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Alot about the Expansion classes can vary on their XCOM perks.
the Reaper is pretty good scout but if he gets Tactical Rigging he can equip an item which means he can use bluescreen rounds. if he gets Deadeye he can wander around shooting Advent MEC and killing them. also a bunch of other things and not leaving stealth.
The Templar.... gets a bunch of perks from the Psi operative list, like sustain and fortress, and the assault melee list like reaper and bladestorm, and the sharpshooter pistol list like lightning hands, face off...probably fan fire.
The Skirmisher ...well he can get return fire. so if he gets shot at, he gets +1 action next round AND he takes a shot at the guy who shot him and he gets parkour which gives him bonus APs now and again.
I'd probably use his gun with a repeater shoot lots kill things. I suppose you could use a hair trigger. but yeah, Dragon rounds Scope, expanded mag and repeater is what I'd do with it.
but he's mostly about his ripjack, pulling people out of cover. or you could ripjack yourself inside a pod and retribution them to death as they try to run and gun them down with your bull pop.
My actual Skirmisher runs around with both of his rope skills, the elctro rope thing he can shoot for free x1, the CD lowering skill, and the skill that let him attck for free every enemy coming in melee range. than count in he can use both actions for shooting by default.
on the plasma bullpup i installed a s Autoloader and a s hairtrigger (and i have the skirmisher order that enhance all weapon mods)
it does more often 3 shoots a turn than not, with no lost involved.
with this setup it is a killing machine even without the dmg output of a xcom soldier plasma weapon. giving this class a stronger basic weapon woud make them broken. because his rope skills Skirmisher is mosttimes at very close range to enemys making him do flank shots most of the time (crit)
The main point to remember is that skirmisher class is built around getting more actions per turn. So the bullpup’s stats are balanced with shooting multiple times per turn.
I can't imagine not putting an expanded mag or auto loader on the thing considering how many times it shoots per turn.
i guess I could imagine no scope if you were going to go stock, but don't you need a scope? or a laser sight?
anyways I use my skirmisher sometimes, he's not overly impressive. but he pulls his weight on the team.
I agree scopes and clips come first though.
Whatever the thing does in a Skirmisher's hands is one side of the medal. I don't have an opinion as I never used this "faction heroe".
My question was about using the rifle with one of my (self-created) soldiers. Some mods auto-equip it (e.g. one psi-soldier mod), so I thought, there must be something special to it.
If I understand correctly, the rifle is good for a (faction-) skirmisher, but that's it, right?
What use does a sniper rifle have in a hand of a rookie when squadsight is a perk. The feature of the gun is it allow the user to fire twice or once and use another ability. Only because Firaxis didn't liked to add the perk to the gun doesn't mean it can't be done. There's nothing special about any weapon in the entire game except the sniper rifle. Every single weapon is identical to another and what makes them different from each other are the stats.
The cannon? There's exactly nothing special about the gun, the rifle? Nope. The shotgun?, nope. The pistol?, nope, the autopistol? Nope. What makes the weapons special are their stats and who uses them because the chosen weapons on other hand do have perks attached to the weapon. If you're going to compare the carbine on a customized soldier you need to add everything what makes the skirmisher added to the gun.
Pretty much what talemore said. If you're not taking into account perks then it's a far weaker weapon but that goes for every other weapon in the game except for the Autocannon, which has built-in shred.