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At higher level they can have a perk to repair themselves in a mission too.
They have overdrive which is a capacity to have 3 moves instead of 2 when the situation ask for it.
And they can jump on any roof or high terrain even when there is no ladder or anything to get up.
All in all, they can help, but less in the end game imo.
Thanks! Those are good points. I did find a YT video about the Spark perks as they level up and I found it very helpful. It seems they can act as a tank or a great offensive addition. The video also showed the jumping skill as you mentioned. Lots to consider.
For now, I'm short on quality soldiers, so the addition of a Spark can add to my roster and buff my ability to react to a couple missions in a row, should that happen to me.
It's fun to try new things and see how they turn out. I'm on easy mode so mistakes aren't so painful. :)
Overdrive is the key ability that you can use right at the start, and it just need Adaptive Aim to remove the associated penalties which is gotten at the first levelup. 3 attacks (provided you don't move) in a turn is great from an action economy perspective.
The vertical mobility for SPARKS will help a lot with getting good aim bonuses on enemies via better positioning options.
The other skill that is awesome is Hunter Protocol. It is 33% I think, but it gave me a lot of mileage and "free" dmg throughout the campaign where I used it.
Great info. So it sounds like you used your Spark as a damage dealer. Overdrive plus three shots in a row and without the aim penalty. BTW, that Hunter Protocol is really something. I saw it in action, enabling a Spark to act as a scout with a decent chance to get a shot off at a pod they find.
That can always be a problem with non-standard / non-starting hero classes, but if you really want to level your spark, not being able to be fatigued helps. As long as it has hp it can go on missions.
And, as previously mentioned, overdrive, especially with adaptive aim, is a powerful early combo and helps sparks be usable even in low levels. Try to stick an expanded magazine or at the very least an auto-loader to avoid empty clips.
I wound't bother much with the ability to provide cover but that's just me.
Jack of all trades master of none is indeed an apt description.
Yes, just to move a little off tangent to the topic, I prefer offensive approach but in low risk manner. That's why I prefer my SPARKS to be offensive orientated.
Objectively speaking, XCOM2 (without mods or gamechanging 2nd wave options) is more suited to dmg prevention rather than dmg recovery. Especially in the early game where the game is generally more difficult.
If your rookie suffer a hit, he/she is basically is out of action for the next few missions. And healing via Medkit doesn't improve the recovery period after returning to base. On Legend, I believe I did some calculations previously (which I can't find now) that if a rookie is hit and reach 20% of total HP or below, you can possibly bench the soldier for up to 21 days. Which in terms of usability the soldier is as good as KIA.
Thanks! Yes, he's never fatigued. Good observation. Mine just leveled up after the last mission, and I was able to spend some intel to get him a scope and an expanded magazine. He'll be repaired in a couple days, and I do plan on taking him out again. I also was able to procure enough supplies to upgrade both his armor from the basic set and his gun.
His weapon currently has two slots and it's called a helix-ray cannon. I believe it's the first upgrade. Do you by chance know how to get his weapon upgraded to the third tier? Is that something I have to research normally or is it in the proving ground?
BTW, I did take the skill that negates the 15% aim penalty during overdrive, plus there's his nice new scope taking his aim to 91. Let's see how he does next mission. I can tell you this mission that he had a hard time hitting anything. His base was in the low 70's and the AI always took cover, unless I blew it up with a grenade. I kind of like him, though. We'll have to see.
This is quite good advice. It's just a mess right now with all the different things I'm trying to balance when I do have time to play. There are some mistakes I make that just have me wondering what I was thinking. Well, that's where practice and experience come into play. ;)
BTW, I keep an engineer staffed in the medical clinic 24/7 and I need it, too. I'm trying to build better weapons now, and I'm desperately short of supplies. I do have almost all of my base built, so the next couple months I can put more supplies into upgrading my weapons and possibly some armor depending on when that research comes through. Thanks again!
because you cant drag him with you to evac like a death soldier. what means the weapon with its mods is lost if you loose the spark on a evac mission.
and take in mind that only one spark can be repaired at the same time betwen missions. you can choose wich one in the Techroom by Sheen.
most other things are already sayed.
he is a high mobility weapon platform with a lot of firepower. your concern about "only one rocket" is noneexistant after you get him rainmaker. no matter if you give him a shredder, a plasmalauncher or a heavy flamer with rainmaker it gets devastating.
intimidate is another skill that is very helpful. every enemy using offensive action on him (that must not be an damaging attack, for example the officers "Mark" skill progs it too) must deal with a panic test, what can give you some air.
also his skill that gives a chance to fire on just activated enemy has much potential (and is one of the matters why a bigger mag will help him alot)
final advice: give your sparks weapon a scope as soon the spark comes in your service, that will help a ton.
i use 1-3 in every playthroughs rooster. mostly i send out one in every team.
Fantastic info. Glad you're able to make such good use of him. I need to get some of those covert ops mission that give extra upgrade points. Seems like this is a member who does better and better as he advances. I'm excited! Thanks. :)
Oh yes, I bought him a superior scope and a superior expanded max first thing. Glad to know those were good decisions. They made sense to me based on his overdrive and hunter protocol skill. Let's see how this guy develops.
You have to do elirium research, followed by plasma rifle and finally beam cannon.
Here is the image of the full tech tree. Haven't seen if it's all correct and it can be a bit overwhelming, but here it is.
https://darosh.github.io/xcom2-tech-tree/
they also cant do covered ops.
Wow! What a treasure trove! Great to know, since I'm researching the beam cannon right now. I'd like to see my Spark become a true warrior.
Love the link to the tech tree. I bookmarked that site ASAP and will refer to it for sure. :)