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Class leveling would have been a brilliant addition to how sparks worked. All sharing their programmed experiences and being able to replicate that experience in semi-disposable bodies.
I also think they should be able to learn both sides of their skill tree (as a psi-op does) since otherwise a good portion of their skills aren't that great but would be OK as additional upgrades.
As it stands the only reason to use a spark is because you happen to get one free, building more is an expensive chore and they overall bring little more to the table than being a wierd hybrid of the other classes that doesn't get really good at any one thing.
They are MEC like only in their appearance. The storyline puts them more in line with what a SHIV was and their fully-robotic nature as opposed to being a cyborg is also more in line with them being a walking-SHIV that just happens have some adaptive AI so that it can talk and learn.
Grenadiers are Druid / Knight, able to use magic in the bottle and throw it on the enemy while still being able to have the highest amount of armor and health.
Psi ops are Wizards, can learn abilities with no need to gain the experience
Rangers are Rouges, focusing stealth and combat
Specialists are Priests, uses skills who improve defence and health.
Sharpshooters are Archers who can shoot from a long distance
Spark, the Jester( Jack of trades) uses skills by two or more classes, never able to master.
I see them becoming more useful in future DLCs.
I do share agreement with them never hitting ♥♥♥♥ though. I understand the whole "flank thing", but other soldiers have better chances with their regular guns when shooting at an enemy behind heavy cover than the Spark has at shooting enemies in light cover.
The issue is not that spark is destroyed, the issue is that a SHIV can be mass produced with no need to gain experience. SHIV can be used and then destroyed with no need to bother since the only use of a SHIV is to either tank for one turn against enemies who are not fooled by mimic beacons or setup overwatch ambushes and suppress targets.
What SPARK need is PCS modules who allow SPARK to learn with no need to gain experience
The time it takes to gain perks by creating more than one spark could not only been used to train a new soldier, you would be able to create ammo and armor that can be used by everyone.
Literally can't absorb 2 shots from Sectopod.
Lots of shots, hahaha, oh wow....
What kind of joke is this? Gatekeeper has -40% Defense. Spark does not have Scopes or PCS, you can't kill Gatekeepers worth a damn with Spark.
Nothing is supposed to absorb 2 shots from sectopod. If sectopod fires soldiers gonna die and you are a bad commander. For sectopods you have blues screen rounds, emp granade ,hack, frost granade & mimic beacons... not tanks. That is not a valid argument.
Spark is ok early & mid game. He's not good in late game that is true. But he's usefull till you soldiers get to high ranks. Don't believe he was ever designed to be good in the end game.
That said I think he should be able to get atleast weapon mods to make him bit better.
That is not true. look people forget cover. and defense. 15 defense doesn´t cut it with a sectopod that shoots 3 times at aim 50+ that means 3 times 35% shot at lowest difficulty.
Now cover migate that to example 10% shot chances. that sounds a lot beter :P
then 35% shot chance.
So offcourse people compare those two things. a spark takes 2 hit it is dead.
But a soldier in full cover. will easily be able to survive one hit from a sectopod if it´s get lucky.
Now a Spark problem is that it can take 1 shot and it is dead . cause other elements around the sectopod troopers can easily finish it off.
Now offcourse if you play kill them ALL before they retaliate style. then it doesn´t matter if aliens does 100 damage and have 100 aim. infact only thing that matters are Aliens HP .
But since most people including me find bigger numbers of enemies fun.
So 5 -10 enemies on the map. meaning always something survive or if you make a mistake.
you have to fight off 10-15 enemies.
In these kind of games. Spark simply feels useless.
I invested almost entirely in Future Combat (Deviating only to pick up Bombard over Repair), which proved to be a huge boost. Bulwark was great, which allowed my squad to maneuver what would normally be really awkward angles without exposing themselves. I think I only used Sacrifice two or three times, but when I did I'm convinced it bailed at least one soldier out from a gruseome death, possibly two.
The rest of the stuff was nice, but not certainly game changing (Though potentially getting 3 shred on 3 targets in a turn felt nice). Never had an issue with survivability, though. Early on, I probably had some close calls, but after June and beyond I don't think it ever dropped below half health, and I ran it out on every mission.
One thing I really enjoyed was being able to fearlessly position for maximum effectiveness on cone-pattern heavy weapons. I don't think I've ever used the flamethrower quite so much.
Yours is not a valid argument. EW you could Dense smoke + Telekinetic Field + Ghost Armor and stand in the open without cover for 100 Defense and no shot without elevation could touch you.
Doing Spark mission in Legend early is about the easiest way to fail campaign because of wound timers.
So run more squads.