Difference between revisions of "Proving Ground (LW2)"
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− | {{Toc_(LW2)| | + | {{Toc_(LW2)|28}}<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. | [[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. | * 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. | * Projects with a yellow background form part of the Golden Path: the elements that progress the storyline. | ||
+ | * Every project that unlocks an item will also grant that item on completion. | ||
== Project Time == | == Project Time == | ||
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|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''' | + | |style="border-right-width: 2px"| 1x ADVENT Officer Corpse || '''Skulljack''' |
|-align=center | |-align=center | ||
|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"| <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''']] | ||
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|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"| <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"| 2 || 500 || 20 || 1 | ||
− | |style="border-right-width: 2px"| 1x Viper Corpse || '''Nanomedikit''' | + | |style="border-right-width: 2px"| 1x Viper Corpse || '''Nanomedikit''' |
|} | |} | ||
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|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 | |-align=center | ||
− | | Hazmat Vests || Hybrid Materials, Alien Biotech || - || 1200 || 20 || - || - || - || Hazmat Vest | + | |style="border-right-width: 2px"| Hazmat Vests || Hybrid Materials, Alien Biotech |
+ | |style="border-right-width: 2px"| - || 1200 || 20 || - || - | ||
+ | |style="border-right-width: 2px"| - || Hazmat Vest | ||
|-align=center | |-align=center | ||
− | | Tactical Vests || Hybrid Materials, Muton Autopsy || 2 || 1500 || 25 || 3 || - || 1 Muton Corpse || Tactical Vest | + | |style="border-right-width: 2px"| Tactical Vests || Hybrid Materials, Muton Autopsy |
+ | |style="border-right-width: 2px"| 2 || 1500 || 25 || 3 || - | ||
+ | |style="border-right-width: 2px"| 1 Muton Corpse || Tactical Vest | ||
|-align=center | |-align=center | ||
− | | Stasis Vests || Hybrid Materials, ADVENT Shieldbearer Autopsy || 3 || 1500 || 35 || 3 || 1 || 1 Shieldbearer Corpse || Stasis Vest | + | |style="border-right-width: 2px"| Stasis Vests || Hybrid Materials, ADVENT Shieldbearer Autopsy |
+ | |style="border-right-width: 2px"| 3 || 1500 || 35 || 3 || 1 | ||
+ | |style="border-right-width: 2px"| 1 ADVENT Shieldbearer Corpse || Stasis Vest | ||
|-align=center | |-align=center | ||
− | | Hellweave || Hybrid Materials, Berserker Autopsy || 4 || 1800 || 30 || 4 || 1 || 1 Berserker Corpse || Hellweave Vest | + | |style="border-right-width: 2px"| Hellweave || Hybrid Materials, Berserker Autopsy |
+ | |style="border-right-width: 2px"| 4 || 1800 || 30 || 4 || 1 | ||
+ | |style="border-right-width: 2px"| 1 Berserker Corpse || Hellweave Vest | ||
|-align=center | |-align=center | ||
− | | Chameleon Suits || Hybrid Materials, Faceless Autopsy || 2 || 1500 || 30 || 2 || 1 || 1 Faceless Corpse || Chameleon Suit | + | |style="border-right-width: 2px"| Chameleon Suits || Hybrid Materials, Faceless Autopsy |
+ | |style="border-right-width: 2px"| 2 || 1500 || 30 || 2 || 1 | ||
+ | |style="border-right-width: 2px"| 1 Faceless Corpse || Chameleon Suit | ||
|-align=center | |-align=center | ||
− | | Alloy Plating || Hybrid Materials, ADVENT Trooper Autopsy || 2 || 1200 || 10 || 4 || - || 1 Trooper Corpse || Alloy Plating | + | |style="border-right-width: 2px"| Alloy Plating || Hybrid Materials, ADVENT Trooper Autopsy |
+ | |style="border-right-width: 2px"| 2 || 1200 || 10 || 4 || - | ||
+ | |style="border-right-width: 2px"| 1 ADVENT Trooper Corpse || Alloy Plating | ||
|-align=center | |-align=center | ||
− | | Chitin Plating || Hybrid Materials, Chrysalid Autopsy || 4 || 1500 || 30 || 8 || - || 1 Chrysalid Corpse || Chitin Plating | + | |style="border-right-width: 2px"| Chitin Plating || Hybrid Materials, Chrysalid Autopsy |
+ | |style="border-right-width: 2px"| 4 || 1500 || 30 || 8 || - | ||
+ | |style="border-right-width: 2px"| 1 Chrysalid Corpse || Chitin Plating | ||
|-align=center | |-align=center | ||
− | | Carapace Plating || Hybrid Materials, Muton Elite Autopsy || 5 || 1800 || 40 || 10 || - || 1 Muton Elite Corpse || Carapace Plating | + | |style="border-right-width: 2px"| Carapace Plating || Hybrid Materials, Muton Elite Autopsy |
+ | |style="border-right-width: 2px"| 5 || 1800 || 40 || 10 || - | ||
+ | |style="border-right-width: 2px"| 1 Muton Elite Corpse || Carapace Plating | ||
|} | |} | ||
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|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 | |-align=center | ||
− | | Talon Rounds || Hybrid Materials, Sectoid Autopsy || 1 || 1200 || 20 || 2 || - || 1 || 1 Sectoid Corpse || Talon Rounds | + | |style="border-right-width: 2px"| Talon Rounds || Hybrid Materials, Sectoid Autopsy |
+ | |style="border-right-width: 2px"| 1 || 1200 || 20 || 2 || - || 1 | ||
+ | |style="border-right-width: 2px"| 1 Sectoid Corpse || Talon Rounds | ||
|-align=center | |-align=center | ||
− | | Redscreen Rounds || Hybrid Materials, ADVENT Robotics || 1 || 1200 || 5 || - || - || 1 || 1 Drone Wreck || Redscreen Rounds | + | |style="border-right-width: 2px"| Redscreen Rounds || Hybrid Materials, ADVENT Robotics |
+ | |style="border-right-width: 2px"| 1 || 1200 || 5 || - || - || 1 | ||
+ | |style="border-right-width: 2px"| 1 Drone Wreck || Redscreen Rounds | ||
|-align=center | |-align=center | ||
− | | Venom Rounds || Hybrid Materials, Viper Autopsy || 3 || 1500 || 50 || 2 || - || 1 || 1 Viper Corpse || Venom Rounds | + | |style="border-right-width: 2px"| Venom Rounds || Hybrid Materials, Viper Autopsy |
+ | |style="border-right-width: 2px"| 3 || 1500 || 50 || 2 || - || 1 | ||
+ | |style="border-right-width: 2px"| 1 Viper Corpse || Venom Rounds | ||
|-align=center | |-align=center | ||
− | | Shredder Rounds || Hybrid Materials, ADVENT Turret Breakdown || 3 || 1500 || 20 || 2 || - || 1 || 1 Turret Wreck || Shredder Rounds | + | |style="border-right-width: 2px"| Shredder Rounds || Hybrid Materials, ADVENT Turret Breakdown |
+ | |style="border-right-width: 2px"| 3 || 1500 || 20 || 2 || - || 1 | ||
+ | |style="border-right-width: 2px"| 1 ADVENT Turret Wreck || Shredder Rounds | ||
|-align=center | |-align=center | ||
− | | Needle Rounds || Hybrid Materials, ADVENT Shieldbearer Autopsy || 3 || 1500 || 20 || 2 || - || 1 || 1 Shieldbearer Corpse || Needle Rounds | + | |style="border-right-width: 2px"| Needle Rounds || Hybrid Materials, ADVENT Shieldbearer Autopsy |
+ | |style="border-right-width: 2px"| 3 || 1500 || 20 || 2 || - || 1 | ||
+ | |style="border-right-width: 2px"| 1 ADVENT Shieldbearer Corpse || Needle Rounds | ||
|-align=center | |-align=center | ||
− | | Flechette Rounds || Hybrid Materials, Archon Autopsy || 4 || 1500 || 20 || 2 || - || 1 || 1 Archon Corpse || Flechette Rounds | + | |style="border-right-width: 2px"| Flechette Rounds || Hybrid Materials, Archon Autopsy |
+ | |style="border-right-width: 2px"| 4 || 1500 || 20 || 2 || - || 1 | ||
+ | |style="border-right-width: 2px"| 1 Archon Corpse || Flechette Rounds | ||
|-align=center | |-align=center | ||
− | | Stilleto Rounds || Hybrid Materials, Faceless Autopsy || 3 || 1200 || 20 || 2 || - || 1 || 1 Faceless Corpse || Stilleto Rounds | + | |style="border-right-width: 2px"| Stilleto Rounds || Hybrid Materials, Faceless Autopsy |
+ | |style="border-right-width: 2px"| 3 || 1200 || 20 || 2 || - || 1 | ||
+ | |style="border-right-width: 2px"| 1 Faceless Corpse || Stilleto Rounds | ||
|-align=center | |-align=center | ||
− | | Bluescreen Rounds || Hybrid Materials, Bluescreen Protocol || 5 || 1200 || 20 || 2 || 5 || 1 || 1 MEC Wreck || Bluescreen Rounds | + | |style="border-right-width: 2px"| Bluescreen Rounds || Hybrid Materials, Bluescreen Protocol |
+ | |style="border-right-width: 2px"| 5 || 1200 || 20 || 2 || 5 || 1 | ||
+ | |style="border-right-width: 2px"| 1 ADVENT MEC Wreck || Bluescreen Rounds | ||
|-align=center | |-align=center | ||
− | | Dragon Rounds || Hybrid Materials, Muton Elite Autopsy || 5 || 1800 || 50 || 5 || - || 1 || 1 Muton Elite Corpse || Dragon Rounds | + | |style="border-right-width: 2px"| Dragon Rounds || Hybrid Materials, Muton Elite Autopsy |
+ | |style="border-right-width: 2px"| 5 || 1800 || 50 || 5 || - || 1 | ||
+ | |style="border-right-width: 2px"| 1 Muton Elite Corpse || Dragon Rounds | ||
|} | |} | ||
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|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 | |-align=center | ||
− | | | + | |style="border-right-width: 2px"| Battlescanners || Hybrid Materials, ADVENT Robotics |
+ | |style="border-right-width: 2px"| 2 || 1200 || 25 || 5 || 2 || 1 | ||
+ | |style="border-right-width: 2px"| 1 Drone Wreck || Battlescanner | ||
|-align=center | |-align=center | ||
− | | | + | |style="border-right-width: 2px"| Plasma Grenades || Hybrid Materials, Muton Autopsy |
+ | |style="border-right-width: 2px"| 3 || 1200 || 100 || 20 || 20 || 1 | ||
+ | |style="border-right-width: 2px"| 1 Muton Corpse || Plasma Grenade | ||
|-align=center | |-align=center | ||
− | | | + | |style="border-right-width: 2px"| Advanced Grenades || Plasma Grenades, Andromedon Autopsy |
+ | |style="border-right-width: 2px"| 3 || 1800 || 150 || 15 || 25 || 3 | ||
+ | |style="border-right-width: 2px"| - || - | ||
|-align=center | |-align=center | ||
− | | | + | |style="border-right-width: 2px"| Smoke Bombs || Advanced Grenades |
+ | |style="border-right-width: 2px"| 5 || 1200 || 25 || 3 || - || 1 | ||
+ | |style="border-right-width: 2px"| - || Smoke Bomb | ||
|-align=center | |-align=center | ||
− | | | + | |style="border-right-width: 2px"| Incendiary Grenades || Hybrid Materials, ADVENT Officer Autopsy |
+ | |style="border-right-width: 2px"| 3 || 1200 || 20 || 3 || - || 1 | ||
+ | |style="border-right-width: 2px"| 1 ADVENT Officer Corpse || Incendiary Grenade | ||
|-align=center | |-align=center | ||
− | | | + | |style="border-right-width: 2px"| Incendiary Bombs || Advanced Grenades, Incendiary Grenades |
+ | |style="border-right-width: 2px"| 5 || 1500 || 30 || 6 || 3 || 1 | ||
+ | |style="border-right-width: 2px"| 1 ADVENT Officer Corpse || Incendiary Bomb | ||
|-align=center | |-align=center | ||
− | | | + | |style="border-right-width: 2px"| Acid Grenades || Hybrid Materials, Archon Autopsy |
+ | |style="border-right-width: 2px"| 3 || 1200 || 20 || 3 || - || 1 | ||
+ | |style="border-right-width: 2px"| 1 Archon Corpse || Acid Grenade | ||
|-align=center | |-align=center | ||
− | | | + | |style="border-right-width: 2px"| Acid Bombs || Advanced Grenades, Acid Grenades |
+ | |style="border-right-width: 2px"| 5 || 1500 || 30 || 6 || 3 || 1 | ||
+ | |style="border-right-width: 2px"| 1 Archon Corpse || Acid Bomb | ||
|-align=center | |-align=center | ||
− | | | + | |style="border-right-width: 2px"| Gas Grenades || Hybrid Materials, Viper Autopsy |
+ | |style="border-right-width: 2px"| 3 || 1200 || 20 || 3 || - || 1 | ||
+ | |style="border-right-width: 2px"| 1 Viper Corpse || Gas Grenade | ||
|-align=center | |-align=center | ||
− | | | + | |style="border-right-width: 2px"| Gas Bombs || Advanced Grenades, Gas Grenades |
+ | |style="border-right-width: 2px"| 5 || 1500 || 30 || 6 || 3 || 1 | ||
+ | |style="border-right-width: 2px"| 1 Viper Corpse || Gas Bomb | ||
|-align=center | |-align=center | ||
− | | | + | |style="border-right-width: 2px"| EMP Grenades || Hybrid Materials, Bluescreen Protocol |
+ | |style="border-right-width: 2px"| 3 || 1200 || 20 || 3 || - || 1 | ||
+ | |style="border-right-width: 2px"| 1 Drone Wreck || EMP Grenade | ||
|-align=center | |-align=center | ||
− | | | + | |style="border-right-width: 2px"| EMP Bombs || Advanced Grenades, EMP Grenades |
+ | |style="border-right-width: 2px"| 5 || 1500 || 30 || 6 || 3 || 1 | ||
+ | |style="border-right-width: 2px"| 1 ADVENT MEC Wreck || EMP Bomb | ||
|-align=center | |-align=center | ||
− | | | + | |style="border-right-width: 2px"| Mimic Beacons || Advanced Grenades, Psionic Gate |
+ | |style="border-right-width: 2px"| 7 || 2500 || 150 || 50 || 50 || 2 | ||
+ | |style="border-right-width: 2px"| 1 Gatekeeper Shell || Mimic Beacon | ||
|-align=center | |-align=center | ||
− | | | + | |style="border-right-width: 2px"| Proximity Mines || Advanced Grenades, Sectopod Breakdown |
+ | |style="border-right-width: 2px"| 4 || 1800 || 125 || 10 || 10 || 1 | ||
+ | |style="border-right-width: 2px"| 1 Sectopod Wreck || Proximity Mine | ||
|} | |} | ||
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|style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores''' | |style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 Inv Elerium Core.png |x32px|Elerium Cores]]<br />'''Elerium Cores''' | ||
|-align=center | |-align=center | ||
− | | Shredstorm Cannons || Advanced Coilguns, Battle | + | |style="border-right-width: 2px"| Shredstorm Cannons || Advanced Coilguns, Battle Armor |
+ | |style="border-right-width: 2px"| 7 || 1800 || 60 || 10 || 10 | ||
+ | |style="border-right-width: 2px"| 1 || Shredstorm Cannon | ||
|-align=center | |-align=center | ||
− | | Plasma Blasters || Plasma Rifles, Battle | + | |style="border-right-width: 2px"| Plasma Blasters || Plasma Rifles, Battle Armor |
+ | |style="border-right-width: 2px"| 8 || 1800 || 80 || 10 || 10 | ||
+ | |style="border-right-width: 2px"| 1 || Plasma Blaster | ||
|} | |} | ||
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|style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 Inv Storage Module.png|x32px|Items]]<br>'''Items''' | |style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 Inv Storage Module.png|x32px|Items]]<br>'''Items''' | ||
|-align=center | |-align=center | ||
− | | Scopes || Modular Weapons || 1 || 1000 || 30 || 1 || 3 Scopes || Scope | + | |style="border-right-width: 2px"| Scopes || Modular Weapons |
+ | |style="border-right-width: 2px"| 1 || 1000 || 30 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Scopes || Scope | ||
|-align=center | |-align=center | ||
− | | Advanced Scopes || Scopes || 2 || 1600 || 60 || 1 || 3 Advanced Scopes || Advanced Scope | + | |style="border-right-width: 2px"| Advanced Scopes || Scopes |
+ | |style="border-right-width: 2px"| 2 || 1600 || 60 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Advanced Scopes || Advanced Scope | ||
|-align=center | |-align=center | ||
− | | Elite Scopes || Advanced Scopes || 3 || 2400 || 90 || 1 || 3 Elite Scopes || Elite Scope | + | |style="border-right-width: 2px"| Elite Scopes || Advanced Scopes |
+ | |style="border-right-width: 2px"| 3 || 2400 || 90 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Elite Scopes || Elite Scope | ||
|-align=center | |-align=center | ||
− | | Laser Sights || Modular Weapons || 1 || 1000 || 20 || 1 || 3 Laser Sights || Laser Sight | + | |style="border-right-width: 2px"| Laser Sights || Modular Weapons |
+ | |style="border-right-width: 2px"| 1 || 1000 || 20 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Laser Sights || Laser Sight | ||
|-align=center | |-align=center | ||
− | | Advanced Laser Sights || Laser Sights || 2 || 1600 || 40 || 1 || 3 Advanced Laser Sights || Advanced Laser Sight | + | |style="border-right-width: 2px"| Advanced Laser Sights || Laser Sights |
+ | |style="border-right-width: 2px"| 2 || 1600 || 40 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Advanced Laser Sights || Advanced Laser Sight | ||
|-align=center | |-align=center | ||
− | | Elite Laser Sights || Advanced Laser Sights || 3 || 2400 || 60 || 1 || 3 Elite Laser Sights || Elite Laser Sight | + | |style="border-right-width: 2px"| Elite Laser Sights || Advanced Laser Sights |
+ | |style="border-right-width: 2px"| 3 || 2400 || 60 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Elite Laser Sights || Elite Laser Sight | ||
|-align=center | |-align=center | ||
− | | Stocks || Modular Weapons || 1 || 1000 || 20 || 1 || 3 Stocks || Stock | + | |style="border-right-width: 2px"| Stocks || Modular Weapons |
+ | |style="border-right-width: 2px"| 1 || 1000 || 20 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Stocks || Stock | ||
|-align=center | |-align=center | ||
− | | Advanced Stocks || Stocks || 2 || 1600 || 40 || 1 || 3 Advanced Stocks || Advanced Stock | + | |style="border-right-width: 2px"| Advanced Stocks || Stocks |
+ | |style="border-right-width: 2px"| 2 || 1600 || 40 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Advanced Stocks || Advanced Stock | ||
|-align=center | |-align=center | ||
− | | Elite Stocks || Advanced Stocks || 3 || 2400 || 60 || 1 || 3 Elite Stocks || Elite Stock | + | |style="border-right-width: 2px"| Elite Stocks || Advanced Stocks |
+ | |style="border-right-width: 2px"| 3 || 2400 || 60 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Elite Stocks || Elite Stock | ||
|-align=center | |-align=center | ||
− | | Expanded Mags || Modular Weapons || 1 || 1000 || 20 || 1 || 3 Expanded Mags || Expanded Mags | + | |style="border-right-width: 2px"| Expanded Mags || Modular Weapons |
+ | |style="border-right-width: 2px"| 1 || 1000 || 20 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Expanded Mags || Expanded Mags | ||
|-align=center | |-align=center | ||
− | | Advanced Expanded Mags || Expanded Mags || 2 || 1600 || 40 || 1 || 3 Advanced Expanded Mags || Advanced Expanded Mags | + | |style="border-right-width: 2px"| Advanced Expanded Mags || Expanded Mags |
+ | |style="border-right-width: 2px"| 2 || 1600 || 40 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Advanced Expanded Mags || Advanced Expanded Mags | ||
|-align=center | |-align=center | ||
− | | Elite Expanded Mags || Advanced Expanded Mags || 3 || 2400 || 60 || 1 || 3 Elite Expanded Mags || Elite Expanded Mags | + | |style="border-right-width: 2px"| Elite Expanded Mags || Advanced Expanded Mags |
+ | |style="border-right-width: 2px"| 3 || 2400 || 60 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Elite Expanded Mags || Elite Expanded Mags | ||
|-align=center | |-align=center | ||
− | | Hair Triggers || Modular Weapons || 1 || 1000 || 20 || 1 || 3 Hair Triggers || Hair Trigger | + | |style="border-right-width: 2px"| Hair Triggers || Modular Weapons |
+ | |style="border-right-width: 2px"| 1 || 1000 || 20 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Hair Triggers || Hair Trigger | ||
|-align=center | |-align=center | ||
− | | Advanced Hair Triggers || Hair Triggers || 2 || 1600 || 40 || 1 || 3 Advanced Hair Triggers || Advanced Hair Trigger | + | |style="border-right-width: 2px"| Advanced Hair Triggers || Hair Triggers |
+ | |style="border-right-width: 2px"| 2 || 1600 || 40 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Advanced Hair Triggers || Advanced Hair Trigger | ||
|-align=center | |-align=center | ||
− | | Elite Hair Triggers || Advanced Hair Triggers || 3 || 2400 || 60 || 1 || 3 Elite Hair Triggers || Elite Hair Trigger | + | |style="border-right-width: 2px"| Elite Hair Triggers || Advanced Hair Triggers |
+ | |style="border-right-width: 2px"| 3 || 2400 || 60 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Elite Hair Triggers || Elite Hair Trigger | ||
|-align=center | |-align=center | ||
− | | Autoloaders || Modular Weapons || 1 || 1000 || 20 || 1 || 3 Autoloaders || Autoloader | + | |style="border-right-width: 2px"| Autoloaders || Modular Weapons |
+ | |style="border-right-width: 2px"| 1 || 1000 || 20 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Autoloaders || Autoloader | ||
|-align=center | |-align=center | ||
− | | Advanced Autoloaders || Autoloaders || 2 || 1600 || 40 || 1 || 3 Advanced Autoloader || Advanced Autoloader | + | |style="border-right-width: 2px"| Advanced Autoloaders || Autoloaders |
+ | |style="border-right-width: 2px"| 2 || 1600 || 40 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Advanced Autoloader || Advanced Autoloader | ||
|-align=center | |-align=center | ||
− | | Elite Autoloaders || Advanced Autoloaders || 3 || 2400 || 60 || 1 || 3 Elite Autoloaders || Elite Autoloader | + | |style="border-right-width: 2px"| Elite Autoloaders || Advanced Autoloaders |
+ | |style="border-right-width: 2px"| 3 || 2400 || 60 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Elite Autoloaders || Elite Autoloader | ||
|-align=center | |-align=center | ||
− | | Suppressors || Modular Weapons || 1 || 1000 || 30 || 1 || 3 Suppressors || Suppressor | + | |style="border-right-width: 2px"| Suppressors || Modular Weapons |
+ | |style="border-right-width: 2px"| 1 || 1000 || 30 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Suppressors || Suppressor | ||
|-align=center | |-align=center | ||
− | | Advanced Suppressors || Suppressors || 2 || 1600 || 60 || 1 || 3 Advanced Suppressors || Advanced Suppressor | + | |style="border-right-width: 2px"| Advanced Suppressors || Suppressors |
+ | |style="border-right-width: 2px"| 2 || 1600 || 60 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Advanced Suppressors || Advanced Suppressor | ||
|-align=center | |-align=center | ||
− | | Elite Suppressors || Advanced Suppressors || 3 || 2400 || 90 || 1 || 3 Elite Suppressors || Elite Suppressor | + | |style="border-right-width: 2px"| Elite Suppressors || Advanced Suppressors |
+ | |style="border-right-width: 2px"| 3 || 2400 || 90 || 1 | ||
+ | |style="border-right-width: 2px"| 3 Elite Suppressors || Elite Suppressor | ||
|} | |} | ||
− | |||
− | |||
[[Category:Facilities (LW2)]] | [[Category:Facilities (LW2)]] |
Revision as of 18:44, 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.
- Every project that unlocks an item will also grant that item on completion.
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 |
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 |
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.