Quick Summary #1 Sniper: Deadeye can miss mission objectives (see grenadier) #1b Grappling hook doesn‘t count as an action for movement, allowing you to get to high ground and still snipe. #2 Serial always provides two actions back (allowing the Chosen Rifle to reload once normally and continue to fire afterwards). #3 Kill Zone always allows overwatch shots even if you do not have long watch and is persistent in your turn and the enemy turn and can trigger therefore multiple times on different turns. Additionally, you can shift actions to a sniper with Kill zone, let him reload and as long as you do not move, he will still continue to take overwatch shots. #4 Templar: Parry stacks, if you shift actions to the Templar, he can have more than two parry stacks. #5 Parry, Reflect, Deflect are all separate rolls and cumulative, high focus and high dodge will minimize damage before armor is deducted, making Hogbite the objectively strongest character in existence (that‘s my Templar by the way in case you are wondering). #6 Ghost inherits special qualities like bladestorm, but not dodge values. Void Conduit removes cover. #7 Skirmisher: Ripjack‘s hit chance and mechanic functions like bladestorm (see above). Strongest ability is to hand over an action to a team-mate, allowing the Skirmisher to become any class once every few turns and additionally act with one action themselves. #8 Well known cheese tactic (which actually doesn‘t work as well as one thinks in timed missions) is to use a Skirmisher + 2x Specialist and return fire + circling of aid protocol + hunker down to never/almost never get hit and return every shot with a counter-shot themselves. #9 Spark: Rainmaker + Heavy Weapon can delete an entire pack by itself on legendary (did that with a sectopod + 4 advent, who died alone to a Spark). Overdrive allows to shoot and use heavy weapons in any order without ending the turn. #10 Hunter protocol triggers individually for each pack and stacks with overwatch (bonus points if you put another threat assessment on the MEC, allowing up to 3 reaction shots on a single target, since all abilities stack).
I like that you have the xcom enemies as your little helpers in these videos. It gives it a higher production value. It would be even better if you gave then different snap shots/poses for each tip.
wow, such in-depth understanding of the mechanics! Makes me wonder how many xcom campaigns you have completed so far🤔 100s? 1000s? With such mastery, does the game even challenge you/ feel that you have thoroughly beaten the game in both base and modded versions/ make you want to play something else more challenging ?
I have my fair share of campaigns done and the game is still the best tactical game by quite a margin. So, the answer is other games are also good, but this one reels me back in over and over. Xcom2 is a cruel, but seductive mistress.
#3 I don't remember Killzone having built-in Longwatch for any class except Sharpshooter, atleast that's what I remembered from 1 year ago. Can you double check it for me? I think other classes still require direct line of sight as well as enemy being within your standard weapon range for the skill to work. (as in, if the targets are too far from you then the skill won't activate even if there is no object blocking line of sight)
Quick Summary
#1 Sniper: Deadeye can miss mission objectives (see grenadier)
#1b Grappling hook doesn‘t count as an action for movement, allowing you to get to high ground and still snipe.
#2 Serial always provides two actions back (allowing the Chosen Rifle to reload once normally and continue to fire afterwards).
#3 Kill Zone always allows overwatch shots even if you do not have long watch and is persistent in your turn and the enemy turn and can trigger therefore multiple times on different turns. Additionally, you can shift actions to a sniper with Kill zone, let him reload and as long as you do not move, he will still continue to take overwatch shots.
#4 Templar: Parry stacks, if you shift actions to the Templar, he can have more than two parry stacks.
#5 Parry, Reflect, Deflect are all separate rolls and cumulative, high focus and high dodge will minimize damage before armor is deducted, making Hogbite the objectively strongest character in existence (that‘s my Templar by the way in case you are wondering).
#6 Ghost inherits special qualities like bladestorm, but not dodge values. Void Conduit removes cover.
#7 Skirmisher: Ripjack‘s hit chance and mechanic functions like bladestorm (see above). Strongest ability is to hand over an action to a team-mate, allowing the Skirmisher to become any class once every few turns and additionally act with one action themselves.
#8 Well known cheese tactic (which actually doesn‘t work as well as one thinks in timed missions) is to use a Skirmisher + 2x Specialist and return fire + circling of aid protocol + hunker down to never/almost never get hit and return every shot with a counter-shot themselves.
#9 Spark: Rainmaker + Heavy Weapon can delete an entire pack by itself on legendary (did that with a sectopod + 4 advent, who died alone to a Spark). Overdrive allows to shoot and use heavy weapons in any order without ending the turn.
#10 Hunter protocol triggers individually for each pack and stacks with overwatch (bonus points if you put another threat assessment on the MEC, allowing up to 3 reaction shots on a single target, since all abilities stack).
Putting these tips at the top of the comment section is so incredibly helpful.
You are truly the mentor of this entire community.
You are very welcome @@LethalXMystic
:56 Sniper\Deadeye
2:30 Sniper\Serial
3:45 Sniper\Killzone
5:50 Templar\Parry & Reflect
7:00 Templar\Parry Stacks
7:55 Templar\Ghost
9:18 Skirmisher\Ripjack
10:57 Skirmisher\Tank
12:28 Sparks\Hunter Protocol
13:55 Spark\Rainmaker
great job Zion, thanks a bunch for it. I will heart it and pin it to the videos.
I like that you have the xcom enemies as your little helpers in these videos. It gives it a higher production value. It would be even better if you gave then different snap shots/poses for each tip.
That would be awesome, maybe something for the future :)
I have 2000 hours in this game and I still learned a lot in this video
That is a nice compliment, thanks!
Grappling hook, ie from Spider Suit, is a free action - yes! This is huge
Yep, it is a great tool for sure.
Man some gameplay to go along with each tip in these videos would have been perfect.
wow, such in-depth understanding of the mechanics! Makes me wonder how many xcom campaigns you have completed so far🤔 100s? 1000s? With such mastery, does the game even challenge you/ feel that you have thoroughly beaten the game in both base and modded versions/ make you want to play something else more challenging ?
I have my fair share of campaigns done and the game is still the best tactical game by quite a margin. So, the answer is other games are also good, but this one reels me back in over and over.
Xcom2 is a cruel, but seductive mistress.
#3
I don't remember Killzone having built-in Longwatch for any class except Sharpshooter, atleast that's what I remembered from 1 year ago.
Can you double check it for me?
I think other classes still require direct line of sight as well as enemy being within your standard weapon range for the skill to work.
(as in, if the targets are too far from you then the skill won't activate even if there is no object blocking line of sight)
I had a specialist with is hitting targets well outside their normal reach.
@@SykenPlays I see. I'm not sure is it because of some mods that i installed, but I guess I'll try it out myself again.
Nice job! Very useful!
Thanks Raven
Neat