Rentahamster
Rodent Whores
When you're near end-game, a Supply Raid pops up and you send the B-team just for the hell of it.
(disclaimer: Honestmanning, wouldn't have reloaded anyway)
https://www.youtube.com/watch?v=6PHIiSlNC8E
ROFL
When you're near end-game, a Supply Raid pops up and you send the B-team just for the hell of it.
(disclaimer: Honestmanning, wouldn't have reloaded anyway)
https://www.youtube.com/watch?v=6PHIiSlNC8E
I miss ghost armor and archangel armor.
I'm finding L\I a lot easier by using as many grenadiers and scouts as possible.
I'm 100% convinced that in the early game, snipers are a liability. When you have 4 soldiers, you absolutely cannot afford one of them not shooting that turn due to LoS shenigans.
2 ranger \ 2 grenadiers is probably best at the squaddies level.
I don't think supports are ever worth it, but snipers probably are once you get into Lightning Hands \ Faceoff \ Kill Zone territory, and probably become best class once you get access to Serial or Fan Fire.
Obviously, 90% of my lone recruits getting mission-promoted have been Supports.
I'm finding L\I a lot easier by using as many grenadiers and scouts as possible.
I'm 100% convinced that in the early game, snipers are a liability. When you have 4 soldiers, you absolutely cannot afford one of them not shooting that turn due to LoS shenigans.
2 ranger \ 2 grenadiers is probably best at the squaddies level.
I don't think supports are ever worth it, but snipers probably are once you get into Lightning Hands \ Faceoff \ Kill Zone territory, and probably become best class once you get access to Serial or Fan Fire.
Obviously, 90% of my lone recruits getting mission-promoted have been Supports.
I understand the sentiment, but a sharpshooter's perception makes them one of the higher-percentage hitters in the early game. I'd say that rangers with the starting shotgun are the liability, as their to-hit percentage -- combined with the abysmal range -- is way too low. Rangers don't get useful for me until they get their first sword skill -- sectoids in one hit -- and when I swap out the starting weapon for a mag rifle.
Of course, I swap back the shard shotgun later in the game, once their to-hit improves.
Combat Protocol does 8 damage mid-game to Heavy Mecs, bypassing armor.
Seems like there's no reason not to have Perception PCS on everyone. I mean I have Speed on one of my Rangers for flavor, but +20 aim is like, cmon son.
I understand the sentiment, but a sharpshooter's perception makes them one of the higher-percentage hitters in the early game. I'd say that rangers with the starting shotgun are the liability, as their to-hit percentage -- combined with the abysmal range -- is way too low. Rangers don't get useful for me until they get their first sword skill -- sectoids in one hit -- and when I swap out the starting weapon for a mag rifle.
Of course, I swap back the shard shotgun later in the game, once their to-hit improves.
I put a dodge one on my Phantom Ranger, since she needs it when she can't kill an enemy and trigger Implacable.Seems like there's no reason not to have Perception PCS on everyone. I mean I have Speed on one of my Rangers for flavor, but +20 aim is like, cmon son.
Yeah, but on the other hand, you find like... 2 perception PCSs per run.
Soooo....
I didn't even get enough PCS across ~40 missions to put one on all six of my squad. Had to supplement from the black market.That rare, really? I got bombarded with them on my first game, like 2 from loot and most from black market. Got around 7 in total, and they were throwing Superior ones at me late game.
I understand the sentiment, but a sharpshooter's perception makes them one of the higher-percentage hitters in the early game. I'd say that rangers with the starting shotgun are the liability, as their to-hit percentage -- combined with the abysmal range -- is way too low. Rangers don't get useful for me until they get their first sword skill -- sectoids in one hit -- and when I swap out the starting weapon for a mag rifle.
Of course, I swap back the shard shotgun later in the game, once their to-hit improves.
Okay, people. Round up.
I've cleared C/I, and never even built Mimic Beacons because internet told me they're cheating.
I'm making a good dent into L/I now: Should i keep up the no-mimics thing, or just abuse whatever comes?
(Anyone has a mod that nerfs Mimics? and maybe buffs Swords \ makes grenade damage falloff?)
Okay, people. Round up.
I've cleared C/I, and never even built Mimic Beacons because internet told me they're cheating.
I'm making a good dent into L/I now: Should i keep up the no-mimics thing, or just abuse whatever comes?
(Anyone has a mod that nerfs Mimics? and maybe buffs Swords \ makes grenade damage falloff?)
You probably got the reinforcement Dark Event or something.Currently playing this with a DUALSHOCK 4 and really enjoying my time with this game. Playing on the tv while sitting in bed is awesome. Performance ranging from okay to not okay.
I gotta say, there are times where there are a ton of enemies they throw at you for no reason sometimes. Like, the mission is pretty much over and they are still sending dropships and I'm at the evac. Wtf?
Guerrilla Tactics School.Question: it says I can upgrade my squad through "g.t.s" ? Wtf is that shit?
Question: it says I can upgrade my squad through "g.t.s" ? Wtf is that shit?
Stands for Guerilla Tactics School I think. You can build it to train soldiers and upgrade your squad size and other stuff like a 25% exp boost per kill.
You probably got the reinforcement Dark Event or something.
Guerrilla Tactics School.
Reinforcement dark event? I was wondering what that big red screen was. I didn't read it because it looked too confusing and wordy. So I just quickly pressed confirm and made the screen go away. I just look at the map, and go to the red thingies and kill them.
Vex Krone should do an LP of his campaign. I bet it'll be even more amazing than the Super Best Friend one.lol. this gunna be gud
They're at or near 100% when you're near the enemy. That kind of accuracy is why I like to use them as well.
If you play on ironman, I say take one per mission, and just use it if you pull too many pods at once. I mean my legendary playthrough is still early on, and I'm not a great player like some, but to me they are working as intended. Even playing on commander, once or twice per playthrough some BS happens where enemies see through walls or something, and then (using a mod that ups pod sizes) I'm looking at 8-12 enemies on the screen at once. Doesn't happen often, but man.
Leaving enemies around when you end your turn is just asking for it in this game. If cover was improved, and offered some damage resistance or something, then I'd say sure, forget those beacons.
There are a lot of posts with the same sentiment, but I'll reply to this one: Is it really near 100% when you're near the enemy? I've been 3-4 tiles away from an enemy before, flanked with good angle and it was 85% -- which counts for natural defenses of the enemy.
Also, to the other poster above, I've always thought that the crit-hit percentage overlaps the normal to-hit percentage instead of adding to it...?
There are a lot of posts with the same sentiment, but I'll reply to this one: Is it really near 100% when you're near the enemy? I've been 3-4 tiles away from an enemy before, flanked with good angle and it was 85% -- which counts for natural defenses of the enemy.
Crit overlaps.
100% is melee or one tile away. Shotgun outdamages sword, so don't even bother bringing that one up - which isn't even a 100% hit anyway.
Yeah, it's pretty high. Open the shot breakdowns, and you can see how much aim is added due to proximity. Add a couple more rangers with run 'n gun, and you can get point blank flanks very consistently.
But what also matters is the damage output. Shotguns are much more likely to one-shot an enemy compared to rifles. A lot of times, all you need is the minimal damage roll to get a kill. Whereas with rifles, not only do you have to pray that you roll a hit, you also have to pray that it rolls on the high end of the damage scale in order to get the kill.
The way the game works is kinda binary sometimes. An enemy that is still alive at the end of your turn with 1HP left is almost the same threat level as an enemy who who is still alive and with full HP.
In early game? Aren't shotguns 5-7, whereas swords are 6 (and +2 with the first ability)?
But run and gun isn't in the early game...? I'm strictly speaking about the early parts when the to-hit is poor and your enemies still have relatively low HP.
But run and gun isn't in the early game...? I'm strictly speaking about the early parts when the to-hit is poor and your enemies still have relatively low HP.
In early game? Aren't shotguns 5-7, whereas swords are 6 (and +2 with the first ability)?
But run and gun isn't in the early game...? I'm strictly speaking about the early parts when the to-hit is poor and your enemies still have relatively low HP.
Shotguns are 4-6, with +40% to crit on flanking, swords are 3-5. Swords get +3 damage against Sectoids only.In early game? Aren't shotguns 5-7, whereas swords are 6 (and +2 with the first ability)?
I'm gonna start my L/I run(s) soon so i want to know the most useful builds for you guys playing Legendary.
I'm playing C/I and 4 of my units just became Colonels after the"defense" mission and i can't decide between the last perks for either Grenadiers, Snipers. Did you guys keep the same builds/strategies for Legendary? Any tips for not getting destroyed in the first few months?
I'm gonna start my L/I run(s) soon so i want to know your most useful builds for playing Legendary.
I'm playing C/I and 4 of my units just became Colonels after the"defense" mission and i can't decide between the last perks for either Grenadiers, Snipers. Did you guys keep the same builds/strategies for Legendary? Any tips for not getting destroyed in the first few months?
I haven't really changed my builds as I've been working my way up, but then again I have to keep starting over on Legendary because of one problem or another.
Rupture is so much better than Saturation. Actually I've found using the Shredder Cannon is basically the same thing as having Saturation, and Rupture has a much shorter cooldown. 3 additional damage is no joke on those heavier units.
Sharpshooter is a much harder tossup. Serial is theoretically good but you really need to have extended mags and a bunch of weakened enemies to make it worthwhile. Fan Fire is a nice way to quickly soften up a target, just be careful not to use it on Codex or Avatars because it's three separate instances of damage, not the damage of three stacked into one damage total.
Edit: I realize you're asking for general build advice. Whoops.
Sharpshooter: Long Watch, Lightning Hands, Quickdraw, Killzone or Faceoff (both are really good, toss that up to your personal taste), Steady Hands, Fan Fire.
Ranger: Phantom, Shadowstep, Run and Gun (though conceal can be very good too), Bladestorm, Untouchable, Rapid Fire.
Specialist: Combat side. None of the medical class ones really matter with how damage works in this game.
Grenadier: Blast Padding but I'll often retrain for Shredder later when armor appears, Suppression, Heavy Ordnance, Volatile Mix, Salvo, Rupture.
Some of it is also adjustable based on what the AWC rewards you. I've gotten a Sharpshooter with Untouchable which pushes me more towards the Gunslinger perks.
I'm gonna start my L/I run(s) soon so i want to know the most useful builds for you guys playing Legendary.
I'm playing C/I and 4 of my units just became Colonels after the"defense" mission and i can't decide between the last perks for either Grenadiers, Snipers. Did you guys keep the same builds/strategies for Legendary? Any tips for not getting destroyed in the first few months?
Thanks for the quick reply. My builds are very similar to yours with a few variations here and there. I always pick demolition over supression but i rarely use that. Because well, explosions.
That AWC untouchable on your Gunslinger ranger is gold. Best i've gotten is Killzone on my Ranger Shotgunner and Phantom on my Grenadier.
Vex Krone should do an LP of his campaign. I bet it'll be even more amazing than the Super Best Friend one.
The starting sword is 3-5 I think.
Well, yeah, with phantom, you can sneak up on enemies pretty close and blast them, and with shadowstrike, your accuracy and crit increase.
Ranger squaddie stats:
Shotguns are 4-6 damage, with proximity bonuses get you up to +40% to hit, which is 108% to hit at melee range.
Swords are 3-5 damage (+3 vs sectoids) and at melee range 88% to hit, because they only get +20% hit bonus from proximity.
Unless you're the full yellow move length away, you can typically get your ranger close enough with a blue move to have the same accuracy as a sword or better, with better cover choices, more damage, and fewer chances of activating more pods. I guess cover is something to worry about with shotguns but you should be blowing it all up anyway so...
Shotguns are 4-6, with +40% to crit on flanking, swords are 3-5. Swords get +3 damage against Sectoids only.
The +2 skill goes up against literally the best skill in the game, so it may aswell not exist.
You get +40% crit from flanking. The hit% doesn't care about flank.+40% from flanking, right? Also...
TIL that through the Deception hacking bonus from a tower, you can gain control of the enemy VIP in a mission.
*sob*