XCOM 2

XCOM 2

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Exarch_Alpha 2016 年 2 月 25 日 上午 8:35
The most useless thing in the game?
Nanovest :steamhappy:

Yes I know it´s very early game but I find difficult to find uses on those, and I´m playing on Veteran. Why the hell you would use those on harder settings?
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正在显示第 91 - 105 条,共 195 条留言
asdf 2016 年 2 月 26 日 上午 10:27 
引用自 Solo4114
I question who picks Threat Assessment over Covering Fire for specialists. Covering Fire seems way more useful to me.

I'm actually curious if people purposefully build "pistolero" style sharpshooters, with a heavy investment in the pistol skills.

I think threat assessment is exceedingly better than covering fire. The big thing that might not be clear from the descriptions is that threat assessment doesn't just give a character covering fire (and I'd like to add that if that's all it did I would've probably agreed with you), it actually puts that character on overwatch too - the covering fire barely even matters, the big value of threat assessment is that you can effectively turn your specialists turn into 2 attacks instead of just 1 since threat assessment won't end your turn if used as the first action and puts someone who's already used their turn on overwatch and you can still shoot afterwards.
fenlander 2016 年 2 月 26 日 上午 11:16 
Make them and sell them on the blackmarket for supplies. This would be my guess. Maybe they are wroth more than selling the alloys and other materials it takes to make them.
Wintervoid 2016 年 2 月 26 日 上午 11:22 
引用自 asdf
引用自 Solo4114
I question who picks Threat Assessment over Covering Fire for specialists. Covering Fire seems way more useful to me.

I'm actually curious if people purposefully build "pistolero" style sharpshooters, with a heavy investment in the pistol skills.

I think threat assessment is exceedingly better than covering fire. The big thing that might not be clear from the descriptions is that threat assessment doesn't just give a character covering fire (and I'd like to add that if that's all it did I would've probably agreed with you), it actually puts that character on overwatch too - the covering fire barely even matters, the big value of threat assessment is that you can effectively turn your specialists turn into 2 attacks instead of just 1 since threat assessment won't end your turn if used as the first action and puts someone who's already used their turn on overwatch and you can still shoot afterwards.

Also you can stack threat assessment w/ an OW to give 2 OW shots. If your Specialist has Guardian, you can use Threat Assessment on them, and then go into OW to have 2 OW shots, each with a 50% chance to roc another shot. Not quite Kill Zone, but close.
Exarch_Alpha 2016 年 2 月 26 日 上午 11:23 
Just be clear, the nanovest I mention is the very early game one which costs 2 trooper corpses and 35 suplies to make in Veteran. The later vests might be more useful with the healing they give, sure
Solo4114 2016 年 2 月 26 日 上午 11:31 
引用自 asdf
引用自 Solo4114
I question who picks Threat Assessment over Covering Fire for specialists. Covering Fire seems way more useful to me.

I'm actually curious if people purposefully build "pistolero" style sharpshooters, with a heavy investment in the pistol skills.

I think threat assessment is exceedingly better than covering fire. The big thing that might not be clear from the descriptions is that threat assessment doesn't just give a character covering fire (and I'd like to add that if that's all it did I would've probably agreed with you), it actually puts that character on overwatch too - the covering fire barely even matters, the big value of threat assessment is that you can effectively turn your specialists turn into 2 attacks instead of just 1 since threat assessment won't end your turn if used as the first action and puts someone who's already used their turn on overwatch and you can still shoot afterwards.

Wait, really?!

Jesus, I had no idea! That's WAY more useful than I thought! That's one of my biggest complaints about this game: how poorly denoted the skills are in terms of whether their use triggers an end of turn or if it allows you to take another action. Particularly in the specialist tree, it's really NOT made clear how that works with each ability. Hacking won't end your turn. Oh, wait, but Haywire Protocol will. Healing Protocol won't, but the group heal/revive skill will. I mean, I can learn all this through trial and error, but it would be really freakin' great if the game just included text at the end of the description that reads "Costs 2 actions" or "ends the soldier's turn."
orion winterfire 2016 年 2 月 26 日 上午 11:37 
引用自 Solo4114
I question who picks Threat Assessment over Covering Fire for specialists. Covering Fire seems way more useful to me.

I'm actually curious if people purposefully build "pistolero" style sharpshooters, with a heavy investment in the pistol skills.
Threat Assessment is bad@$$; applied to a front-line ranger it's a free shotgun shot.
And yes, a pistoleer can dish out some nasty damage if properly equipped, while being more mobile than a sniper build.
Flodge 2016 年 2 月 26 日 下午 12:08 
引用自 Solo4114
whether their use triggers an end of turn or if it allows you to take another action
There's a little icon on the UI bar that looks like >| if it ends the turn, otherwise it's only a single action.
spaceboy 2016 年 2 月 26 日 下午 12:11 
Flashbangs are very useful. Use them on codexes to prevent the clones. Later in the the game you start seeing them in groups of 2-3. They also work on gatekeepers.
Solo4114 2016 年 2 月 26 日 下午 12:20 
引用自 spaceboy
Flashbangs are very useful. Use them on codexes to prevent the clones. Later in the the game you start seeing them in groups of 2-3. They also work on gatekeepers.

Of course, later in the game, a sniper with a plasma lance and kill zone can take down a pod of them with one shot a piece (unless, of course "DODGE: GRAZED!")
Segovax 2016 年 2 月 26 日 下午 12:47 
Gunslinger builds are fun, I have actually been using them a lot more than Sniper builds. The Aim skill is just not as useful as Steady Hands though imo. I think the Gunslinger is less overall damage but requires less setup or special conditions to unload damage.
Verdikt 2016 年 2 月 26 日 下午 1:08 
The most useless in the game is the whole ranger class, dont understand me wrong, the idea about a meeleclass is nice, but
1. The sword damage is lower than shotgun (yeah i know sectoid but thats the only)
2. The weapon moduls do not work with sword
3. The skill Hunterinstict do not work with sword
4. There are three enemies you dont want to attack (Muton, Guardball and Sectopod)
5. hands up who do not in 90% of all attacks pull the next enemy group...
6. a yeah and the equip(bullets) do not work with sword

to the scout tree:
1. first skill is useless if you plan an ambush this guy will not shot
2. second skill is nice but also useless, who the fu.. opens an ambush wirh a ranger, even he has the first skill?!
3. third skill is nice but only in some situations and in time missions not really
4. fourth skill can be nice but also in some situation
5. Next skill totally useless
6. second best skill in ranger tree

some ideas to fix that:

1. sword deals more dmg when use in "blue range"
2. weapon modes are working with sword
3. sword kills are quiet so you do not lose your stealth
4. extra class itemslot for a vest
Empiro 2016 年 2 月 26 日 下午 2:05 
引用自 philippkrieger
The most useless in the game is the whole ranger class, dont understand me wrong, the idea about a meeleclass is nice, but
1. The sword damage is lower than shotgun (yeah i know sectoid but thats the only)
2. The weapon moduls do not work with sword
3. The skill Hunterinstict do not work with sword
4. There are three enemies you dont want to attack (Muton, Guardball and Sectopod)
5. hands up who do not in 90% of all attacks pull the next enemy group...
6. a yeah and the equip(bullets) do not work with sword

to the scout tree:
1. first skill is useless if you plan an ambush this guy will not shot
2. second skill is nice but also useless, who the fu.. opens an ambush wirh a ranger, even he has the first skill?!
3. third skill is nice but only in some situations and in time missions not really
4. fourth skill can be nice but also in some situation
5. Next skill totally useless
6. second best skill in ranger tree

some ideas to fix that:

1. sword deals more dmg when use in "blue range"
2. weapon modes are working with sword
3. sword kills are quiet so you do not lose your stealth
4. extra class itemslot for a vest

Your assessment about swords is on point, but you're wrong about the conceal line.

Scouting is very important in the game, and keeping a scout around (who as a backup can dish out a big hit via Shadowstrike) makes missions go much smoother.
[♥♥♥] XCOM Commander 2016 年 2 月 26 日 下午 2:31 
引用自 Empiro
引用自 philippkrieger
The most useless in the game is the whole ranger class, dont understand me wrong, the idea about a meeleclass is nice, but
1. The sword damage is lower than shotgun (yeah i know sectoid but thats the only)
2. The weapon moduls do not work with sword
3. The skill Hunterinstict do not work with sword
4. There are three enemies you dont want to attack (Muton, Guardball and Sectopod)
5. hands up who do not in 90% of all attacks pull the next enemy group...
6. a yeah and the equip(bullets) do not work with sword

to the scout tree:
1. first skill is useless if you plan an ambush this guy will not shot
2. second skill is nice but also useless, who the fu.. opens an ambush wirh a ranger, even he has the first skill?!
3. third skill is nice but only in some situations and in time missions not really
4. fourth skill can be nice but also in some situation
5. Next skill totally useless
6. second best skill in ranger tree

some ideas to fix that:

1. sword deals more dmg when use in "blue range"
2. weapon modes are working with sword
3. sword kills are quiet so you do not lose your stealth
4. extra class itemslot for a vest

Your assessment about swords is on point, but you're wrong about the conceal line.

Scouting is very important in the game, and keeping a scout around (who as a backup can dish out a big hit via Shadowstrike) makes missions go much smoother.

I had a lot of problems on my first attempt, and having a scout the second time made all the difference. The assault facility missions were way better, and in general I am not tripping waves of aliens accidentally.

Also, GRAPPLING HOOK. Scout with grappling hook. Does not cost a move and you can rocket across the map (through walls with wraith suit).
Mister Veeg 2016 年 2 月 26 日 下午 2:32 
gas grenade seems not only useless, but actively detrimental with how long the cloud hangs around.
Verdikt 2016 年 2 月 26 日 下午 2:33 
dont know which difficult level you play, i play commander ironman first. know i play legend ironman and a stealthranger is nothing as a scannerbeacon and this will devanish faceless so more practicable than use one skyrangerslot for a guy which is not better than a rookie with a shotgun and a scanner...
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发帖日期: 2016 年 2 月 25 日 上午 8:35
回复数: 195