Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
And there no better build for scout, crit is useless since you can just mod shotgun to have 100% crit chance without it, sprint is good enough at level one to invest further, 2 ap on next turn is just worse version of 2 ap for 30% life.
Agree with sniper, since run`n`gun affect all the damage sniper deals, even if you throw a nade, even if you kill ticker it gona deal everyone around it +50% damage
Support is overrated, for lower difficulties he good at the begining for heals or aditional moves but he doesnt realy bring anything himself, so why you need to give someone 2 ap where you can have another sniper or scout with better AP economy than support while also dealin billion damage.
Also but im not sure but for Vanguard you always go Warden because it in fact make you tanky and even on insane you gona take like 50 damage on every first enemy shot at you with right gear, and only when you get 75% damage reduction you scale other paths.
I can't agree on support. For four AP spent (Empower -> Lock and load -> Surge -> Empower) he reloads the full team's guns (if used efficiently, frees up 3 AP), gives 50% damage bonus to everyone, and gives 2 AP and 20% damage to two people. And then he uses lock and load AGAIN on the next turn because surge has reset it (again reloads and huge damage boost). With the cooldown reset chest, you often get another empower too. It also has a lot of control over who gets the power and when they do so you can do really powerful pushes with other characters. Support is like 2 characters at once since it funnels a huge amount of power into whoever needs it at a given time, saves others' action points through free reloads and allows you to survive when RNG goes against you.
As far as the grenade build for scout, I tried it and did not like it too much since I didn't get the grenade pants at all so far - so I might be wrong here but it hinges on getting the specific items. With the 2 builds I am playing right now in the more direct approach I use her mostly for dealing with high prio targets (Theron guards, Canters and Snipers) since she can get crazy AP numbers - up to 10 on one turn with right preparation - and shoots twice when positioned correctly. 5m sprint means you can move into any position you want and destroy everyone OR kill theron, pick up that Theron crossbow, run back and oneshot several monsters on one turn. It's flashy and very strong.
I use vanguard for disables mostly since he can get in and disrupt or un-cover enemies whom my sniper takes down later. I presented both builds as alternatives.
It's all pretty clear on support, vanguard and heavy to me, while sniper and scout builds are the most interesting field of research, they have alot of potential and important for the future "Impossible Ironman" attempts :) While I'm leveling all of my characters at the moment, it is very tempting to just go with support+snipers+scouts dropping all vanguards and heavies if mission allowes it, they just feel useless.
@Madlad Can you post your ~lvl 7 build for scout? I totaly agree that Commando is the way to go in the begginning (not sure if its worth it to go all the way or just stop at proximity mine2), cause grenades every turn is so great, maybe even broken. But I'm not sure where to go next. Spending some poits to all Slayer, Raider and Recon after finishing up with Commando seems like a viable ideas...
i would go like this, then you can scale whatever you want since everything is quite good except left down path, since later in the game you could build shotgun to have 100% cirt chance without any abilities.
The other endgame option is to go left top -> right top tree to maximize the AP per turn, I ran this in my first playthrough and it was really fun to run with 10AP.
Yeah, support is very nice.
Might actually compile all the talking points into PDF when I have the time.