History GameBreaker / XCom

7th Jan '17 8:59:36 AM PlasmaTalon
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** 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.

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** 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.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. Best of all they can be built from the very start of the game.
30th Dec '16 8:07:42 PM TomS98
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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 actual attacks.
*** The 1 damage from missed Stock shots counts as an attack.

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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 actual attacks.
*** The 1 damage
a direct hit from missed Stock shots counts as an attack.the weapon it's attached to.
15th Dec '16 2:08:08 PM RainingMetal
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** [[UpToEleven As if that wasn't crazy enough]], the Advanced Warfare Centre facility grants soldiers the ability to randomly acquire ANY skill from the other classes, allowing non-Colonel soldiers to get Colonel level skills not meant for their class. Combined with the weapons upgrades and utility weapons and you've got some ridiculous combinations that break the game into a million pieces. A Sniper with Rupture and AP Rounds can OneHitKill anything that isn't a full-fledged [[BossInMooksClothing Sectopod or Gatekeeper]], and even then, those two will lose about half their health AND be vulnerable to everything else thrown at them. A Ranger with Serial can do the job of a Ranger with Reaper, but even better due to using the stronger shotgun; sure you need to reload, but a Superior Extended Magazine raises the magazine size to six shots, and if you need more than that in one turn you have bigger problems. [[ArsonMurderAndJaywalking Additionally, the AWC facility speeds up your soldiers' healing rate.]]

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** [[UpToEleven As if that wasn't crazy enough]], the Advanced Warfare Centre facility grants soldiers the ability to randomly acquire ANY skill from the other classes, allowing non-Colonel soldiers to get Colonel level skills not meant for their class. Combined with the weapons upgrades and utility weapons and you've got some ridiculous combinations that break the game into a million pieces. A Sniper with Rupture and AP Rounds can OneHitKill anything that isn't a full-fledged [[BossInMooksClothing Sectopod or Gatekeeper]], and even then, those two will lose about half their health AND be vulnerable to everything else thrown at them. A Ranger with Serial can do the job of a Ranger with Reaper, but even better due to using the stronger shotgun; sure you need to reload, but a Superior Extended Magazine raises the magazine size to six shots, and if you need more than that in one turn you have bigger problems. [[ArsonMurderAndJaywalking Additionally, the AWC facility speeds up your soldiers' healing rate.rate and allows soldiers to retrain their abilities in case of a mistake.]]



** The Shredstorm Cannon deals the most damage of all the heavy/powered weapons, enough to OneHitKill many lesser enemies. It can shred a whopping four armour pips, which is enough to strip an Andromedon bare; only Gatekeepers and Sectopods have more. Being a heavy weapon it always hits, and does so in a massive cone to boot. The only two limiting factors are only having one charge per mission and having to roll for it to appear when doing the necessary Proving Grounds project, but these are flaws common to all heavy weapons anyway.

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** The Shredstorm Cannon deals the most damage of all the heavy/powered weapons, enough to OneHitKill many lesser enemies. It can shred a whopping four armour pips, which is enough to strip an Andromedon bare; only Gatekeepers and Sectopods have more. Being a heavy weapon it always hits, and does so in a massive cone to boot. The only two limiting factors are only having one charge per mission and having to roll for it to appear when doing the necessary Proving Grounds project, but these are flaws common to all heavy weapons anyway.anyway.
** 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.
29th Nov '16 1:40:11 AM AppleJuicetice
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Added DiffLines:

*** The 1 damage from missed Stock shots counts as an attack.
21st Oct '16 9:12:04 AM GentlemensDame883
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** [[UpToEleven As if that wasn't crazy enough]], the Advanced Warfare Centre facility grants soldiers the ability to randomly acquire ANY skill from the other classes, allowing non-Colonel soldiers to get Colonel level skills not meant for their class. Combined with the weapons upgrades and utility weapons and you've got some ridiculous combinations that break the game into a million pieces. A Sniper with Rupture and AP Rounds can OneHitKill anything that isn't a full-fledged [[BossInMooksClothing Sectopod or Gatekeeper]], and even then, those two will lose about half their health AND be vulnerable to everything else thrown at them. A Ranger with Serial can do the job of a Ranger with Reaper, but even better due to using the stronger shotgun. [[ArsonMurderAndJaywalking Additionally, the AWC facility speeds up your soldiers' healing rate.]]

to:

** [[UpToEleven As if that wasn't crazy enough]], the Advanced Warfare Centre facility grants soldiers the ability to randomly acquire ANY skill from the other classes, allowing non-Colonel soldiers to get Colonel level skills not meant for their class. Combined with the weapons upgrades and utility weapons and you've got some ridiculous combinations that break the game into a million pieces. A Sniper with Rupture and AP Rounds can OneHitKill anything that isn't a full-fledged [[BossInMooksClothing Sectopod or Gatekeeper]], and even then, those two will lose about half their health AND be vulnerable to everything else thrown at them. A Ranger with Serial can do the job of a Ranger with Reaper, but even better due to using the stronger shotgun.shotgun; sure you need to reload, but a Superior Extended Magazine raises the magazine size to six shots, and if you need more than that in one turn you have bigger problems. [[ArsonMurderAndJaywalking Additionally, the AWC facility speeds up your soldiers' healing rate.]]
21st Oct '16 9:10:12 AM GentlemensDame883
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*** Lastly, [[TheBigGuy Grenadiers]] get either Saturation Fire or Rupture. Saturation Fire eats up 3 ammo pips in exchange for ''damaging every enemy and demolishing all cover within it's cone of effect'', whilst Rupture is a shot that is a guaranteed critical, as well as applying a DamageIncreasingDebuff to the target. The latter ultimately suffers from the weakness of bad aim, but, [[RuleOfThree again, weapon upgrades can alleviate that weakness]].
** [[UpToEleven As if that wasn't crazy enough]], the Advanced Warfare Centre facility grants soldiers the ability to randomly acquire ANY skill from the other classes, allowing non-Colonel soldiers to get Colonel level skills not meant for their class. Combined with the weapons upgrades and utility weapons and you've got some ridiculous combinations that break the game into a million pieces. A Sniper with Rupture and AP Rounds can OneHitKill anything that isn't a full-fledged [[BossInMooksClothing Sectopod or Gatekeeper]], and even then, those two will lose about half their health AND be vulnerable to everything else thrown at them. [[ArsonMurderAndJaywalking Additionally, the AWC facility speeds up your soldiers' healing rate.]]

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*** Lastly, [[TheBigGuy Grenadiers]] get either Saturation Fire or Rupture. Saturation Fire eats up 3 ammo pips in exchange for ''damaging every enemy and demolishing all cover within it's its cone of effect'', whilst Rupture is a shot that is a guaranteed critical, as well as applying a DamageIncreasingDebuff to the target. The latter ultimately suffers from the weakness of bad aim, but, [[RuleOfThree again, weapon upgrades can alleviate that weakness]].
** [[UpToEleven As if that wasn't crazy enough]], the Advanced Warfare Centre facility grants soldiers the ability to randomly acquire ANY skill from the other classes, allowing non-Colonel soldiers to get Colonel level skills not meant for their class. Combined with the weapons upgrades and utility weapons and you've got some ridiculous combinations that break the game into a million pieces. A Sniper with Rupture and AP Rounds can OneHitKill anything that isn't a full-fledged [[BossInMooksClothing Sectopod or Gatekeeper]], and even then, those two will lose about half their health AND be vulnerable to everything else thrown at them. A Ranger with Serial can do the job of a Ranger with Reaper, but even better due to using the stronger shotgun. [[ArsonMurderAndJaywalking Additionally, the AWC facility speeds up your soldiers' healing rate.]]



** The Shredstorm Cannon deals the most damage of all the heavy/powered weapons, enough to OneHitKill many lesser enemies. It can shred a whopping four armour pips, which is enough to strip an Andromedon bare; only Gatekeepers and Sectopods have more. Being a heavy weapon it always hits, and does so in a massive cone to boot. The only two limiting factors are only having one charge per mission and having to roll for it to appear when doing the necessary Proving Grounds project.

to:

** The Shredstorm Cannon deals the most damage of all the heavy/powered weapons, enough to OneHitKill many lesser enemies. It can shred a whopping four armour pips, which is enough to strip an Andromedon bare; only Gatekeepers and Sectopods have more. Being a heavy weapon it always hits, and does so in a massive cone to boot. The only two limiting factors are only having one charge per mission and having to roll for it to appear when doing the necessary Proving Grounds project.project, but these are flaws common to all heavy weapons anyway.
17th Oct '16 5:56:13 AM GentlemensDame883
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** [[UpToEleven As if that wasn't crazy enough]], the Advanced Warfare Systems facility grants soldiers the ability to randomly acquire ANY skill from the other classes, allowing non-Colonel soldiers to get Colonel level skills not meant for their class. Combined with the weapons upgrades and utility weapons and you've got some ridiculous combinations that break the game into a million pieces. A Sniper with Rupture and AR Rounds can OneHitKill anything that isn't a full-fledged [[BossInMooksClothing Sectopod or Gatekeeper]], and even then, those two will lose about half their health AND be vulnerable to everything else thrown at them. [[ArsonMurderAndJaywalking Additionally, the AWS facility speeds up your soldiers healing rate.]]

to:

** [[UpToEleven As if that wasn't crazy enough]], the Advanced Warfare Systems Centre facility grants soldiers the ability to randomly acquire ANY skill from the other classes, allowing non-Colonel soldiers to get Colonel level skills not meant for their class. Combined with the weapons upgrades and utility weapons and you've got some ridiculous combinations that break the game into a million pieces. A Sniper with Rupture and AR AP Rounds can OneHitKill anything that isn't a full-fledged [[BossInMooksClothing Sectopod or Gatekeeper]], and even then, those two will lose about half their health AND be vulnerable to everything else thrown at them. [[ArsonMurderAndJaywalking Additionally, the AWS AWC facility speeds up your soldiers soldiers' healing rate.]]



** 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.Grenadier.
** The Shredstorm Cannon deals the most damage of all the heavy/powered weapons, enough to OneHitKill many lesser enemies. It can shred a whopping four armour pips, which is enough to strip an Andromedon bare; only Gatekeepers and Sectopods have more. Being a heavy weapon it always hits, and does so in a massive cone to boot. The only two limiting factors are only having one charge per mission and having to roll for it to appear when doing the necessary Proving Grounds project.
15th Aug '16 4:23:08 PM htuttle
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* Psicorps in ''{{X-Com}}: UFO Defense''. They are hard to acquire, as you need to capture a psi-using alien that is blasting you with said psi-abilities ([[TheComputerIsACheatingBastard often straight at the easily affected guy that it can't even see]]), interrogate the alien, research the tech, build the required buildings, then wait until the month ends for results from said building. If you're ''extremely'' lucky, you'll have this by the 4th month, else you might have to wait until the late game aliens show up. But it was well worth it. First off, you get to see the Psi-Defense stat of your units, eventually allowing you to get a team entirely immune to psi-attacks. The abilities themselves are powerful as well. The more accurate skill causes the target to panic, making them an easy kill. The other skill is Mind Control, a skill so powerful that you can use it to win the final mission ''on the first turn single-handedly''. Apocalypse nerfed it from GameBreaker to merely powerful (the second was merely so hard [[NintendoHard you actually needed it to win on the higher levels]]). You can use it to mind-control a zombie, kill it, then you have a pet Chryssalid.

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* Psicorps in ''{{X-Com}}: UFO Defense''. ''VideoGame/XCOMUFODefense''. They are hard (and expensive) to acquire, as you need to capture a psi-using alien that is blasting you with said psi-abilities ([[TheComputerIsACheatingBastard often straight at the easily affected guy that it can't even see]]), interrogate the alien, research the tech, build the required buildings, then wait until the month ends for results from said building. If you're ''extremely'' lucky, you'll have this by the 4th month, else you might have to wait until the late game aliens show up. \\\
But it was well worth it. First off, you get to see the Psi-Defense stat of your units, eventually allowing you to get a team entirely immune to psi-attacks. The abilities themselves are powerful as well. The more accurate skill causes the target to panic, making them an easy kill. The other skill is Mind Control, a skill so powerful that you can use it to win the final mission ''on the first turn single-handedly''. Apocalypse nerfed
** ''[[VideoGame/XCOMApocalypse Apocalypse]]'' {{nerf}}ed
it from GameBreaker to merely powerful (the second was merely so hard [[NintendoHard you actually needed it to win on the higher levels]]). You can use it to mind-control a zombie, kill it, then you have a pet Chryssalid.



** Running low on money in TFTD? Go into business selling Craft Gauss Cannon. Even after having to pay for the workshop space and technicians and the construction cost, you can make a killing doing this.
*** Ditto Laser Cannons from the first game. It's quite useful to build a base filled entirely with working and living facilities, doing nothing but producing and selling them.
* Not to mention ''X-Com Apocalypse'''s Toxigun. A highly powerful weapon that costs just a pair of [=APs=] per shot to fire and completely surpasses the aliens' Disruptor Shields. After researching this and the Personal Teleporter, the game pretty much turns into administering point-blank euthanasia shots to the aliens. Even more Alien Gas Grenades and Alien Gas Rockets are available late in the game, provided you manage to [[spoiler:capture the Alien Queen live]]. The [[TeleportersAndTransporters Personal Teleporter]] allows you to instantly teleport your soldiers anywhere on the map, and it is not uncommon to [[SingleStrokeBattle win the mission on the first turn]] considering that your soldiers are likely [[PersonOfMassDestruction people of mass destruction]] by the time you research this item.

to:

** Running low on money in TFTD? [[VideoGame/XComTerrorFromTheDeep TFTD?]] Go into business selling Craft Gauss Cannon. Even after having to pay for the workshop space and technicians and the construction cost, you can make a killing doing this.
*** Ditto Laser Cannons from the first game.first. It's quite useful to build a base filled entirely with working and living facilities, doing nothing but producing and selling them.
* Not to mention ''X-Com ''X-COM Apocalypse'''s Toxigun. A highly powerful weapon that costs just a pair of [=APs=] per shot to fire and completely surpasses the aliens' Disruptor Shields. After researching this and the Personal Teleporter, the game pretty much turns into administering point-blank euthanasia shots to the aliens. Even more Alien Gas Grenades and Alien Gas Rockets are available late in the game, provided you manage to [[spoiler:capture the Alien Queen live]]. The [[TeleportersAndTransporters Personal Teleporter]] allows you to instantly teleport your soldiers anywhere on the map, and it is not uncommon to [[SingleStrokeBattle win the mission on the first turn]] considering that your soldiers are likely [[PersonOfMassDestruction people of mass destruction]] by the time you research this item.
9th Jul '16 9:46:29 PM DoctorTItanX
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* Psicorps in ''{{X-Com}}: UFO Defense''. Hard as hell to acquire, as you need to capture a psi-using alien that is blasting you with said psi-abilities ([[TheComputerIsACheatingBastard often straight at the easily affected guy that it can't even see]]), interrogate the alien, research the tech, build the required buildings, then wait until the month ends for results from said building. If you're ''extremely'' lucky, you'll have this by the 4th month, else you might have to wait until the lategame aliens show up. But it was well worth it. First off, you get to see the Psi-Defense stat of your units, eventually allowing you to get a team entirely immune to psi-attacks. The abilities themselves are powerful as well. The more accurate skill causes the target to panic, making them an easy kill. The other skill is Mind Control, a skill so powerful that you can use it to win the final mission ''on the first turn singlehandedly''. Apocalypse nerfed it from GameBreaker to merely stupidly powerful (the second was merely so hard [[NintendoHard you actually needed it to win on the higher levels]]). You can use it to mind-control a zombie, kill it, then you have a pet Chryssalid.

to:

* Psicorps in ''{{X-Com}}: UFO Defense''. Hard as hell They are hard to acquire, as you need to capture a psi-using alien that is blasting you with said psi-abilities ([[TheComputerIsACheatingBastard often straight at the easily affected guy that it can't even see]]), interrogate the alien, research the tech, build the required buildings, then wait until the month ends for results from said building. If you're ''extremely'' lucky, you'll have this by the 4th month, else you might have to wait until the lategame late game aliens show up. But it was well worth it. First off, you get to see the Psi-Defense stat of your units, eventually allowing you to get a team entirely immune to psi-attacks. The abilities themselves are powerful as well. The more accurate skill causes the target to panic, making them an easy kill. The other skill is Mind Control, a skill so powerful that you can use it to win the final mission ''on the first turn singlehandedly''. single-handedly''. Apocalypse nerfed it from GameBreaker to merely stupidly powerful (the second was merely so hard [[NintendoHard you actually needed it to win on the higher levels]]). You can use it to mind-control a zombie, kill it, then you have a pet Chryssalid.



* Not to mention ''X-Com Apocalypse'''s Toxigun. An insanely powerful weapon that costs just a pair of [=APs=] per shot to fire and completely surpasses the aliens' Disruptor Shields. After researching this and the Personal Teleporter, the game pretty much turns into administering point-blank euthanasia shots to the aliens. Even more ridiculously overpowered Alien Gas Grenades and Alien Gas Rockets are available late in the game, provided you manage to [[spoiler:capture the Alien Queen live]]. The [[TeleportersAndTransporters Personal Teleporter]] allows you to instantly teleport your soldiers anywhere on the map, and it is not uncommon to [[SingleStrokeBattle win the mission on the first turn]] considering that your soldiers are likely [[PersonOfMassDestruction people of mass destruction]] by the time you research this item.

to:

* Not to mention ''X-Com Apocalypse'''s Toxigun. An insanely A highly powerful weapon that costs just a pair of [=APs=] per shot to fire and completely surpasses the aliens' Disruptor Shields. After researching this and the Personal Teleporter, the game pretty much turns into administering point-blank euthanasia shots to the aliens. Even more ridiculously overpowered Alien Gas Grenades and Alien Gas Rockets are available late in the game, provided you manage to [[spoiler:capture the Alien Queen live]]. The [[TeleportersAndTransporters Personal Teleporter]] allows you to instantly teleport your soldiers anywhere on the map, and it is not uncommon to [[SingleStrokeBattle win the mission on the first turn]] considering that your soldiers are likely [[PersonOfMassDestruction people of mass destruction]] by the time you research this item.



** With Enemy Within, we now have the MEC Trooper, the single most overpowered thing in the game. Its Minigun will shred virtually any early game enemy it encounters, the Kinetic Strike Module can One Hit Kill anything short of a Cyberdisk, Sectopod or Mechtoid, the Flamethrower is easily one of the best AOE attacks in the game (and has the bonus benefit of ''spreading the flames further than the Cone intended'', as well as panicking anyone hit by it) despite its limited Ammo use, and this is before having a special Class ability. ''And this is just the Mark I, unupgraded model''.

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** With Enemy Within, we now have the MEC Trooper, the single most overpowered overpowering thing in the game. Its Minigun will shred virtually any early game enemy it encounters, the Kinetic Strike Module can One Hit Kill anything short of a Cyberdisk, Sectopod or Mechtoid, the Flamethrower is easily one of the best AOE attacks in the game (and has the bonus benefit of ''spreading the flames further than the Cone intended'', as well as panicking anyone hit by it) despite its limited Ammo use, and this is before having a special Class ability. ''And this is just the Mark I, unupgraded model''.



** It's generally agreed that the Grenadier is the most overpowered starting class, mostly due to how powerful and how useful grenades are in the game. Grenades deal guaranteed damage, shred armor, destroy cover, AND can hit multiple enemies at once. Grenadiers can take skills and upgrades that allow them to shoot grenades farther, carry more grenades, shoot multiple grenades in a single turn, AND deal more damage with grenades. This isn't even getting into the special grenades you can develop like proximity mines, acid grenades, incendiary grenades, gas grenades, and more! Two of their skills make their munitions even more effective - Volatile Mix makes grenades do more damage and have a large splash radius, while Salvo is the Bullet Swarm of the Grenadier, allowing them to take another action after launch if they used their first action to fire a grenade or Heavy Weapon. Due to the synergies, Grenadiers are even more deadly with the heavy weapons used with the E.X.O suits and W.A.R suits, such as Blaster Bombs, Shredderstorm, and the humble Rocket Launcher. Grenades aside, their secondary skillset options are immensely useful as well - Chain Shot is a slightly less-powerful Rapid Fire, Suppression is ''better'' that it was in ''Enemy Unknown'' (with the larger Aim penalty inflicted by suppression as well as the ability to stack multiple Suppressions from different operatives), Holo-targeting is more effective than in ''EU'', Hail of Bullets guarantees a hit regardless of enemy evasion/cover/defense in exchange for massive ammo consumption, and Rupture is an auto-critical that inflicts the Ruptured debuff on enemies. Such a powerful secondary gunner skilltree allows Grenadiers to continue providing fire support after using all their grenades during an extended mission.

to:

** It's generally agreed that the Grenadier is the most overpowered effective starting class, mostly due to how powerful and how useful grenades are in the game. Grenades deal guaranteed damage, shred armor, destroy cover, AND can hit multiple enemies at once. Grenadiers can take skills and upgrades that allow them to shoot grenades farther, carry more grenades, shoot multiple grenades in a single turn, AND deal more damage with grenades. This isn't even getting into the special grenades you can develop like proximity mines, acid grenades, incendiary grenades, gas grenades, and more! Two of their skills make their munitions even more effective - Volatile Mix makes grenades do more damage and have a large splash radius, while Salvo is the Bullet Swarm of the Grenadier, allowing them to take another action after launch if they used their first action to fire a grenade or Heavy Weapon. Due to the synergies, Grenadiers are even more deadly with the heavy weapons used with the E.X.O suits and W.A.R suits, such as Blaster Bombs, Shredderstorm, and the humble Rocket Launcher. Grenades aside, their secondary skillset options are immensely useful as well - Chain Shot is a slightly less-powerful Rapid Fire, Suppression is ''better'' that it was in ''Enemy Unknown'' (with the larger Aim penalty inflicted by suppression as well as the ability to stack multiple Suppressions from different operatives), Holo-targeting is more effective than in ''EU'', Hail of Bullets guarantees a hit regardless of enemy evasion/cover/defense in exchange for massive ammo consumption, and Rupture is an auto-critical that inflicts the Ruptured debuff on enemies. Such a powerful secondary gunner skilltree allows Grenadiers to continue providing fire support after using all their grenades during an extended mission.
9th Jul '16 9:37:07 PM DoctorTItanX
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** Amongst the Gene Mods in ''Enemy Within'', the Mimetic Skin. It's even more broken than the Ghost Armor, an already broken armor in the game, as it allows risk-free scouting for your troops. The only thing limiting about it is that the unit must be at full cover and that once they see an enemy and they attempt to move, the enemies will go directly towards opposite directions. The one exception? Snipers (again) thanks to their "Low Profile" perk (or, for that matter, any lucky operative who gets Low Profile due to Training Roulette). In fact, get a Sniper with Snapshot (that did get buffed by negating its penalty aim by -10), go near any cover, and either shoot and kill enemies with the ITZ or set up your other squad mates and wait for the next turn. And it ''doesn't run out and that unit is still in stealth mode'' as long as said unit hasn't made a move yet. In fact, they're the better recon team ''than assaults'' in this case. Problem with the -10 penalty aim? Just equip a "Scope" to your Snapshot sniper to negate the penalty aim. The only downside is that it costs an ungodly amount of MELD (''65'' meld + 150 credits for that single augment where the other mods cost less than 35 Meld!) to give to one person thanks to an early patch.

to:

** Amongst the Gene Mods in ''Enemy Within'', the Mimetic Skin. It's even more broken effective than the Ghost Armor, an already broken great armor in the game, as it allows risk-free scouting for your troops. The only thing limiting about it is that the unit must be at full cover and that once they see an enemy and they attempt to move, the enemies will go directly towards opposite directions. The one exception? Snipers (again) thanks to their "Low Profile" perk (or, for that matter, any lucky operative who gets Low Profile due to Training Roulette). In fact, get a Sniper with Snapshot (that did get buffed by negating its penalty aim by -10), go near any cover, and either shoot and kill enemies with the ITZ or set up your other squad mates and wait for the next turn. And it ''doesn't run out and that unit is still in stealth mode'' as long as said unit hasn't made a move yet. In fact, they're the better recon team ''than assaults'' in this case. Problem with the -10 penalty aim? Just equip a "Scope" to your Snapshot sniper to negate the penalty aim. The only downside is that it costs an ungodly amount of MELD (''65'' meld + 150 credits for that single augment where the other mods cost less than 35 Meld!) to give to one person thanks to an early patch.
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