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1. Unbreakable Will (compared to rest of the traits give the highet value as you can take the marine on each mission if healed + can get +1 exp every other day from training without losing deployment).
2. Dead Eye even level 1 with 13% chance to critical/dismember is crazy good math wise. Lvl 3 = 38% gg
3. Redemption - depending on negative traits, some aren't that impactful, some are completely disabling.
4. Sharpshooter towards second part of the game on gunner preferably for larger dps impact (as smartgun has the highest dps of all weapons in the game, non-activating ones with comm points).
5. Then all the rest good ones depending on the roll / situation / character / squad / timeframe - Bold is great if you don't have a good sergeant char always present, smart-ass if tecker isn't always present, resourceful is incredibly good when playing tough long missions and you gain +2/3 ammo clips for 1 tool, can be life-saving. Hardened +armor to mitigate wounds / acid impact (with tech) and help with tough ranged fights is always a solid pick.
6. Bonus if have spot traits - team spirit as a bonus comm points, had 7 on my main squad at lvl 10.
7. Mind of steel, Tough, Fast and Looter are meh traits. Trauma can be mitigated by following stress and later recuperating at the right time, easily. Tough - you don't need hp as you're not supposed to take a ton of damage in the first place. Fast is meh as you will always have a Recon class who's bonus doesn't stack. Looter is something you have to invest into and play around the gathering loot specifically with team of chars with this trait. Didn't make any noticeable impact if not wasting resources on things you don't need.
Someone correct me if I'm wrong but I'm sure my gunner (with his passive) doesn't crit every 2nd shot.
I assume it is a percentage of base, but the result is crazy still. 3 out of 5 marines with 1-3 tier perk annihilate waves of aliens.
Additionally to that understanding how exactly the proc on crit / dismember works is not clear. Is it from burst or from bullet shot. Burst has different amount of bullets and cooldown of these burst (how often a marine shoots a specific weapon). If the proc is from burst then it's one thing, if it's based on calculation of hits from each bullet shot - the situation is completely different.
From my experience, it did feel incredibly powerful. To be honest, it felt like flat +% chance.
First two because you're here to win a war, not just battle, latter may be skipped in some cases but usually at least a direct "buff" if not gamefixer.
A (if S already picked/unavailable): team spirit, dead eye, sharpshooter.
These allow you to more reliably kill stuff.
B (might be A): smart@ss.
You always need to bring a hacker with your squad. tecker who reliably gets access to hacking ability doesn't really bring anything else to the table so might as well let more useful class do the hacking.
C (filler): everything else except looter.
If you ran out of better options.
F (waste of slot): looter.
If you clear entire maps and reasonably spend resources, you don't need extras you could get from this.