• XCOM V4: "Svinnik - Why is Shen's daughter asian, when Shen is black?"
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it's a granted bonus damage that seeps into dodge anyway. as long as you can hit with it (and you can hit with it lategame) its miles better than lightning strike for sniper sharpshooters because you won't be in range for the bonus pistol shot anyway. i lost count of how many aliens survived my shots with 1 or 2 HP just to use their annoying abilities next turn. it's also great to assassinate codexes without them teleporting
[QUOTE=Ruh-roh;49759600]it's a granted bonus damage that seeps into dodge anyway. as long as you can hit with it (and you can hit with it lategame) its miles better than lightning strike for sniper sharpshooters because you won't be in range for the bonus pistol shot anyway. i lost count of how many aliens survived my shots with 1 or 2 HP just to use their annoying abilities next turn. it's also great to assassinate codexes without them teleporting[/QUOTE] Well I don't rely on snipers to make life-or-death-deciding shots, maybe that's why I find this ability useless. All my snipers are executioners basically - they kill off 'naded enemies so everyone else can focus on targets that the sniper can't kill. So for me it's way better to have lightning hands on the off chance that an extra pistol shot can come in handy than to have something that won't be decisive ever, assuming that I do things right.
[QUOTE=gudman;49759571]It's useless because the bonus it gives is shit at that point in the game, and on top of that you have a chance that the shot will be dodged (unlike many, I'm fine with it, it's positively infuriating). There's very little use for it even if you remove the aim penalty completely. I had it on my alternate colonel sniper who has superior focus, superior scope on his rifle so the penalty is non-issue, but I think I still used it once, to shoot at a Relay.[/QUOTE] Nonsense, deadeye saved me countless times by giving me a chance to kill an enemy I otherwise couldn't, when it's the enemy's turn it doesn't matter how many health pips they have left Using it whenever as a stronger attack for no particular reason means you're only asking to get screwed over by RNG, and lighting hands is straight up pointless for a dedicated squadsight sniper
[QUOTE=Dr.C;49759447]Is there a way to farm missions? I'm getting bored of waiting for missions to show up and I really miss raiding UFOs[/QUOTE] I'm not sure about missions, but when I'm confident I have a mission in the bag I'll purposefully fail hacking advent towers that call in more reinforcements, right into my overwatch trap. Gives my soldiers more kills/xp.
[QUOTE=Ryo Ohki;49759709] Using it whenever as a stronger attack for no particular reason means you're only asking to get screwed over by RNG, and lighting hands is straight up pointless for a dedicated squadsight sniper[/QUOTE] I personally don't find having a dedicated squadsight-only sniper viable in this game. I think it's making shit harder for yourself for no particular advantage. There were like only a couple missions in my playthrough where I felt the need to have one, and on those ones regular damage was perfectly enough, especially since I give my snipers viper/dragon rounds - everything that is left with one/two HP dies on its turn regardless.
[QUOTE=Ryo Ohki;49759709]Nonsense, deadeye saved me countless times by giving me a chance to kill an enemy I otherwise couldn't, when it's the enemy's turn it doesn't matter how many health pips they have left Using it whenever as a stronger attack for no particular reason means you're only asking to get screwed over by RNG, and lighting hands is straight up pointless for a dedicated squadsight sniper[/QUOTE] IMO the only Sniper ability my Snipers have other than Squad Sight is Serial. Everything else is geared for gunslinger. Lightning Hands, Quickdraw, and Face off basically guarantee killing off any low HP enemies after some Salvo fire. If I've got them hanging back but have LOS, then I use Serial. I find the ability to finish off many enemies better than a few more damage on just one.
[QUOTE=gudman;49759783]I personally don't find having a dedicated squadsight-only sniper viable in this game. I think it's making shit harder for yourself for no particular advantage. There were like only a couple missions in my playthrough where I felt the need to have one, and on those ones regular damage was perfectly enough, especially since I give my snipers viper/dragon rounds - everything that is left with one/two HP dies on its turn regardless.[/QUOTE] you use gunslinger sharpshooters and you're not giving them talon or bluescreen rounds my man [I]what are you doing[/I]
[QUOTE=haloguy234;49759786]IMO the only Sniper ability my Snipers have other than Squad Sight is Serial. Everything else is geared for gunslinger. Lightning Hands, Quickdraw, and Face off basically guarantee killing off any low HP enemies after some Salvo fire. If I've got them hanging back but have LOS, then I use Serial. I find the ability to finish off many enemies better than a few more damage on just one.[/QUOTE] This. Also then you don't have to waste everyone else's grenades/shots that would be better put into killing someone strong and scary.
[QUOTE=haloguy234;49759786]IMO the only Sniper ability my Snipers have other than Squad Sight is Serial. Everything else is geared for gunslinger. Lightning Hands, Quickdraw, and Face off basically guarantee killing off any low HP enemies after some Salvo fire. If I've got them hanging back but have LOS, then I use Serial. I find the ability to finish off many enemies better than a few more damage on just one.[/QUOTE] you need a granted kill for serial to activate though when you don't have the option to pop out several aliens with one shot in that turn (something that becomes more and more common the farther you progress in the game) having the option of doing a boosted shot i usually use my sniper to try and take out or at least weaken the most dangerous alien in a pod anyway so even if they don't kill it, just putting them in range for a combat protocol death zap is already good enough
[QUOTE=Ruh-roh;49759793]you use gunslinger sharpshooters and you're not giving them talon or bluescreen rounds my man [I]what are you doing[/I][/QUOTE] Bluescreen is only useful on robotic enemies and those are dealt with by my two grenadiers and a specialist I bring to every mission. And there're more types of enemies who are vulnerable to Viper rounds than those who dislike Bluescreen, so what I'm doing is optimizing my loadouts. Talon rounds I give to one of my two rangers if I decide to bring two.
[QUOTE=Ruh-roh;49759820]you need a granted kill for serial to activate though when you don't have the option to pop out several aliens with one shot in that turn (something that becomes more and more common the farther you progress in the game) having the option of doing a boosted shot i usually use my sniper to try and take out or at least weaken the most dangerous alien in a pod anyway so even if they don't kill it, just putting them in range for a combat protocol death zap is already good enough[/QUOTE] Most of the enemies even late game have very little HP left because I scorch the earth with blaster launchers, shredstorms, and grenade Salvo with two Grenadiers. Whatever is left has very low HP, enough for a string of guaranteed kills with Serial. Even more guaranteed with Lightning Hands, Quickdraw (two free pistol shots) and Face off (shooting at every visible enemy).
Here's my latest revision for my mod logo. [img]http://i.imgur.com/KKfwAOm.png[/img] EDIT: I took inspiration from the ADVENT website that was the teaser for XCOM 2.
[QUOTE=gudman;49759832]Bluescreen is only useful on robotic enemies[/QUOTE] Bluescreen grants bonus damage to almost every mid to late game enemy except [sp]the Avatar[/sp] including the non robotic ones (codexes and gatekeepers) for legendary and the last stretch of the game the usefulness of viper and dragon rounds is next to zero
Deadeye is basically saying "RNG please don't fuck me over on this"
I have found gunslingers to be mostly just worse Rangers. Snipers are far too useful for me to spec into gunslinger, Kill Zone has cleared many a pod for me.
My favorite thing to do is put bluescreen rounds on my shredder grenadier. Using chainshot I'd destroy sectopods with damage to spare, never mind anything else that bsod rounds work on.
I somehow went an entire playthrough without knowing about the Muton's counterattack ability.
[QUOTE=CB1993;49758393]Working on a Freeman's Mind voice pack. I'm using the isolated voice tracks Ross was kind enough to release a few years ago. This is incredibly time consuming. I've reached episode 22 and I nearly have 400 unique voice files already. I hope there isn't a limitation on how many audio files you can use.[/QUOTE] I hope to hear his AAAAAAAAAAAAH as a panic line. The final episode in general has a lot of great lines to use.
[QUOTE=Ruh-roh;49759860]Bluescreen grants bonus damage to almost every mid to late game enemy except [sp]the Avatar[/sp] including the non robotic ones (codexes and gatekeepers) for legendary and the last stretch of the game the usefulness of viper and dragon rounds is next to zero[/QUOTE] Codex is considered robotic, isn't it? I'm fairly certain it is because it takes a lot of damage from Combat Protocol and I think it's outright killed by Capacitor Discharge. Also I didn't know Bluescreen stuff works against Gatekeepers, if that's the case it changes things quite a bit. My thought is this: throughout the entire game the most numerous enemies are ADVENT humanoids, Soldiers, Captains, Lancers and Shield bearers. All of them except for Shield Bearer (because armour) really don't like Viper rounds regardless of their tier (basic, advanced, elite). They're all shit tier, so I grenade them, use Serial to wipe them out and proceed to pound stronger foes with my assault team (grenadiers and rangers). I don't know how viable this strategy is on Legendary, I think it isn't, but I'm not playing Legendary right now, I'm moping up Commander, and this strategy is yet to fail me once.
Which classes do you usually put Exo suits on?
[QUOTE=Im Crimson;49759953]Which classes do you usually put Exo suits on?[/QUOTE] Grenadiers and Rangers. Grenadiers with rockets/blasters, rangers with shredders/flamethrowers.
I gave my gunslinger one because he rolled Salvo from the AWS
[QUOTE=Im Crimson;49759953]Which classes do you usually put Exo suits on?[/QUOTE] Grenadiers because Salvo. Or sometimes on Rangers because there aren't many things on this Earth more beautiful than kicking in Run&Gun, taking a perfect position and pouring some hot-hot liquid on unsuspecting Ayys.
[QUOTE=Im Crimson;49759953]Which classes do you usually put Exo suits on?[/QUOTE] Anyone with blast padding through the AWC.
What's the max armor your troops can get I got 4 on my grenadier, 1 from blast padding, 2 from WAR suit, and 1 from plated vest (I don't usually do that because I'd rather have another grenade) but is there any other ability/item that can give them even more?
[QUOTE=Wealth + Taste;49760109]What's the max armor your troops can get I got 4 on my grenadier, 1 from blast padding, 2 from WAR suit, and 1 from plated vest (I don't usually do that because I'd rather have another grenade) but is there any other ability/item that can give them even more?[/QUOTE] Nah, that's the max, I think the most aliens get is 5.
[QUOTE=Rents;49760119]Nah, that's the max, I think the most aliens get is 5.[/QUOTE] Gatekeepers have 6.
[QUOTE=Mr. Someguy;49760158]Gatekeepers have 6.[/QUOTE] 7 on Legend
Any modellers out there fancy helping with the next World Expansion Project pack? I need a bunch of farm props like crops, that sort of stuff.
I love the shit out of my ranger jane Kelly. She usually scores a kill on her turn and she's behind enemy lines, and flanked when her turn is up so all the enemies focus fire on her and waste their turns because she has untouchable
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