Proving Ground (LW2)

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XCOM2 ChooseFacility ProvingGrounds.png

"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
Research
Engineers and Scientists needed each
Staff
Research Points
Points
Supplies
Supplies
Elerium Cores
Elerium Cores
Corpses
Corpses

Skulljack

XCOM2 GOLDTECH Skulljack.png
Skulljack
ADVENT Officer Autopsy - 1200 75 - 1x ADVENT Officer Corpse Skulljack

Skullmining

XCOM2 GOLDTECH SkullminingProject.png
Skullmining
Skulljack
ADVENT Robotics
4 2100 150 1 - Skullmine ability
Skulljack Hack bonus

Bluescreen Protocol

XCOM2 TECH Bluescreen Project.png
Bluescreen Protocol
ADVENT MEC Breakdown 3 500 - - 1x ADVENT MEC Wreck
1x Drone Wreck
Bluescreen Rounds
EMP Grenades

Battlefield Medicine

XCOM2 TECH Battlefield Medicine Project.png
Battlefield 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.

Research Prerequisites Cost Unlocks
Research
Research
Engineers and Scientists needed each
Staff
Research Points
Points
Supplies
Supplies
Alien Alloys
Alien Alloys
Elerium Cores
Elerium Cores
Corpses
Corpses
Hazmat Vests Hybrid Materials
Alien Biotech
- 1200 20 - - - Hazmat Vest
Tactical Vests Hybrid Materials
Muton Autopsy
2 1500 25 3 - 1x Muton Corpse Tactical Vest
Stasis Vests Hybrid Materials
ADVENT Shieldbearer Autopsy
3 1500 35 3 1 1x ADVENT Shieldbearer Corpse Stasis Vest
Hellweave Hybrid Materials
Berserker Autopsy
4 1800 30 4 1 1x Berserker Corpse Hellweave Vest
Chameleon Suits Hybrid Materials
Faceless Autopsy
2 1500 30 2 1 1x Faceless Corpse Chameleon Suit
Alloy Plating Hybrid Materials
ADVENT Trooper Autopsy
2 1200 10 4 - 1x ADVENT Trooper Corpse Alloy Plating
Chitin Plating Hybrid Materials
Chryssalid Autopsy
4 1500 30 8 - 1x Chrysdalid Corpse Chitin Plating
Carapace Plating Hybrid Materials
Muton Elite Autopsy
5 1800 40 10 - 1x Muton Elite Corpse Carapace Plating

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.

Research Prerequisites Cost Unlocks
Research
Research
Engineers and Scientists needed each
Staff
Research Points
Points
Supplies
Supplies
Alien Alloys
Alien Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Talon Rounds Hybrid Materials
Sectoid Autopsy
1 1200 20 2 - 1 1x Sectoid Corpse Talon Rounds
Redscreen Rounds Hybrid Materials
ADVENT Robotics
1 1200 5 - - 1 1x Drone Wreck Redscreen Rounds
Venom Rounds Hybrid Materials
Viper Autopsy
3 1500 50 2 - 1 1x Viper Corpse Venom Rounds
Shredder Rounds Hybrid Materials
ADVENT Turret Breakdown
3 1500 20 2 - 1 1x ADVENT Turret Wreck Shredder Rounds
Needle Rounds Hybrid Materials
ADVENT Shieldbearer Autopsy
3 1500 20 2 - 1 1x ADVENT Shieldbearer Corpse Needle Rounds
Flechette Rounds Hybrid Materials
Archon Autopsy
4 1500 20 2 - 1 1x Archon Corpse Flechette Rounds
Stiletto Rounds Hybrid Materials
Faceless Autopsy
3 1200 20 2 - 1 1x Faceless Corpse Stiletto Rounds
Bluescreen Rounds Hybrid Materials
Bluescreen Protocol
5 1200 20 2 5 1 1x ADVENT MEC Wreck Bluescreen Rounds
Dragon Rounds Hybrid Materials
Muton Elite Autopsy
5 1800 50 5 - 1 1x Muton Elite Corpse Dragon Rounds

Grenades

These projects unlock grenades of both damaging and supporting uses.

Research Prerequisites Cost Unlocks
Research
Research
Engineers and Scientists needed each
Staff
Research Points
Points
Supplies
Supplies
Alien Alloys
Alien Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Corpses
Corpses
Battlescanners Hybrid Materials
ADVENT Robotics
2 1200 25 5 2 1 1x Drone Wreck Battlescanner
Plasma Grenades Hybrid Materials
Muton Autopsy
3 1200 100 20 20 1 1x Muton Corpse Plasma Grenade
Advanced Grenades Plasma Grenade
Andromedon Autopsy
3 1800 150 15 25 3 - Bombs
Mimic Beacons
Proximity Mines
Smoke Bombs Advanced Grenades 5 1200 25 3 - 1 - Smoke Bomb
Incendiary Grenades Hybrid Materials
ADVENT Officer Autopsy
3 1200 20 3 - 1 1x ADVENT Officer Corpse Incendiary Grenade
Incendiary Bombs
Incendiary Bombs Advanced Grenades
Incendiary Grenades
5 1500 30 6 3 1 1x ADVENT Officer Corpse Incendiary Bomb
Acid Grenades Hybrid Materials
Archon Autopsy
3 1200 20 3 - 1 1x Archon Corpse Acid Grenade
Acid Bombs
Acid Bombs Advanced Grenades
Acid Grenades
5 1500 30 6 3 1 1x Archon Corpse Acid Bomb
Gas Grenades Hybrid Materials
Viper Autopsy
3 1200 20 3 - 1 1x Viper Corpse Gas Grenade
Gas Bombs
Gas Bombs Advanced Grenades
Gas Grenades
5 1500 30 6 3 1 1x Viper Corpse Gas Bomb
EMP Grenades Hybrid Materials
Bluescreen Protocol
3 1200 20 3 - 1 1x Drone Wreck EMP Grenade
EMP Bombs
EMP Bombs Advanced Grenades
EMP Grenades
5 1500 30 6 3 1 1x ADVENT MEC Wreck EMP Bomb
Mimic Beacons Advanced Grenades
Psionic Gate
7 2500 150 50 50 2 1x Gatekeeper Shell Mimic Beacon
Proximity Mines Advanced Grenades
Sectopod Breakdown
4 1800 125 10 10 1 1x Sectopod Wreck Proximity Mine

Heavy Weapons

Two additional Heavy Weapons can be developed and equipped on non-Technical soldiers using heavy armor.

Research Prerequisites Cost Unlocks
Research
Research
Engineers and Scientists needed each
Staff
Research Points
Points
Supplies
Supplies
Alien Alloys
Alien Alloys
Elerium Crystals
Elerium Crystals
Elerium Cores
Elerium Cores
Shredstorm Cannons Advanced Coilguns
Battle Armor
7 1800 60 10 10 1 Shredstorm Cannon
Plasma Blasters Plasma Rifle
Battle Armor
8 1800 80 10 10 1 Plasma Blaster

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.

Research Prerequisites Cost Unlocks
Research
Research
Engineers and Scientists needed each
Staff
Research Points
Points
Supplies
Supplies
Elerium Cores
Elerium Cores
Items
Items
Scopes Modular Weapons 1 1000 30 1 3x Scopes Scope
Advanced Scopes
Advanced Scopes Scopes 2 1600 60 1 3x Advanced Scopes Advanced Scope
Elite Scopes
Elite Scopes Advanced Scopes 3 2400 90 1 3x Elite Scopes Elite Scope
Laser Sights Modular Weapons 1 1000 20 1 3x Laser Sights Laser Sight
Advanced Laser Sights
Advanced Laser Sights Laser Sights 2 1600 40 1 3x Advanced Laser Sights Advanced Laser Sight
Elite Laser Sights
Elite Laser Sights Advanced Laser Sights 3 2400 60 1 3x Elite Laser Sights Elite Laser Sight
Stocks Modular Weapons 1 1000 20 1 3x Stocks Stock
Advanced Stocks
Advanced Stocks Stocks 2 1600 40 1 3x Advanced Stocks Advanced Stock
Elite Stocks
Elite Stocks Advanced Stocks 3 2400 60 1 3x Elite Stocks Elite Stock
Expanded Mags Modular Weapons 1 1000 20 1 3x Expanded Mags Expanded Mags
Advanced Expanded Mags
Advanced Expanded Mags Expanded Mags 2 1600 40 1 3x Advanced Expanded Mags Advanced Expanded Mags
Elite Expanded Mags
Elite Expanded Mags Advanced Expanded Mags 3 2400 60 1 3x Elite Expanded Mags Elite Expanded Mags
Hair Triggers Modular Weapons 1 1000 20 1 3x Hair Triggers Hair Trigger
Advanced Hair Triggers
Advanced Hair Triggers Hair Triggers 2 1600 40 1 3x Advanced Hair Triggers Advanced Hair Trigger
Elite Hair Triggers
Elite Hair Triggers Advanced Hair Triggers 3 2400 60 1 3x Elite Hair Triggers Elite Hair Trigger
Autoloaders Modular Weapons 1 1000 20 1 3x Autoloaders Autoloader
Advanced Autoloaders
Advanced Autoloaders Autoloaders 2 1600 40 1 3x Advanced Autoloader Advanced Autoloader
Elite Autoloaders
Elite Autoloaders Advanced Autoloaders 3 2400 60 1 3x Elite Autoloaders Elite Autoloader
Suppressors Modular Weapons 1 1000 30 1 3x Suppressors Suppressor
Advanced Suppressors
Advanced Suppressors Suppressors 2 1600 60 1 3x Advanced Suppressors Advanced Suppressor
Elite Suppressors
Elite Suppressors Advanced Suppressors 3 2400 90 1 3x Elite Suppressors Elite Suppressor