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I dunno.
Well, sure - but it just seems like such a waste compared to Rainmaker. If I had to choose between Wrecking Ball and Intimidate, then OK. They both suck, pick by preference. But the two skills are not on the same Tier... Surely someone at Firaxis thought there was a point to this skill, I just don't know what it is. Maybe if it boosted melee damage with Overdrive or something?
This. Wrecking Ball may not be the best skill in the world but it shares it's level with Intimidate, which feels like an alternate version of Return Fire and equally blows chunks (it's more powerful but less accurate, effectively). FWIW I don't particularly like Rainmaker either, as it literally has one single use per mission per SPARK. Strike may not quite be EW's Kinetic Strike but it's still pretty powerful and much more accurate than the autocannon/similar.
I find Wrecking Ball synergises very well with Strike and Nova - with sufficient care you can expose a whole pod from cover, smash face against one target and damage another all in one turn.
I get the point that there are better ways of removing cover but they require you to expend explosives, and use an action. It's useful to have an option of creating a new door or LoS without needing to rely on that too.
This is only really helpful on retaliation missions, where you don't want to blow up the map for risk of hitting civilians, and also where you want the team to spread out or move fast to reduce civilian losses. Several times I've charged through a wall with my SPARK to get next to a civilian for rescue, while also having an action or two left for dealing with triggered aliens (or a faceless pointblank, if the civilian transforms). With the shortcut provided by wrecking ball combined with the overdrive speed boost and the SPARK ability to change elevation at no movement cost, I can have my SPARK redeploy to support almost anyone in my team in one turn, if only as a distraction (I go for the tank tree mostly, on normal difficulty the SPARK is tough enough to take some hits early game).
It's certainly still not the best power, but as others have said, intimidate isn't either (enemies don't shoot at my SPARK often). And the way it helps on retaliation missions makes it worthwhile earlygame, since they are some of the hardest missions (at least for me).
Oh. So it is, I must have misread. Objection withdrawn, then - Intimidate is about as bad as Wrecking ball, so the choice isn't as one-sided as I thought. Frankly, I wouldn't mind seeing both of those skills reworked. The Enemy Within MECs had some pretty cool skills that I'm surprised not to see make a return.
That does actually make me feel better, to be honest. Doesn't make me feel cheated, at the very least :) I'll try to use Battering Ram to punch doorways and trample cover, as you advise. Thanks for the help, folks.
Well, long-ish. But I'd rather it worked that way, personally. I've had issues with "trampling" characters accidentally destroying my own cover and exposing my own soldiers, so I like that it's on demand. Although to be honest, I kind of wish it were on its own skill with a lower or even no cooldown. Overdrive is too expensive to use on prancing around stomping cover, I think. The weird thing is there's almost always something out of cover that my MEC can shoot at.
Enemy Within had a fairly small percentage of non-cover-taking enemies with most still hiding in cover. XCOM 2 seems to always have a tough enemy needing multiple shots and armour shredding standing out in the open, which is what my MECs typically shoot at. Eespecially in the late game, it seems like every spawn has a Sectopod, a Gatekeeper or an ADVENT MEC in it, with more or less meaningless cannon fodder dudes that I can deal with on the next turn hiding in cover.