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Sergey Buvaka 11.11.21 11:27 pm

Squad composition and pumping (XCOM 2)

Passed the game twice already and on the veteran, one of them on the terminator. Sha here I am tormented by the legend. I want to share the experience of ey and maybe someone who himself cho will advise on pumping classes.

-Composition-

By the end of the game, the lineup is usually like this. Specialist, sniper, psionic grenadier, 2 Scouts. Well, as if each class is useful in its own way, so I pull everyone in the detachment. 2 rangers because they are quite mobile, they survive well under fire and kill very nicely, I usually pump one with a sword, the second with the ability to stealth and sirelba point-blank or an assault rifle (well, he first of all performs the function of a scout). Although now I'm trying to become 2 grenadier, again one with a priority on explosives and the second on shooting. With the improvement on the chance of instant keel and accuracy, a very good tank. It is not uncommon for any one-shot gatekeepers and archons there to be one-shot, but he has some kind of dislike for sectopods at all (3 missions in a row, 3 of them from the first shot were laid down☺). At the beginning of the game, you really don't have to choose a roster, since I'm playing a veteran of higher difficulty and almost no downloads. There often are kamatozniki in the clinic, then newcomers prizoditsya to take. Although 2psionics is also very nice. There is a lot of control. Now by class.
-Ranger-
Usually I lead two in a detachment, so one is a swordsman, the second is an inviser, a scout.
Corporal - sword damage / reconnaissance (well, since at the beginning it is a little scary to swing the sword so as not to spoil extra packs, I usually swing the swordsman later. Disguise helps the scout a lot in missions where the detachment is not initially hidden, and in ordinary missions if the detachment is able to get out of stealth and It is very pleasant to destroy everyone without the intervention of the scout, he can continue to sneak and prevent the possibility of getting into some trouble. Well, with a swordsman, I think there is no need for explanations)
Sergeant - here both the priority is to run without triggering combat readiness. The ranger is fast and runs a lot and he really needs it. A stealth shot is certainly nice, but a maximum of two times per battle, so I don't take either a scout or a swordsman.
Lieutenant - I usually take inviz to the swordsman, since he rarely shoots, especially at close range and does not burn at all when running. The scout already has a taste and color, I think that both are useful and it is especially pleasant to go into inviz, and it is also nice to run into the belly with a shotgun, so when I shake it.
The captain - the swordsman is naturally a meat grinder, I think it's also not worth explaining. The scout is more often a meat grinder, against any vipers and icrisalids it is very pleasant, although it is also pleasant to kill and run away, but to be honest, you do not really like it, it would be possible to recharge, or it would still be good to become a defensive defense, as well as an average lousy skill.
Major - both are definitely immortal for one attack after the kill. The ranger is very often close to the enemy and has the most chance of being outflanked and this is a panacea. Sometimes, even if the enemy alone remains, I substitute the ranger as a specialist. I didn't really like going into a deep defense after the dash, although it might have been nice in combination with the kill-run away from the previous promotion, but I didn't really like it.
A colonel is a reaper to a swordsman. A grenade or two from a grenadier and 3-5 kilos per round with a sword is quite realistic to make a dade when the enemies are not in a heap to hit with one grenade. Rapid fire milking the scout with a shotgun for point-blank shooting and high damage in one target.
Equipment is usually spider / ghost armor. The scout does not need to carry a lot with him, and mobility + evasion and a hook in addition is what will save you when you need to run through half of the map in order to slaughter some sectoid in the shelter that subdued your fighter with an enemy and then not die from attacks from the flank. 20 dodges are more enjoyable than the extra 1 life. In the inventory or armor of some kind of grenade, sometimes another grenade (according to the situation, since the hall of shadows allows you to prepare for battle), from the improvements, there is usually a laser sight for crit and a trigger for the chance of a free action. PBM only evasion, here again, the attack aircraft most often rakes and he needs maximum protection and mobility. Weapons for the swordsman in the priority of the rifle (I play with the mod for smg, so I take it exactly smg +2 mobility, they will remember very much,
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Sergey Buvaka 11.11.21

-Grenadier- I
played and tried it in different ways, there is nothing to be wise . This is either a Demoman or a Heavy. And the second one, I did not bother swinging everything along the right branch, well, the demolition man got a little in the way of the branches.
Corporal - for both I take the tearing of armor with shots because there is a lot of armor in the game, and grenades are not always enough for everyone, and sometimes it's just a pity to let them into some kind of turret. I didn’t like A + 1 armor, if at least it grew with the level of armor like + 1 / + 2 / + 3 one could think for some tank, but only break armor.
Sergeant - I prefer suppression fire to both. The demolition of the shelter is even not very happy, it’s better to fix the wall with a grenade or kill it with an attack aircraft. But the suppression fire decides. -50 firing accuracy, remove combat readiness from the enemy. And if the holographic mark is also pumped, then it throws the mark. In general, both suppression.
Lieutenant - Demoman is an additional grenade, well, I think everything is clear here. Mass destruction. The machine gunner has a mark, he shoots more and to increase the accuracy of some fat alien for the squad is always a plus, especially since the mark is hung even in case of a miss.
The captain - for the demolition man an artillery salvo, well, again, more destruction, more damage to walls☺, in general, two grenades per round or a grenade and a shot is always good. Heavy double shot. There is a lot of damage, but the penalty for the first shot is to accuracy, the second shot is already carried out with the usual accuracy, since after the first shot a mark is hung. But here in the weapon you need to set the sight ea accuracy and repeater for the chance of an instant keel.
Major - for the Demoman, increasing the radius and power of grenades. Again, no comment. Machine gunner 100% shot. It is always useful to finish off an enemy in a shelter with a 100% chance, and it is also sometimes difficult to hit on all sectopods, and even with an amplifier for a chance of an instant keel, it often helped out.
Colonel - I take an explosive shot to both of them. 3dop damage and sectopod or gatekeeper is much easier to put. The skill from the demolition branch did not even inspire me, the radius is not very large and the chamber is weak, it's better to take a gun into a cyber suit is more fun and almost the same. Well, from the armor, both of them are of course a cyber suit / combat suit. Armor + rocket is a great thing. If there is no suit, then grenades and cartridges according to the situation. I put the PBM on health. They mostly sit in cover and take more damage from AoE. Of the improvements to the demolition, I don't even know, not fundamentally, to the machine gunner, accuracy + chance of a keel.

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Sergey Buvaka 11.11.21

-Specialist-
I tried everything here and, in principle, the build is always the same. Because The specialist is always one and I think this is the most useful for me.
Corporal - I'm taking treatment here. This treatment at a distance is very pleasant plus an additional first aid kit. Plus, the treatment spends one action and does not end the turn. 2 damage and 5 robots are certainly nice, but still, in my opinion, not so useful.
Sergeant - here my choice fell on blocking. Curing stunning or panic is certainly nice, but there are a lot of robots in the game, and therefore turning them off, and sometimes even submission, solves a lot of problems, but here you can not meet the problem in the game or meet and unsuccessfully hack the bonus + 20k hack and then it becomes not so cool ... Once during the game I raised it to 60, but the major with plasma with grief half-and-half raised it by 20.

Lieutenant - here my choice fell on first aid kits. After all, he is usually my only doctor and it helps a lot. I was not so pleased with the readiness. Usually, when you already see the enemy, you rarely put on a soldier's combat readiness.
Captain - here I preferred the chance for a second shot in combat readiness. Average usefulness, but the combat readiness after a 2-step run seemed to me less useful.
Major - here I chose the combat readiness of the unit that is under the protection of the gremlin. He came running with a stormtrooper and stabbed the enemy. Got a gremlin +20/30/40 defense plus the ability to give the enemy a response, not only for movement, but also for shooting. At the same time, it does not end the turn, so the specialist can still run, shoot, or become ready for combat himself. I can't remember the second skill now, so I won't explain my choice.
Colonel - here I have chosen mass treatment. There is only one specialist in the squad and heal the entire squad and remove all negative effects, it sometimes saves a lot. To be honest, I have never tried the second ability, but I prefer healing to damage. Maybe if, of course, someone who pulls two specialists would take it, but I take two specialists only when there is no one else.
Equipment.
Normal armor. Specialists need slots. First aid kit stun grenade / em grenade. Improvements to the chance of a keel, which is not important, although if there is a hook for a free action it is good. I take PBM from the rest, but it is better to avoid or live. He doesn't really need to run fast. For some reason, accuracy very rarely comes across to me and flies away to a sniper. And the specials are always at medium distances.
I play with the captain's mod, so I make specialists the captain. They are always in the middle of the detachment and mostly in the detachment in a single copy.

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Sergey Buvaka 11.11.21

-Sniper-
Well, this is my favorite class and perhaps many others. I tried to make a sniper in 1 branch and did not like one at 2. And I found for myself the only cool bill in which the sniper has the most kills.
Corporal - here is definitely an observation with a general look. The sniper is not particularly involved in shootouts and often sits somewhere on the roof where no one suspects him, so from there he must conduct surveillance. There can be no question of any response shots from a pistol.
Sergeant - but here, nevertheless, my choice fell on the hands of lightning (a shot from a pistol does not require action). As much as we would not like, but still the sniper often has to be close to the main detachment. And in the second XCOM, the pistol is still much more effective. Here and you can remove combat readiness from the enemy and finish off a ghoul with 2-3 lives and just additional damage, and then plant a shot from a rifle. In general, no matter how useless it may seem at first glance, in practice it is a thing. But with additional damage with reduced accuracy, everything is exactly the opposite. Yes, sometimes 2 damage is decided, and crit is 3-4, but accuracy is cut very strongly, and with a chance of hitting 27%, it is cut somewhere by 2%, then with a 95% chance it is about 25%. In practice, it turned out to be a little useful skill.
Lieutenant - death from heaven is here. Hand lightning, a shot from a rifle, another shot from a pistol / reload (the sniper has trouble with the number of cartridges). I didn't like the second skill. In almost any situation, it is better to make a shot from a sniper rifle than a 2c pistol (unless the enemy approached at close range, which does not happen often with a sniper)
Captain - here again pistols. Again the situation is when the sniper is not far from the enemy hand is a lightning-shot from a rifle-shot at everyone. It is especially good to finish off the enemies whom the grenadiers have taken out of the shelters or the codes tilted from 2-3hp. The combat readiness of the region in practice turned out to be weak. Yes, from a large range it covers a huge sector, BUT the sniper does not have the "opportunist" skill as in the first part, which means there are no critical hits and reduced accuracy + ammo problem.
Major - accuracy and crit if the sniper did not move in the last turn. I think comments are superfluous. I don’t like the option to sit in the back of the rally of accuracy, there’s always little time in the game
Colonel - here is a series. A grenade from a grenadier and a 3-keel from a sniper, then also a reload and a pistol shot at all☺ I didn't really like 3 shots from a pistol. By that time, there are many enemies with armor where the pistol is of little use.
Thus, we get a killer at great distances, which even in the vicinity does not turn into a useless piece of meat. And the pistol still has ammunition, so when you set a round on fire or poison 4+ targets, it's not bad. Although I prefer claw ammo for crit.
Equipment
Spider / ghost. Mobility and the ability to climb to heights are critical for this comrade. I usually carry ammunition with me, I prefer the claw for crit, but others are quite good here. It is necessary to watch them according to the situation and availability. (I do not take cartridges for accuracy, in principle, the sniper has enough of it from other sources). PBM accuracy, if not then speed. Improving the weapon sight for accuracy is sure to shoot or descent to a free action or a repeater for the chance of a keel. I like the second more because the free action sometimes procs when it is not needed, and murder is always good. At the beginning of the game, you can put an auto-charge or an increased store.

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adikus1 11.11.21

Sergey Buvaka
Thank you for the information, I noted a lot of useful things for myself. Only now I have one problem with this x-com 2, I have been waiting for this game for so long, as a big fan of the previous part of X-com is an enemy. I think you played it! So about x-com 2 and my problem ... much to my surprise, I still haven't gotten through it! Not because it's overly complicated or because I didn't have time! And only because she did not drag me in! Honestly, I am very surprised and disappointed! After all, before its release, I can say I counted the days! and now I haven't even entered it for a week! Let me explain why! NO GAME IS NOT BAD! In the beginning, everything is very cool! The graphics are on the level! The costuming of the players is overwhelming at first! aliens new interesting! The operatives are impressive at first glance, one has a sword over the shoulder of another drone! Beautiful! BUT I'll start about the cons ... firstly, this optimization did not spoil the impressions weakly ... picture fading, etc .. a good quarter of the game was played like that! the benefit has already got rid of this problem! Okay, optimization can be forgiven because the developers, after all, did not specifically conceive these glitches! I was very discouraged by the unforgivably small number of research and development! I completed only half of the storyline tasks, I already have all the armor open (heavy ghost .. hook .. etc) all research is completed! I have already met and opened all kinds of aliens (I specially googled I thought there would be no more new research!) I didn’t even have time to build more than one laboratory and workshop !!! because at first he built communication stations and electric generators and a couple more buildings (psi laboratory test area, etc.) e) what is the point of building laboratories and workshops if there is nothing more to research !? I hoped to the last that there would be MEKIs in the game! cyber lab as in the previous part! I was waiting to put my own colonels in mechanical armor and open a new branch for pumping! but alas, no ..... only psi-labarotoria in which, by the way, you swing characters not for experience as in the old X-coma, but stupidly for money ... he may never go to battle but already become the best psi fighter if to put materials into it (and I know why they did this because the length of the game is not enough to pump even these small branches of the game! In general, somewhere in the middle of the game, I got tired of just flying from task to task, knowing that nothing new will shine for me. ..it's very sad because I was waiting for this game so much !!! of course I will go through it in order to complete the plot, find out the ending,

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Sergey Buvaka 11.11.21

adikus1
With optimization and voice acting I agree spoils the impression. I hope they will fix the first, the second is less likely, probably the Russians are too addicted to piracy and don't make enough money, besides, I read somewhere that for Russians the game costs $ 20, while America and Europe probably didn't do it for $ 60. As for the meks and gene laboratories, it seems to me that they left three more for patches, one in the spring and two in the summer. Well, from all I can advise you two things. For a longer game, play the legendary mode "marathon" from the first part. But the truth is, there are more aliens, they are tougher. And regarding classes and voice acting, I saw fashion in the incentive with various new classes and some kind of Russian dialogues.

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adikus1 11.11.21

Sergey Buvaka
ok thank you for sure. I can even delete my save now and start over.

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adikus1 11.11.21

Sergey Buvaka
Yes, I also really hope for these three updates! I agree, our localizers are completely lazy! regarding the mods, I tried to install the "Squad Leader" mod (adds one pumping branch to the game for the commander appointed by you) not a bad mod, but did not bring any special impressions

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Sergey Buvaka 11.11.21

adikus1
When she came out I took 4 days off and stupidly while my wife was at the session like a nerd sat from morning till night in her conductive konesh Segka let go. I torment the legend, the game seemed to me too fast. But the legend is the most. The guerrilla school is built on 28 moves. In the first mission, the soldier flew to the hospital for 59 days. Started digging an energy-saving coil for 90 days by one engineer. For 3 months he fought with the andromedons and sectopods in sheet armor and with magnetic weapons. And that's not all the autopsies were done. The black market has become much more useful. I buy both engineers and scientists for data and materials, which I almost did not do on a heavy one. You don't have time to scan everything on the map, so you have to choose which intelligence is more important or, for example, a grenade and ammunition. In the course went and stun and em grenades which I did not use on lighter difficulties. There are more fighters pumped because Wounds take much longer to heal, especially at the beginning. The first colonel appeared 2 months later than sectopods after having cut in the region of 70-80 kilos. Here the lab also went to the workshop☺ so I advise. This is exactly for true fans of the genre. The mod is worth it. I completely agree with you, nice but no more☺

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adikus1 11.11.21

Sergei Buvaka
You know, I read it and regretted that I didn’t start with a legend right away! Judging because you painted this what I need! probably if I immediately chose the legend, I would still close up and get up to work, not getting enough sleep) Oh, after all, I wanted to start with it! and jerked me to click on medium difficulty! Okay, it's not too late to try to start again, because after all, the game has not yet passed. Maybe it really will tighten

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Sallar 11.11.21

Although there are many letters, it is written intelligibly, it was not in vain that I read everything, I did not know a couple of things. I will try it on the next playthrough. Thanks to the author.

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Sallar 11.11.21

Sergey Buvaka
I do not agree about the sniper. Shooting a clean water cheat area. I play 2 snipers. Body kit for + 3 rounds and + accuracy on rifles. They almost always take out the entire pack (3 enemies) at the beginning of the movement of the enemies.

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Sergey Buvaka 11.11.21

_Salar_
Well, I won't argue. If you raise the store, then completely. It's just that I usually pull one sniper and from the middle of the game I'm not particularly keen on ambushes.