Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Alternatively, a vest(s) that modify other equiment in your soldier inventory, or even their armor. Such as adding an additional +2 flashbang/smoke grenades if you had a flashbang/smoke grenade currently in your inventory, allowing a self-heal if you used a Medikit on another soldier, reducing the cooldown of all your abilities by 1 to a minimum of 1, etc.
yeah its.... not exactly as good as say a med-kit in some respects but they can leech life back with soul fire if they take a hit and 3 armor is nothing to sneeze at. when things do like 5-7 damage thats cutting it to 2-4 damage.
its not liek they would need an ammo slot or a grenade having psionics (they have a blaster launcher in the war suit)
so yeah a war suit basically DOES give you a vest and grenade for the price of one.
and my psionics wear a plated vest on top of that.
also armor is very good if you stack with DODGE. like you put a dodge PCS on an assault with 3 (or 4) armor... and he's going to be taking VERY little damage.
Why would you put a vest on an explosive grenadier? Giving them a vest is one less explosive they can lob (by which I assume that you'll use EXO/WAR instead of Predator/Warden, since you can't use both slots for explosives, so instead bring a heavy weapon)
lol
When you think about it? jesus man, I just like being hit for 1 damage and laughing at the dodge mechanic.
but armor stops damage from I believe all sources. like falling or skulljack feedback.
very few monsters carry shred, just the mutons and the MECs.
Stasis ... most maps are over in 6 turns. Stasis isn't better than a medpack.
but Plated armor gives +1 armor.
ok, lets say you are shot for 5 damage. thats 5 days wound time and the plated armor reduces it to 4?
stasis isn't going to do that.
Or are dead or disabled because you had an emp bomb.
Or can't use their abilities and miss everything because you had a flashbang.
That's 0 days wound time and/or someone not dying.
Armor isn't going to do that.
Sacrificing something that keeps you from getting hit for something that only works if you get hit is kind of a bad deal in a game where preventing taking hits is key.
It's not the vest's fault. It' just the way the game is set up with alien pods, their activation rules, and that they never shoot before you have had a chance to kill them.
In contrast though, in X-Com from the 90s aliens usually shot first. This made armor usually as or even more important as weapon upgrades. I made the mistake of thinking armor was essential in X Com 2 at first because of this. As it turns out, armor is very much secondary.
Different armor types could've had different slots designating the type of inventory you could take, such as:
Armor 1: Any item
Armor 2: 1 vest, 1 any
Armor 3: 1 vest, 1 grenade, 1 any
Armor 4: 1 vest, 2 any
Or have vests specific to a class giving a practical benefit.
If you quote me, than quote everything I wrote not just a part of it. But since you don't seem to understand I make it more clear, just for you.
With a PSI OPERATIVE throwing a mimic beacon is a wasted round when you can instead use dominate, null lance, inspire or any other of the op abilities.
With a GRENADIER it's a wasted round when you can instead throw grenades to blow cover or shred armor or disable/slow melee enemies with fire, poison or flash grenades.
With a MELEE RANGER it's a wasted round when you can instead use run&gun, reaper/rapid fire or finish of an enemy with your sword.
But it's alright, I'm pretty sure you belong to those who can't play this game without the mimic beacon. No problem.
Brilliant.
I wouldn`t say it`s as cut and dry as that, certainly MOST of the time your reasoning is correct, but especially if you accidentally activate a pod late in your turn a mimic beacon is probably a good choice, and having that contingency option is worth not having 1 armour to me.
No I'm using predator/warden on them. Why waste an exo/war on a class that already got enough explosives. I use exo/war on classes that are missing this.
With the predator/warden you'll have 3 slots, 1 for grenades, one utility and one grenadier only, 'nades again. I use it that way because grenades are more versatile than the heavy weapons, which can be used by every class.
You're absolutely right. As emergency tool the mimic beacon is great but in this regard you really only need one, maximum two which leaves said classes with the option for vests.