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
I mean CE is a useable class and definitely far better than the FA in terms of being able to contribute something positive every turn since its primary weapon is a Cannon so it still can do shooty things at base. And like I said, it has a niche with the long range Rockets. But in most situations I'd still rather have a base PCP class or PCP hero class over either the CE or FA.
I recommend pairing it with the mod Remove Scatter and Configure Tile Snap. I personally also use Improved Rocket Targeting with some config edits.
Maybe the difference in opinion is due to difference in mods aside from PCP. Everyone plays with different modlists, so I understand that what is OP for one player can easily seem UP for another player. I play with ABA + A Stronger Advent + larger pod sizes, and the enemy strength + density just makes close-range combat not that viable aside from flanking with Assaults/Templar, finishing something off, and getting out if I believe the remaining enemies will survive until next turn. SPARK punches are worth it too with Mechatronic Warfare.
Sorry for splitting up all my comment by the way. I had to due to a 1000 char limit.
Vanilla Ranger/PCP Assault/Templar all have stuff like Run and Gun, Implacable/Breaching Maneuver, Momentum, Exchange to help them get in and out as well as Untouchable or Parry to guarantee 1 enemy shot will miss (imo guaranteed miss/parry is better than taking hits and counting on armor/shields to save the soldier). A bunch of the vanilla PCP classes even have Implacable/Reposition on not-necessarily-close range classes (Sapper, Field Medic). I haven't really seen enough action economy so far on the Combat Engineer or Field Alchemist or guarantees for enemy misses where I feel like Chemthrower/Flamethrower builds are good, let alone OP.
I believe what is extraordinary about the Combat Engineer is the ability to fire rockets at a long distance albeit this is limited by number of rockets and the clunkiness of rocket targeting as well as high scatter values. Cannon Combat Engineer overlaps with Marine. And Flamethrower Combat Engineer is a cool idea but I don't really believe in close combat builds that don't have a lot of built-in action economy.
Hi. Thanks for the reply. I guess I just don't see that much value in tanking in XCOM, which is why I didn't mention it. I believe in alpha striking and not pulling too many enemy pods at once. In situations where things go south and it looks like the battle will be protracted, I prefer to have SPARKs do the tanking because they don't mind getting wounded as much, have a bunch of immunities including can't panic, can't get mind controlled, can't get possessed by Spectres, flame/poison/etc. immune, can't get flanked (albeit they also can't take cover unless you equip them with a SPARK shield), can jump to high ground easily to maneuver and get defense bonus, have Sustain if they do die (they have to die twice), and can be rebuilt in the Proving Grounds if they really do die.