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Thats why he can attack twice in one round.
That's true, but I tend to give him the pistol for Triple Tap and give the Lightning reflexes pistol to Cherub. But the option is always there.
Don't need to use deadeye to shoot again, normal shot can be used twice normally, not just deadeye.
I mean, sure, Cherub's kinetic shield is nice but his damage is the worst. At the very least, give Cherub the triple tap pistol to offset his garbage damage.
Even later on, with return fire, he's a major loss to damage for not a whole lot of durability. Terminal is in the same boat, but at least she can use a SMG.
And I don't need to explain why Blueblood is good even with pistols. They require volume of fire to be at all reasonable damage-wise, and his innate crit chance with talon rounds is what makes him the best.
I guess what I'm trying to say is that unless you're doing a totally melee oriented group, Cherub is wasted space.
Wasted slot? lol, are you high? Cherub is prob the best unit in the game and he makes boss fights complete jokes.
I assume you mean his final ability that buffs damage and holo targets, and would note that doesn't offset losing out on damage that unit could otherwise do if they were not Cherub. He's bottom-tier damage, and not even top tier support.
Just saying. Now, if you're using Zephyr and Axiom he might be useful but you'd probably still be better served by bringing more DPS or some other support like Patchwork or Terminal. At least they have real guns instead of airsoft.
Cherub is utility and to be fair pistols do not do that much less damage. Just give him AP or Dragon rounds and he will be just fine in the damage department.
Zephyr is useless except for the early game, her damage is the loweest in the entire game as she scales very poorly. Axiom is fun and do very well as a tank. Cherub is good with basicly every other Soldier in the game.
My fav squad right now is Cherub, Terminal, Verge and Claymore/Torque. This team can not die and they deal tremendus amount of damage while having great CC.
The 'not at all' option was far easier, even on expert. Tried him on Impossible, and it didn't go well. Going great without him.
Control & damage > one-hit shields and a one-time buff. With only four slots, it starts to matter.
I'm not saying Cherub is necessarily the worst in every play through, but CC and dodge buffs make him a bottom-tier choice for sure.
He's viable early game to reduce scars and to get someone to Special Agent for SpecOps, but that's his best use in my opinion.
Being able to manipulate turn order with stuns, lockdowns, and even psi abilities outweighs the ability to take one hit without damage at the loss of damage dealt.
Basically, Cherub doesn't block enough damage to offset incoming fire as much as outright killing or KO'ing enemy units. Try putting Patchwork in his slot and I guarantee you'll have an easier time.
Both Cherub and Terminal are training wheels that need to come off to really dominate maps flawlessly.
He is definitely good, and a lot better than a lot of people give him credit for, because he's actually not trivial to use.
But I got to agree that he is far from 'the best', or even 'relatively good'... not because some of his abilities aren't powerful, but because the other characters have such an insane power level.
Patchwork combines 3 of the most powerful CC effects of the franchise (Stasis, Hacking/MC, AoE Stuns), is absurdly effective against the arguably most difficult faction) and has the best breaching ability (+15 aim for everyone, for 2 encounters... keep in mind she gets this on Rank 2, and compare that to Cherub getting that (plus the damage) on a once-per-mission that he actually needs to set up first).
Claymore can literally delete anything but Elite enemies in a single action+grenade. Twice in the first turn (and once for every following encounter). AGAINST MULTIPLE ENEMIES AT ONCE. On top of having a high-damage, again AoE, confirmed damage ability (albeit it does have a random sucidebombing element to it that needs to be considered before use), and doubling the potency of the single-most-powerful utility item in the game (being Motile Inducer).
Cherub has his uses, and is very powerful early on, when his 'Ignore one enemy for free' card is invaluable in negating hits that you can't alphastrike because your squad isn't kitted out yet. But once max rank rolls around, and non-direct-target attacks become the bigger threat (MC, AoE Poison/Acid, Psi), he simply falls off too fast. Doesn't help that Regen Weave is so damn powerful and minimizes any need for healing or damage mitigation, too.
I mean, maybe I am just using him wrong, after bringing him to 3 separate campaigns (arguable 2,5, the first got lost to ironman) because I love Tactical Shields in all games... but there's just so much objectively stronger choices. (To be fair, I could probably bring him along just for the lolz, since Claymore+Patchwork+Godmother can single-handledly clear encounters before whatever sorry 4th guy cheers them on from the bottom of the timelime...) So if you found a way for him to delete the entire map in a single turn, do tell me.