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Author Topic: X-Com Chimera Squad  (Read 737044 times)

Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4755 on: February 12, 2016, 06:12:18 pm »

I see very little point in the scout tree, but then again I'm not messing with Legend or commander. I'm just playing modded veteran. I'll get to Commander at somepoint. With more mods likely.

And you shouldn't have to worry about the sword missing. Leaving that unmodded is a silly idea for vanilla ironman people.
« Last Edit: February 12, 2016, 06:14:01 pm by Aklyon »
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

umiman

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4756 on: February 12, 2016, 06:13:58 pm »

I feel someone smug now that everyone accepts that yes, rangers are dead weight and garbage that should be fed to the incinerator and then burned into a pile of ash after which we sacrifice it to Satan so that he may suffer their decrepifying presence.

He's kinda like Medusa and her Gorgon sisters.

Back in XCOM: EU they were all kinda the same. Then when the XCOM 2 train rolled around all her sisters got immortality while she got a pointy stick.

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4757 on: February 12, 2016, 06:19:33 pm »

I see very little point in the scout tree, but then again I'm not messing with Legend or commander. I'm just playing modded veteran. I'll get to Commander at somepoint. With more mods likely.

And you shouldn't have to worry about the sword missing. Leaving that unmodded is a silly idea for vanilla ironman people.
Scout rangers are pointless unless you're still trying to play this like it's EU. A combat Ranger fully leveled and geared gives guaranteed crit rolls far above any other damage source in the game, and with the ini tweak for accuracy can follow up on a grenade to clean out crowds of weak enemies. The scout contributes nothing beyond the vision, its sole combat function only triggers once per mission, and still doesn't do anything near as impactful as a combat Ranger acting every turn.

But yeah. I've got a Ranger with Shredder, and he can nearly one-shot Legend-difficulty Sectopods. Still needs a cleanup shot after, but it's very scary.
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4758 on: February 12, 2016, 06:35:37 pm »

Yeah but Snipers can outright defeat Sectopods in one turn and Specialists can disable them guaranteed

You aren't keeping the Scout around for damage. For me, they are there to get into spots that are difficult to flank or to scout ahead.
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BFEL

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4759 on: February 12, 2016, 06:44:21 pm »

Of course.
Link?

Re: Rangers

Everyone saying rangers=scouts have no idea what they're talking about. In my last game my blade-focused one was easily on the MVP team, ESPECIALLY in things that involved chryssalids, and that was before I installed the accuracy mod.

While I wouldn't count on them to take down things like sectopods, that isn't really their role. They excel when you use them to counter all the melee focused enemies, especially with bladestorm. I've seen that result in like 5 free attacks in a turn. That's insane.
And then of course they have Reaper down the tree for mopup operations, as well as the shotgun for the harder targets.

Now that I've installed the accuracy mod I've got Kelly running around with an SMG so she can sword even more things. Because sword is pretty awesome.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4760 on: February 12, 2016, 06:46:08 pm »

Of course.
Link?
This page. Keep in mind twitch has a time limit on retaining all non-highlight videos.

As for scout rangers, still nope, not seeing it. If you want scouting, bring battle scanners. Or if you're cheaper than that, bring quicksaves.
« Last Edit: February 12, 2016, 06:48:07 pm by Aklyon »
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4761 on: February 12, 2016, 06:48:08 pm »

That's what mind-controlled enemies are for. The scout tree forces you to not take pretty much everything that makes the class a viable scout after it leaves concealment.

The fact of the matter is that there's no room for soldiers that can't dish out consistent high damage, clear groups of weak enemies, or completely remove important targets from the battle. The scout Ranger facilitates that to a certain degree if you like to use multiple snipers, but the opportunity cost of taking one is too high outside of a single niche playstyle. Combat rangers are, somewhat ironically, both more versatile and more useful on their own. For one, I can't count how many times I've been in a situation where I couldn't kill every enemy and knew that one would be able to close to melee range next turn, but saved the situation because I could stick a Bladestorm Ranger in its most likely path.
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Taricus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4762 on: February 12, 2016, 07:01:19 pm »

Rangers, dead weight? HAH. That title belongs to sharpshooters.

That being said, if you're trying to use the sword as the class' main weapon, you are doing it wrong. It's more a specialist tool than a primary weapon, useful for conserving ammo or eliminating a unit behind cover whilst stealing it for yourself. Hunter's instinct is a must as well, that +3 base damage is an absolute gamechanger.

That being said, FD is right about the scout tree perks being mostly lackluster (Though Rapid fire is amazing when combined with run & gun and talon rounds.)
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4763 on: February 12, 2016, 07:04:12 pm »

It belongs to having multiple sharpshooters on default squadsize. Having one good one is far better than having two mediocre ones, unlike two grenadiers or two rangers or two specialists.
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4764 on: February 12, 2016, 07:13:05 pm »

Yeah, I sort of disdained them myself... until I got a Colonel sniper. One of those posted up at the back can be an absolute life-saver, as long as you time the reloads properly.
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BFEL

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4765 on: February 12, 2016, 07:15:07 pm »

That being said, FD is right about the scout tree perks being mostly lackluster (Though Rapid fire is amazing when combined with run & gun and talon rounds.)
Rapid Fire isn't from the scout tree...does that mean the scout tree is ENTIRELY lackluster? :P
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Darkening Kaos

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4766 on: February 12, 2016, 07:15:36 pm »


     Fake Edit: (because every time I hit 'post' I get informed someone else has posted and I should review my own post.)
     The sharpshooter has one advantage in that whatever special ammo they are carrying, it is also used in the pistol, no other class has that ability, so with Face-Off, where you can shoot every visible target in pistol range, they can all be hit with Dragon rounds and potentially be on fire, same with venom rounds, or whatever.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4767 on: February 12, 2016, 07:22:29 pm »

Yeah, I sort of disdained them myself... until I got a Colonel sniper. One of those posted up at the back can be an absolute life-saver, as long as you time the reloads properly.
100% (or just about) kill chance on two sectoids and two codex with serial? Awesome. (though thats only happened for me once)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4768 on: February 12, 2016, 07:28:49 pm »

That being said, FD is right about the scout tree perks being mostly lackluster (Though Rapid fire is amazing when combined with run & gun and talon rounds.)
Rapid Fire isn't from the scout tree...does that mean the scout tree is ENTIRELY lackluster? :P
Look again, m80, it is. It's the top ability in the tree (the assault line gets Reaper), and one of the few saving graces in it.

Of course, it's even better when you roll it randomly. I got it on a Specialist, which was nice, both because of their general low direct damage and because I like to stick Superior Repeaters on their rifles.
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Jopax

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4769 on: February 12, 2016, 07:30:53 pm »

So I got hunted down by a UFO. Met my first berserker while defending, gunned it down in a single turn. Then met another one, a grenade aimed for the disruptor thingy enraged it so it killed both stun lancers that were with it in the pod, that was fun. Then it proceeded to pummel my pretty good grenadier unconcious. This prompted one of my specialists, one I didn't bring on the mission because he was shaken (but Bradford had other ideas apparently, don't think he actually did anything other than overwatch while everyone else legged for the evac) to panic, run out of the evac and lob a grenade at the fucking four people standing there, killing one and maiming the other three.
So instead of losing one guy, which was kinda acceptable, I lost two and had three more wounded, which left me in a tight spot because I had to run the blacksite or risk losing. And even that nearly went south when I accidentally broke concealment on my first turn by running under a freaking turret :V
Still, liberal application of various grenades and dank shredder shots made short work of anything.
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