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As for better classes.
So you have the top row of skills which are class skills, when you dual class you get those.
Below that you have 2 origin skills, 2 random skills, a random proficiency and 2 primary class skills.
Origin skills are dictated by who they were recruited from. They are the same for everyone of that origin. Example, Phoenix Point has that 50% overwatch accuracy thing and the +2 to stats and 20% aim as their last skill.
Primary class skills are only available to those who start in that class. For example, heavies have Jetpack Control and Boom Blast.
Just checked the the doc they provide, it's a berserker ''primary skill'' at level 6.
I think when you dual class into X, the 2nd class X is weaker than if the soldiers primary class was X
1. Berserker/heavy - this one have "exertion" and "Gun Kata"- it is main class in party
2. Heavy/berserker - not so good like first 1, but can be usefull like tank (hevy helm+1 augmentation of body and legs) with "Hunker Down", "Return Fire" and "Close Quarters Evade" most enemy try to ignore him. (Trions with pistole can't penetrete armor, like artron with machingun, artron with melee attack make something like 15-20 damage)
In the end of game it give pleasure to play with grenade launcher.
For heavy/berserker:
Jump them close to isolated targets like tritons snipers and hunker down, let return fire do its thing. Then you can move in and smack pandorans around with melee weapons or shoot. Always make sure you switch back to your gun before ending their turn so they can return fire. Alternatively Jetpack Control is great with 2ap weapons, melee or you can jump them next to targets and use a 1ap paralyzing weapon.
Between Hunker Down, Close Quarter Evade and the heavy armour they wear, they can take a fair bit of punishment so don't be afraid to expose them, they're gonna be fine as long you invested at least partially in strength ~240 hp+. Beside, them getting hurt gives damage and speed via Bloodlust.
I've had a lot of success with them, they are by far my best performing soldiers and that's on Legend difficulty. I'm running them with Deceptor MGs, Neurazers and Phoenix Shock Lances. Carrying 2 medkits in their backpack and decked out in New Jericho's heavy armour.
For assault/berserker:
I'm not sure. I've been struggling to find a proper use for assaults in general so far. The only assaults i'm using are from synedrion origin for Pain Chameleon which helps immensely when trading fire.
You could use them like vanilla assaults since you get access to Dash via berserker. Get in, kill target, get out. They would need a fair chunk of willpower though.
Pure theory here as I haven't tried it but maybe you can turn them into supports as well. By using Adrenaline and dropping the cost of Onslaught to 1ap and using it back to back to juice up a crew of snipers or something. That is really expensive in Willpower however, upward of 21 points but that would make for a hell of an explosive turn. That would afford 4 shots per sniper that is within 10 tiles of your assault. Likewise you could probably dumpster or paralyse a Scylla in a single turn this way too, if used properly around the right combo of classes.
Because i don't know what you're talking about.
Yes, Better Classes is an integrated feature of TFTV.
Mutation +2 WP my choice.
As finnwalTD said, adrenaline doesn't daze anymore.
You can go for Armadillo legs if you want, I'm not using augs on them because they tend to take a beating so repairing them after every fight would add up quick. Stomper legs have 5 less armour than the NJ legs and the NJ helmet has an extra 3 armour over the augs and mutations for the head slot. You also keep access to head modules and the goo repeller module for legs.