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A technician can make a turret shoot for the price of 1AP and few WP. It means technician can have a quite high damage output one turn of two along with a mission, and repeat later with ammo refill, pick back turret, and deploy it again.
The ability to throw a turret can also be extra powerful tactically, with the problem to manage, not have the turret destroyed.
But turrets will tend to require management to position them, then pick them back and reposition them. So it's not for best damages along with a mission, but for few bursts of high damages and some unique tactical possibilities.
The point of turrets isn't to kill, it's to shred armor and do a lot of damages. So their most frequent usage is to soften a target. If a turret kills, it's not recorded as a Technician kill.
EDIT:
I don't think you can consider a Technician as a main soldier, it is more about being support:
- Burst of damages with turrets (turrets can also block Scylla), But alos the management required by turrets.
- Healing and repair abilities.
- Armor boost at key moments.
All of that will tend to require a lot of actions, and often the Technician doesn't have the time to make classic combat.
Thanks for response, to me the are just not worth the time trying to set up, have to wait a turn before they can even fire, by they are ready to go either enemy is dead or moved to where the turrets can not shoot the anyways.
Quick question can you put them in overwatch? I never saw an option for that, maybe I missed something, I know they return fire when getting shot at, but if I could put them in overwatch maybe I could find a it of use for them.
For sure don't bother with turret before have this skill.
Later turrets are even more improved with the ability to deploy a turret with a thrown and 1AP cost, then heavy shoot around the corner becomes possible with the difficulty to not have turret destroyed along enemy turn.
No overwatch option, I don't know why it's been removed.
Eventually turret will auto shoot right before player turn. But either it's a recent change, either it's related to some conditions, often the turret doesn't auto shoot, then during player turn you need remind makes the turret shoot.
Thanks I did not know I could make turrets shoot as soon as I deployed them. That is a game changer. Feel kind of silly now.
I have a suspicion that turrets are good in base defense since the enemy is forced to come to you anyways, and I've heard good things about them in the last mission.
Yes turret have ammo counter, I suppose you can't see when in inventory, but when deployed you can check details like for soldiers, and when selected like for soldiers you see ammo count to the right.
For ammo refill it's the technician that can do it, not the turret. Still I'm not sure that at mission end you pay for turret ammo refill, worth a careful check because turret ammo is among ammo more expensive.
In my opinion Technician and turret is rather technical to use, but can be used for offence too. With lack of overwatch they aren't that powerful to use for pure defence. They aren't either much resistant hence they are risked or potentially expensive lure. I got a turret destroyed along a recent Citadel mission (with one enemy Return Fire lol yeah an error), I forgot check if I lost the turret et end of mission. Through saves I should be able to check it.
Two Technicians will have a synergy about turrets use, but they won't remove the main difficulty point, not have turrets destroyed.
That's two points I need to check, ammo refill after mission, and turret destroyed during the mission.
I agree that 15 seems a lot, 10 is good already. A Techician without very high will won't use that many shoot, or it's a mission that last and with a defence part, not when moving to attack.
PS: I know my strategy can seem a bit cheap, but it works and I don't care
I don't see your strategy as cheap. Some people do wonders with infiltrators which has similar properties of having low risk to soldiers, so at least there are alternative strategies.
About infiltrators, they aren't low-risk soldiers, when detected during enemy turn they are in high death risk. Only long-range infiltrators are lower risk soldiers.