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Fordítási probléma jelentése
With +5 PCS Perception (aim) and +15 superior scope my sniper have 115 aim. She's basically a shield trooper killing machine. When combined with the Killzone perk and superior repeater mod she one shoted a Sectopod, and an Archon with a single over watch action. This same sniper also one shotted my 1st encounter with the Gatekeeper in one cut scene.
Edit: i meant deadeye!
How about attack with your pistol? lol
That is actually a great idea that I hadn't considered. I usually take the other skill and not the hunker-next-turn-bonus one but this may make me try this skill on my next sharpshooter to mix things up.
And against lightning hands it is no win. Lightning Hands save me so many times, by just knocking somebody out of overwatch. and still keep a full powered sniper rifle shot against the target that is a threat.
Sorry there is simply no competition for lightning hands.
Unless all you do is squadsight overwatch. but even then the times you need to push forward.
Cause of the huge long range aim penalty on Squad Sight and the lack of snap shot (that one that allows snipers to move and fire with a penalty)
Serious if they want competition for lightning hands they should bring back snap shot.
that would make people think what to pick. even if snap shot is on 3 turns cooldown.
(or simply a skill that reduce sniper rifle action points by 1 for 1 turn)
even with deadeye losing it´s aim penalty, lightning hands still looks beter.
So yeah, when your regularly see hit chances of 131% fly by on regular shots, doubt that -20% or even the -30% I've seen is gonna bother ya(I'm usually more bothered by LoS). Of course this is a bit of an end tier sniper, but I've been using deadeye reasonably reliably since I got the skill. But do you really want an extra free pistol shot when you can just hit like a truck(20~ damage crits)? I know I don't, heck my snipers hardly ever come close enough to the front to use their pistols. I mean between his great aim, the fact that killzone gets better if you are a bit farther out, there never is any good angled high ground close by and steady hands, it kinda feels silly to stick him close to the rst of the squad.
Great, apply a +2-4 damage to organic enemies or apply a +5 damage to mechanical enemies. I'll just grab my AP rounds and kill organic stuff in the first shot not having to worry about debuffs, and basically still get almost as much benefit out of it on mechanical enemies(since it ignores 5 points of armor). Sure burning an advent stunlancer or a sectoid is useful in preventing them from doing much(they can still shoot you though), but if they are dead they don't do much either.
But even the final battle where you get swamped lightning hands helped out more then the extra damage buff for one turn with serial. (serial cooldown is way too long)
Especially during movement DPS to gain a beter position that is 2 pistol shots still roughly 1 sniper shot. since I have armour piercing on my end game sniper. (also rapid fire)
It makes it a valid sectopod finisher. even without criticals . or a andromedon killer without somebody to shred for her.
There have been times on timed maps where I got into a pretty hairy situation and the slinger would have been better, but I find the snipers and a conceled scout running around allow me to control most situations before they get messy. Just have to stop running slash so much and activating new pods like a moran ;)
Another good time is when the modified hit chance is over 90-100%.
With lightning hands, you have to be within pistol(normal) range. That's great if you are, not so good if you're not.