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However, Fox doesn't need Deadly Aim or even aim or crit perks, she's great in almost pure interrupt build. Go for Opportunistic Killer, Fire Routine, Ambush (so you can use her as stealth initiator more successfully and to get out of sight in combat more easily), and finally Killzone, with akimbo Peacemakers or Anacondas. Anacondas modded for range have very large overwatch zone and are very economical to use. She has the Scoundrel trait for free weapon swap each turn, so you can use some kind of cheap suppressed weapon like SMG or rifle for a stealth kill before opening combat.
Rule of thumb is you should build for either interrupts or aiming, not both, to get the most out of either feature. But there's no real harm in going for a bit more well-rounded build either and most perk lines kinda force you to do that with their final tier anyway.
So I got Sharpshooter, only because of more aim, so that she can increase the aim, but I also took thermal scope on the current weapon, normally I only go for +3 aim.
Got opportunistic killer and ambusher but not fire routine because I don't like the overwatch mechanic, but I see somehow the benefits.
And I don't know how to tag someone, maybe someone can explain it to me?
nice sharpshooter perk and meele, true
https://steamcommunity.com/sharedfiles/filedetails/?id=3008727862
https://steamcommunity.com/sharedfiles/filedetails/?id=3008727711
https://steamcommunity.com/sharedfiles/filedetails/?id=3008727769
https://steamcommunity.com/sharedfiles/filedetails/?id=3008727633
There isn't that much to consider on interactions with perks, but there's some to be had with talents and traits.
For instance, effects which trigger "on attack" don't seem to proc from explosions or any other damage. You need to actually use your weapon to deal damage with direct hit. Revenge and Reactive Fire can be useful for Meltdown, but they don't really compliment other interrupt builds in notable ways, in my experience. Similarly, Barry cannot make Inspiring Strike trigger as often as some other mercs because it won't trigger on explosions and shotguns (with which he can get more free move with) are unlikely to cause over 50 damage.
Steroid - free movement, overwatch and explosives (throw enemy into group with his ability and set up overwatch or explosives on top of them)
Mouse - free movement and stealth, you can use Distracting Shot to get up close and personal even through overwatch zones so consider taking that
Kalyna - aiming, use with hollow point weapons
Omryn - overwatch obviously, SMG can make it easier to move and weaken enemies for overwatch kills and has less friendly fire incidents than shotgun
Grizzly - Minimi is not cumbersome IIRC so you can still use it with free movement, but you'll need to secure kills to use the ability repeatedly
Barry - free movement so you can get to places that you need to explode
Raven - overwatch obviously, but you can't apply mark if target is out of sight, so free movement is also useful
Thor - you can probably afford to take a bit damage with his herbs and high health, so you can afford to go for more aggressive builds, and maybe use Painkiller to buffer up hurt allies
Ice - aiming, so you won't miss with his talent
Blood - free movement, stealth and grenades since he can only equip them in his other set along with his unique knives
Meltdown - overwatch, Revenge, Reactive Fire, anything that maximizes her attacks per turn
Buns - crit and/or stealth, so she can reliably finish off enemies that have been hit by other allies
Vicki - overwatch, you get most out of machine pistols that way, and crit procs
Raider - same as Buns, go for high damage from crit because you get accuracy from ally overwatch
Tex - Arterial Shot and overwatch, obviously
Nails - probably the most aggressive default build in the game, so put that to good use with free movement and close range effectiveness, maybe some melee stuff
Dr Q - I wouldn't go full melee, use pistol or SMG to make him more mobile and tackle enemies, especially for allies who benefit from allies setting up enemies, like Buns, Raider or Nails. Night Ops won't really benefit melee or sniping either (because you want thermal scope for sniping anyway) so he's actually a midliner with defensive disabling punch
Red - same as Meltdown, you won't get anything out of his talent if he's never attacked, so give him Revenge and Reactive Fire along with overwatch stuff
Hitman - aiming so he can sit down wherever he wants, Opportunistic Killer might allow free reload without losing focus?
You probably won't be able to level up some legendary mercs more than once or twice, but you can still influence their builds with gear choices.
Magic - aiming, so you can actually make use of that crazy crit buff when you need to, and to negate any distance penalties from high ground
Scully - free movement and similar tanking features, so you can position optimally and maintain your grit gain. Death Squad armor should be ideal for Scully so he can get free move while also absorbing damage
Reaper - aiming, and anything that works off the guaranteed crit
Sidney - stealth, aiming, and Lightning Reflexes (I forgot if he has that already). You could also use Pin Down and have him work as linebacker away from the fray, but Scope is probably much better for that
Shadow - somebody suggested using SMG with Run and Gun so you can get multiple stealth kills in a row, not sure how viable it is in grander scheme of things but probably fun enough to consider
Scope - Killzone should allow guaranteed Pin Down kills on most targets, so get some free movement to allow her to reposition where line of sight can be maintained
Fauda - overwatch for machine gun use and free movement so you can optimally damage multiple targets with explosives whenever desirable
Len - free movement is pretty important so he can get close enough to enemies on which his talent can be effectively used on
Flay - aiming, and you can also make him bit of a bruiser with his good physical attributes and default melee perks. His talent should work for melee groin hits as well, so you might be able to make some proper hit and run moves in close combat
Larry - his talent is pretty bad IMO, but with Hit the Deck you can probably absorb damage from pipe bombs and such no problemo, while free movement lets him get up close and personal with shotguns and bombs. His AP is too low to make much use of overwatch so forget about that
Pierre - his stats are so weak by the game you get him, that you'll probably be hard pressed to formulate any synergies with his talent, but overall you'll probably have better odds to make use of it with free movement, tanking stuff like Vanguard, and perhaps Battle Focus or Linebreaker if you somehow manage to train his health or strength that high
The important thing is that they deal over 50 damage. I think the effect is applied even if the target has less than 50 HP left too, even if the actual damage number produced was less.
Doesn't work with HK 21 and such, and not needed for melee builds, but yeah it is a good choice for almost anyone.
How much extra free move do you get from it? Free move is nice - I avoid cumbersome stuff where possible - but perks are so scarce, I would not sacrifice 2 of them for it. But then I do tend to adopt a rather stationary approach to combat: move to find a good place to start the fight, then fight it from there. Now if leapfrogging gave action points rather than free movement points, you would be talking...
I am coming to the conclusion that there are only dexterity perks in the game. The stealth/sniper set and the overwatch set - both in the dexterity tree - just seem so powerful;, most other perks pale by comparison.
The wisdom comes second to dexterity. I like distracting shot for almost all my main team, arterial shot is ok and as said above, the morale based ones are a nice chain. Wisdom tree is natural for medics ofc.
I tend to pick wise mercs, so first playthrough I chose wisdom perks for quite a few, but in my second playthrough I've prioritised dexterity, training up dexterity to 90 for my main team - in part for the perks.
It doubles your ordinary free movement range.
Flanker, Hit the Deck and Vanguard are useful, and there's also many useful niche perks like Full Body Contact and other melee stuff.
I think dex perks are intentionally slightly overtuned as a whole because the attribute does not seem to contribute for anything when using guns for overwatch or when using abilities like Mobile Shot. Overall agility has the most use for any merc because more AP = more of everything, so the perks are not quite as amazing there.
Killing Spree and Hit & Run are great if you have multiple characters with them, because you can attack each enemy once and move to the next one to maximize your melee damage. Add Shock Assault to significantly increase your critical hit chance during these attacks.