stacking aim and anti mech bullets, that refund action on kill is amazing.
They also make activation extremely easy with a stealth ranger.
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SagaZ
France3460 Posts
stacking aim and anti mech bullets, that refund action on kill is amazing. They also make activation extremely easy with a stealth ranger. | ||
-Archangel-
Croatia7457 Posts
On February 13 2016 03:01 Latham wrote: Show nested quote + On February 13 2016 02:38 -Archangel- wrote: On February 13 2016 00:33 Latham wrote: I'd agree with killzone missing a lot. I feel like its just a waste of ammo actually. Out of 6 enemies you'll hit maybe 1. While lightning hands, faceoff and fanfire actually get things done. Overwatch in general is pretty shitty this game. Between max range overwatch which has some disgusting penalties and sprinting opponents that get dodged: grazed, later on in the game I find myself just hunkering down more. The aliens have better AIM than you anyway, hitting max range shots roughly 50% of the time, even plain old stupid ADVENT troopers. Only thing that cripples the pistol is huge amounts of armor - Sectopods, gatekeeper that have generally 5-6 armor making the pistol hit only for 2-3 each shot. You reduce armor with your grenades first. Also get EMP rounds for the sniper, mech units are mostly those with armor and you can use extra damage vs them. I run 2 grenadiers with Shred and 1 of them has acid nade, the other flashbang + both of them have 1 plasma grenade each. I know how to shred bro. I'm just saying that other soliders say support, sniper, ranger can deal respectable damage themselves and should not be forced to gimp themselves in order to armor shred instead of dealing their own damage. This bring me to the 6 solider composition you want to run - What is your ideal composition? I've changed things up from 2 grens 2snipers 1ranger 1specialist to -1 sniper +1psi ops. IMO 2 grens are absolutely necessary not only for nade spam but those mechs. Psi Ops is OPopie also with null lance, domination, self-revival and all those other goodies, but I can't seem to fit a 2nd one in. I was thinking about take out 1 of the heavies but... well, it's a heavy. Yea, that is what I do. 1 sniper, 2 grenades, 1 Psi Ops, 1 scouting ranger and 1 healbot specialist. | ||
daemir
Finland8662 Posts
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hfglgg
Germany5372 Posts
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daemir
Finland8662 Posts
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Godwrath
Spain10121 Posts
On February 13 2016 14:09 deth2munkies wrote: I dunno. Having a sniper that has an Aim PCS, Scope, and Extended mag who Kill Zones a pack that you pull by grenading it can usually take out the entire thing. I remember doing that to a double muton Andro + triple Advent pack. Only survivor after the OW shots was the Andro. That and maybe it's just me, but my grenadiers have never hit anything. In the entire game. Even on 90%+ shots. They just can't shoot anything that's not a grenade. You need to put aim PCS on grenadiers, as you would do with any class except the shotgun that you want to hit something lategame to be honest. The -X defense can be a bitch. I had one with Aim PCS + Scope + Superior expanded maganize. He was a beast. | ||
Latham
9560 Posts
So... what exactly happened there? The commander got out of the avatar safely (or not?). The Ethereals got his avatar body I presume, 3 or 4 minds sharing 1 avatar body? Or did it die in the explosion of the underwater facility? Does it even need air to breathe or can it just chill underwater for however long it wants? Your squad may or may not have escaped, the facility got destroyed but the Ethereals' sarcophagi were still semi-active in the cutscene (glowing) and... the purple light in the depths... A throwback to "Terror from the Deep" perhaps? Did the commander really get out safely? Or maybe did an ethereal overpower him and possessed him and now his real body? Will the ethereals corrupt some aquatic creatures to make into their pawns or has there been something under the sea all along? Sharkpeople?! Stonefish launchers?! C'thulu magi?! Bluering octopi poison?! Also, the Moon? Moon base? Yes? Would be fun? They came from outerspace, afterall. DLC? Proper Xpack? XCOM 3? About PCS: From my humble experience with them, you always want AIM PCSes. I don't think others come close, at least I haven't found more useful ones. | ||
daemir
Finland8662 Posts
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CuddlyCuteKitten
Sweden2597 Posts
On February 13 2016 22:46 Latham wrote: Can we talk about the ending? + Show Spoiler [Ending] + So... what exactly happened there? The commander got out of the avatar safely (or not?). The Ethereals got his avatar body I presume, 3 or 4 minds sharing 1 avatar body? Or did it die in the explosion of the underwater facility? Does it even need air to breathe or can it just chill underwater for however long it wants? Your squad may or may not have escaped, the facility got destroyed but the Ethereals' sarcophagi were still semi-active in the cutscene (glowing) and... the purple light in the depths... A throwback to "Terror from the Deep" perhaps? Did the commander really get out safely? Or maybe did an ethereal overpower him and possessed him and now his real body? Will the ethereals corrupt some aquatic creatures to make into their pawns or has there been something under the sea all along? Sharkpeople?! Stonefish launchers?! C'thulu magi?! Bluering octopi poison?! Also, the Moon? Moon base? Yes? Would be fun? They came from outerspace, afterall. DLC? Proper Xpack? XCOM 3? About PCS: From my humble experience with them, you always want AIM PCSes. I don't think others come close, at least I haven't found more useful ones. +move is extremely nice. People usually underrate movement but not only does it shorten missions which help with timers but it generally means you get better cover and more flanks. It's best on rangers of course but if you don't have +aim it's pretty good on snipers and anyone else as well. What do you guys think is the best weapon mods? For me it's in order of importance: Rangers: laser sight, reload, whatever Specialists: stocks, repeaters, whatever Snipers: scope, extended mag (free reload works but mag is much better), hair triggers Grenadiers: scope, extended mag or free reloads, repeaters Psi: stocks, repeaters, whatever Also people keep saying that mag weapons are more important than armor. I don't know how people can afford it. You have to research 3 things instead of one and it costs like 3-4x as much to get the upgrades. I get that damage is better but it's so freaking expensive to get your snipers and grenadiers kitted out with it early on. If I do a second run I'm also thinking about just doing something totally different and rushing Psi + AWC instead of GWC and mag weapons or armor. Probably 1 ranger, 2 grenadiers and 1 specialists until you get a trained psi op. It's going to suck not having a sniper early on with the early squadsize boost but on the other hand you don't get it until people have leveled a bit anyway and with reduced healing time you should be fine. | ||
daemir
Finland8662 Posts
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Gorsameth
Netherlands21647 Posts
On February 13 2016 22:46 Latham wrote: Can we talk about the ending? + Show Spoiler [Ending] + So... what exactly happened there? The commander got out of the avatar safely (or not?). The Ethereals got his avatar body I presume, 3 or 4 minds sharing 1 avatar body? Or did it die in the explosion of the underwater facility? Does it even need air to breathe or can it just chill underwater for however long it wants? Your squad may or may not have escaped, the facility got destroyed but the Ethereals' sarcophagi were still semi-active in the cutscene (glowing) and... the purple light in the depths... A throwback to "Terror from the Deep" perhaps? Did the commander really get out safely? Or maybe did an ethereal overpower him and possessed him and now his real body? Will the ethereals corrupt some aquatic creatures to make into their pawns or has there been something under the sea all along? Sharkpeople?! Stonefish launchers?! C'thulu magi?! Bluering octopi poison?! Also, the Moon? Moon base? Yes? Would be fun? They came from outerspace, afterall. DLC? Proper Xpack? XCOM 3? About PCS: From my humble experience with them, you always want AIM PCSes. I don't think others come close, at least I haven't found more useful ones. + Show Spoiler + A lot is not explicit so this is ofcourse just my own interpretation. The commander's mind got out since your waking up at the end. that is 100%. It is unknown if the Avatar body got out but I would assume so since Shen made it clear the connection could not be broken. Your squad got out. They are gone when the screen goes back to the base after the portal first closes. The Commander reopens the portal and the squad gets through. Ethereals attack him before he gets through himself. It is very strongly implied with the beam battle that the Commander overpowers the Ethereals. If they are dead dead is unclear. The purple light seems like a clear throwback to TftD. The cause is unclear, could be a remnant of the defeated Ethereals spirits or something else entirely. And there is still the great consuming thing that drove the Ethereals from their homeworld. | ||
Gorsameth
Netherlands21647 Posts
On February 13 2016 23:10 daemir wrote: Tip if you really plan to rush straight to psi without weaps/armor is to bring as many grenadiers as you can. You'll need those nades to nuke cover and aliens. It will be a long time before you have psi-ops that are actually worth having in a mission and every kill they take during those missions is XP out of someone who actually levels from kills. It'll be near the end of 2nd month I'd reckon before you get your first psi units to field with 2 abilities. And if you get bad luck, you'll roll something like insanity with no upgrade or inspire or similar on the first skills. You really need things like stasis or rift or lance to make them worth having super early on, though if you get lance, then that's one hell of an ace to have. You can't actually rush Psi that fast. You will complete Mag Weapons/Armor before you can actually get your first Psi ops out in the field. Your waiting for a scientist (needed for Sectoid autopsy) and your waiting a long time for Elerium (needed for Psi research). Took me until the 6e April before getting Elerium. As for why weapons > Armor? Your not going to win attrition battles, the more damage you take the more recovery, the more risks of actually dying ect. It is better to kill the aliens before they can hurt you then live slightly longer when they do hurt you. Between Flashbangs and Mimic Beacons you should not be getting shot at enough for the armor to be critical. Atleast not for the limit time where you can have 1 tech but not the other. | ||
daemir
Finland8662 Posts
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Gorsameth
Netherlands21647 Posts
On February 13 2016 23:20 daemir wrote: I'm sure that's down to RNG, you could get an early scan event for alloys+elerium. Do some squares of digging the ship give elerium? I know you get supplies and alloys. Elerium on the ship is from the power coil sections which are to far down the ship to get in time. But yes its down to rng when you get a supply raid or scan event. Sadly the Blacksite does not grant elerium. | ||
daemir
Finland8662 Posts
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hfglgg
Germany5372 Posts
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Godwrath
Spain10121 Posts
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forsakeNXE
Germany539 Posts
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CuddlyCuteKitten
Sweden2597 Posts
If you take a scientist reward on your first mission you can take the tech going but you really need to excavate which will be slow. Plus if you get guerilla center to train grenadiers and get squadsize and beeline for psylab you dont get resistance coms untill after you build your powerstation which given you lack engineers will take a while. However psi operatives do train pretty fast, 5 days with an enginer is like 6 levels a month. | ||
daemir
Finland8662 Posts
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