I got Vulture as a Resistance Order, so it's still in there.
The GTS upgrades feel very uneven to me. Ranger getting +1 damage is amazing, Support overwatch boost is good. Skirmisher 5% chance to move without an action, what the fuck is this crap?
Yeah it's very weird. It should be something giving a bonus if skirmishes grants a move to someone else or takes more than 2 actions a turn
Skirmishers key off of number of actions. It's a 5% chance of basically getting an extra shot, like a hair trigger that procs off of moves. And they have a skill that gets extra overwatch based on remaining actions.
I need to check it but I think it only triggers on blue moves, not all actions
I got Vulture as a Resistance Order, so it's still in there.
The GTS upgrades feel very uneven to me. Ranger getting +1 damage is amazing, Support overwatch boost is good. Skirmisher 5% chance to move without an action, what the fuck is this crap?
Yeah it's very weird. It should be something giving a bonus if skirmishes grants a move to someone else or takes more than 2 actions a turn
Skirmishers key off of number of actions. It's a 5% chance of basically getting an extra shot, like a hair trigger that procs off of moves. And they have a skill that gets extra overwatch based on remaining actions.
I need to check it but I think it only triggers on blue moves, not all actions
It does only trigger on blue moves, but an extra action after a move is very valuable to a Skirmisher, due to their action economy.
I got Vulture as a Resistance Order, so it's still in there.
The GTS upgrades feel very uneven to me. Ranger getting +1 damage is amazing, Support overwatch boost is good. Skirmisher 5% chance to move without an action, what the fuck is this crap?
Yeah it's very weird. It should be something giving a bonus if skirmishes grants a move to someone else or takes more than 2 actions a turn
Skirmishers key off of number of actions. It's a 5% chance of basically getting an extra shot, like a hair trigger that procs off of moves. And they have a skill that gets extra overwatch based on remaining actions.
I need to check it but I think it only triggers on blue moves, not all actions
It does only trigger on blue moves, but an extra action after a move is very valuable to a Skirmisher, due to their action economy.
Right I get they like actions but it's not good. You're often going to be shooting first or wrathing or doing the many things skirmishers are encouraged to do first by their skill set. Their basic skill is that shooting first doesn't end their turn. And even if you do move it's only 1/20 chance which is not something that's dependable.
Important lesson learned: If you have an extra soldier given to you by one of the resistance benefits or a sitrep, and they pick up an item drop from an enemy... you will not get those items at the end of the mission.
Okay, I'm doing all my facility missions with just one person from now on:
I've managed to bring the Avatar Meter all the way down to zero, this is awesome.
Yes, I know I'm giving up on XP, but I've got plenty of Colonels now, and if I can't take their corpses with me, there's not much point in picking a fight with the aliens anymore.
Nobody remembers the singer. The song remains.
+16
Options
Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
I got Vulture as a Resistance Order, so it's still in there.
The GTS upgrades feel very uneven to me. Ranger getting +1 damage is amazing, Support overwatch boost is good. Skirmisher 5% chance to move without an action, what the fuck is this crap?
Yeah it's very weird. It should be something giving a bonus if skirmishes grants a move to someone else or takes more than 2 actions a turn
Skirmishers key off of number of actions. It's a 5% chance of basically getting an extra shot, like a hair trigger that procs off of moves. And they have a skill that gets extra overwatch based on remaining actions.
Skirmishers suck. I tried to make mine work so hard, upgraded him up the ass with Covert Missions and extra abilities. Still sucked ass.
I have no idea what they were thinking with this class, but it's completely useless in a game where opportunity cost is everything (much like SPARKs). And if you think that Battlelord is the late-game power spike that will save you, well do I have a story for you!
it seems like they wanted it to be a super-mobile short range guy; the problem with that is that templars and rangers are just better at it (especially with the cross-class stuff you can get now; serial on a ranger is bonkers)
I kept expecting some fancy skills to unlock as Mox leveled that'd kinda bring the kit together, but that never really happens. And his most unique ability (battlelord) is buggy and seems to give enemies an extra move sometimes.
it was the smallest on the list but
Pluto was a planet and I'll never forget
Having the grappling hook from square one does give them a significant advantage over other troops in mobility and the ability to get to high ground in the early game, which can help secure some good early victories that snowball into a better position for later game.
I wish that they were better shots with their bullpups. That said, I have gotten a lot of use out of a superior stock on mox's weapon. Six guaranteed damage in two distinct groups of 3 that you can throw out without cool down between turns is pretty good imo. 9 in a pinch if you give him another action point from a bond mate or something. It's not flashy, but that stops a lot of those "that's xcom baby" moments before they can manifest.
Also, that grappling hook has a weird tendency to obliterate enemy cover when it misses.
General_Armchair on
3DS Friend Code:
Armchair: 4098-3704-2012
+2
Options
Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
Having the grappling hook from square one does give them a significant advantage over other troops in mobility and the ability to get to high ground in the early game, which can help secure some good early victories that snowball into a better position for later game.
I wish that they were better shots with their bullpups. That said, I have gotten a lot of use out of a superior stock on mox's weapon. Six guaranteed damage in two distinct groups of 3 that you can throw out without cool down between turns is pretty good imo. 9 in a pinch if you give him another action point from a bond mate or something. It's not flashy, but that stops a lot of those "that's xcom baby" moments before they can manifest.
Also, that grappling hook has a weird tendency to obliterate enemy cover when it misses.
The problem is he needs to actually be good at something. He misses melee strikes constantly. He can't survive if he tries to take advantage of his mobility. And he doesn't do enough damage to justify that kind of aggressive positioning, either. So he's just like, super mediocre. Except occasionally he has 3 actions to show off how mediocre he is instead of 2. Except by and large the additional action is useless because he has almost nothing in his kit beyond plinky shots, whiffed melee strikes, and moving around. Like, there's no reason to spec for grenades because if you need grenades you take a Grenadier who will have more of them that do more damage and that can be thrown anywhere you need.
I find skirmishers more useful in a supporting role than an assault unit. Particularly the ability to grant an extra action to whichever squadmate is in the best position to capitalize upon it. With a good stock, he's good at guaranteeing kills against enemies that hang on by the skin of their teeth. That ripjack pull attack has decent accuracy and can displace enemies into an exposed position. With his double shooting, he's also good at shoving bluescreen rounds into robots. He's always pulled his weight for me.
I made the mistake this time of not checking my rookies' intelligence before settling on a squad. All my colonels are Standard and it's too late to change it. At least they have solid bonus abilities.
it seems like they wanted it to be a super-mobile short range guy; the problem with that is that templars and rangers are just better at it (especially with the cross-class stuff you can get now; serial on a ranger is bonkers)
I kept expecting some fancy skills to unlock as Mox leveled that'd kinda bring the kit together, but that never really happens. And his most unique ability (battlelord) is buggy and seems to give enemies an extra move sometimes.
On the other hand, battlelord is one of the few abilities that will save your bacon if you accidentally trigger 3 pods.
Get all the single use only abilities and the skirmisher turns into the ultimate insurance plan
Marty: The future, it's where you're going? Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
My Skirmisher is an expert at clean-up. I run her last, and she puts down the last couple guys. With a stock in the early game and a repeater in the late game, Damkina "Dracomicron" Ereshkigal is one of my most clutch soldiers.
The thing about Skirmishers is that they get multiplicitively more benefit from their loadout than normal soldiers. So if you know how to build them correctly, they are total beasts.
Yes, their aim is bad at base, but they get twice as much use out of an aim pcs or scope, and they should always be shooting with height advantage. Ereshkigal almost never missed a shot, and more hits mean more executions. I can't say how many times she pulled my bacon from the fire.
I think that time is going to be kind to Skirmishers.
0
Options
ElldrenIs a woman dammitceterum censeoRegistered Userregular
it seems like they wanted it to be a super-mobile short range guy; the problem with that is that templars and rangers are just better at it (especially with the cross-class stuff you can get now; serial on a ranger is bonkers)
I kept expecting some fancy skills to unlock as Mox leveled that'd kinda bring the kit together, but that never really happens. And his most unique ability (battlelord) is buggy and seems to give enemies an extra move sometimes.
My Skirmisher is an expert at clean-up. I run her last, and she puts down the last couple guys. With a stock in the early game and a repeater in the late game, Damkina "Dracomicron" Ereshkigal is one of my most clutch soldiers.
The thing about Skirmishers is that they get multiplicitively more benefit from their loadout than normal soldiers. So if you know how to build them correctly, they are total beasts.
Yes, their aim is bad at base, but they get twice as much use out of an aim pcs or scope, and they should always be shooting with height advantage. Ereshkigal almost never missed a shot, and more hits mean more executions. I can't say how many times she pulled my bacon from the fire.
I think that time is going to be kind to Skirmishers.
No, they're not.
They do not multiplicativly more benefit from their loadout than normal soldiers. They do not get twice as much use out of an aim PCS or Scope. All soldiers get similar benefits from aim PCS and scopes. They should not always be shooting with height advantage because there is a 5 turn cooldown on their hook and because not all maps have convenient height advantages.
0
Options
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
Skirmisher would be a lot better if they had that 1 turn hook the Hunter does.
I liked Skirmishers mostly for pulling people out of cover and taking down weakened enemies after a Grenadier had destroyed their cover or just softened them up. But I got a fair amount of bonuses, so my Skirmisher was flirting with doing rifle damage. I also tended to abuse Retribution, too, but I have a thing about making enemies regret closing to melee.
it seems like they wanted it to be a super-mobile short range guy; the problem with that is that templars and rangers are just better at it (especially with the cross-class stuff you can get now; serial on a ranger is bonkers)
I kept expecting some fancy skills to unlock as Mox leveled that'd kinda bring the kit together, but that never really happens. And his most unique ability (battlelord) is buggy and seems to give enemies an extra move sometimes.
How does Serial on a Ranger interact with Reaper?
it only applies to shotgun kills; I actually don't know what happens if you use both in the same turn but in practice there's little reason to want to
a lot of the time you can even position in such a way to flank two enemies, and squeeze a reload in between
it was the smallest on the list but
Pluto was a planet and I'll never forget
it seems like they wanted it to be a super-mobile short range guy; the problem with that is that templars and rangers are just better at it (especially with the cross-class stuff you can get now; serial on a ranger is bonkers)
I kept expecting some fancy skills to unlock as Mox leveled that'd kinda bring the kit together, but that never really happens. And his most unique ability (battlelord) is buggy and seems to give enemies an extra move sometimes.
How does Serial on a Ranger interact with Reaper?
it only applies to shotgun kills; I actually don't know what happens if you use both in the same turn but in practice there's little reason to want to
a lot of the time you can even position in such a way to flank two enemies, and squeeze a reload in between
Well, Reaper would let you move as part of generating melee kills. And Serial doesn't decrease in damage. So I guess you could use Reaper to move around, and Serial-shotgun after you've moved to take out a high-health target to continue the chain?
That's gotta be a pretty niche situation though. But it'd be fucking amazing!
At later stages this runs like absolute garbage on Xbox. Staggering slow turns where the game just lingers, long load times and constant freezes. Especially any levels with lots of lost or complex stages. Gah. Hopefully it'll get a Scorpio update. Also saving your game can take anywhere from 1 second to a minute, it's a dice roll
It's been a while so I must be missing something, how do you make reapers guns better? 3 to 4 damage sucks when the lost start appearing in large numbers with 5+
I think I've definitely stuffed my first run up. The avatar project is almost complete cos I spent too much time chasing down the chosen and not going after facilities, also I accidently sold advent bodies so all my guys have no armour, i anaged to take out the assassin boss in her chamber with a squad of guys with no extra armour or gun upgrades
I've never had issues with my Skirmisher missing. Aim scope, aim pcs and she's a monster all day every day - From shutting down pods via ionic ripjack shennagins (Wrath + Retribrution is a hilarious way to start an encounter off), to simply being consistent mobile damage. She's just constantly consistent for me.
Here's a curiosity - What do you bond your heros with? I've been going with Skirmisher/Specialist and Reaper/Sharpshooter. Templars i've not really figured out a bond pairing i like.
Sparks are so worth it this time around though - Especially if you're unlucky and get the Lost World event (Which is bugged to be permanent. Guess who lost a campaign to that, forgot to get the mod that fixes it before starting an new campaign... and just got it again. Welp!). But seriously, big angry robots who don't give two shits about this whole "tired" thing are fantastic.
Still outclassed in the long run, but they feel like they've got a distinct role now.
At later stages this runs like absolute garbage on Xbox. Staggering slow turns where the game just lingers, long load times and constant freezes. Especially any levels with lots of lost or complex stages. Gah. Hopefully it'll get a Scorpio update. Also saving your game can take anywhere from 1 second to a minute, it's a dice roll
It's been a while so I must be missing something, how do you make reapers guns better? 3 to 4 damage sucks when the lost start appearing in large numbers with 5+
I think I've definitely stuffed my first run up. The avatar project is almost complete cos I spent too much time chasing down the chosen and not going after facilities, also I accidently sold advent bodies so all my guys have no armour, i anaged to take out the assassin boss in her chamber with a squad of guys with no extra armour or gun upgrades
You have to upgrade them in the normal course of thing. They're on the "sniper" tier of weapons. The other method is ammo (Poison and Dragon provide +1, Talon provides +1 if your crit*)
*It is legitimately possible to get to 100% crit with a Reaper with Talon(+20), Superior Laser Sight(+15/20), Flanking(+40), Reaper Skill(+5-20)
I've never had issues with my Skirmisher missing. Aim scope, aim pcs and she's a monster all day every day - From shutting down pods via ionic ripjack shennagins (Wrath + Retribrution is a hilarious way to start an encounter off), to simply being consistent mobile damage. She's just constantly consistent for me.
Here's a curiosity - What do you bond your heros with? I've been going with Skirmisher/Specialist and Reaper/Sharpshooter. Templars i've not really figured out a bond pairing i like.
Sparks are so worth it this time around though - Especially if you're unlucky and get the Lost World event (Which is bugged to be permanent. Guess who lost a campaign to that, forgot to get the mod that fixes it before starting an new campaign... and just got it again. Welp!). But seriously, big angry robots who don't give two shits about this whole "tired" thing are fantastic.
Still outclassed in the long run, but they feel like they've got a distinct role now.
Yes if you put +30 aim on your skirmisher they will hit a lot... But will it be particularly valuable? Compared to giving that to a sharpshooter?
At later stages this runs like absolute garbage on Xbox. Staggering slow turns where the game just lingers, long load times and constant freezes. Especially any levels with lots of lost or complex stages. Gah. Hopefully it'll get a Scorpio update. Also saving your game can take anywhere from 1 second to a minute, it's a dice roll
It's been a while so I must be missing something, how do you make reapers guns better? 3 to 4 damage sucks when the lost start appearing in large numbers with 5+
I think I've definitely stuffed my first run up. The avatar project is almost complete cos I spent too much time chasing down the chosen and not going after facilities, also I accidently sold advent bodies so all my guys have no armour, i anaged to take out the assassin boss in her chamber with a squad of guys with no extra armour or gun upgrades
The purchasable upgrades for faction hero weapons unlock with the normal weapon upgrades (except for the psi-blades, which are tied to armor for some reason). Buying them is annoyingly expensive but what are you gonna do. The Advent trooper corpses trap is one of the most annoying troll aspects of the campaign. I swear there must be a flag somewhere that blocks trooper spawns if you sell any of their bodies.
You generally don't need to stress about the Avatar Meter. It almost always fills most of the way up, but the last one or two bars take a lot longer to fill.
By then (unless you've been getting such a kicking that you're probably failing anyway) you should be able to do a Facility mission, or a covert op to lower the meter, or something.
And if you've got a Reaper, they can easily solo a facility if you don't want a fight (or don't think you can win one). Just sneak in, and make sure you can move to somewhere in the open before you place the charge.
And if you can't get out, you can probably place the charge and just Shadow again (I've never tried).
Yes if you put +30 aim on your skirmisher they will hit a lot... But will it be particularly valuable? Compared to giving that to a sharpshooter?
...Yes? I have made on mistake on that, in that i realised i normally put a laser scope on my skirmisher, not a normal scope. The point stands anyway. Skirmishers skirmish - they're reliable constant damage, capable of cleaning up foes, being stupid mobile, and providing a level of CC that no other class can hope to match.
(Side note, i kind of want to experiment with stacking dodge on one who's got Return Fire, then investing the AP in them to give them Judgement and Battle Lord. Seems like it'd be gimmicky, but that it'd be a HILARIOUS gimmick when it does work)
Look a skirmisher does 1 extra damage than sharpshooters pistol.
But
they have to reload
they do not get lightning hands
they do not get face off
they do not get fan fire
they do not get a sniper rifle and any associated benefits
they have between 1 and 11 less base aim
By the mid game the sharpshooter acquires a grappling hook and is now as mobile as a skirmisher.
The only time I can see it being particularly valuable is if you acquire a good stock early. In that case the stock buttresses the skirmishers weak aim and the stock has less value elsewhere because you cannot multi-shot with it without a skirmisher or col ranger.
In any mission with a time limit the CDs on the units abilities mean you get one, maybe two uses of anything. The best skill they get is to give their action to someone else
They've still got stuff going for them, particularly their melee skills - and the ability to double up on any action you care to.
Yes, you may only get one useage - But.. how many usages do you need? One turn where my skirmisher deals with 3+ enemies solo is just fine. Shenanigans like grappling to a target, using wrath to reposition (and hell, in the early game Wrath/Justice are guaranteed kills on some enemies , which is very useful), then following that up with a saturation fire or similar are all stunts that my Skrimisher can do that my Sharpshooter cant.
That doesn't make either class invalid - Hell, i'd agree Skirmishers need some love. They've got some really dud (or just outright broken and not in a fun way) skills. But they're still perfectly potent. I'm really not sure what you're arguing here.
I like the skirmisher. Maybe I won't take him into the final levels, but with 9 classes and 6 slots, that's more than ok.
For now, between 3 grappling abilities, the stunning ripjack, the one free-action whiplash, and benefiting from the first plasma research... he's still pulling his weight despite being a couple ranks behind and is fun to use.
I got Vulture as a Resistance Order, so it's still in there.
The GTS upgrades feel very uneven to me. Ranger getting +1 damage is amazing, Support overwatch boost is good. Skirmisher 5% chance to move without an action, what the fuck is this crap?
Yeah it's very weird. It should be something giving a bonus if skirmishes grants a move to someone else or takes more than 2 actions a turn
Skirmishers key off of number of actions. It's a 5% chance of basically getting an extra shot, like a hair trigger that procs off of moves. And they have a skill that gets extra overwatch based on remaining actions.
Skirmishers suck. I tried to make mine work so hard, upgraded him up the ass with Covert Missions and extra abilities. Still sucked ass.
I have no idea what they were thinking with this class, but it's completely useless in a game where opportunity cost is everything (much like SPARKs). And if you think that Battlelord is the late-game power spike that will save you, well do I have a story for you!
But SPARKs are amazing now. Like for real complete battle horses, and they can't get tired, they can't get crazy or panic and they can be sent in injured.
So, this expansion is basically a Star Trek: TNG reunion on the voice acting side of things. Thought one sounded familiar, went to IMDB to confirm, and holy crap.
Have to choose between reloading this mission or scrapping my legendary run. I don't have The time to start over so I'll just reload from an auto save before the mission appeared on the geospace
At later stages this runs like absolute garbage on Xbox. Staggering slow turns where the game just lingers, long load times and constant freezes. Especially any levels with lots of lost or complex stages. Gah. Hopefully it'll get a Scorpio update. Also saving your game can take anywhere from 1 second to a minute, it's a dice roll
It's been a while so I must be missing something, how do you make reapers guns better? 3 to 4 damage sucks when the lost start appearing in large numbers with 5+
I think I've definitely stuffed my first run up. The avatar project is almost complete cos I spent too much time chasing down the chosen and not going after facilities, also I accidently sold advent bodies so all my guys have no armour, i anaged to take out the assassin boss in her chamber with a squad of guys with no extra armour or gun upgrades
The purchasable upgrades for faction hero weapons unlock with the normal weapon upgrades (except for the psi-blades, which are tied to armor for some reason). Buying them is annoyingly expensive but what are you gonna do. The Advent trooper corpses trap is one of the most annoying troll aspects of the campaign. I swear there must be a flag somewhere that blocks trooper spawns if you sell any of their bodies.
I made the mistake of selling my advent trooper corpses in the first month because the the black market was paying a premium and I forgot that I needed a few for tier 1 armor. I'm about to get power armor and STILL haven't gotten enough corpses for the predator armor. Advent troopers simply aren't spawning on missions where you recover the corpses.
I really wish that we could body snatch corpses. Just let me pickup dead troopers to pull back to the sky ranger.
Yeah, I was stuck on 5 Trooper corpses for forever and actually ended up just skipping over that armor thanks to inspirations and breakthroughs or whatever. It was really annoying for a while, though.
Posts
D3 Steam #TeamTangent STO
I need to check it but I think it only triggers on blue moves, not all actions
It does only trigger on blue moves, but an extra action after a move is very valuable to a Skirmisher, due to their action economy.
Right I get they like actions but it's not good. You're often going to be shooting first or wrathing or doing the many things skirmishers are encouraged to do first by their skill set. Their basic skill is that shooting first doesn't end their turn. And even if you do move it's only 1/20 chance which is not something that's dependable.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
I've managed to bring the Avatar Meter all the way down to zero, this is awesome.
Yes, I know I'm giving up on XP, but I've got plenty of Colonels now, and if I can't take their corpses with me, there's not much point in picking a fight with the aliens anymore.
Skirmishers suck. I tried to make mine work so hard, upgraded him up the ass with Covert Missions and extra abilities. Still sucked ass.
I have no idea what they were thinking with this class, but it's completely useless in a game where opportunity cost is everything (much like SPARKs). And if you think that Battlelord is the late-game power spike that will save you, well do I have a story for you!
I kept expecting some fancy skills to unlock as Mox leveled that'd kinda bring the kit together, but that never really happens. And his most unique ability (battlelord) is buggy and seems to give enemies an extra move sometimes.
Pluto was a planet and I'll never forget
Pluto was a planet and I'll never forget
I wish that they were better shots with their bullpups. That said, I have gotten a lot of use out of a superior stock on mox's weapon. Six guaranteed damage in two distinct groups of 3 that you can throw out without cool down between turns is pretty good imo. 9 in a pinch if you give him another action point from a bond mate or something. It's not flashy, but that stops a lot of those "that's xcom baby" moments before they can manifest.
Also, that grappling hook has a weird tendency to obliterate enemy cover when it misses.
Armchair: 4098-3704-2012
The problem is he needs to actually be good at something. He misses melee strikes constantly. He can't survive if he tries to take advantage of his mobility. And he doesn't do enough damage to justify that kind of aggressive positioning, either. So he's just like, super mediocre. Except occasionally he has 3 actions to show off how mediocre he is instead of 2. Except by and large the additional action is useless because he has almost nothing in his kit beyond plinky shots, whiffed melee strikes, and moving around. Like, there's no reason to spec for grenades because if you need grenades you take a Grenadier who will have more of them that do more damage and that can be thrown anywhere you need.
Last game I had two rangers both with Chain Shot. Both Snipers had shred and holotargeting.
This game I aint got nothing. I think im going to have to level a bunch of new squaddies up and hope they become the A team.
Armchair: 4098-3704-2012
On the other hand, battlelord is one of the few abilities that will save your bacon if you accidentally trigger 3 pods.
Get all the single use only abilities and the skirmisher turns into the ultimate insurance plan
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
The thing about Skirmishers is that they get multiplicitively more benefit from their loadout than normal soldiers. So if you know how to build them correctly, they are total beasts.
Yes, their aim is bad at base, but they get twice as much use out of an aim pcs or scope, and they should always be shooting with height advantage. Ereshkigal almost never missed a shot, and more hits mean more executions. I can't say how many times she pulled my bacon from the fire.
I think that time is going to be kind to Skirmishers.
How does Serial on a Ranger interact with Reaper?
They do not multiplicativly more benefit from their loadout than normal soldiers. They do not get twice as much use out of an aim PCS or Scope. All soldiers get similar benefits from aim PCS and scopes. They should not always be shooting with height advantage because there is a 5 turn cooldown on their hook and because not all maps have convenient height advantages.
DS Friend code: 3840-6605-3406
it only applies to shotgun kills; I actually don't know what happens if you use both in the same turn but in practice there's little reason to want to
a lot of the time you can even position in such a way to flank two enemies, and squeeze a reload in between
Pluto was a planet and I'll never forget
Well, Reaper would let you move as part of generating melee kills. And Serial doesn't decrease in damage. So I guess you could use Reaper to move around, and Serial-shotgun after you've moved to take out a high-health target to continue the chain?
That's gotta be a pretty niche situation though. But it'd be fucking amazing!
It's been a while so I must be missing something, how do you make reapers guns better? 3 to 4 damage sucks when the lost start appearing in large numbers with 5+
I think I've definitely stuffed my first run up. The avatar project is almost complete cos I spent too much time chasing down the chosen and not going after facilities, also I accidently sold advent bodies so all my guys have no armour, i anaged to take out the assassin boss in her chamber with a squad of guys with no extra armour or gun upgrades
Here's a curiosity - What do you bond your heros with? I've been going with Skirmisher/Specialist and Reaper/Sharpshooter. Templars i've not really figured out a bond pairing i like.
Sparks are so worth it this time around though - Especially if you're unlucky and get the Lost World event (Which is bugged to be permanent. Guess who lost a campaign to that, forgot to get the mod that fixes it before starting an new campaign... and just got it again. Welp!). But seriously, big angry robots who don't give two shits about this whole "tired" thing are fantastic.
Still outclassed in the long run, but they feel like they've got a distinct role now.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
You have to upgrade them in the normal course of thing. They're on the "sniper" tier of weapons. The other method is ammo (Poison and Dragon provide +1, Talon provides +1 if your crit*)
*It is legitimately possible to get to 100% crit with a Reaper with Talon(+20), Superior Laser Sight(+15/20), Flanking(+40), Reaper Skill(+5-20)
Yes if you put +30 aim on your skirmisher they will hit a lot... But will it be particularly valuable? Compared to giving that to a sharpshooter?
Then he proceeded to summon Spectral Wraiths for a fourth time in the same mission.
Dude, how can you be so full of shit.
By then (unless you've been getting such a kicking that you're probably failing anyway) you should be able to do a Facility mission, or a covert op to lower the meter, or something.
And if you've got a Reaper, they can easily solo a facility if you don't want a fight (or don't think you can win one). Just sneak in, and make sure you can move to somewhere in the open before you place the charge.
And if you can't get out, you can probably place the charge and just Shadow again (I've never tried).
DS Friend code: 3840-6605-3406
...Yes? I have made on mistake on that, in that i realised i normally put a laser scope on my skirmisher, not a normal scope. The point stands anyway. Skirmishers skirmish - they're reliable constant damage, capable of cleaning up foes, being stupid mobile, and providing a level of CC that no other class can hope to match.
(Side note, i kind of want to experiment with stacking dodge on one who's got Return Fire, then investing the AP in them to give them Judgement and Battle Lord. Seems like it'd be gimmicky, but that it'd be a HILARIOUS gimmick when it does work)
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
But
By the mid game the sharpshooter acquires a grappling hook and is now as mobile as a skirmisher.
The only time I can see it being particularly valuable is if you acquire a good stock early. In that case the stock buttresses the skirmishers weak aim and the stock has less value elsewhere because you cannot multi-shot with it without a skirmisher or col ranger.
In any mission with a time limit the CDs on the units abilities mean you get one, maybe two uses of anything. The best skill they get is to give their action to someone else
Yes, you may only get one useage - But.. how many usages do you need? One turn where my skirmisher deals with 3+ enemies solo is just fine. Shenanigans like grappling to a target, using wrath to reposition (and hell, in the early game Wrath/Justice are guaranteed kills on some enemies , which is very useful), then following that up with a saturation fire or similar are all stunts that my Skrimisher can do that my Sharpshooter cant.
That doesn't make either class invalid - Hell, i'd agree Skirmishers need some love. They've got some really dud (or just outright broken and not in a fun way) skills. But they're still perfectly potent. I'm really not sure what you're arguing here.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
For now, between 3 grappling abilities, the stunning ripjack, the one free-action whiplash, and benefiting from the first plasma research... he's still pulling his weight despite being a couple ranks behind and is fun to use.
But SPARKs are amazing now. Like for real complete battle horses, and they can't get tired, they can't get crazy or panic and they can be sent in injured.
Have to choose between reloading this mission or scrapping my legendary run. I don't have The time to start over so I'll just reload from an auto save before the mission appeared on the geospace
I made the mistake of selling my advent trooper corpses in the first month because the the black market was paying a premium and I forgot that I needed a few for tier 1 armor. I'm about to get power armor and STILL haven't gotten enough corpses for the predator armor. Advent troopers simply aren't spawning on missions where you recover the corpses.
I really wish that we could body snatch corpses. Just let me pickup dead troopers to pull back to the sky ranger.
I'm pretty sure that you can if you proceed to kill something with a claymore once you have the distraction trait.
Armchair: 4098-3704-2012