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
Also, against Devistate - Grappling Hook counts as free action. And if you spread your guys, far less should be in danger of getting hit.
And, if you have a Psionic already, Stasis locks him down for the rest of the turn.
So, considering that and that he's the third and final ruler (and the only one that gives you a T3 armor by default), I think he's perfectly fine.
Its embaracing to say, but after 3 playthroughs i haven't had a SINGLE psionic in my team.
Researching psionics and then building the training center for them has never (and probably will never be) my priority, i find researching and building literally anything else much more useful until the very end of the game when my scientists have nothing better to do and neither do my engineers.
The saddest part? You can only turn rookies into psionics (unlike previous game, where any soldier has a chance of becoming one, even he's already colonel) which means i have no use for them in the late game where i already have 8-10 well-developed experienced soldiers.
And getting a Rookie is not hard, just hire one for a few supplies, stuff them in the training facility and keep them there to train. Among other things, they can learn "Stasis" (the mentioned complete lockdown until the end of the enemies next turn - even if they can't take damage), a counterpart to protect friendly units, Domination (permanent mindcontrol of an enemy with one charge), the passive bonus of being immune to explosives, fire, poison (all at once in one!), the ability to make them and anyone in a small radius immune to mind affecting status effects like panic,...
So, yes, if the Archon King is such an issue, get a Psionic early and see what you get because the way they are trained means they can
a) get literally every single ability (instead of just one of two on each promotion)
b) can get ANY ability each time they train - and you get to choose between three options.
So, yes, that means a Squaddie Psionic can already run around with Domination, if you're lucky.
And no, i have no special rounds at all... I mean i have tracer rounds and poisonous rounds, but one is used by my main sniper and the other is used by another sniper who is plan-B.
Everybody else uses all kinds of utility stuff such as mimic beacons, skulljack, yadi-yada.... And almost all of them have special armor that limits them to just 1 utility slot, so...
So you don't use PSI OPs. You also don't use DoT rounds. So you are ignoring all the tools you have available to deal with the threat. Why complain then?
2) These things are extremely situational otherwise. My squad is prepared to fight armies of enemies and survive, not to fight one over-sized one (because they are not in every mission, and i don't have a shadow chamber. Woohoo for legendary difficulty and x2 building times.)
3) Psionics are ineffieicnt in a way of getting them. To get the best results you must research and build them ASP ignoring all else, which is a lot:
magnetic weaponry, laboratory, guerilla tactics school, advanced warfare center, power relay, resistance comms, proving grounds...
It might worth it in a long run, but you're sort of gimping yourself in early game trying to get them because you'll have to sacrifice something else from a list above.
Maybe magnetic weaponry could wait, but i don't know, the faster you have it the better.
Oh and you have to take squadies psionics on missions instead of, i dont know, a leiutenant or captain that you will have by this point.
Somehow i just dont feel like i'm winning in this dituation.
Unless you install a certain mod that clones all alien rulers and makes them appear even after death.
Neither PSI OPs or DoT rounds are really "situational" - and certainly not "extremely situational." PSI OPs are probably the most over-powered soldiers in the game, and there is practically no situation where they are not useful or even optimal. DoT rounds are indeed more situational than PSI OPs, but they are still applicable enough in so many situations that it is advisable to have one of each with every squad.
2) Neither are situational. DoT ammo has a default effect of +1 damage no matter what and unless you're fighting robots or otherwise immune enemies, their effect is always of use. And there aren't that many of those immune ones as even the basic ADVENT will be affected by it.
And Psionics are generally pretty OP.
3) You only need to get them out in time for the Archon, really - if at all. As stated above, the Berzerker Queen is basically useless when hit by an Acid Grenade (because her AI forbids her to walk over acid floor tiles - even when already burning with it. Meaning she'll end up stuck and can't move). And all you really need is Stasis, which is a very easy-to-get ability for a Psionic.