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Typically i'll use it after getting the reaper to an advantageous position and then throwing and shooting it as both of the reapers action to remove/ damage a pod or throw it and get another solider to shoot/ throw a grenade at it for extra BOOM. One of the later upgrades for it makes it stick to a target as well which with good luck and timing can be hilarious if two or more pods intermingle
Pods aren't always moving and also until alerted will often patrol to a point and back so if not pressed for time you can work out where they are going to be.
It gets easier if you get a bond on the Reaper so you can move, plant and shoot all in the same turn, or get a skirmisher to gift an action, or a psi op to inspire. But it's not exactly difficult to do it without, it just requires experience or no turn timers.
As you said, yes you can attack with another units but I more or less never do that as I prefer to keep concealment.
Ideally the claymore attack is made in 1 turn, using both Reaper actions. Throw & position the claymore, then detonate it. Having a pair bond can help some more because then the Reaper can take a shot at a surviving target with a Blood Trail skill and get a kill.
Things to take into consideration.
1. The Reaper has to be able to see the claymore to shoot it. It's possible to have a claymore end up behind cover & the Reaper can't see it. D'oh! So be careful about the intended square, and no misclicks!
2. The claymore destroys all partial cover and non-hardened full cover. This is a great way to put a pod into the open so the rest of the squad can pick them off. The claymore will also destroy explosive targets, so be careful. This includes Purifiers too!
3. If somehow the Reaper can't take the shot, another squad member can take the shot if it is visible. Any ranged weapon can be used & will detonate the claymore. A thrown/launched grenade will also detonate the claymore, giving the targeted pod a double whammy!
4. If the Reaper is in concealment, using the claymore will NOT break concealment! this is a way to take out a pod in the early game without the squad breaking concealment! I've done this in Gatekeeper a few times, allowing the second Officer-led pod to get clobbered by the Reaper's fellow Rookies while the Reaper plays concealed cleanup man.
short answer for the TS: look in the skilltree of the Reaper, than you will find the skill that let you throw claymores to stick on enemys.
the next dmg to the unit where the claymore sticks on makes the claymore detonate on top (dont need to be an attack from the reaper)
It can sometimes be useful to set the claymore with the reapers first action, then blow it up with a grenade to trigger an ambush, then you use the reaper to finish off any survivors.
Later I believe you can increase the explosion radius, as well as the dmg done, plus you can get a second claymore. The idea is to make them blow up immediately, whether you do it with just the Reaper or with the help of somebody else. Use them well, and you can destroy pods quite effectively.
Everyone on here knows they used their claymore because they felt obligated to. It’s there, I must use it, because ??? I did, too. Until I accepted that the claymore wasn’t all that. Then I never used it again, and never regretted it.
Anyone saying otherwise is lying to you and/or themselves.
Have a Templar move to it, then use the skill to swap places with an enemy (high-hp/armored). Use a grenade and make it all go boom.
But seriously, forget you have the claymore and use your Reaper to set up flanks.
True! All stationary structures are auto-hit. (Not counting the turrets, of course.) No matter the to-hit displayed on the enemy, you will 100% hit the homing mine.