XCOM 2
Is there a reason to ever skulljack anyone ever again after the first time?
Do you get anything out of skulljacking/skullmining? Its just annoying to approach a dude without getting shot up and its even more annoying dealing with the codex

at least in the last game taking a prisoner meant research
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Showing 1-8 of 8 comments
Mosey Feb 9, 2016 @ 6:58am 
You get Intel and an easy instakill? I still have a Skulljack on my 'hacker' support for the hacking bonus and because it's essentially an instant-kill melee weapon vs. certain enemy types. Plus the intel bonus, of course!
Last edited by Mosey; Feb 9, 2016 @ 6:59am
gimmethegepgun Feb 9, 2016 @ 7:19am 
Skullmining can give intel or facility leads, and is a 70% instakill (though you'll take 3-4 damage if you fail the hack), otherwise guaranteed 2 damage. Also, the Skulljack gives +25 hacking when you have Skullmining completed.
bulldog0890 Feb 9, 2016 @ 8:02am 
Originally posted by Tallahassee:
You get Intel and an easy instakill? I still have a Skulljack on my 'hacker' support for the hacking bonus and because it's essentially an instant-kill melee weapon vs. certain enemy types. Plus the intel bonus, of course!
but don't you have to deal with the codex that pops out? or does that just happen the first time?
jeffy Feb 9, 2016 @ 8:07am 
theirs a nice exploit with the skull jack ------------ its a free kill even - with fail on a hack

SOMETIMES the SHEILD ADVANT dude -------- puts up a shield and protect everyone

i just skull jack him with my first turn ------------ then the shields are disabled to kill everyone else
-shhfiftyfive Feb 9, 2016 @ 8:07am 
every successful skulljack/skullmine permanently increases the soldier's hack skill by +5.

also any hack in general that succeeds gives +5 hack permanent.

this can be good for improving your odds of hacking in really good rewards at some points in the game. also controlling sectopods or w/e when you can't quite kill it on your turn.
LastDude Feb 9, 2016 @ 8:07am 
The codex appears only for the first time.
Gamefever Feb 9, 2016 @ 8:11am 
Codex only appears once.

Otherwise its advisable to always carry an Advanced SkullJack on a Specialist...

Heck a party heavy with SkullJack wielding Specailists can really just wipe out a 1st encounter with an Advent Soldier Pod....

So you could potentially kill say 3 Advent Pod and net 3 bonus Intel Caches on a single Pod Spawn which can really turn around and help you nab everything on the Black Market that Month.

Doesnt Matter how many hitpoints or Armor the Advent have...Its a flat 70% kill chance followed by like 50%-100% chance on a small intel cache.

So its potentially abusable in those early months if for some reason you happen to have too many Specailists.

That extra intel you just spend on Straight upgrades to equipment or better soldiers or high level class replacements you might be in dire need of to be successful.

You want a Movement PFC and Spider Armor if you can on your Specailist so that you can move up to 4 to 8 more tiles as a SkullJack can happen on a Yellow Move.

If you use SMG Mod from Workshop that movement range for skulljacking can be 7 to 14 additional tile spaces.

______________________

Also if your hurting bad for removing Advent Avatar Project Progress you have about a 25% chance of getting a Facility Lead which with 3 Specailist's is actually doable on mission.

Basically the Specailist is just as awesome as the Damage Dealing classes or at least 100 times more awesome than the old Support Class from Xcom:EU 3 years ago...Better by leagues really very powerful class and can really gib a lot of stuff if you build them right.
Last edited by Gamefever; Feb 9, 2016 @ 8:21am
-shhfiftyfive Feb 9, 2016 @ 8:21am 
you can also abuse the hack skill increase via repeatedly using haywire on a target in a mission with no timer... each successful hack = +5 hack skill.... i wonder how they will patch that so it can't be abused...
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Date Posted: Feb 9, 2016 @ 6:57am
Posts: 8