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Skirmishers, accuracy. Helps with their abilities and gives them a dps increase.
Templars, mobility. It extends their range. Combined that with their momentum, you can easily retreat back into heavy cover or break LoS. Parry only counters 1 hit, not being there to get targetted counters all.
Templar mobility.
Skirmisher perception.
So mostly the same.
Uh... OK, I genuinely did not know that. Is there any way to alter their Psi Stat? Is there any point to giving them higher will at all? Or is Will just to resist psychic attacks and tank more Fatigue?
I tend to prefer aim PCS by default, can't really go wrong with it. Rangers and skirmishers can make good use of mobilty increase though. Will PCS are just black market vendor trash to me. Note that skirmishers range with grapple move/attacks depends on mobility range. Reapers have quite rediculous movement ranges by default so even more movement seems a waste, so back to aim chips, since their rifle drops aim with range like a pistol, and you really want 100% to hit to get those guranteed kills to stay in Shadow.
Infact, despite it's look/designation, it really is more like a pistol which uses ammo stats wise, it gets about +1 damage per level like pistols for example, and it's distance aim fall off seems similar (definitely not as bad as shotgun aim fall off anyway).
Skirmishers i'd prever the accuracy PCs to make use of their ability to shoot twice in a turn or for the guaranteed justice pull.
Templars i prefer more HP since they usually act as bait and stay out in the open more than my other soldiers. Damn good bait too since my 1 templar havent gotten gravely injured yet despite the many times i left her out in the open to draw attention away from my other soldiers.
You know what? Something about the Resistance Classes has bothered me from the start, and I think I've just put my finger on it - they feel like they underwent a radical redesign somewhere late in development after the basic concepts were laid down. Reapers feel like they were supposed to have the Templar machine pistol, Skirmishers feel like they were supposed to have a heavy weapon of some kind and Templars feel like they were supposed to have the grappling and be pure melee, or maybe melee with a close-range SMG ala the more conventional Rangers.
That's off-topic, though.
I use my own XCOM 2 Siege mod which drastically increases cover values, so shooting through cover is generally not an option unless I have good angles, a height advantage or a desperate need. As such, I've restricted my Skirmishers to either shooting AND THEN moving, or else shooting at things which don't take cover of which XCOM 2 has a lot.
I tend to find that high HP values don't really help in this game since enemy damage is itself so gosh-dang high already. Unless you're running a lot of armour (at least 2 or 3 points), that extra XP might not help too much. It's why I tend to build my "melee" soldiers for Dodge... Although that assumes they're wearing Spider/Wraith Armour, which the Templars don't have the option to wear.
Actually... What IS the point of the Faction-specific armour sets? They seem like just a visually different version of the vanilla "Medium" armour sets.
In fact, Reaper armour seems to get 0 utility slots to begin with. That and I believe the Skirmisher armour suit comes with its own grappling hook, which is necessary for a lot of their abilities. All the grappling stuff is tied to "slot=unknown" in the config files. But yes, it seems like their special armour sets are designed primarily for balance. It's just disappointing that they customise this little with tech levels. It's Gene-Modded soldiers all over again.