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Personally, i like templars. But i think it might have something to do with the ingame and modded difficulty setting. Lots of people increase pod sizes, pod counts, and heavily buff their enemies for more of a challenge. Parry is very powerful in normal game settings, but the more enemies you have, the more you're concerned with dealing as much damage as possible over being able to tank an attack.
If there were no pods think what happen when an advent officer tell every advent trooper on screen to hit a single target. Not randomly selecting the best target available but actually trying to kill tactically by defeating the most vital threat. The officers purpose is to break up the AI's selection, the advent officer is simulating a player. The ability shouldn't take up actions cause it's not a supporting or offensive. The game describe advent officers to be copies of the commander.
the officers are just more capable than the grunts.
if your not playing the long range game then a templar is great.
They can run in and do damage to a group of enemies and then negate/reflect alot of that damage. if your using there stasis, invert and ghost skills this gives you alot of control over the fights.
yes if your trying to stay at range and pick enemies off, then a templar is a waste of a spot, but if you get lucky and end up with bladestorm, fortress and lightning reflexes they can be the backbone of your entire playthrough.
If you can prove it. With the exception of the assassin the other two are random test objects, one is described to be a reaper. If them were commander them wouldn't be different from each other. Each three have a personality who reflect the three factions. The assassin represent the Skirmishers, warlock for the Templars and the hunter to the Reapers. The advent officer represent the commander because by reading the lore in the game advent was xcom before the aliens infiltrated their infrastructure. Because xcom failed so miserable a new order was made named advent who defeated the aliens but politicians wanted to diplomacy with the aliens. Xcom2 takes place where the war have changed the communities into police states and if it wasn't for the failure of xcom there wouldn't be xcom2. The three elders were never chosen because commander was allowed to win.
but why is it more "optimal" to get fortress form a vest instead? Note that in theory with a helluva lot of luck, Faction Heroes can get an XCom ability at every rank above squaddie, so it's not as simple as fortress "taking the place" of something else, since that's just not how the XCom branch works for Heroes.
Fortress means that a Purifier can do nothing to the soldier. A hazmat vest means that the purifiers grenades and death explosion can still hurt.
According to the wiki[xcom.wikia.com] Templars have 8 possible skills the game chooses from.
So lets calculate the chances of getting Bladestorm, Fortress and Shadowstep. I'll use this calculator[stattrek.com]:
- Using n=8, r=4 it calculates that there are 70 possible combinations of 4 skills from those 8. I am ignoring the order the skills show up in.
- There are 5 combinations that include those three skills.
Thus the probability of getting Bladestorm, Fortress and Shadowstep on a Templar is 5/70 = 1/14 = 7.1%
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