@b_rich84 said:
Nigh impossible keep the tile and enemy on the same screen? Dude just hit Q, E, T, G to move the camera where ever. Plus this game is super modifiable. Go to the steam work shop and click install on some of the mods like "free camera" if you hate it so bad. Are you new to PC gaming?
You bring up mods...
My point stands. The fact is, Firaxis did a terrible job with the camera and UI. And yes I do move the camera around, but various issues with elevation still makes it impossible. Thankfully a mod made it possible to zoom out more. But mods doesnt excuse the base game. As characters gain more HP, telling how much HP is remaining is needlessly difficult, the original solved this issue with rows of 5 (though this caused other problems later on).
@texasgoldrush said:
1. How is it shit? XCOM2 works because the characters work
2 and 3. Scouts suck on longer missions or missions where you are not immediately concealed (which makes their first skill absolutely useless). Assaults are far superior for long term gameplay. Assault skills are more than just swords. In fact, the only real skill that the Phantom wins at in overall use, not specialized use, is Rapid Fire while Implacable is just useful as Bladestorm. The scout is better at cheesing certain missions by stealth soloing them. And, oh boy, do scouts suck at the final mission outside their final skill. Here is the thing, scouts are made for certain missions and excel for them, but assaults excel in all missions. Scouts are better as the second Ranger.
4. Once again, lets go over this. Demolition Expert have limited uses. Once their Grenades are used, they are a liability. They are best uses for short missions. Heavy Gunners are superior major alien killers. Rupture rules in the late game, devastating to Gatekeepers and Sectopods. Hell, a full Heavy Gunner in one Rupture attack, increases the damage done to the enemy by 3 in all attacks, shreds their armor considerably, and adds holotargeting. So the entire team takes down the big boss alien in one turn and have enough shots for the weaker aliens. The only skill that a Heavy Gunner could use instead is Demolition, as Suppression is less useful, which strips aliens of their cover. Demolition experts are better as the second Grenadier and are less useful in the final mission, especially with the special character you get.
The problem with the two new characters is that they are monotone as hell. The scientist's "muh past" and the engineer's "muh dad, I dont trust the commander just yet" schtick got old really fast.
When most missions are only 2 to 4 skirmishes long, the long term viability isnt a particulary compelling argument. While an assault unit is better than the scout in some niches. For general use, the phantom is the better soldier.
The grenadier will eventually probably carry 4 explosives with him. which would translate in a worst case scenario to 1 explosive per skirmish. That one explosive is enough to completely demolish the cover. While I agree that Rupture is the better endgame skill. It doesnt change the fact that the majority of Demo skills are better.
Blast Padding < Shredder
Demolition > Suppression
Heavy Ordinance >> Holo Targetting
Volatile Mix > Chain Shot
Salvo > Hail of Bullets
Saturation Fire < Rupture
The gunner while still perfectly viable, pales in comparison to the Grenadier, since the grenadier excels at making the rest of the people in your squad NOT miss while still doing acceptable AoE damage. The less you miss, the less enemies shoot back at you. In fact, with the grenadier and Phantom, it is not uncommon for me to win skirmishes before the enemy even get their turn.
For the record, I use both an Assault and a Phantom in my main squad. But the phantom generally outperforms the Assault. The assault is really good at what he does (general combat), but he lacks the awesome utility and target killing of the Phantom.
Log in to comment