Difference between revisions of "Proving Ground (LW2)"
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− | {{Toc_(LW2)|0}}<div style="padding-left: 20px; float:right">[[File:XCOM2_ChooseFacility_ProvingGrounds.png|256px|left]]</div>The Proving Ground facility provides space for Shen to experiment with new types of weaponry and other unconventional equipment. Using this facility, she can produce ammunition, explosive ordnance, and armor for our troops. | + | {{Toc_(LW2)|0}}<div style="padding-left: 20px; float:right">[[File:XCOM2_ChooseFacility_ProvingGrounds.png|256px|left]]</div>''"The Proving Ground facility provides space for Shen to experiment with new types of weaponry and other unconventional equipment. Using this facility, she can produce ammunition, explosive ordnance, and armor for our troops."'' |
+ | [[Long War 2]] makes a lot of equipment items first be researched in the Proving Ground before you can build them in Engineering. | ||
+ | * Unlocked items in '''bold''' don't need any other project, while items in ''italics'' need another research or Proving Grounds project to be fully available. | ||
+ | * Projects with a yellow background form part of the Golden Path: the elements that progress the storyline. | ||
== Project Time == | == Project Time == | ||
Line 6: | Line 9: | ||
== Misc Projects == | == Misc Projects == | ||
+ | These are unique projects that don't fit in other categories. | ||
{| class="wikitable" width=100% style="border-width: 2px" | {| class="wikitable" width=100% style="border-width: 2px" | ||
− | ! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="2" style="border-right-width: 2px"| Prerequisites !! colspan=" | + | ! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="2" style="border-right-width: 2px"| Prerequisites !! colspan="4" style="border-right-width: 2px"| Cost !! rowspan="2" style="border-width: 2px" | Unlocks |
|-align=center | |-align=center | ||
|style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research''' | |style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research''' | ||
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|style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points''' | |style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points''' | ||
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies''' | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies''' | ||
− | |||
− | |||
|style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores''' | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores''' | ||
|style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]<br />'''Corpses''' | |style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]<br />'''Corpses''' | ||
|-align=center style="background-color: #fff6b8" | |-align=center style="background-color: #fff6b8" | ||
|style="border-right-width: 2px"| <div id="Skulljack"><h4 style="display: none">Skulljack</h4></div>[[Image:XCOM2 GOLDTECH Skulljack.png|150x75px]]</div><br>'''Skulljack''' || [[Research (LW2)#ADVENT Officer Autopsy|'''ADVENT Officer Autopsy''']] | |style="border-right-width: 2px"| <div id="Skulljack"><h4 style="display: none">Skulljack</h4></div>[[Image:XCOM2 GOLDTECH Skulljack.png|150x75px]]</div><br>'''Skulljack''' || [[Research (LW2)#ADVENT Officer Autopsy|'''ADVENT Officer Autopsy''']] | ||
− | |style="border-right-width: 2px"| - || 1200 || 75 | + | |style="border-right-width: 2px"| - || 1200 || 75 || - |
|style="border-right-width: 2px"| 1x ADVENT Officer Corpse || '''Skulljack''' (1 granted on completion) | |style="border-right-width: 2px"| 1x ADVENT Officer Corpse || '''Skulljack''' (1 granted on completion) | ||
|-align=center | |-align=center | ||
− | | Skullmining || Skulljack | + | |style="border-right-width: 2px"| <div id="Skullmining"><h4 style="display: none">Skullmining</h4></div>[[Image:XCOM2 GOLDTECH SkullminingProject.png |150x75px]]</div><br>'''Skullmining'''|| [[Proving Ground (LW2)#Skulljack|'''Skulljack''']]<br>[[Research (LW2)#ADVENT Robotics|'''ADVENT Robotics''']] |
+ | |style="border-right-width: 2px"| 4 || 2100 || 150 || 1 | ||
+ | |style="border-right-width: 2px"| - || '''''Skullmine ability<br>Skulljack Hack bonus''''' | ||
|-align=center | |-align=center | ||
− | | Bluescreen Protocol || ADVENT MEC Breakdown || 3 || 500 || - || - | | + | |style="border-right-width: 2px"| <div id="Bluescreen Protocol"><h4 style="display: none">Bluescreen Protocol</h4></div>[[Image:XCOM2 TECH Bluescreen Project.png|150x75px]]</div><br>'''Bluescreen Protocol''' || [[Research (LW2)#ADVENT MEC Breakdown|'''ADVENT MEC Breakdown''']] |
+ | |style="border-right-width: 2px"| 3 || 500 || - || - | ||
+ | |style="border-right-width: 2px"| 1x ADVENT MEC Wreck<br>1x Drone Wreck || [[Proving Ground (LW2)#Special Ammo|''Bluescreen Rounds'']]<br>[[Proving Ground (LW2)#Grenades|''EMP Grenades'']] | ||
|-align=center | |-align=center | ||
− | | Battlefield Medicine || Viper Autopsy || 2 || | + | |style="border-right-width: 2px"| <div id="Battlefield Medicine"><h4 style="display: none">Battlefield Medicine</h4></div>[[Image:XCOM2 TECH Battlefield Medicine Project.png|150x75px]]</div><br>'''Battlefield Medicine''' || [[Research (LW2)#Viper Autopsy|'''Viper Autopsy''']] |
+ | |style="border-right-width: 2px"| 2 || 500 || 20 || 1 | ||
+ | |style="border-right-width: 2px"| 1x Viper Corpse || '''Nanomedikit''' (1 granted on completion) | ||
|} | |} | ||
== Armor and Vests == | == Armor and Vests == | ||
+ | These projects unlock items that increase the survivability of XCOM soldiers. Plating provides ablative HP while Vests have special properties. Only one Plating and Vest each can be equipped on a single soldier. | ||
− | {| class="wikitable" width= | + | {| class="wikitable" width=100% style="border-width: 2px" |
− | ! | + | ! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="2" style="border-right-width: 2px"| Prerequisites !! colspan="5" style="border-right-width: 2px"| Cost !! rowspan="2" style="border-width: 2px" | Unlocks |
− | |- | + | |-align=center |
− | | Hazmat Vests || Hybrid Materials, Alien Biotech || - || 1200 || 20 | + | |style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research''' |
− | |- | + | |style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent staff.png|x32px|Engineers and Scientists needed each]]<br>'''Staff''' |
− | | Tactical Vests || Hybrid Materials, Muton Autopsy || 2 || 1500 || 25 || 3 | + | |style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points''' |
− | |- | + | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies''' |
− | | Stasis Vests || Hybrid Materials, ADVENT Shieldbearer Autopsy || 3 || 1500 || 35 || 3 | + | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]<br />'''Alien Alloys''' |
− | |- | + | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores''' |
− | | Hellweave || Hybrid Materials, Berserker Autopsy || 4 || 1800 || 30 || 4 | + | |style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]<br />'''Corpses''' |
− | |- | + | |-align=center |
− | | Chameleon Suits || Hybrid Materials, Faceless Autopsy || 2 || 1500 || 30 || 2 | + | | Hazmat Vests || Hybrid Materials, Alien Biotech || - || 1200 || 20 || - || - || - || Hazmat Vest |
− | |- | + | |-align=center |
− | | Alloy Plating || Hybrid Materials, ADVENT Trooper Autopsy || 2 || 1200 || 10 || 4 | + | | Tactical Vests || Hybrid Materials, Muton Autopsy || 2 || 1500 || 25 || 3 || - || 1 Muton Corpse || Tactical Vest |
− | |- | + | |-align=center |
− | | Chitin Plating || Hybrid Materials, Chrysalid Autopsy || 4 || 1500 || 30 || 8 | + | | Stasis Vests || Hybrid Materials, ADVENT Shieldbearer Autopsy || 3 || 1500 || 35 || 3 || 1 || 1 Shieldbearer Corpse || Stasis Vest |
− | |- | + | |-align=center |
− | | Carapace Plating || Hybrid Materials, Muton Elite Autopsy || 5 || 1800 || 40 || 10 | + | | Hellweave || Hybrid Materials, Berserker Autopsy || 4 || 1800 || 30 || 4 || 1 || 1 Berserker Corpse || Hellweave Vest |
+ | |-align=center | ||
+ | | Chameleon Suits || Hybrid Materials, Faceless Autopsy || 2 || 1500 || 30 || 2 || 1 || 1 Faceless Corpse || Chameleon Suit | ||
+ | |-align=center | ||
+ | | Alloy Plating || Hybrid Materials, ADVENT Trooper Autopsy || 2 || 1200 || 10 || 4 || - || 1 Trooper Corpse || Alloy Plating | ||
+ | |-align=center | ||
+ | | Chitin Plating || Hybrid Materials, Chrysalid Autopsy || 4 || 1500 || 30 || 8 || - || 1 Chrysalid Corpse || Chitin Plating | ||
+ | |-align=center | ||
+ | | Carapace Plating || Hybrid Materials, Muton Elite Autopsy || 5 || 1800 || 40 || 10 || - || 1 Muton Elite Corpse || Carapace Plating | ||
|} | |} | ||
== Special Ammo == | == Special Ammo == | ||
+ | These projects unlock items that increase the offensive capabilities of XCOM soldiers in various ways. Only one may be equipped on each soldier. | ||
− | {| class="wikitable" width= | + | {| class="wikitable" width=100% style="border-width: 2px" |
− | ! | + | ! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="2" style="border-right-width: 2px"| Prerequisites !! colspan="6" style="border-right-width: 2px"| Cost !! rowspan="2" style="border-width: 2px" | Unlocks |
− | |- | + | |-align=center |
+ | |style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research''' | ||
+ | |style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent staff.png|x32px|Engineers and Scientists needed each]]<br>'''Staff''' | ||
+ | |style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points''' | ||
+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies''' | ||
+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]<br />'''Alien Alloys''' | ||
+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Crystals.png|x32px|Elerium Crystals]]<br />'''Elerium Crystals''' | ||
+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores''' | ||
+ | |style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]<br />'''Corpses''' | ||
+ | |-align=center | ||
| Talon Rounds || Hybrid Materials, Sectoid Autopsy || 1 || 1200 || 20 || 2 || - || 1 || 1 Sectoid Corpse || Talon Rounds | | Talon Rounds || Hybrid Materials, Sectoid Autopsy || 1 || 1200 || 20 || 2 || - || 1 || 1 Sectoid Corpse || Talon Rounds | ||
− | |- | + | |-align=center |
| Redscreen Rounds || Hybrid Materials, ADVENT Robotics || 1 || 1200 || 5 || - || - || 1 || 1 Drone Wreck || Redscreen Rounds | | Redscreen Rounds || Hybrid Materials, ADVENT Robotics || 1 || 1200 || 5 || - || - || 1 || 1 Drone Wreck || Redscreen Rounds | ||
− | |- | + | |-align=center |
| Venom Rounds || Hybrid Materials, Viper Autopsy || 3 || 1500 || 50 || 2 || - || 1 || 1 Viper Corpse || Venom Rounds | | Venom Rounds || Hybrid Materials, Viper Autopsy || 3 || 1500 || 50 || 2 || - || 1 || 1 Viper Corpse || Venom Rounds | ||
− | |- | + | |-align=center |
| Shredder Rounds || Hybrid Materials, ADVENT Turret Breakdown || 3 || 1500 || 20 || 2 || - || 1 || 1 Turret Wreck || Shredder Rounds | | Shredder Rounds || Hybrid Materials, ADVENT Turret Breakdown || 3 || 1500 || 20 || 2 || - || 1 || 1 Turret Wreck || Shredder Rounds | ||
− | |- | + | |-align=center |
| Needle Rounds || Hybrid Materials, ADVENT Shieldbearer Autopsy || 3 || 1500 || 20 || 2 || - || 1 || 1 Shieldbearer Corpse || Needle Rounds | | Needle Rounds || Hybrid Materials, ADVENT Shieldbearer Autopsy || 3 || 1500 || 20 || 2 || - || 1 || 1 Shieldbearer Corpse || Needle Rounds | ||
− | |- | + | |-align=center |
| Flechette Rounds || Hybrid Materials, Archon Autopsy || 4 || 1500 || 20 || 2 || - || 1 || 1 Archon Corpse || Flechette Rounds | | Flechette Rounds || Hybrid Materials, Archon Autopsy || 4 || 1500 || 20 || 2 || - || 1 || 1 Archon Corpse || Flechette Rounds | ||
− | |- | + | |-align=center |
| Stilleto Rounds || Hybrid Materials, Faceless Autopsy || 3 || 1200 || 20 || 2 || - || 1 || 1 Faceless Corpse || Stilleto Rounds | | Stilleto Rounds || Hybrid Materials, Faceless Autopsy || 3 || 1200 || 20 || 2 || - || 1 || 1 Faceless Corpse || Stilleto Rounds | ||
− | |- | + | |-align=center |
| Bluescreen Rounds || Hybrid Materials, Bluescreen Protocol || 5 || 1200 || 20 || 2 || 5 || 1 || 1 MEC Wreck || Bluescreen Rounds | | Bluescreen Rounds || Hybrid Materials, Bluescreen Protocol || 5 || 1200 || 20 || 2 || 5 || 1 || 1 MEC Wreck || Bluescreen Rounds | ||
− | |- | + | |-align=center |
| Dragon Rounds || Hybrid Materials, Muton Elite Autopsy || 5 || 1800 || 50 || 5 || - || 1 || 1 Muton Elite Corpse || Dragon Rounds | | Dragon Rounds || Hybrid Materials, Muton Elite Autopsy || 5 || 1800 || 50 || 5 || - || 1 || 1 Muton Elite Corpse || Dragon Rounds | ||
|} | |} | ||
== Grenades == | == Grenades == | ||
+ | These projects unlock grenades of both damaging and supporting uses. | ||
− | {| class="wikitable" width= | + | {| class="wikitable" width=100% style="border-width: 2px" |
− | ! | + | ! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="2" style="border-right-width: 2px"| Prerequisites !! colspan="6" style="border-right-width: 2px"| Cost !! rowspan="2" style="border-width: 2px" | Unlocks |
− | |- | + | |-align=center |
+ | |style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research''' | ||
+ | |style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent staff.png|x32px|Engineers and Scientists needed each]]<br>'''Staff''' | ||
+ | |style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points''' | ||
+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies''' | ||
+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]<br />'''Alien Alloys''' | ||
+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Crystals.png|x32px|Elerium Crystals]]<br />'''Elerium Crystals''' | ||
+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores''' | ||
+ | |style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]<br />'''Corpses''' | ||
+ | |-align=center | ||
| Advanced Grenades || Plasma Grenades, Andromedon Autopsy || 3 || 1800 || 150 || 15 || 25 || 3 || - || - | | Advanced Grenades || Plasma Grenades, Andromedon Autopsy || 3 || 1800 || 150 || 15 || 25 || 3 || - || - | ||
− | |- | + | |-align=center |
| Battlescanners || Hybrid Materials, ADVENT Robotics || 2 || 1200 || 25 || 5 || 2 || 1 || 1 Drone Wreck || Battlescanner | | Battlescanners || Hybrid Materials, ADVENT Robotics || 2 || 1200 || 25 || 5 || 2 || 1 || 1 Drone Wreck || Battlescanner | ||
− | |- | + | |-align=center |
| Smoke Bombs || Advanced Grenades || 5 || 1200 || 25 || 3 || - || 1 || - || Smoke Bomb | | Smoke Bombs || Advanced Grenades || 5 || 1200 || 25 || 3 || - || 1 || - || Smoke Bomb | ||
− | |- | + | |-align=center |
| Proximity Mines || Advanced Grenades, Sectopod Breakdown || 4 || 1800 || 125 || 10 || 10 || 1 || 1 Sectopod Wreck || Proximity Mine | | Proximity Mines || Advanced Grenades, Sectopod Breakdown || 4 || 1800 || 125 || 10 || 10 || 1 || 1 Sectopod Wreck || Proximity Mine | ||
− | |- | + | |-align=center |
| Mimic Beacons || Advanced Grenades, Psionic Gate || 7 || 2500 || 150 || 50 || 50 || 2 || 1 Gatekeeper Corpse || Mimic Beacon | | Mimic Beacons || Advanced Grenades, Psionic Gate || 7 || 2500 || 150 || 50 || 50 || 2 || 1 Gatekeeper Corpse || Mimic Beacon | ||
− | |- | + | |-align=center |
| Plasma Grenades || Hybrid Materials, Muton Autopsy || 3 || 1200 || 100 || 20 || 20 || 1 || 1 Muton Corpse || Plasma Grenade | | Plasma Grenades || Hybrid Materials, Muton Autopsy || 3 || 1200 || 100 || 20 || 20 || 1 || 1 Muton Corpse || Plasma Grenade | ||
− | |- | + | |-align=center |
| Incendiary Grenades || Hybrid Materials, ADVENT Officer Autopsy || 3 || 1200 || 20 || 3 || - || 1 || 1 Officer Corpse || Incendiary Grenade | | Incendiary Grenades || Hybrid Materials, ADVENT Officer Autopsy || 3 || 1200 || 20 || 3 || - || 1 || 1 Officer Corpse || Incendiary Grenade | ||
− | |- | + | |-align=center |
| Incendiary Bombs || Advanced Grenades, Incendiary Grenades || 5 || 1500 || 30 || 6 || 3 || 1 || 1 Officer Corpse || Incendiary Bomb | | Incendiary Bombs || Advanced Grenades, Incendiary Grenades || 5 || 1500 || 30 || 6 || 3 || 1 || 1 Officer Corpse || Incendiary Bomb | ||
− | |- | + | |-align=center |
| Acid Grenades || Hybrid Materials, Archon Autopsy || 3 || 1200 || 20 || 3 || - || 1 || 1 Archon Corpse || Acid Grenade | | Acid Grenades || Hybrid Materials, Archon Autopsy || 3 || 1200 || 20 || 3 || - || 1 || 1 Archon Corpse || Acid Grenade | ||
− | |- | + | |-align=center |
| Acid Bombs || Advanced Grenades, Acid Grenades || 5 || 1500 || 30 || 6 || 3 || 1 || 1 Archon Corpse || Acid Bomb | | Acid Bombs || Advanced Grenades, Acid Grenades || 5 || 1500 || 30 || 6 || 3 || 1 || 1 Archon Corpse || Acid Bomb | ||
− | |- | + | |-align=center |
| Gas Grenades || Hybrid Materials, Viper Autopsy || 3 || 1200 || 20 || 3 || - || 1 || 1 Viper Corpse || Gas Grenade | | Gas Grenades || Hybrid Materials, Viper Autopsy || 3 || 1200 || 20 || 3 || - || 1 || 1 Viper Corpse || Gas Grenade | ||
− | |- | + | |-align=center |
| Gas Bombs || Advanced Grenades, Gas Grenades || 5 || 1500 || 30 || 6 || 3 || 1 || 1 Viper Corpse || Gas Bomb | | Gas Bombs || Advanced Grenades, Gas Grenades || 5 || 1500 || 30 || 6 || 3 || 1 || 1 Viper Corpse || Gas Bomb | ||
− | |- | + | |-align=center |
| EMP Grenades || Hybrid Materials, Bluescreen Protocol || 3 || 1200 || 20 || 3 || - || 1 || 1 Drone Wreck || EMP Grenade | | EMP Grenades || Hybrid Materials, Bluescreen Protocol || 3 || 1200 || 20 || 3 || - || 1 || 1 Drone Wreck || EMP Grenade | ||
− | |- | + | |-align=center |
| EMP Bombs || Advanced Grenades, EMP Grenades || 5 || 1500 || 30 || 6 || 3 || 1 || 1 MEC Wreck || EMP Bomb | | EMP Bombs || Advanced Grenades, EMP Grenades || 5 || 1500 || 30 || 6 || 3 || 1 || 1 MEC Wreck || EMP Bomb | ||
|} | |} | ||
== Heavy Weapons == | == Heavy Weapons == | ||
+ | Two additional Heavy Weapons can be developed and equipped on non-Technical soldiers using heavy armor. | ||
− | {| class="wikitable" width= | + | {| class="wikitable" width=100% style="border-width: 2px" |
− | ! | + | ! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="2" style="border-right-width: 2px"| Prerequisites !! colspan="5" style="border-right-width: 2px"| Cost !! rowspan="2" style="border-width: 2px" | Unlocks |
− | |- | + | |-align=center |
− | | Shredstorm Cannons || Advanced Coilguns, Battle Armour || 7 || 1800 || 60 || 10 || 10 || 1 | + | |style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research''' |
− | |- | + | |style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent staff.png|x32px|Engineers and Scientists needed each]]<br>'''Staff''' |
− | | Plasma Blasters || Plasma Rifles, Battle Armour || 8 || 1800 || 80 || 10 || 10 || 1 | + | |style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points''' |
+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies''' | ||
+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]<br />'''Alien Alloys''' | ||
+ | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Crystals.png|x32px|Elerium Crystals]]<br />'''Elerium Crystals''' | ||
+ | |style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores''' | ||
+ | |-align=center | ||
+ | | Shredstorm Cannons || Advanced Coilguns, Battle Armour || 7 || 1800 || 60 || 10 || 10 || 1 || Shredstorm Cannon | ||
+ | |-align=center | ||
+ | | Plasma Blasters || Plasma Rifles, Battle Armour || 8 || 1800 || 80 || 10 || 10 || 1 || Plasma Blaster | ||
|} | |} | ||
== Weapon Upgrades == | == Weapon Upgrades == | ||
+ | After researching Modular Weapons, weapon upgrades can be reverse engineered in the Proving Ground to begin fabricating them in Engineering. Each upgrade project needs 3 of the upgrade items and the projects of the lower quality upgrades to be already completed. | ||
− | {| class="wikitable" width= | + | {| class="wikitable" width=100% style="border-width: 2px" |
− | ! | + | ! rowspan="2" style="width:75px;border-width: 2px"| Research !! colspan="2" style="border-right-width: 2px"| Prerequisites !! colspan="4" style="border-right-width: 2px"| Cost !! rowspan="2" style="border-width: 2px" | Unlocks |
− | |- | + | |-align=center |
− | | Scopes || Modular Weapons || 1 || 1000 || 30 | + | |style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research''' |
− | |- | + | |style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent staff.png|x32px|Engineers and Scientists needed each]]<br>'''Staff''' |
− | | Advanced Scopes || Scopes || 2 || 1600 || 60 | + | |style="border-bottom-width: 2px"| [[image:Time Long War.png|x32px|Research Points]]<br>'''Points''' |
− | |- | + | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]<br />'''Supplies''' |
− | | Elite Scopes || Advanced Scopes || 3 || 2400 || 90 | + | |style="border-bottom-width: 2px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores''' |
− | |- | + | |style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 Inv Storage Module.png|x32px|Items]]<br>'''Items''' |
− | | Laser Sights || Modular Weapons || 1 || 1000 || 20 | + | |-align=center |
− | |- | + | | Scopes || Modular Weapons || 1 || 1000 || 30 || 1 || 3 Scopes || Scope |
− | | Advanced Laser Sights || Laser Sights || 2 || 1600 || 40 | + | |-align=center |
− | |- | + | | Advanced Scopes || Scopes || 2 || 1600 || 60 || 1 || 3 Advanced Scopes || Advanced Scope |
− | | Elite Laser Sights || Advanced Laser Sights || 3 || 2400 || 60 | + | |-align=center |
− | |- | + | | Elite Scopes || Advanced Scopes || 3 || 2400 || 90 || 1 || 3 Elite Scopes || Elite Scope |
− | | Stocks || Modular Weapons || 1 || 1000 || 20 | + | |-align=center |
− | |- | + | | Laser Sights || Modular Weapons || 1 || 1000 || 20 || 1 || 3 Laser Sights || Laser Sight |
− | | Advanced Stocks || Stocks || 2 || 1600 || 40 | + | |-align=center |
− | |- | + | | Advanced Laser Sights || Laser Sights || 2 || 1600 || 40 || 1 || 3 Advanced Laser Sights || Advanced Laser Sight |
− | | Elite Stocks || Advanced Stocks || 3 || 2400 || 60 | + | |-align=center |
− | |- | + | | Elite Laser Sights || Advanced Laser Sights || 3 || 2400 || 60 || 1 || 3 Elite Laser Sights || Elite Laser Sight |
− | | Expanded Mags || Modular Weapons || 1 || 1000 || 20 | + | |-align=center |
− | |- | + | | Stocks || Modular Weapons || 1 || 1000 || 20 || 1 || 3 Stocks || Stock |
− | | Advanced Expanded Mags || Expanded Mags || 2 || 1600 || 40 | + | |-align=center |
− | |- | + | | Advanced Stocks || Stocks || 2 || 1600 || 40 || 1 || 3 Advanced Stocks || Advanced Stock |
− | | Elite Expanded Mags || Advanced Expanded Mags || 3 || 2400 || 60 | + | |-align=center |
− | |- | + | | Elite Stocks || Advanced Stocks || 3 || 2400 || 60 || 1 || 3 Elite Stocks || Elite Stock |
− | | Hair Triggers || Modular Weapons || 1 || 1000 || 20 | + | |-align=center |
− | |- | + | | Expanded Mags || Modular Weapons || 1 || 1000 || 20 || 1 || 3 Expanded Mags || Expanded Mags |
− | | Advanced Hair Triggers || Hair Triggers || 2 || 1600 || 40 | + | |-align=center |
− | |- | + | | Advanced Expanded Mags || Expanded Mags || 2 || 1600 || 40 || 1 || 3 Advanced Expanded Mags || Advanced Expanded Mags |
− | | Elite Hair Triggers || Advanced Hair Triggers || 3 || 2400 || 60 | + | |-align=center |
− | |- | + | | Elite Expanded Mags || Advanced Expanded Mags || 3 || 2400 || 60 || 1 || 3 Elite Expanded Mags || Elite Expanded Mags |
− | | Autoloaders || Modular Weapons || 1 || 1000 || 20 | + | |-align=center |
− | |- | + | | Hair Triggers || Modular Weapons || 1 || 1000 || 20 || 1 || 3 Hair Triggers || Hair Trigger |
− | | Advanced Autoloaders || Autoloaders || 2 || 1600 || 40 | + | |-align=center |
− | |- | + | | Advanced Hair Triggers || Hair Triggers || 2 || 1600 || 40 || 1 || 3 Advanced Hair Triggers || Advanced Hair Trigger |
− | | Elite Autoloaders || Advanced Autoloaders || 3 || 2400 || 60 | + | |-align=center |
− | |- | + | | Elite Hair Triggers || Advanced Hair Triggers || 3 || 2400 || 60 || 1 || 3 Elite Hair Triggers || Elite Hair Trigger |
− | | Suppressors || Modular Weapons || 1 || 1000 || 30 | + | |-align=center |
− | |- | + | | Autoloaders || Modular Weapons || 1 || 1000 || 20 || 1 || 3 Autoloaders || Autoloader |
− | | Advanced Suppressors || Suppressors || 2 || 1600 || 60 | + | |-align=center |
− | |- | + | | Advanced Autoloaders || Autoloaders || 2 || 1600 || 40 || 1 || 3 Advanced Autoloader || Advanced Autoloader |
− | | Elite Suppressors || Advanced Suppressors || 3 || 2400 || 90 | + | |-align=center |
− | + | | Elite Autoloaders || Advanced Autoloaders || 3 || 2400 || 60 || 1 || 3 Elite Autoloaders || Elite Autoloader | |
+ | |-align=center | ||
+ | | Suppressors || Modular Weapons || 1 || 1000 || 30 || 1 || 3 Suppressors || Suppressor | ||
+ | |-align=center | ||
+ | | Advanced Suppressors || Suppressors || 2 || 1600 || 60 || 1 || 3 Advanced Suppressors || Advanced Suppressor | ||
+ | |-align=center | ||
+ | | Elite Suppressors || Advanced Suppressors || 3 || 2400 || 90 || 1 || 3 Elite Suppressors || Elite Suppressor | ||
|} | |} | ||
See [[Equipment (LW2)]] for lists of items and the projects they require. | See [[Equipment (LW2)]] for lists of items and the projects they require. | ||
[[Category:Facilities (LW2)]] | [[Category:Facilities (LW2)]] |
Revision as of 18:06, 12 September 2020
"The Proving Ground facility provides space for Shen to experiment with new types of weaponry and other unconventional equipment. Using this facility, she can produce ammunition, explosive ordnance, and armor for our troops."
Long War 2 makes a lot of equipment items first be researched in the Proving Ground before you can build them in Engineering.
- Unlocked items in bold don't need any other project, while items in italics need another research or Proving Grounds project to be fully available.
- Projects with a yellow background form part of the Golden Path: the elements that progress the storyline.
Project Time
The time to complete a project is based on a points system: each project has a required amount of points to complete, and each hour a number of points is added depending on the Proving Ground's staff. The Proving Ground has two slots for engineers that reduce project time by 50% each.
Misc Projects
These are unique projects that don't fit in other categories.
Research | Prerequisites | Cost | Unlocks | ||||
---|---|---|---|---|---|---|---|
Research |
Staff |
Points |
Supplies |
Elerium Cores |
Corpses | ||
SkulljackSkulljack |
ADVENT Officer Autopsy | - | 1200 | 75 | - | 1x ADVENT Officer Corpse | Skulljack (1 granted on completion) |
SkullminingSkullmining |
Skulljack ADVENT Robotics |
4 | 2100 | 150 | 1 | - | Skullmine ability Skulljack Hack bonus |
Bluescreen ProtocolBluescreen Protocol |
ADVENT MEC Breakdown | 3 | 500 | - | - | 1x ADVENT MEC Wreck 1x Drone Wreck |
Bluescreen Rounds EMP Grenades |
Battlefield MedicineBattlefield Medicine |
Viper Autopsy | 2 | 500 | 20 | 1 | 1x Viper Corpse | Nanomedikit (1 granted on completion) |
Armor and Vests
These projects unlock items that increase the survivability of XCOM soldiers. Plating provides ablative HP while Vests have special properties. Only one Plating and Vest each can be equipped on a single soldier.
Special Ammo
These projects unlock items that increase the offensive capabilities of XCOM soldiers in various ways. Only one may be equipped on each soldier.
Grenades
These projects unlock grenades of both damaging and supporting uses.
Heavy Weapons
Two additional Heavy Weapons can be developed and equipped on non-Technical soldiers using heavy armor.
Weapon Upgrades
After researching Modular Weapons, weapon upgrades can be reverse engineered in the Proving Ground to begin fabricating them in Engineering. Each upgrade project needs 3 of the upgrade items and the projects of the lower quality upgrades to be already completed.
See Equipment (LW2) for lists of items and the projects they require.