So, just finished XCOM2. It was OK, but less special to me than the original reboots (XCOM:EU & XCOM:EW). They made the mechanics a bit more varied and a little bit harder, but I feel it adds little to the game (while making things confusing for new players).
Then again, I'm one of those people that would be absolutely fine with XCOM2 being a XCOM:EW rehash with new maps, new enemies & a few extra items.
A welcome change is sequential overwatch, so that your squad doesn't blow their entire overwatch on a single dude that already goes down from the first shot. You now also have a stealth aspect, as you sometimes start on a map without the enemy being aware you're there, allowing you to ambush enemies.
They've added things that make the game a bit more random by allowing advanced weapon modification (action free reloads, granting "executions", etc) as well as random bonus abilities as you level up. I find it a bit disappointing really.
Some of those items are really really strong. The "repeater" gun mod has a 5% chance of instantly killing any enemy that you hit with your primary weapon. I've had a standard plasma rifle single shot a shield buffed sectopod. When it happens, you think "neat", but it does weird things balance-wise. Especially if you are lucky enough to get the right drops early on.
The bonus abilities can also be pretty overpowered. Armor in this game is a lot more important (as it acts as a buffer for damage to health). The grenadier can have the ability "shredder" allowing you to destroy armor (just like explosives can). I just so happened to be lucky enough to get that ability at random on my sniper. Easily tore off 2 or 3 armor tokens per shot. Handy as fuck.
I'd be very happy with random "Guardian" and "Untouchable" abilities on my guys, that's for sure.
They allow you to craft experimental items, which are generally good, but random as well. Things like underarmor (healing, anti-melee, double thickness,...), other explosives, ammo (tracer, crit, poison, anti-mech,...),... It's annoying that it takes so long to build, but then you can't tell the game to make one exactly like the one you just had since that's the one you want. You have to random again between 5 or so different objects of each type. Makes it hard to outfit your dudes just the way you want it.
A disappointment for me, is that the game hints at your flying base being attackable in the air & on the ground. Yet nothing happened for me. Which is too bad since I even put in upgraded defense turrets & shit, as well as always keeping a moderately OK base defense team on hand.
Story & lore-wise, there's fairly little new stuff. There's mostly modified old enemies and some random tidbits of info. Sadly, some tidbits of info are detrimental to the immersion.
Example1: Early in the game, you're told that ADVENT weapons are sabotaged to kill any wielder without the correct genetic code. Yet in the end cinematic you get to see rebels sneakily killing ADVENT troopers and taking their weapons? Doh...
Example2: A certain character which appears in cinematics etc gets killed, as that was important to the story. Yet his face & voice are still used for random reminders etc while you're on the ship. Why?
As far as characters ingame, Central Officer Bradford became a badass in his own right & as soon as you show up he does nothing but fly the ship. Seems more than happy to dump all the responsibilities on you, once again.
Shen is OK, but the emotional investment is shallow. She's the only person on the crew that seems human though.
I doubt anyone has any attachment to Tygan at all. Regardless of his usefulness, his character is lackluster at best. In XCOM:EU/EW you had some dynamic between scientist & engineers, this is not really the case here.
There's still plenty of sound, line of sight and breaking windows bugs sadly.
Performance on my PC is pretty borderline acceptable, but I need to buy a new PC this year anyway.
Tips for newbies:
- There's significantly more to micromanage, both on the ship and in combat, so be mindful of what you do & how. This isn't XCOM:EW.
- Pair the correct weapon upgrades together as well as abilities. Crit+Repeater would be less effective than Aim+Repeater for instance, since you absolutely want every shot to land with a repeater chance. A good idea is also to pair Repeater on a weapon with the Guardian ability which allows for A LOT of Overwatch firing.
- Early on, you cannot reuse weapon upgrades & PCS, so be mindful of doing it right from the start. (The weapon upgrades are kept on the character even if the weapon upgrades from conventional, to magnetic, to plasma weapon though, don't worry about that)
- Keep in mind that your "grenadier" is very limited in the ability to actually put grenades on target if you don't give him the right skills. It's pretty stupid to see a revolving grenade launcher on his back, when he actually only have one grenade to use per mission.

- Psionics don't level like normal troopers. They are trained completely separate from everything else. As such, it's not a bad idea to do some basic training on one squaddie, then start using him/her in the field. In the meantime, you can completely train other psionics to full (warning: this take A LONG TIME). A fully trained psionic soldier is a force to be reckoned with when used correctly.
- Psionic domination (mind control, not time limited, once per mission) and hacking (time limited, multiple per mission) provide for much needed diversions and bullet sponges. Use those abilities to their full potential & don't forget about them. They can save your bacon.
- For the final 2 missions, it's not a bad idea to have your B team do the radio/tv tower raid, and keep your A team healthy and unhurt for the second part of the mission. As you'd expect, mindshielding for the second mission is not a bad idea since you'll go up against all types of enemies, but especially psionic mofos at the end.
- In XCOM:EU/EW the special missions (final missions & EXALT stuff) were nicely designed to allow you to "stack" your squad before a breach of each map area. This is no longer the case here. Be full aware that you risk pulling a fuckton of new enemies if you try to "stack" at funnels in the maps. I guess they did that to make the concealment abilities more worthwhile, but it's a bit of a pain in the ass.
After I got the squadsize upgrades, my team was:
1 sniper, 1 specialist (healspec), 1 grenadier, 1 psionic, 2 ranger (w/ skulljack).
That worked quite well. But if I played it again now, I'd go for:
1 sniper, 1 specialist (mostly healspec), 1 specialist (mostly hackspec w/ skulljack), 1 grenadier, 1 psionic, 1 ranger (w/ skulljack).
I haven't tried that, but I think that might be better. I'll need to test that out though, so don't take my word for it.
That said, there's plenty of flexibility.