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Fordítási probléma jelentése
Holo-Targeting and Armor shredding is a must have for any Grenadier, while you can grab mixed abilities from both sides further down.
One of the more debated issues is Supression vs. Demolition and I'll be honest. They both suck, but Demolition sucks a bit harder. Supression can be used to help keep a target pinned, prevent Overwatch fire, and force another enemy to move first. Demolition at best, eats your ammo and does not guarantee the removal of cover which your grenades already do (plus they damage the enemy).
Near the end it's more choice based, though I do agree Salvo is very good once you get Plasma Grenades and Rupture can be an excellent ability against most heavy targets.
Grenadiers combo'd with Shotgun Rangers are how I mainly play the game now as with 3 of each I can run 3, 2 man kill teams (1 Ranger and 1 Grenadier) and just fan out in a cone wiping out all the pods I encounter.
With the increased aim, robots wont stand a change cuz they get no cover, specially sectopods, 100% hit.
Get a psi to inspire your gunner, follow: Rupture (applies holo target for denying chain shot penalty) + Chain Shot + AP/Bluescreen, that simply will kill any robot or even a sectopod single man if theres a lucky crit.
The other guy just explode things, wich is good provided theres a pack of advents together, plus you can go with other mods for mobility/health + armors instead of ammo mod for more durability, aim is a bit more negligible with the bom bom build.
None the less, ALWAYS have a gunner with this build. IMO.
Honestly Rangers have the best synergy with Grenadiers, taking the armor and adding an aim bonus to a target, combined with a Ranger's shotgun crit chance almost guarantees kills on heavy enemies.
Salvo, from what I've seen does NOT have an effect on EXO/WAR suit weapons. Though that would be a major point in its favor!
It does work with the war and exo suit
I prefer volatile mix for my grenadiers, managed to slap an acid grenade on 2 pods once, Heavy Mec, Archon, Trooper Commander, Shield and some Elite Troopers I think. I only had to shoot the Archon later, the rest just... melted away.
Yeah, grenades and heavy weapons. Salvo is great, but any ability that is an automatic hit in XCOM is also great, which is the other option. HoB is really, really useful on Ironman runs, because you can have that auto-hit waiting to cover any ♥♥♥♥♥♥♥♥♥♥ 98% shot misses.
Even with Gunner specs I prefer volatile mix on them, because chain shot is basically rapid fire with a heavy weapon. It definitely has its merits but the Grenadier is the guy with the grenades and I just personally prefer that improvement.
I do think holo-targeting is more useful overall than heavy ordnance - especially if you're using a gunner as an armor shredder or suppression, and I have never had Demolition reliably destroy cover I needed it to destroy. In fact I tend to have a better rate of cover wreckage just having a Ranger blast at the guy with a shotgun. Even if he misses he's usually shredding partial cover, and Demolition has never once destroyed a full cover emplacement for me. The enemy -50 aim I find much more reliably useful, especially if the gunner also has holo targeting.
Rupture is also great but I kind of prefer saturation fire. It's an AE on a cooldown timer.
Great class overall, lots of different useful combinations.
For non-timed missions and very long missions like the final one, you'll want the gunner line. Those abilities don't run out and you can wait around until the timers reseet.