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I personally like Skirmishers quite a bit due to high action economy and cool repositioning abilities, but I think the general consensus is that they're the weakest.
Templars have high damage attacks with 100% accuracy with all the caveats of melee attacks, but have some really interesting support options later in the tree.
A fully leveled faction soldier is probably going to be slightly weaker than a fully leveled regular soldier, but they bring some variety and you don't have to use them if you don't want to. I don't think the game gets much harder if you ignore them.
But you do need to level them up. If you constantly run Rangers in the late-game that are only Corporals, you'd probably think it's a weak class too.
Skirmisher are of limited utility now, yes. I use them primarily for dealing with the lost. But back in day, before patches tier 2 ripjack was OP as hell due guaranteed stun upon hit.
Utility of templars mostly depends on whether they get bladestorm and fortress or not. With them they are excellent melee units outmatched(in terms of raw damage) only by a ranger with katana. With 3 focus and Reflect they will send pretty much every 2nd(50% chance) shot back at enemy, not to mention Parry. With that and if you upgrade their dodge they can tank a lot of hits
I have my skirmisher on a covert action to level him up that way.
I guess they do have some niche uses, I never thought of, I have a pretty good female LT longshot sniper too (and being an MGS fan I named her Sniper Wolf, made an MGXCOM bio for her and managed a fairly good likeness. I might change my reaper's nickname to "Quiet"; though I don't quite think they have her clothes (or lack thereof) ingame) unfortunately I have a ranger who has phantom rather than blademaster but then I went for shadowstrike and run 'n gun. Captain is still locked out but with my long range sniper I think I might use a reaper as squadmate #6 when I get Captain and can buy another slot.
Oh and what are your opinions when it comes to spark units?
PS: I wish the game tells you that once the avatars project bar fills humanity is not doomed as I cheated and reset the timer by 6 points as I like to take XCOM easy/methodically and not in a blind rushed manner. The way the avatars project bar was explained I thought that a full bar equalled game over.
Skirmishers are great early to mid game, double shots and whiplash. I'd prob prefer a decent grenadier though.
Templars though pretty weak early on, once levelled they are beasts. That melee strike is excellent, combined with parry, done right they act like a decoy that won't get hit. They are good throughout the game, except the beginning until levelled up a bit. But you are relying on their melee blade not their crappy pistol.
If you playing on lower difficulties I think you would get a lot more use out of any of the hero units. If used right they are all powerful, useful squad members on any difficulty. But I would agree that overall, normal classes with all their abilities would be a stronger squad to use. They are fun to use and make a change. I don't think in a normal campaign there is time to level up, and upgrade all three hero units, usually one or two at most. If however you used some mods to improve them, then that of course makes them far more valuable.
Top tip - if you get your weak hero unit killed, you should pretty soon get a mission to recruit a new one. The further you are into the game, the higher the level recruit. Saves the long road of levelling one up from scratch.
Yes. you are doing it wrong.
you don't need to level them up at all. just dismiss them and recruit a new one next month it will be at the rank you get soldiers from from the map. so just wait few months, dismiss, recruit one next month at colonel rank.
doing this you can 'insure' they get decent bonus abilities.
you can also use this mechanic to have expendable soldiers.
we have 3 heroes.
skirmishers, not really the biggest fan of skirmishers, they are my benchwarming unit, I'll use them sure but they have the issue of moving around alot and triggering alot of map contact. but their use is pretty basic, they grapple up and get a height advantage flank, then use their hook to deliver a melee attack then a second hook to pull someone out of cover. solid enough fighter, and if they die...get a new one next month. I'll use them, its just they draw too much contact for me to like them.
Templar. 100% auto hit with growing damage mechanic, good unit. also can switch places with an enemy.
so you trigger 3 enemies, templar switches places with one, to put the templar in melee range of the other two. killing one and deflecting the other ones attack with parry. the rest of your squad has the other unit moved to where the templar was at close range and easily dispatches it.
templar are particularly great with bladestorm and fortress.
And the Reaper. a reaper is a scout unit, damage on the weapon isn't too high but if it kills an enemy one of the perks means it doesn't lose concealment. so its great for doing those last 3 points of damage to kill off an enemy unit. It gets a claymore. it gets remote detonation.
so if an enemy group of aliens finds itself near a car, it could lob a claymore +remote detonation on the car for carx2+8 damage. its alot of damage. hell the remote detonation is usually enough, and neither attack breaks concealment.
later on it gets Banish which allows you to empty its clip into a target. with an expanded magazine it can fire 7 shots. it also gets homing mine, where you can throw your claymore to an enemy. next shot is 100% chance to hit and will also explode the claymore for its 8 damage.
If the Reaper gets Shredder ammo, Tactical Rigging and deadeye it can equip bluescreen rounds, deadeye +Bluescreen round is typically enough damage to one shot an advent mec or codex or something. the shredder ammo is more for Banish and one shotting a large armored target like a sectopod or gatekeeper.
Best of all, reapers are basically untouchable if you play your cards right. When worst comes to worst, reapers are the only ones that can consistently just run for evac and escape to fight another day with 0 downtime due to wounds.
granted this was most certainly a case of obsurd damage stacking but i mean hey, 1 shot doing 55 damage? i dont think i can do that with other units.