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They'd be amazing if they had an assault rifle instead of that horrible Bullpop.
homing mine does 8 damage and makes the next shot on the target 100% chance to hit.
so Ideally you toss a homing mine, and have a sniper use deadeye from downtown.... while the target is on the roof.
he can do that twice, and then use banish. which with a scope and extended mag and tactical rigging with special ammo is alot of damage.
Dwl.
This is so far from how things really are (reaper is infinitely more powerful than Templar could ever hope to be) that I had to smile hard for a moment.
Its funny, how ppl can look at the same thing and see things so differently.
To me it its kinda completly weird to even suggest, that templar is stronger. I think a lot of ppl dont really know about scouting or what scouting actually means.
Scouting means among other things that you have vision, intel and knowledge of enemy composition, location, numbers, movement and so on.
Intel is what wins you the fight, the war and triumph where others failed. Know your enemy. Reeaper is the single most powerful class because it cannot really be quantified just how useful intel really is at least thats prolly why some ppl dont really understand the fuss surrounding reapers.
Reapers = Unmatched when it comes to giving you, the player, the initiative.
initiative = you choose when, where and in what manner you overcome the opposition on the map. You will be the one surprising, ambushing, maxing your aim using advantageous positions in relation to the enemies that have been (safely) scouted by your reaper and significantly weakend before the actual engament via remote start or claymore. Not only that, they can annihilate any single unit in emergenices. They can kill sutff without ever being revelaed.
Damn. I mean.....its lik the devs wanted to make Reapers super strong and useful and then doubled the skills and their overall prowess and then trippled it.
Thats how powerful they.
If you turely believe that Templars are even on the same level, then you dont know what youre talking about. You really dont.
Reaper is several leagues above Templars, which are not even really mediorce, but more like the by far weakest class in the entire game. Their lack of any substantial ranged optons in early to mid game renders them virtually useless compared to Ninjas like Reapers. Reaper is like a god and Templar is like a elderly monk. They both have something to do with spirituality and gods and angels and all that. But you cant really compare the to. one is a god, one is mere mortal.
Thats how it is with Templars and Reapers.
Templars are small little mortals. Reapers are godly. Insaenly powerful.
Reapers get nasty (but map-dependent) early. But they can be hard to use early because of a real lack of firepower. They stay scouts mostly until very high rank (getting perma vision, and a few guaranteed to stay hidden shots in middle ranks). Late, they get banish (which is great, once) and an extra mine. But mostly they are for maps where you don't start hidden, have lots of time and/or are full of things that go boom. Great for city escapes, retaliations, and busting factories.
Skirmishers are designed to get you through the rough part of the game. They start with and quickly get skills other units won't get for months, AND they are quick and cheap to give better weapons to. Having 2 possible actions is strongest when the squad is 4 or 5. Just keep on high ground as much as you can (aim bonus is big), and give them at least an extra mag of free reload (so they can shoot 2 turns in a row). The problem is that they get relatively weaker at Major and Colonel (the skills aren't useless, but everyone else is getting MUCH better), plus, they are weak against armor. Basically, after you take care of the first Chosen, the Skirmisher is more of a support piece (good for doing spy missions and supporting secondary attacks). While the other 2 faction pieces (and grenadiers and rangers) are amazing at top ranks, and snipers are ridiculous once you have the Hunter's weapons). But by the time you get there, it should be a matter of WHEN you win, not with who.
1. A sight for snipers for plain maps. I can kill most enemies safely from a long range, including The Hunter and The Warlock.
2. Ambushes. Just move your team to pod without triggering and go to overwatches.
3. Cover ops. An ideal solder for a mission with possible ambush: you can just run to the extraction point.
4. Silent Killer. Shrapnel + Silent Killer + Sting + ... It's possible to destroy 1-2 pods solo.
5. Non-silent killer. Banish. Kills one «boss» solo.
The best version of phantom ranger + partially grenade grenadier.
Templars =
1. 100% hit. Always useful.
2. Parry. Can destroy any unit solo (excepting sectopods) from early game. It's like untouchable, but without any requirements as kill.
3. Rend + mobility. I've send my template to cover actions with mobility rewards, and now he can run over half map, cut the enemy and run away.
4. Support. Aftershock / Amplify — very useful vs. «boss» enemies.
The best version of a close-range ranger + partially targeting support.
Skirmishers =
1. Two low-damage hits(?) per turn.
2. Ineffective close-range attacks.
3. Some useless one-time skills that require overwatch during combat with a pod.
4. Some useless skills with low chances (~80%).
5. Can throw a grenade and do a hit.
The worst version of a pistol sniper + worst version of a close-range range + worst version of an overwatch specialist + worst version of a gun grenadier.
Maybe they will be more good in the beta-strike modification, I don't know.
A Sharpshooter who is built around Squad Sight is far more map dependent, if you bring a Sniper that isn't pistol focused on a map that ends up being in the tunnels they become a detriment. I can't think of one map type where I've said "Damn Reapers are terrible in towns, the trains station, subways... etc.
Heck they can tear apart early game lost when the lost still have low health, so I can't even say they're bad against the lost early game. Their aim makes them usefull there, or if it's one of the resistance missions to rescue the pinned down operative their movement is usefull for getting to the objective WITHOUT alerting every lost on their way
And maybe, ironically, the only mission in the game intended to be stealthed: rescue operative. Since you aren't supposed to break concealment anyway there's not much value in them being concealed, and if you fail the hack it becomes a mad dash to get out before you get overwhelmed because you only have 3 people, which Reaper doesn't help with much. Unless Claymore doesn't raise the alert level? I haven't tried that. If it doesn't then you can just use that to bust them out and then I guess they're amazing at that mission.
That's probably all of it though.
They are the single most useful unit in the game. The Templar's ability to tank one single hit (while possibly alerting one or two other pods in the process) is nothing compered to the tool that is Reaper scouting.
Quit spamming and necroing old threads.
Three years later this gift keeps on giving.