XCOM 2
rain Sep 16, 2017 @ 2:06am
What PCS should i use on which class
I really am haivng problems choosing :P
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Showing 1-15 of 16 comments
Explodium Sep 16, 2017 @ 2:11am 
Um...personally...

Sharpshooter: Aim
Grenadier: Move or conditioning
Ranger: Move, conditioning or dodge
Specialist: Any
Psi Op: Will
Reaper: Aim or move
Skirmisher: Move or conditioning
Templar: Move, conditioning or dodge.

Also if you're lucky you could get the breakthrough that lets you recycle PCS.
Morgrel76 Sep 16, 2017 @ 2:15am 
Templar/Ranger: move
Everyone else: Aim
Artek [General] Sep 16, 2017 @ 2:16am 
Rangers - speed (can move further) or health if you want them to survive being the closest soldier to enemy positions.

Like, honestly, the health PCS are only good early game, in late game there are better options...

Anyway.
Demolition grenadier (the one who throws grenades) - speed so that he had easier time keeping up with the team and picking good positions to abuse Salvo in late game with heavy armor on.

Heavy gunner (grenadier who shoots things and shreds their armor) - perception (accuracy). Combine with spider / wraith / viper armor so that he still had enough mobility on the battlefield to pick good shooting positions.

Sharpshooters - perception, always perception. Maybe speed for gunslinger, but he still needs that accuracy too hit things with his pistol.

Specialists - pretty much anything. Although i recommend to provide the hacker (agressive specialist) with heavy armor combined with speed.
The medics... Either accuracy to hit those guardian overwatch shots, or health / will so that they themselves didn't die. Speed doesn't matter because i always give the medics Icarus armor.

Oh and focus (will) for psionics.
Just put it into them when they reach maximum level, or the character will hit the will cap sooner and wont earn more will, wasting level ups.
Last edited by Artek [General]; Sep 16, 2017 @ 2:19am
VaultBoy Sep 16, 2017 @ 2:42am 
Ranger: Dodge - They're close enough they don't need Aim.
Templar: Move - None of the others are really useful for them.
Psi-Op: Will
Everyone Else: Aim - Especially, grenadiers in order to shred armor.

Although, if you're playing WOTC and don't DLC out the Brutal (bug?) for Will. You may end up giving a few of your soldiers Will PCS.
LordBlade Sep 16, 2017 @ 3:21am 
I give everyone movement. Positioning makes all the difference.
Don Cool Sep 16, 2017 @ 8:12am 
Aim for everyone except rangers/templars, for the two latter I prefer movement and then conditioning.
Oni Sep 16, 2017 @ 9:54am 
Originally posted by Explodium:
Um...personally...

Sharpshooter: Aim
Grenadier: Move or conditioning
Ranger: Move, conditioning or dodge
Specialist: Any
Psi Op: Will
Reaper: Aim or move
Skirmisher: Move or conditioning
Templar: Move, conditioning or dodge.

Also if you're lucky you could get the breakthrough that lets you recycle PCS.
I'd say that if the Snipers aim is already pretty high, you'd better use it on a soldier that has ♥♥♥♥ aim to compensate.
Akadai Sep 16, 2017 @ 10:18am 
Curious to know why people are defaulting to Will on Psi-Ops. A Psi's power comes from the PSI Power stat, not Will stat. Once trained they are also immune to mind controll effects and don't need a Will vs Will check

In Xcom 1, it was based on Will, not so in Xcom 2
Darkrage_nl Sep 16, 2017 @ 10:22am 
Reaper focus* more will means they are less likely to grow tired after a mission and as a result can go on more missions. And my reapers spend most of there time as abillity based scout anyway.

Edit: yeah will on psi is almost useless :/
Last edited by Darkrage_nl; Sep 16, 2017 @ 10:29am
Komutan Sep 16, 2017 @ 10:24am 
I consider mobility to be the best pcs for every class, but rangers and templars are the prime candidates for it.

Perception is the second best, sharpshooters get the priority for that.

Conditioning and agility are okay, but the way this game works, defense is not as important as offense.

Focus is not important at all. I see that some people have suggested focus for psi operatives, but will does not have any effect on their abilities. It just helps against psionic attacks, which are very rare and tiredness, which is not much of an issue.
Last edited by Komutan; Sep 16, 2017 @ 1:22pm
Artek [General] Sep 16, 2017 @ 11:01am 
Originally posted by Akadai:
Curious to know why people are defaulting to Will on Psi-Ops. A Psi's power comes from the PSI Power stat, not Will stat. Once trained they are also immune to mind controll effects and don't need a Will vs Will check

In Xcom 1, it was based on Will, not so in Xcom 2
Isn't stuff like mind control requires your will to be more than enemy's in order to take over him?
Tiasmoon Sep 16, 2017 @ 11:05am 
It was like that in EU/EW, but in XCOM 2 Psi Ops abilities check their ''Psi'' stat vs the enemies Will.
Last edited by Tiasmoon; Sep 16, 2017 @ 11:05am
Originally posted by Artek General:
Originally posted by Akadai:
Curious to know why people are defaulting to Will on Psi-Ops. A Psi's power comes from the PSI Power stat, not Will stat. Once trained they are also immune to mind controll effects and don't need a Will vs Will check

In Xcom 1, it was based on Will, not so in Xcom 2
Isn't stuff like mind control requires your will to be more than enemy's in order to take over him?

Nope. Will only matters when being attacked with Psi.

Put Perception on your Psi Ops instead. Put Perception on everyone except Rangers & Templar, who get more bang out of Mobility.
For me its pretty straight foward.

Rangers, Skirmishers & Templars - Dodge
The rest - AIM
Dodge is weird to me. The mechanic itself is pretty OP, but it has anti-synergy with some of the game's best abilities (Untouchable, Parry) and only works if you're in a bad situation.
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Date Posted: Sep 16, 2017 @ 2:06am
Posts: 16