With the right skills at any of our soldiers is the one-man-army.
Aliens enough shot, his efforts have finally paid off, the level-up is here! But in which direction it will go with our freshly baked veterans? One of two ways he must tread definitely wait at each stage more or less interesting possibilities for us.
We tried, make the most of every soldier class with our skill distribution - Of course, the fighters can also be designed differently, ultimately decides each Commander and his style of play on the final alignment of its troops.
Grenadier: The robot Schreck
- Rip: Attacks destroy armor points
- Support Fire: Nailed firmly opponents and lowers their marksmanship
- Big guns: More grenades or Holo objectives: Improved team attacks against its own goal
- Explosive mixture: stronger grenades
- Volley: Fire as the first action possible or Shot hail: Guaranteed hit that consumed all ammunition
- Range attack: Attack on a fire area, which costs all ammunition or rupture: Increases damage to target getroffenem
Grenadiers have two problems: They are not particularly accurate and have limited ammunition reserves. But they are our first choice when it comes to off Mechs and heavily armored opponents or at least weichzuklopfen.
That's why we choose at every level up skills that strengthen our defense against attacks on and nullify the precision problem - the high cost of ammunition we deal with a Waffenmod for free recharge (automatic charger).
To guard against any risk, it is also advisable not only to take one type of grenade, but to mix. Fragmentation grenades / plasma grenades and EMP grenades were playing to the standard equipment of our grenadiers.
Our estimate for grenadiers: useful but not absolutely necessary.
Sniper: The serial killer
- Distance protection: Fire works with troop overview
- Lightning-fast hands: Free gun attack
- Death from above: Additional action to be projected from increased waiting
- Launch zone: create fire area or Confrontation: attack all visible targets with gun
- Calm hand: Non-move gives precision and critical strike bonuses
- Series: Kills grant re-fire action
Snipers are the soldiers who advance the slowest and more than all the other rely on good positioning. We move the Sniper namely, it can be sniper rifle is no longer firing (piton help us later to circumvent the problem).
Only once in position, our snipers kill unerringly every enemy with high priority, for example, officers Sektoide or label support. Because must sit every shot against these opponents, we take every ability that increases our accuracy and gives us more options.
For this reason, Lightning-fast hands "and" series "were" a must for our snipers. Free attacks in series immensely help the team when it comes to quickly clarify the situation or handle troubled prey - with Blue Screen bullets even mechs!
Our estimate for sniper: In large operations always take!
Ranger: The sweeper
- Blade Master: More heavy Tschaden
- Shadow Step: Soldier will not cause a fire or reflex shots
- Storm and shot: Fire action by Sprint
- relentlessly: Kills grant additional action
- Inviolable: Kills grant immunity to the first enemy attack
- Rapid Fire: Double attack with reduced precision or Reaper: Melee kills grant new melee attacks
An opponent sits in heavy cover and engaged with our team covering fire? Now is the time for Ranger! They are so devastating that we have designed completely in close combat with the sword while playing at close range.
The blade turns quickly annoying enemies like Sektoiden and strikes as good as ever, while our Ranger with the right skills themselves can not be attacked. In addition to their high mobility, which is further enhanced by melee kills.
Basically, the Ranger our melee sniper - they share even with "Reaper," the nasty series attack with the snipers. And if an opponent is nevertheless times too far away, we still have the shotgun.
Definitely take: Our estimate for Ranger!
Specialist: The tüftelnde emergency
- Medi-protocol: GREMLIN can use health packs
- revitalization: GREMLIN can remove debuffs
- Paramedic: Two additional charges for medikits
- Covering Fire: Fire protection possible with any hostile action
- Alertness: Automatic fire protection to movement or Guardian: Chance at double fire
- Recovery: GREMLIN heals the whole team and removes debuffs
Without specialists and their GREMLIN drones we should go out never, but the aliens have to fight hard and our troops too valuable. And yes, in theory we would have had the opportunity while playing, train them to hackers - but healing and fire stand for us gambling hacking clear from.
Instead, we stuff the GREMLIN with so many drugs and Aufputschern as possible fully so as not to stand even after Sektopod attack with empty pockets and dead comrades. With "recovery" we bring even last the whole team at the same time back in shape.
In addition, we have improved the fire protection in all of our specialists: when enemies not only to come to make a shot, no one needs to be patched!
Definitely take: our assessment for specialists!
Psi-Soldier: The Alien understanders
The Psi-soldiers, we have decided against an optimal skills distribution. They are simply too special, as we only had one just like the other trained - for each of their talents is interesting.
At the same time mentalists are not absolutely necessary, as we get the aliens with conventional weapons well under control. take psi-soldiers or any form depends entirely on the goodwill of the Commander.
Assessment: Funny, but not necessary
XCOM 2 - The most important tips for starting out