Afraid of Aliens - decreased aim against organic alien units
Afraid of Advent - like the above but against ADVENT
Afraid of Machines - like the above but against mechanical units
Hates Cities - randomized debuffs in City Center and Slums missions
Hates the Outdoors - randomized debuffs in Small Town, Wilderness, and Shanty missions
Hates FNGs - debuff to stats when in a squad with majority lower ranking soldiers
Rebellious Rookie - debuff to stats when on a squad with majority higher ranking soldiers
Fatalist - debuff to stats when injured
Gloryhog - debuff to stats in a squad with multiples of the same class
(EXTREME) Coward - will do a forced defensive move every time a pod reveals themselves (so this will probably proc only once if you have All Pods Active)
(EXTREME) Scared of Blood - gets a chance to faint for a turn (ie stunned for two AP) every time they get hurt
(EXTREME) Panicky Reloader - can waste an action point on reloading a weapon randomly, chance to do so scales to 50% per turn as a mission goes on
Jacob Richardson
So I was thinking, wouldn't flying armor make the squadsight scouts in Long Dong really useful?
Perk wise they can get almost the exact same perks as the typical ITZ sniper, except they get a "free" perk at SGT between flush, battle scanners and aggression on top of the typical sniper kit. ITZ snipers might pick up lock and load instead of bring em on (I know I do), so scouts might actually outdamage them on single shots. Maybe a hit and run build might work out better, soar around the map picking up insanely long reach flanks for huge single damage shots every time, good synergy with the weapon at plasma tier.
They can move and shoot like a snapshot sniper, except marksman rifles don't have the penalty to aim that snapshot has, so you'll actually be free to move them a lot more.
This might even solve another conundrum I had. I really like gauss long rifles but the other tiers are better against things heat doesn't work on. Using gauss without lock and load is kind of hard, so the idea here would be to build marksman scouts for pulse and plasma tiers while keeping snipers around with gauss, which work almost just as well for most ITZ cleanup but also let you know you have something that can hit a disc, mectoid or sectopod with for huge amounts of damage.
Main con I see is items. You lose an item slot to a marksman scope and with actually having a reason to move in flight your fuel might be a concern, making you lose another item slot to pack extra.
Did anyone try something like this before? How does a scout compare to legit snipers?
Joshua Ortiz
last gift dlc when, i want to come back to x2 with all the shit
Luke Gonzalez
>Responding to stale memes It was a ruse, sir. It's not a mod I'd use myself, but it certainly looks intriguing all the same.
So in Piratez should i just ignore civilian vessels?
Bentley Edwards
Kinda. You lose points for killing them, but you lose less for capturing them alive, and then you can make them into slave or ransom them. I'd say ignore them until you get armor that can easily block their damage. Then you can just run in and stun everyone.
Nathaniel Martinez
>XCOM 2 will NEVER EVER be on consoles >PS4 getting XCOM 2 How does it feel it lose another game to PS4 PCucks? Gonna enjoy cucking all of yous from your Snake waifus.