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Xcom enemy within long war
Xcom enemy within long war






Another problem is that later in the campaign I prefer the Technical to take the role of firing Redscreen Rounds. It is only just ok on the Technical who already can shred with rockets and grenades. Shredder is good for a shooter… Technicals are not shooters. Or if you trying to run to the evac and need to stall a pod of Advent. So you can fire this rocket to remove the overwatch, then have your Assault run in and shotgun him, which will hit regardless of the defensive bonus. This could be useful in rare situations, such as when there is just one enemy left and he is on overwatch. It may stun or disorient enemies in the blast, and does a tiny bit of damage, but gives them defensive smoke cover in a wide range. It is much better than the other abilities at this rank.Īlternatives: Concussion Rocket or Shredder.Ĭoncussion Rocket is the weirdest damn thing in the game. The cloud will sometimes offer some defense to your squadmates which is nice, or the enemy, not so nice. It is very useful for a soldier that needs to get in close. This ability will put your Technical in a defensive cloud of smoke, which grants +20 defense. rank does much the same as this, and I prefer to take that one. Fortify has a 5 turn cooldown, but usually there is one critical turn where it can help. For these reasons some added defense is nice. The Technical is often up front, and in whatever cover is available, and may carry only plating, using 2 slots for grenades/flashbangs. The Technical will eventually be able to carry 2 rockets, as well as 2 grenades, so you can get a lot of mileage from this perk.įortify is only ok. This is more helpful than you might expect in the early game, when a little extra damage can go a long way. Now they are an easy target for the Ranger.īiggest Booms has a 50% chance to add +3 damage (ufopaedia says +2, but its actually +3).

xcom enemy within long war

Also, it is nice when an exposed enemy panics and then fails to take cover. It is only a marginal improvement on controlling the enemy, but failing to control enemies can get someone killed.

xcom enemy within long war

This effect scales with the gauntlet, 50 with a regular gauntlet, 65 with the Mark 2. Napalm-X only matters when the burn fails, and then adds a will check for panic. There is an additional 50% chance the tile under their feet will ignite and they will burn when they move, meaning you have about an 80% chance to disable enemies with the flamethrower. The flamethrower has a 60% chance to burn targets. It is not as good as Fire in the Hole, which is a shame because it is fun to use. It can also finish off heavily wounded enemies behind high cover. Roust is a neat little ability that can be used in creative ways, such as Area Suppressing a group of enemies, then rousting them. Technicals needs to carry an SMG in order to approach inactive pods from concealment, in order to torch them. The technical can carry a grenade and a flashbang which are usually better options than suppression. The Technical already has a flamethrower to disable enemies, and that is more effective control. Suppression is a bad choice for so many reasons. A direct hit will put most early/mid game enemies on death’s doorstep if not directly in the grave. It is virtually guaranteed to blow up normal vehicles. This will mean targeting 3 enemies is very possible and removing all cover is likely.

xcom enemy within long war

With this ability you can fire a rocket with less than 1 tile of scatter predicted.

xcom enemy within long war

A well aimed rocket can win a mission, whereas a stray can do next to nothing.








Xcom enemy within long war