl. 2:15 
I don't think save scumming is fun, just that missing a 75% chance to hit is not fun. And with negativity bias, I'd prefer to hit it than not. Of course, I'd love for a mission to go smoothly where I don't feel the need to save scum but that doesn't happen often, sadly. Sometimes I wish I could just take it on the chin, though, maybe through Ironman. LWotC seems to be encouraging me to do this, by making all soldiers bleed out rather than die instantly and by giving me extra hitpoints that don't affect wound recovery times. Also it gives you a lot of soldiers to compensate for the recovery time (seriously, though, is it just me or does it feel long as fuck?), or at least it feels like a lot to me anyway, I basically played through regular XCOM 2 with only one squad.
Sir Jia Xing 23. aug. 2021 kl. 19:44 
Psionic time distortion technique indeed. This is the commander's true ability, at the cost of his SSD's TBW, he can turn back the time on the battle and try a different tactic to result in a different outcome in the battle.
Napoleon Wilson 17. maj 2021 kl. 16:47 
The term save scum is itself ridiculous. There is nothing scummy about it. If the game cheats (and it does) then I have no problem reloading after 4 95% chance hit shots all miss. Do not let people tell you it's lame or "cringey", it is nothing of the sort. If firaxis didn't deliberately poison one of the greatest games with an outrageously blatant cheating hit percentage mechanic it wouldn't be necessary.
Jaeel 25. mar. 2021 kl. 19:58 
Unpopular opinion. Play the game to have fun. Save scum whenever you feel like it. No one can stop you.