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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969989 times)

Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6930 on: December 01, 2013, 03:38:50 am »

I do in fact enjoy Training Roulette. Especially with the two beginning and rank-up stat randomizers.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6931 on: December 01, 2013, 03:50:02 am »

Yeah, I always turn that on. More fun that way.

It's pretty hard NOT to get something useful since you're guaranteed the most important skills. E.g: Snipers always have the option to get squadsight and double tap, assaults always have the option to get double shot, heavies always have the option of double missiles, etc.

Xantalos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6932 on: December 01, 2013, 03:53:40 am »

PTW.
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Sean Mirrsen

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6933 on: December 01, 2013, 03:59:42 am »

Yeah, I always turn that on. More fun that way.

It's pretty hard NOT to get something useful since you're guaranteed the most important skills. E.g: Snipers always have the option to get squadsight and double tap, assaults always have the option to get double shot, heavies always have the option of double missiles, etc.
On the other hand, Snipers with Close Combat Specialist. I had one, because the other choice was something equally ludicrous (can't remember what; might've been Close and Personal) That's not to say it's entirely useless, but with the kind of weapon they normally have equipped...

I've also gotten Suppression as a choice for an Assault once. I wonder how that works with a shotgun...
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6934 on: December 01, 2013, 04:45:36 am »

It works the same way as normal supression. Your shotty will suddenly get unlimited ammunition. Not too bad actually, since the AI will just go into overwatch instead of doing anything even if your chance to hit is almost zero.

I've had suppression on a sniper before. Was very, very useful all things considered. Super long distance suppression is great for prepping things for stun.

There are quite a lot of awesome abilities you can get. One of my favorite combos is the ability that turns half cover to full cover. Combine it with the gene mod that makes you invisible if you go into full cover and it's pretty ridiculous.

I think one of the most underrated skills is the flush ability though. Only does ~2 damage, but the accuracy is so high. It's fantastic for those moments where you really need to hit something. No cooldown too. You can get it on a heavy or someone with crap accuracy and be able to do decent long-range damage to things even in full cover.

BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6935 on: December 01, 2013, 12:26:23 pm »

I put Flush on one of my snipers, always seemed useless on assaults seeing as it was competing with FUCKING RAPID FIRE.

But yeah, training roulette is epic. And squadsight snipers with 2 or more reaction shots are epic.
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Mr Space Cat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6936 on: December 01, 2013, 02:37:04 pm »

Are MEC troopers affected by training roulette? Can soldiers get MEC abilities like the jump boots or one for all?
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Sean Mirrsen

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6937 on: December 01, 2013, 02:45:24 pm »

No, it's everyone except MEC troopers and Psionic abilities. MEC skills are just too unique overall.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6938 on: December 01, 2013, 02:50:28 pm »

No, it's everyone except MEC troopers and Psionic abilities. MEC skills are just too unique overall.

Woulda been cool to get something like a MEC with rapid fire, bullet swarm, or suppression.
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Sean Mirrsen

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6939 on: December 01, 2013, 03:05:34 pm »

They get Bullet Swarm at Colonel (well, an equivalent), and their weapons are said to be incapable of Suppression due to heating and/or stress. They have the next best thing though - Collateral Damage is the most hilarious misapplication of the Suppression concept I've seen. Sure, it doesn't grant a free reaction shot, but it destroys destructible cover and automatically hits for 1-2 damage. So it's really like upgraded Suppression (with that other Heavy ability) that destroys cover instead of giving an Aim penalty.
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Kydrasz

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6940 on: December 01, 2013, 03:12:58 pm »

Plus on top of that it destroys the cover, now that annoying thin man crouching near a car is in for a nasty surprise!
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Sean Mirrsen

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6941 on: December 01, 2013, 03:36:24 pm »

Heheh, I actually once took out a whole platoon of EXALT that had the bright idea of clustering behind what they though was the impenetrable cover of a semitrailer truck. No clear shot from anyone's position except the MEC, and they have a Heavy that will likely shoot a rocket at us. Collateral Damage: one semi. Expenditure: one minigun magazine. Kills: five EXALT troopers, half a semitrailer.

MECs are just fun overall. The rocket punch module makes for such great dynamic entries... ^_^

I had the most hilarious thing happen when assaulting a downed Overseer. With only the final room remaining, I positioned the team in two groups, one entering the room from the door, another positioned near a corner, MEC right next to a wall. Door team breaks in, Muton Elites scramble for cover... and pick the worst possible corner of the room to run to. One rocket punch later, there is now a hole in the wall, and only one Elite. :D

I've really yet to figure out potential benefits of picking the flamethrower as the primary MEC weapon. Really, it's got limited ammo and not too much damage... what kind of build would you need to even make it a viable replacement for the rocket punch?
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Taricus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6942 on: December 01, 2013, 04:34:15 pm »

An Anti-chrysalids build. And it's just plain funny to see "Ethereal has panicked" come up on screen :P
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Myroc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6943 on: December 01, 2013, 04:42:01 pm »

I've really yet to figure out potential benefits of picking the flamethrower as the primary MEC weapon. Really, it's got limited ammo and not too much damage... what kind of build would you need to even make it a viable replacement for the rocket punch?
The Flamethrower isn't a bad weapon by any means. Rocket Punch is by all means a godly weapon (12 damage, 100% accuracy, and a fuckton of collateral damage is nothing to sneeze at), but flamethrower is still really useful, dealing a decent amount of damage, inflicting panic, and also causing collateral damage. One use can easily turn a Thin Man and two Mutons camping in full cover into a dead Thin Man and two damaged mutons panicking out of cover.

Of course, when it comes to making a decision between the two, the answer is obviously to bring both.
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Xantalos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6944 on: December 01, 2013, 04:43:54 pm »

I have a question.
Do SHIVs give squadsight snipers sight?
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