History GameBreaker / XCom

15th Oct '17 9:27:55 AM AceOfScarabs
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** The Chosen Hunter's Sniper is worse. Unlike every other Sniper in the game ''it only takes a single action to fire it''. This might not sound too impressive on paper, but it means you can have a highly mobile, highly accurate death dealer running around the battlefield, and since most mission are timed and many require you reach an EVAC zone this is a god send. But there is more: When paired with the Sharpshooters "Serial" ability (kills completely restore all your actions) you can literately keep shooting until you run out of targets since you can reload and fire over and over and over. On top of that, it is heavily pumped up with ''four'' Superior weapon mods, meaning you are guaranteed to have a selection of heavily buffed specs on it, potentially including things like the Superior Scope for +15 Aim, Superior Auto-loader for up to three free-action reloads per mission, Superior Hair-Trigger for 15% chance for shots to become free actions, and Superior Stock to ensure even missed shots do 3 points of ChipDamage. The Hunter's sidearm is equally impressive, as it sports tremendous damage potential for a pistol, and like the Assasin's blade, can ignore up to five armor pips.

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** The Chosen Hunter's Sniper is worse. Unlike every other Sniper in the game ''it only takes a single action to fire it''. This might not sound too impressive on paper, but it means you can have a highly mobile, highly accurate death dealer running around the battlefield, and since most mission are timed and many require you reach an EVAC zone this is a god send. But there is more: When paired with the Sharpshooters "Serial" ability (kills completely restore all your actions) you can literately keep shooting until you run out of targets since you can reload and fire over and over and over. On top of that, it is heavily pumped up with ''four'' Superior weapon mods, meaning you are guaranteed to have a selection of heavily buffed specs on it, potentially including things like the Superior Scope for +15 Aim, Superior Auto-loader for up to three free-action reloads per mission, Superior Hair-Trigger for 15% chance for shots to become free actions, and Superior Stock to ensure even missed shots do 3 points of ChipDamage.ScratchDamage. The Hunter's sidearm is equally impressive, as it sports tremendous damage potential for a pistol, and like the Assasin's blade, can ignore up to five armor pips.
15th Oct '17 9:27:23 AM AceOfScarabs
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** To lesser extent, the repeater weapon mod. The mod causes any weapon strikes made by the soldier to have a chance to be a OneHitKill, with the highest level mod to be 15% chance. This ignores armor or anything else and it works even when the target is a Sectopod, Alien King, or [[spoiler: Avatar]] and even when said hit is a [[ScratchDamage glancing blow from the stock upgrade]]. In addition, if weapon with a Repeater attached inflicts Poison or Fire damage on an enemy via the specialized ammo types, the lingering damage inflicted by the statuses inflicted by that weapon have additional chances to instantly kill thanks to the Repeater. Yes, this means that that Lancer you hit with Venom Rounds can randomly drop dead at the end of your turn because the poison damage will also work with your Repeater. Firaxis fixed this in an update so Repeaters can only trigger on a direct hit from the weapon it's attached to.

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** To lesser extent, the repeater weapon mod. The mod causes any weapon strikes made by the soldier to have a chance to be a OneHitKill, with the highest level mod to be 15% chance. This ignores armor or anything else and it works even when the target is a Sectopod, Alien King, Chosen, or [[spoiler: Avatar]] and even when said hit is a [[ScratchDamage glancing blow from the stock upgrade]]. In addition, if weapon with a Repeater attached inflicts Poison or Fire damage on an enemy via the specialized ammo types, the lingering damage inflicted by the statuses inflicted by that weapon have additional chances to instantly kill thanks to the Repeater. Yes, this means that that Lancer you hit with Venom Rounds can randomly drop dead at the end of your turn because the poison damage will also work with your Repeater. Firaxis fixed this in an update so Repeaters can only trigger on a direct hit from the weapon it's attached to.



** The Chosen Hunter's Sniper is worse. Unlike every other Sniper in the game ''it only takes a single action to fire it''. This might not sound too impressive on paper, but it means you can have a highly mobile, highly accurate death dealer running around the battlefield, and since most mission are timed and many require you reach an EVAC zone this is a god send. But there is more: When paired with the Sharpshooters "Serial" ability (kills completely restore all your actions) you can literately keep shooting until you run out of targets since you can reload and fire over and over and over.

to:

** The Chosen Hunter's Sniper is worse. Unlike every other Sniper in the game ''it only takes a single action to fire it''. This might not sound too impressive on paper, but it means you can have a highly mobile, highly accurate death dealer running around the battlefield, and since most mission are timed and many require you reach an EVAC zone this is a god send. But there is more: When paired with the Sharpshooters "Serial" ability (kills completely restore all your actions) you can literately keep shooting until you run out of targets since you can reload and fire over and over and over. On top of that, it is heavily pumped up with ''four'' Superior weapon mods, meaning you are guaranteed to have a selection of heavily buffed specs on it, potentially including things like the Superior Scope for +15 Aim, Superior Auto-loader for up to three free-action reloads per mission, Superior Hair-Trigger for 15% chance for shots to become free actions, and Superior Stock to ensure even missed shots do 3 points of ChipDamage. The Hunter's sidearm is equally impressive, as it sports tremendous damage potential for a pistol, and like the Assasin's blade, can ignore up to five armor pips.
8th Oct '17 8:22:39 AM GentlemensDame883
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** The Chosen Assassin's Katana does the most damage of any melee weapon in the game, ignores up to five points of armor, ''[[AlwaysAccurateAttack always hits and cannot be dodged]]''. A melee spec'd Reaper equipped with it is truly terrifying. Doing up to 10-11 damage ignoring all armor, as well as guaranteeing automatic hits on anyone who enters melee range with Bladestorm.

to:

** The Chosen Assassin's Katana does the most damage of any melee weapon in the game, ignores up to five points of armor, ''[[AlwaysAccurateAttack always hits and cannot be dodged]]''. A melee spec'd Reaper Ranger equipped with it is truly terrifying. Doing up to 10-11 damage ignoring all armor, as well as guaranteeing automatic hits on anyone who enters melee range with Bladestorm.
1st Oct '17 7:12:44 AM RainingMetal
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** Not all [=SitReps=] are bad. There are a few mildly positive ones such as having a few civilians provide a few supplies when contacted, or having some ADVENT boxes with the same amount of supplies lying around that can be opened. Some of the grand-daddy of [=SitReps=] would have to be the Location Scout, which reveals the entire map and all of its enemies, and Shadow Squad, which gives ''all soldiers'' a charge of Conceal, allowing for some more liberal scouting and ambushing.

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** Not all [=SitReps=] are bad. There are a few mildly positive ones such as having a few civilians provide a few supplies when contacted, or having some ADVENT boxes with the same amount of supplies lying around that can be opened. Some of the grand-daddy grand-daddies of [=SitReps=] would have to be the Location Scout, which reveals the entire map and all of its enemies, and Shadow Squad, which gives ''all soldiers'' a charge of Conceal, allowing for some more liberal scouting and ambushing.
1st Oct '17 7:12:25 AM RainingMetal
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** There are a number of Resistance Orders that can easily turn the tide. Examples include the ability to turn back the Avatar countdown every month, make instantaneous contact with new regions, double the amount of ability points acquired, and make research breakthroughs far more likely to occur.

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** There are a number of Resistance Orders that can easily turn the tide. Examples include the ability to turn back the Avatar countdown every month, make instantaneous contact with new regions, double the amount of ability points acquired, and make research breakthroughs far more likely to occur.occur.
** Not all [=SitReps=] are bad. There are a few mildly positive ones such as having a few civilians provide a few supplies when contacted, or having some ADVENT boxes with the same amount of supplies lying around that can be opened. Some of the grand-daddy of [=SitReps=] would have to be the Location Scout, which reveals the entire map and all of its enemies, and Shadow Squad, which gives ''all soldiers'' a charge of Conceal, allowing for some more liberal scouting and ambushing.
1st Oct '17 7:09:46 AM RainingMetal
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** Introduced in the ''Alien Hunters'' DLC is the Frost Grenade, which engulfs its targets in a frosty explosion, freezing them. No enemy is immune, not even the Alien Kings or [[spoiler:the Avatars]]. This can buy the team valuable time to wail on the target, as damage won't undo the freezing (it only expires after a few turns). It can't be reproduced, so it's best used by a Grenadier.

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** Introduced in the ''Alien Hunters'' DLC is the Frost Grenade, which engulfs its targets in a frosty explosion, freezing them. No enemy is immune, not even the Alien Kings or [[spoiler:the Avatars]]. This can buy the team valuable time to wail on the target, as damage won't undo the freezing (it only expires after a few turns). It can't be reproduced, so it's best used by a Grenadier. It was sadly nerfed in ''War of the Chosen'', as it only causes The Chosen and [[spoiler:the Avatar]] to lose a movement point for that turn.



** Speaking of Heavy Weapons, the Blaster Launcher is, like in the original, earlier XCOM Games, one of these. Think of a massive explosion that has absolutely ''no'' range restrictions. That's right, a couple of these can turn [[ThatOneLevel a UFO defense]] into a cakewalk, since the projectile can be launched at the tower preventing the Avenger from escaping immediately without need of line of sight.
** Last but not least is the Flashbang grenade, which deals no damage but Disorients all enemies hit. A debuff that reduces stats and prevents all special abilities. This makes dealing with most aliens monumentally easier since they rely heavily on them, and those that don't still have their stats reduced. They're practically mandatory when dealing with Codexes since it prevents them from teleporting, cloning, or doing their AoE blast, as well as the Alien Rulers to negate their [[TheComputerIsACheatingBastard free turns for every little action your troops make]]. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.

to:

** Speaking of Heavy Weapons, the Blaster Launcher is, like in the original, earlier XCOM Games, one of these. Think of a massive explosion that has absolutely ''no'' range restrictions.vision restrictions and an incredible range. That's right, a couple of these can turn [[ThatOneLevel a UFO defense]] into a cakewalk, since the projectile can be launched at the tower preventing the Avenger from escaping immediately without need of line of sight.
** Last but not least is the Flashbang grenade, which deals no damage but Disorients all enemies hit. A debuff that reduces stats and prevents all special abilities. This makes dealing with most aliens monumentally easier since they rely heavily on them, and those that don't still have their stats reduced. They're practically mandatory when dealing with Codexes since it prevents them from teleporting, cloning, or doing their AoE blast, as well as the Alien Rulers to negate their [[TheComputerIsACheatingBastard free turns for every little action your troops make]]. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies enemies, The Chosen, [[spoiler:or Avatars]] and that they cannot shred armor.



** The Chosen Hunter's Sniper is worse. Unlike every other Sniper in the game ''it only takes a single action to fire it''. This might not sound too impressive on paper, but it means you can have a highly mobile, highly accurate death dealer running around the battlefield, and since most mission are timed and many require you reach an EVAC zone this is a god send. But there is more: When paired with the Sharpshooters "Serial" ability (kills completely restore all your actions) you can literately keep shooting until you run out of targets since you can reload and fire over and over and over.

to:

** The Chosen Hunter's Sniper is worse. Unlike every other Sniper in the game ''it only takes a single action to fire it''. This might not sound too impressive on paper, but it means you can have a highly mobile, highly accurate death dealer running around the battlefield, and since most mission are timed and many require you reach an EVAC zone this is a god send. But there is more: When paired with the Sharpshooters "Serial" ability (kills completely restore all your actions) you can literately keep shooting until you run out of targets since you can reload and fire over and over and over.over.
** There are a number of Resistance Orders that can easily turn the tide. Examples include the ability to turn back the Avatar countdown every month, make instantaneous contact with new regions, double the amount of ability points acquired, and make research breakthroughs far more likely to occur.
15th Sep '17 3:58:40 AM Wraithsight
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** The Chosen Assassin's Katana does the most damage of any melee weapon in the game, ignores up to five points of armor, ''[[AlwaysAccurateAttack always hits and cannot be dodged]]''. A melee spec'd Reaper equipped with it is truly terrifying. Doing up to 10-11 damage ignoring all armor, as well as guaranteeing automatic hits on anyone who enters melee range with Bladestorm.

to:

** The Chosen Assassin's Katana does the most damage of any melee weapon in the game, ignores up to five points of armor, ''[[AlwaysAccurateAttack always hits and cannot be dodged]]''. A melee spec'd Reaper equipped with it is truly terrifying. Doing up to 10-11 damage ignoring all armor, as well as guaranteeing automatic hits on anyone who enters melee range with Bladestorm.Bladestorm.
** The Chosen Hunter's Sniper is worse. Unlike every other Sniper in the game ''it only takes a single action to fire it''. This might not sound too impressive on paper, but it means you can have a highly mobile, highly accurate death dealer running around the battlefield, and since most mission are timed and many require you reach an EVAC zone this is a god send. But there is more: When paired with the Sharpshooters "Serial" ability (kills completely restore all your actions) you can literately keep shooting until you run out of targets since you can reload and fire over and over and over.
3rd Sep '17 9:01:18 PM PlasmaTalon
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** The Chosen Assassin's Katana does the most damage of any melee weapon in the game, ignores up to five points of armor, ''[[AlwaysAccurateAttack always hits and cannot be dodged]]''. A melee spec'd Reaper equipped with it is truly terrifying.

to:

** The Chosen Assassin's Katana does the most damage of any melee weapon in the game, ignores up to five points of armor, ''[[AlwaysAccurateAttack always hits and cannot be dodged]]''. A melee spec'd Reaper equipped with it is truly terrifying. Doing up to 10-11 damage ignoring all armor, as well as guaranteeing automatic hits on anyone who enters melee range with Bladestorm.
2nd Sep '17 8:16:11 AM PlasmaTalon
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** Last but not least is the Flashbang grenade, which deals no damage but Disorients all enemies hit. A debuff that reduces stats and prevents all special abilities. This makes dealing with most aliens monumentally easier since they rely heavily on them, and those that don't still have their stats reduced. They're practically mandatory when dealing with Codexes since it prevents them from teleporting, cloning, or doing their AoE blast, as well as the Alien Rulers to negate their [[TheComputerIsACheatingBastard free turns for every little action your troops make]]. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.

to:

** Last but not least is the Flashbang grenade, which deals no damage but Disorients all enemies hit. A debuff that reduces stats and prevents all special abilities. This makes dealing with most aliens monumentally easier since they rely heavily on them, and those that don't still have their stats reduced. They're practically mandatory when dealing with Codexes since it prevents them from teleporting, cloning, or doing their AoE blast, as well as the Alien Rulers to negate their [[TheComputerIsACheatingBastard free turns for every little action your troops make]]. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.armor.
** The Chosen Assassin's Katana does the most damage of any melee weapon in the game, ignores up to five points of armor, ''[[AlwaysAccurateAttack always hits and cannot be dodged]]''. A melee spec'd Reaper equipped with it is truly terrifying.
30th Aug '17 5:09:06 PM Patcher
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** Last but not least is the Flashbang grenade, which deals no damage but Disorients all enemies hit. A debuff that reduces stats and prevents all special abilities. This makes dealing with most aliens monumentally easier since they rely heavily on them, and those that don't still have their stats reduced. They're practically mandatory when dealing with Codexes since it prevents them from teleporting, cloning, or doing their AoE blast, as well as the Alien Rulers to negate their [[TheComputerIsACheatingBastard free turns for every little action your troops make]]. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.
** Several of the custom made classes on the Steam Workshop are significantly overpowered:
*** The Bruiser class has an ability where they run up to a target enemy and hit them with the butt of their gun, dealing significant damage, potentially stunning the target AND allowing them to use the target (if stunned) as High cover. Better yet, ''it does not immediately end the turn'', allowing them to potentially take another action, though certain actions are forbidden (moving, firing their primary weapon). Though restricted to shotguns only for their primary and pistols for their secondary, it's possible for a Bruiser to kill a Sectoid in one turn with starting weapons. For even more ridiculousness, this ability is given ''immediately'' to the soldier upon becoming a Bruiser.
*** The SEAL class has a mid-level ability called "Hold The Line", which allows for free overwatch shots against any target that moves within a (admitedly small) radius from the soldier. Makes them particularly vicious against movement and melee based enemies. A Viper that grabs a SEAL and drags them into melee range will [[GoneHorriblyRight soon realise the error of their ways]] when the SEAL counter-attacks against their Bind move.
** Other mods on the Steam Workshop include:
*** Moddable Ruler Turns, which swap out the Alien Rulers' free turns for every soldier action to a more relaxed three moves per turn (one more than the usual two). Of course, if one uses the Frost Grenade...
*** The Additional Mission Types mod adds a number of missions for various scenarios. Among them are missions that involve extra rookies (akin to the Base Defense mission in Enemy Within). Unlike the Base Defense Mission, however, once the mission is over, any rookies left alive ''join the XCOM crew for good''. This can save a considerable amount of money in certain cases.
*** There's a mod that has the AWC and Psi Lab use Scientists to boost their effectiveness rather than Engineers. Because Scientists are only used for the seldom-used Laboratory to begin with, this simply cuts healing/Psi training times in half at no cost.
*** Chooseable AWC Perks simply allows the player to select which abilities each soldier is rewarded rather than the skills being handed out at random. See the Advanced Warfare Center entry above.

to:

** Last but not least is the Flashbang grenade, which deals no damage but Disorients all enemies hit. A debuff that reduces stats and prevents all special abilities. This makes dealing with most aliens monumentally easier since they rely heavily on them, and those that don't still have their stats reduced. They're practically mandatory when dealing with Codexes since it prevents them from teleporting, cloning, or doing their AoE blast, as well as the Alien Rulers to negate their [[TheComputerIsACheatingBastard free turns for every little action your troops make]]. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.
** Several of the custom made classes on the Steam Workshop are significantly overpowered:
*** The Bruiser class has an ability where they run up to a target enemy and hit them with the butt of their gun, dealing significant damage, potentially stunning the target AND allowing them to use the target (if stunned) as High cover. Better yet, ''it does not immediately end the turn'', allowing them to potentially take another action, though certain actions are forbidden (moving, firing their primary weapon). Though restricted to shotguns only for their primary and pistols for their secondary, it's possible for a Bruiser to kill a Sectoid in one turn with starting weapons. For even more ridiculousness, this ability is given ''immediately'' to the soldier upon becoming a Bruiser.
*** The SEAL class has a mid-level ability called "Hold The Line", which allows for free overwatch shots against any target that moves within a (admitedly small) radius from the soldier. Makes them particularly vicious against movement and melee based enemies. A Viper that grabs a SEAL and drags them into melee range will [[GoneHorriblyRight soon realise the error of their ways]] when the SEAL counter-attacks against their Bind move.
** Other mods on the Steam Workshop include:
*** Moddable Ruler Turns, which swap out the Alien Rulers' free turns for every soldier action to a more relaxed three moves per turn (one more than the usual two). Of course, if one uses the Frost Grenade...
*** The Additional Mission Types mod adds a number of missions for various scenarios. Among them are missions that involve extra rookies (akin to the Base Defense mission in Enemy Within). Unlike the Base Defense Mission, however, once the mission is over, any rookies left alive ''join the XCOM crew for good''. This can save a considerable amount of money in certain cases.
*** There's a mod that has the AWC and Psi Lab use Scientists to boost their effectiveness rather than Engineers. Because Scientists are only used for the seldom-used Laboratory to begin with, this simply cuts healing/Psi training times in half at no cost.
*** Chooseable AWC Perks simply allows the player to select which abilities each soldier is rewarded rather than the skills being handed out at random. See the Advanced Warfare Center entry above.
armor.
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