XCOM 2
imminence Dec 22, 2017 @ 4:24pm
About that Skirmisher Rifle...
Before I would say, that an item is really bad, I try to find the idea, a hidden feature or a yet secret trait, which makes that item at least useful.

In regard of that small rifle, which seems to be more like a weak SMG, I fail to see anything worthwhile. I hit more, better and at greater distances with a shotgun.

I've also read several posts, leaving nothing good on that weapon.

Nevertheless, I ask:

Has anyone found something good about that thingie or is it the worst weapon ever implemented in a DLC?
< >
Showing 1-11 of 11 comments
red255 Dec 22, 2017 @ 4:47pm 
Why do you hate the skirmisher bullpop so?

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.
Stardustfire Dec 23, 2017 @ 9:17am 
Skirmisher is already very OP with his own skillset, when luck comes to him with the alternate skills a weapon with the dmg range of ranger pumpgun for example where overkill.
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)
Last edited by Stardustfire; Dec 23, 2017 @ 9:23am
talemore Dec 23, 2017 @ 9:44am 
Add ammo rounds to the carbine and shoot at two different targets for twice the effect.
anachoret Dec 23, 2017 @ 10:32am 
Put a Stock on it, give it Dragon rounds or something and it's great.
phillip_lynx Dec 23, 2017 @ 2:24pm 
Originally posted by anachoret:
Put a Stock on it, give it Dragon rounds or something and it's great.
And a 20% Instakill Module ;)
JaegerBane Dec 23, 2017 @ 3:24pm 
It’s largely pointless trying to critique a faction weapon independent of the class that uses it as it will never have to work by itself, and in a skirmisher’s hands, shooting doesn’t end the turn and it gets more accurate the more times it shoots with the right perk. Those stats alone prevent it from being the worst thing evar or whatever your argument was.

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.
Last edited by JaegerBane; Dec 23, 2017 @ 3:26pm
red255 Dec 23, 2017 @ 3:42pm 
Originally posted by phillip_lynx:
Originally posted by anachoret:
Put a Stock on it, give it Dragon rounds or something and it's great.
And a 20% Instakill Module ;)

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.
JaegerBane Dec 24, 2017 @ 12:24am 
It’s not hugely difficult to get the Modular Bullpups breakthrough as the game starts cycling through breakthroughs still to research once you’ve maxed your available research topics. Once done it’s just a case of adding a repeater on top of the scope/clip combo.

I agree scopes and clips come first though.
imminence Dec 24, 2017 @ 9:26am 
I guess I expressed myself in a wrong way.

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?
talemore Dec 24, 2017 @ 9:50am 
Originally posted by imminence:
I guess I expressed myself in a wrong way.

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.
JaegerBane Dec 24, 2017 @ 10:08am 
Originally posted by imminence:
I guess I expressed myself in a wrong way.

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?

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.
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Dec 22, 2017 @ 4:24pm
Posts: 11