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* SuperPrototype: SPARK-001 far outclasses any of the mass-produced ADVENT [=MECs=] based on it. Shen Sr. also states explicitly that the model wasn't yet ready for production when he was forced to shut it down during the initial invasion, and that he rushed the completion of the one existing prototype for the sole purpose of protecting his daughter, so it only makes sense that he beefed it up as much as he could. XCOM can make more [=SPARKs=] just like the 001 prototype, but they come at a hefty cost.
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* SuperPrototype: SPARK-001 far outclasses any of the mass-produced ADVENT [=MECs=] based on it. Shen Sr. also states explicitly that the model wasn't yet ready for production when he was forced to shut it down during the initial invasion, and that he rushed the completion of the one existing prototype for the sole purpose of protecting his daughter, so it only makes sense that he beefed it up as much as he could. XCOM can make more [=SPARKs=] just like the 001 prototype, but they come at a hefty cost.cost and long production time and can only be built one at a time.
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* BeCarefulWhatYouWishFor: His greatest desire ever since [[spoiler:he backstabbed ADVENT]] was to [[spoiler:use Raymond's SPARK robot as a physical body]]. After [[spoiler:XCOM escapes from his factory, you can let him do just that, after making sure to [[RestrainingBolt edit his systems so that he is utterly loyal to XCOM]] first. He gets his [[spoiler:body, and it can indeed be exactly the body he asked for, just not the freedom he thought would come with it]].
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* BeCarefulWhatYouWishFor: His greatest desire ever since [[spoiler:he backstabbed ADVENT]] was to [[spoiler:use Raymond's SPARK robot as a physical body]]. After [[spoiler:XCOM escapes from his factory, you can let him do just that, after making sure to [[RestrainingBolt edit his systems so that he is utterly loyal to XCOM]] first. He gets his [[spoiler:body, body, and it can indeed be exactly the body he asked for, just not the freedom he thought would come with it]].
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* AccidentalInnuendo: Their line "My lance pierces all!", occasionally shouted in all its hammy glory when they use their Null Lance ability, may elicit a chuckle or two if the [=PsiOp=] in question happens to be male.
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* AccidentalInnuendo: Their line "My lance pierces all!", occasionally shouted in all its hammy glory when they use their Null Lance ability, may elicit a chuckle or two if the [=PsiOp=] in question happens to be male.
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* EleventhHourSuperpower: Although not game-breaking, the top-tier Alien Psi Amp provides a significant boost to their psi strength stat. However, unlocking it requires autopsying a Gatekeeper, an endgame enemy that won't show up until the campaign is almost over, and once you've unlocked the tech, you must defeat yet another Gatekeeper in a mission that allows for salvaging its corpse (read: nothing that involves extracting your team at the end) in order to commission the actual upgrade in Engineering. It's entirely possible to only unlock Alien Psi Amps right before the final mission, or even not at all, depending on your luck with the RNG.
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* EleventhHourSuperpower: Although not game-breaking, the top-tier Alien Psi Amp provides a significant boost to their psi strength stat. However, unlocking it requires autopsying a Gatekeeper, an endgame enemy that won't show up until the campaign is almost over, and once you've unlocked the tech, you must defeat yet another Gatekeeper in a mission that allows for salvaging its corpse (read: nothing that involves extracting your team at the end) in order to commission the actual upgrade in Engineering. It's entirely possible to only unlock Alien Psi Amps right before the final mission, or even not at all, depending on your luck with the RNG.
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* EleventhHourSuperpower: Although not game-breaking, the top-tier Alien Psi Amp provides a significant boost to their psi strength stat. However, unlocking it requires autopsying a Gatekeeper, an endgame enemy that won't show up until the campaign is almost over, and once you've unlocked the tech, you must defeat yet another Gatekeeper in a mission that allows for salvaging its corpse (read: nothing that involves extracting your team at the end) in order to commission the actual upgrade in Engineering. It's entirely possible to only unlock Alien Psi Amps right before the final mission, or even not at all, depending on your luck with the RNG.
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* MechanicallyUnusualClass: The Psi Operative can only acquire abilities by training in the Psionic Lab, unlike their counterparts who can earn XP in battle. Additionally, the abilities they can access come in [[RuleOfThree random batches of three]], so it is possible for your operative to acquire a powerful ability early in training. Furthermore, in ''War of the Chosen'', Psi Operatives cannot make use of the Ability Point-based advanced training facilities and are purely reliant on their training, exchanging ease of learning skills immediately for the potential to unlock all the psychic powers over time.
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* MechanicallyUnusualClass: The Psi Operative can only acquire abilities by training in the Psionic Lab, unlike their counterparts who can earn XP in battle. Additionally, the abilities they can access come in [[RuleOfThree random batches of three]], so it is possible for your operative to acquire a powerful ability early in training. Furthermore, in ''War of the Chosen'', Psi Operatives cannot make use of the Ability Point-based advanced training facilities and are purely reliant on their training, exchanging ease of learning skills immediately for the potential to unlock all the psychic powers over time.[[note]]As with almost everything, there are mods that change Psi Ops to rank up like a regular class, with a fixed skill tree and shared pool abilities.[[/note]]
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* EmergencyWeapon: Once they've learned most or all of their abilities, [=PsiOps=] will only use their rifles when their powers are either on cooldown or unsuited to the situation, the latter of which tends to be rare indeed. There's almost always something useful a [=PsiOp=] can do that doesn't involve pulling a trigger.
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* RangedEmergencyWeapon: Once they've learned most or all of their abilities, [=PsiOps=] will only use their rifles when their powers are either on cooldown or unsuited to the situation, the latter of which tends to be rare indeed. There's almost always something useful a [=PsiOp=] can do that doesn't involve pulling a trigger.
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* AlwaysAccurateAttack: Her katana sword, which can be used after her defeat by a Ranger. It's hard-coded to never miss. Her Arashi shotgun, with its Superior Stock attachment, guarantees a minimum 4 points of damage on whoever she shoots with it and also never misses.
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* AlwaysAccurateAttack: Her katana sword, which can be used after her defeat by a Ranger. It's hard-coded to never miss. Her Arashi shotgun, with its Superior Stock attachment, guarantees a minimum 4 points of 4 damage on whoever she shoots with it and also never misses.it, even on a miss.
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* EmotionlessGirl: She has exactly one moment in the whole game that resembles a furious outburst, and that's when she learns that she's about to be forced into an alliance with [[BerserkButton Pratal Mox]] of all people. Apart from that she's the most emotionally stunted character in the cast, with even Tygan and the homicidal AI Julian being vastly more emotional than her.
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* AlwaysAccurateAttack: Her katana sword, which can be used after her defeat by a Ranger. It's hard-coded to never miss.
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* AlwaysAccurateAttack: Her katana sword, which can be used after her defeat by a Ranger. It's hard-coded to never miss. Her Arashi shotgun, with its Superior Stock attachment, guarantees a minimum 4 points of damage on whoever she shoots with it and also never misses.
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* EasyLevelTrick: Although "easy" might be a bit of a stretch, all three Avatars that participate in the FinalBattle are always the first enemy to move, both from their pod and on the whole map. So, if you managed to set enough of your soldiers on Overwatch before you trigger their pod, chances are the Avatar goes down without getting a single shot off. You "merely" have to survive long enough to make it to Turn 5 without losing too many soldiers to their alien reinforcements. Their spawning is also very predictable (every other turn, at predetermined locations that never change between campaigns), which makes this strategy even easier to apply from your second campaign onwards.
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* AlwaysAccurateAttack: Like the Specialist's Combat Protocol, Soulfire deals damage that always hits regardless of Armour or cover. Unlike Combat Protocol, it can't hit mechanical targets, but it's stronger against the organics it can be used against. ALso, as detailed below, their other offensive powers, especially the heavy hitters Null Lance and Void Rift, will never miss as long as your own aim is true.
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* AlwaysAccurateAttack: Like the Specialist's Combat Protocol, Soulfire deals damage that always hits regardless of Armour or cover. Unlike Combat Protocol, it can't hit mechanical targets, but it's stronger against the organics it can be used against. ALso, Also, as detailed below, their other offensive powers, especially the heavy hitters Null Lance and Void Rift, will never miss as long as your own aim is true.
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* AlwaysAccurateAttack: Like the Specialist's Combat Protocol, Soulfire deals damage that always hits regardless of Armour or cover. Unlike Combat Protocol, it can't hit mechanical targets, but it's stronger against the organics it can be used against.
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* AlwaysAccurateAttack: Like the Specialist's Combat Protocol, Soulfire deals damage that always hits regardless of Armour or cover. Unlike Combat Protocol, it can't hit mechanical targets, but it's stronger against the organics it can be used against. ALso, as detailed below, their other offensive powers, especially the heavy hitters Null Lance and Void Rift, will never miss as long as your own aim is true.
* EmergencyWeapon: Once they've learned most or all of their abilities, [=PsiOps=] will only use their rifles when their powers are either on cooldown or unsuited to the situation, the latter of which tends to be rare indeed. There's almost always something useful a [=PsiOp=] can do that doesn't involve pulling a trigger.
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* LockedIntoStrangeness: In addition to their eyes turning purple, all psi operatives' hair turn white after the initial training. It can be changed back to its original color in the options, though.
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* LockedIntoStrangeness: In addition to their eyes turning purple, all psi operatives' hair turn white after the initial training. It Both can be changed back to its their original color colors in the customization options, though.
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** Unlike other classes, they are capable of learning every ability as a Psi-Op, but this requires a significant amount of time invested in training.
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** They don't have access to the Advanced Warfare Center / Training Center, which precludes them from learning additional abilities from other classes. Given their already vast array of abilities, it's probably for balancing reasons.
** Unlike other classes, they are capable of learning every ability as a Psi-Op, but this requires a significant amount of time invested in training. However, [=PsiOps=] in training can go on missions at any time and will resume their training as soon as they're back and uninjured, so it's not like they're unavailable for months until they're field-ready. They just become more powerful over time without having to kill things.
** Unlike other classes, they are capable of learning every ability as a Psi-Op, but this requires a significant amount of time invested in training. However, [=PsiOps=] in training can go on missions at any time and will resume their training as soon as they're back and uninjured, so it's not like they're unavailable for months until they're field-ready. They just become more powerful over time without having to kill things.
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** The aforementioned abilities aren't mutually exclusive, meaning a [=PsiOp=] with both is a ridiculously versatile offensive powerhouse that's also immune to everything but direct physical damage. No wonder ADVENT troops have a noticeable habit of [[ShootTheMageFirst prioritizing shooting XCOM PsiOps over almost anything else on the battlefield]].
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** The aforementioned abilities aren't mutually exclusive, meaning a [=PsiOp=] with both is a ridiculously versatile offensive powerhouse that's also immune to everything but direct physical and psionic damage. No wonder ADVENT troops have a noticeable habit of [[ShootTheMageFirst prioritizing shooting XCOM PsiOps over almost anything else on the battlefield]].
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* GameplayAndStorySegregation: The ''Tactical Legacy Pack'' paints Peter as the reckless LeeroyJenkins type and Ana as the calm, tactical-minded one. It's the complete opposite of how they're acting in the tutorial mission. Also, there's no real explanation why both downgrade their high-ranked ''TLP'' classes (Grenadier and Sharpshooter, respectively) to basic Rookie for the Gatecrasher mission. Even if they ditched the big guns to sneak into the city center, the loss of all their skills and resilience is purely for the tutorial's sake.
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* GameplayAndStorySegregation: GameplayAndStorySegregation:
** The ''Tactical Legacy Pack'' paints Peter as the reckless LeeroyJenkins type and Ana as the calm, tactical-minded one. It's the complete opposite of how they're acting in the tutorial mission. Also, there's no real explanation why both downgrade their high-ranked ''TLP'' classes (Grenadier and Sharpshooter, respectively) to basic Rookie for the Gatecrasher mission. Even if they ditched the big guns to sneak into the city center, the loss of all their skills and resilience is purely for the tutorial'ssake.sake.
** If you skip the tutorial mission, the cutscene right before your campaign's randomly generated Gatecrasher mission still shows Ana and Peter sitting in Firebrand's passenger compartment, only for completely different rookies to jump out once the mission begins.
** The ''Tactical Legacy Pack'' paints Peter as the reckless LeeroyJenkins type and Ana as the calm, tactical-minded one. It's the complete opposite of how they're acting in the tutorial mission. Also, there's no real explanation why both downgrade their high-ranked ''TLP'' classes (Grenadier and Sharpshooter, respectively) to basic Rookie for the Gatecrasher mission. Even if they ditched the big guns to sneak into the city center, the loss of all their skills and resilience is purely for the tutorial's
** If you skip the tutorial mission, the cutscene right before your campaign's randomly generated Gatecrasher mission still shows Ana and Peter sitting in Firebrand's passenger compartment, only for completely different rookies to jump out once the mission begins.
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* RealityEnsues: If you start a campaign with the tutorial mission enabled, your first mission after that is to secure a massive ADVENT power converter for her to get the Avenger up and running. She positively {{squee}}s when she sees it and immediately tries to push the trolley to her workshop on her own, but the thing barely moves at all. As fit as she may be, one person alone simply can't move something that heavy without help.
* RememberTheNewGuy: Her personal knowledge of XCOM's operations and backstory indicates that she was in close contact with her father during the initial invasion, most likely even on-site at XCOM HQ, yet she was never mentioned in ''VideoGame/XCOMEnemyUnknown''. Although it's nice to have another Shen around after the old man passed away, her inclusion in the story out of nowhere can come across as a bit jarring to players familiar with the preceding game.
* RememberTheNewGuy: Her personal knowledge of XCOM's operations and backstory indicates that she was in close contact with her father during the initial invasion, most likely even on-site at XCOM HQ, yet she was never mentioned in ''VideoGame/XCOMEnemyUnknown''. Although it's nice to have another Shen around after the old man passed away, her inclusion in the story out of nowhere can come across as a bit jarring to players familiar with the preceding game.
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* RealityEnsues: If you start a campaign with the tutorial mission enabled, your first mission after that is to secure a massive ADVENT power converter for her to get the Avenger up and running. She positively {{squee}}s when she sees it and immediately tries to push the trolley to her workshop on her own, but the thing barely moves at all. As fit as she may be, one person alone simply can't move something that heavy without help.
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* ChickenWalker: They have digitigrade legs.
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* CryogenicallyFrozen: Vahlen discovered the trio as embyros perserved within an intact and functioning cryostasis unit in the abandoned Alien genetics lab that she made her hideout at.
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* HumanPopsicle: Vahlen discovered the trio as embyros perserved within an intact and functioning cryostasis unit in the abandoned Alien genetics lab that she made her hideout at.
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* AttackAnimal: The Ethereals never managed to give these monsters intelligence on par with their other servants, so they basically gave up and just deployed them as expendable attack crawlies to terrorize their enemies.
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* GoneHorriblyWrong: Although Chryssalids have found their niche in the Ethereals' armies, they're far from what the Ethereals had in mind when they began to uplift them. They were looking for an intelligent servant race with a keen psionic aptitude, but instead they just ended up making a lethal mindless predator even more lethal and uncontrollable.
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* UpliftedAnimal: The Chryssalids were deadly, relentlessly aggressive animals when the Ethereals found and uplifted them, which turned the critters into... [[EpicFail the even deadlier and even more aggressive animals]] XCOM now has to deal with.
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* {{Nerf}}: Although they're still the nightmare of any XCOM operative, ADVENT Sectopods are significantly easier to neutralize than the invasion-era model from ''Enemy Unknown'' and ''especially'' ''Enemy Within''. Specialists in particular have multiple abilities that can lock down a Sectopod for up to three turns, if not outright take control of them. AP Rounds make a mockery of their heavy armor while Bluescreen rounds deal massive bonus damage to them, to the point that a properly skilled and outfitted Grenadier can reduce a mint Sectopod to almost dead in a single attack. There are numerous additional options available to effectively counter a Sectopod, and if you know what you're doing, chances are the ugly trash can won't even get to fire its weapons.
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* PossessionImpliesMastery: Although the Commander is confirmed to be psionically gifted, they were never mentioned to have undergone psionic combat training, yet when they [[spoiler:assume control of their Avatar body, they instantly gain access to Null Lance and Dimensional Rift, the game's most powerful psi attacks. Once the FinalBattle is won, they not only know ''that'' they can stabilize the Elders' PortalNetwork with their powers, they even know ''how'' in an instant. ''[[RuleOfThree Then]]'' the entire Elder Council, the most powerful psionics known to mankind, engage them in a BeamOfWar, which the Commander handily wins despite no known training whatsoever.]]
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* TheCreon: Bradford isn't cut out for the job of leading mankind's scattered anti-alien resistance to victory against a vastly superior foe like ADVENT, and he knows it. Managing the logistics and day-to-day minutiae of the war is what he's good at, so the moment the Commander returns to reassume command of XCOM, Bradford all too willingly steps down to go back to being their NumberTwo. In fact, good ol' Central spent years focussing most of his efforts on finding the Commander precisely because he knew that only they have the tactical and strategic brilliance that would be necessary to win this war.
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Understatement is not meant to be used for Audience Reactions.
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* ImperialStormtrooperMarksmanshipAcademy: ADVENT Troopers are known to [[JustShootHim simply aim and shoot at a soldier]], although in the beginning their aim is [[ATeamFiring 'abysmal']]. If you hit them with a flashbang, it doesn't look like they're even 'trying'. Their aim gets 'slightly' better if an [[AuthorityEqualsAsskicking Officer Marks a target]], but even higher-level troopers have [[UnderStatement poor aim]].
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* ImperialStormtrooperMarksmanshipAcademy: ADVENT Troopers are known to [[JustShootHim simply aim and shoot at a soldier]], although in the beginning their aim is [[ATeamFiring 'abysmal']]. ''[[ATeamFiring abysmal]]''. If you hit them with a flashbang, it doesn't look like they're even 'trying'. trying. Their aim gets 'slightly' slightly better if an [[AuthorityEqualsAsskicking Officer Marks a target]], target, but even higher-level troopers have [[UnderStatement fairly poor aim]].aim.
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* ImperialStormtrooperMarksmanshipAcademy: ADVENT Troopers are known to [[JustShootHim simply aim and shoot at a soldier]], although in the beginning their aim is [[ATeamFiring 'abysmal']]. If you hit them with a flashbang, it doesn't look like they're even 'trying'. Their aim gets 'slightly' better if an [[AuthorityEqualsAsskicking Officer Marks a target]], but even higher-level troopers have [[Understatement poor aim]].
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* ImperialStormtrooperMarksmanshipAcademy: ADVENT Troopers are known to [[JustShootHim simply aim and shoot at a soldier]], although in the beginning their aim is [[ATeamFiring 'abysmal']]. If you hit them with a flashbang, it doesn't look like they're even 'trying'. Their aim gets 'slightly' better if an [[AuthorityEqualsAsskicking Officer Marks a target]], but even higher-level troopers have [[Understatement [[UnderStatement poor aim]].
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* ArtificialStupidity: [[EveryCarIsAPinto Taking cover behind cars that are about to explode]], [[AttentionDeficitOohShiny charging forwards to hit the Mimic Beacon despite the soldier 'standing right next to them'... the list goes on.
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* ArtificialStupidity: [[EveryCarIsAPinto Taking cover behind cars that are about to explode]], [[AttentionDeficitOohShiny charging forwards to hit the Mimic Beacon despite the soldier 'standing right next to them'...them']]... the list goes on.
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* ArtificialStupidity: [[EveryCarIsAPinto Taking cover behind cars that are about to explode]], [[AttentionDeficitOohShiny charging forwards to hit the Mimic Beacon despite the soldier 'standing right next to them'... the list goes on.
* ImperialStormtrooperMarksmanshipAcademy: ADVENT Troopers are known to [[JustShootHim simply aim and shoot at a soldier]], although in the beginning their aim is [[ATeamFiring 'abysmal']]. If you hit them with a flashbang, it doesn't look like they're even 'trying'. Their aim gets 'slightly' better if an [[AuthorityEqualsAsskicking Officer Marks a target]], but even higher-level troopers have [[Understatement poor aim]].
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* MagneticWeapons: They wield magnetic weapons, in contrast to the actual aliens, who all use {{Plasma|Cannon}} like in the initial invasion.
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* MagikarpPower: At the beginning of the game, they have [[LethalJokeCharacter only '3' HP]], and [[ImperialStormtrooperMarksmanshipAcademy abysmal aim]]. However, as the game progresses, they improve, being replaced by Advanced and Elite troopers with grenades.
* MagneticWeapons: They wield magnetic weapons, in contrast to the actual aliens, who all use {{Plasma|Cannon}} like in the initial invasion. The weapons are initially [[PlayerCrutch weaker]] than the assault rifles XCOM wields, for game balance, but they increase as the game goes on.
* MagneticWeapons: They wield magnetic weapons, in contrast to the actual aliens, who all use {{Plasma|Cannon}} like in the initial invasion. The weapons are initially [[PlayerCrutch weaker]] than the assault rifles XCOM wields, for game balance, but they increase as the game goes on.
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* WeHaveReserves: [[WeHaveReserves If the ADVENT stasis trains and gene clinics are anything to go by]], ADVENT has millions of Troopers ready at their defense.
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*
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* DevelopersForesight: If you have ''War of the Chosen'', don't worry about having to face a Ruler and a Chosen in the same mission, as they will never under any circumstance spawn together.
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* DevelopersForesight: If you have ''War of the Chosen'', don't worry about having to face a Ruler and a Chosen in the same mission, as they will never under any circumstance spawn together.
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* AchillesHeel: Armoured foes for Gunslingers, as pistols don't have any armour piercing or shredding. If you don't have AP Rounds equipped, better have fellow troopers able to shred their armour first, or all he's going to do is ScratchDamage. The Hunter's Darkclaw mitigates the problem. Movement is this for those who stick with using the Sniper Rifle; Codex bombs are especially infuriating for these soldiers.
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* AchillesHeel: Armoured foes for Gunslingers, as pistols don't have any armour piercing or shredding. If you don't have AP Rounds equipped, better have fellow troopers able to shred their armour first, or all he's going to do is ScratchDamage. The Hunter's Darkclaw mitigates the problem. Movement is this for those who stick with using the Sniper Rifle; Codex bombs are especially infuriating for these soldiers. Having to use an action point to move is also a detriment to Sniper-build Sharpshooters, since they need both action points to fire their rifle (grappling to a high point with the EXO/Wraith Suit or using the Icarus Armor to fly to a spot mitigates this as they are free actions).
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* AssassinOutclassin: Not only is she always vulnerable to the stealthy, almost-impossible-to-find Reapers, she's also really bad at fighting them, having no way besides sheer luck to find them before they shoot her.
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* AssassinOutclassin: Not only is she always by default vulnerable to the stealthy, almost-impossible-to-find Reapers, she's also really bad at fighting them, having no way besides sheer luck to find them before they shoot her.her. If both the Assassin and a Reaper are in the same area, unless they try to hide behind the same bit of cover, the Reaper is always going to spot the Assassin first.
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* ShotgunsAreJustBetter: Her Arashi shotgun is her backup weapon and hits harder than an XCOM-built Storm Gun. It also comes included with more mods than you can fit on a weapon. Luckily for players, she doesn't use it often. Specifically, Arashi is fitted with superior versions of:
** Hair Trigger, granting a 15% chance that any shot taken is a free action;
** Expanded Magazine, increasing ammo capacity by 3 (for a total of 7 shots);
** Laser Sight, increasing base critical chance by 15% and granting a further bonus when close to enemies;
** Stock, ensuring that even misses deal 3 damage.
** Hair Trigger, granting a 15% chance that any shot taken is a free action;
** Expanded Magazine, increasing ammo capacity by 3 (for a total of 7 shots);
** Laser Sight, increasing base critical chance by 15% and granting a further bonus when close to enemies;
** Stock, ensuring that even misses deal 3 damage.
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* ShotgunsAreJustBetter: Her Arashi shotgun is her backup weapon and hits harder than an XCOM-built Storm Gun. Gun, but uses an assault rifle's accuracy table, making it effective at a surprisingly long range. It also comes included with more mods than you can normally fit on a weapon. weapon, with a superior Hair Trigger, Extended Magazine, Laser Sight and Stock. Luckily for players, she doesn't it's her backup weapon and the Assassin will only use it often. Specifically, Arashi if a melee attack is fitted with superior versions of:
** Hair Trigger, granting a 15% chance that any shot taken is a free action;
** Expanded Magazine, increasing ammo capacity by 3 (for a total of 7 shots);
** Laser Sight, increasing base critical chance by 15% and granting a further bonus when close to enemies;
** Stock, ensuring that even misses deal 3 damage.impractical.
** Hair Trigger, granting a 15% chance that any shot taken is a free action;
** Expanded Magazine, increasing ammo capacity by 3 (for a total of 7 shots);
** Laser Sight, increasing base critical chance by 15% and granting a further bonus when close to enemies;
** Stock, ensuring that even misses deal 3 damage.
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** UselessUsefulStealth: However, if she gets Watchful, it's mostly rendered moot, since the Overwatch card will pop up exactly where she comes to a stop after moving.
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** UselessUsefulStealth: However, if she gets Watchful, it's mostly rendered moot, since [[InterfaceSpoiler the Overwatch card will pop up exactly where she comes to a stop after moving.]]
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* VillainRespect: Initially she think XCOM is just a worthless rabble, but after defeated several times, she praises XCOM for their skill and determination against stronger opponents. Once her sarcophagus is destroyed, she is grateful for the final battle to feel how it's like to be in XCOM's shoes.
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* VillainRespect: Initially she think XCOM is just a worthless rabble, but after being defeated several times, she praises XCOM for their skill and determination against stronger opponents. Once her sarcophagus is destroyed, she is grateful for the final battle to feel how it's like to be in XCOM's shoes.
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* WasOnceAMan: Ambiguous. While the Other Chosen are definitively former humans, the Assassin may either be a former human or a clone.
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* WasOnceAMan: Ambiguous. While the Other Chosen are definitively former enhanced humans, the Assassin may either be a former human or a clone.
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--->'''Warlock:''' In your hands, the weapon of a Chosen warrior is nothing more than slag and spoil.
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--->'''Warlock:''' In your hands, Defiler! The weapons of the weapon of a Chosen warrior is nothing more than slag and spoil.are sacred objects!
* VaguenessIsComing: Some of his geoscape chatter offers a hint as to what's got the Ethereals so worried.
-->'''Warlock:''' I have glimpsed the power that awaits the Elders, whether they realize its intent or not. This entity is cut of the Gods' own cloth. It is as they are, a power beyond perception. I cannot judge our fate, but it is assuredly intertwined with the void that approaches.
-->'''Warlock:''' I have glimpsed the power that awaits the Elders, whether they realize its intent or not. This entity is cut of the Gods' own cloth. It is as they are, a power beyond perception. I cannot judge our fate, but it is assuredly intertwined with the void that approaches.
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* WeCanRuleTogether: Alone of the Chosen, he tries to talk you into returning to the Elders' side.
to:
* WeCanRuleTogether: Alone of the Chosen, he tries to talk convince, rather than coerce, you into returning to the Elders' side.
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* FlamingSword: Of sorts. The Plasma-tier melee weapon is the [[EnergyBlade Fusion Blade]], which has a chance to set whatever it hits on fire, assuming that the target survives the sword slash.
to:
* FlamingSword: Of sorts. The Plasma-tier melee weapon is the [[EnergyBlade [[LaserBlade Fusion Blade]], which has a chance to set whatever it hits on fire, assuming that the target survives the sword slash.