Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As for stats, here some recomendations:
Assault - high mobility, high/average HP/defense/dodge, aim can be low
Grenadier - high defense
Gunner - high/average aim, high/average defensive stats
Ranger - high/average aim
Sharpshooter - high aim, defensive stats can be low
Shinobi - high mobility, high/average HP/defense/dodge, aim is important as well (for melee) but not that important
Specialist - high hacking
Technical - average/high mobility, average/high aim, average+ defensive stats (mobility/defense is important for flamethrower specialization, aim for rockets)
Psi Operative - high psi offense
Low aim: flamer technicals, scout shinobis, grenadiers, and psi; Assault yes, but I also like high aim assaults...
Low mobility: sharpshooter, psi, anyone you can stick an SMG on (but not grenadier)
Low defense: sharpshooter; classes with Fortify perk to offset (Ranger, Assault and Technical);
Definitely stay away from Grenadier if their mobility is <15. And I'm assuming you know there are PCS things which boost your stats, and helping a solider compensate for a bad stat can be just as useful as augmenting a good one. And sometimes your build choice can offset their shortcomings: a slow, accurate Assault soldier? Specialize in the arc thrower perks and use a rifle over shotgun!
Specialist can heal remotely with gremlins so mobility is irrelevant for them.
I wouldn't rely on Fortify. This perk has 5 turns cooldown and there are often better alternatives (Stun Gunner for Assault and Biggest Booms/Napalm-X for Technical). It has only a slight impact on overall survivability and e.g. assault needs all defense he can get (without losing any other important abilities).
Defensive stats/perks are important for (descending) assault, (blade-)shinobi, grenadiers, flamer technicals, gunners. Lowest prio for sharpshooters.
I think, that mobility is not really important for grenadiers. 14 is enough and 13 is acceptable as well (13 is actually bad for any class). Grenadiers have a very long range and they can stay behind and still reach the enemies with grenades. They can carry a SMG to boost the mobility. The only really important stat is defense, because grenadiers have no spare slot for plating and high defense makes them low prio targets for enemies (+ defense PCS).
I'd add that arc thrower perks are always good. I would always take Stun Gunner and at MSGT Chain Lightning is very good pick as well.
As a side note, OW specialists need high aim as well (average/high).
As for medics, i only take Medical Protocol and Field Surgeon from medic perk line. If your soldiers get hurt a lot, you can take some other medical perks, but i'd recommend Full Override at GSGT (all specialists).
- Assault - High mobility, and either high HP, dodge, or defense.
- Shinobi - High dodge or defense. Mobility not as important except with scouts.
- Grenadier - High defense for pure grenade builds. High mobility the rest of the time.
- Gunner - High HP, decent aim (not great). Dodge is a bonus.
- Sharpshooter - High aim obviously.
- Ranger - Good aim. Decent will.
- Specialist - High hack score. The rest highly depends on its role.
- Technical - Decent aim. Again, role dependent.
- Psionic - High will and psi-offense.
Again, a lot of that is variable depending on what you want each specific soldier to be doing. I use a squad that has high mobility technicals because they specialist in flamethrower usage, and need to move far quickly.
How do we deal with this impasse?
Generally, anything low-risk I keep in high cover. So even if enemies take shots at them, most of the time it does nothing (also I keep anything still alive either heavily injured with red fog, or flashbanged, or both).
I don't want them shooting at the assault. Assaults are front line soldiers and they are taking enough risk already. Rangers or gunners can take the tank role, especially if they roll some defensive AWC perks. If a ranger is wounded, he can do his job anyway, if an assault is wounded the risk, that he will die, if we send him ahead is very high (and he is almost useless at middle range).
On the other hand with resilience and hard target, they are almost unkillable. I have seen whole squads of Advent taking shots at my shinobi and either completely missing or grazing for minor damage. I am not saying that they can't get hit for full damage, but it does seem rare.
Shinobi > 10 Dodge
Sharpshooter > 70 aim
Technical > 16 mobility
Grenadier - Defense + HP
Assault - HP
Ranger > 65 Aim + average or better HP and defense
Gunner - average all around
Specialist - If they don't fit into the other classes, I usually make specialist out of them. Hack is important, but the baseline hacking number is pretty small to start with that I think it makes much of a difference.
It's all random, sometimes we got lucky and sometimes not. The dodge impact can be calculated. If we have +15 dodge from hard target (5 enemies), it means, that we get +15% chance to downgrade the result one tier (crit -> hit -> graze -> miss). 85% of the time it doesn't change anything (85% of all hits, not 85% of the shots) and 15% only give us a damage reduction (or graze -> miss). If we count misses as well, it will be like damage reduction in a 7% of the cases (shots). In general, we shouldn't let the enemies shoot at our shinobi, therefore the cases in which "hard target" helps are relatively rare (the best defense is a good offense).