Aliens' weaponry self-destruction must be still working...though unanimated.
The Bolt Caster sucks anyway.
It does?
It's fucking awesome. Was Bob Ross' weapon of choice in my last game.
1 HK on most enemy types is pretty good early on. Admittedly having to reload all the sodding time... and the fact that only rookies and specialists can use it is a pain.
Does Vahlen turn up again at all? The Hunter mission hasn't spawned for me yet. i was hoping for a mission with the Argentine Heavy
Has anyone used the SM Gs much? I find I'm not using that mod much; the odd extra cosmetic mod, and the AWC backdating mod. Not sure what else to use - haven't braved Iron Man yet (I tend to make too many silly mistakes to really get through that!)
Rookies, specialists and psy-ops, if I remember well.
"And as long as a sack of shit is not a good thing to be, chivalry will never die."But isn't it an assault rifle? Shouldnt that work on all classes?
I have an Assault using it, but now I can't remember if that's because of a mod...
Also, I've downloaded the SMG mod and I've been liking it so far, as it seems to be relatively well balanced, at least in the early game. I ususally give one to my rookies because their aim sucks at long distances anyway and it's easier to get them it close.
Oh right, Rangers may still be able to wield assault rifles. I don't remember.
It would make a good choice for a Shadowstrike + Conceal Scout ranger, too, so I hope they can wield it.
"And as long as a sack of shit is not a good thing to be, chivalry will never die."They can, I absoilutley hate shotgun.
Because of the time limit on most missions (either by a straight-up evacuation timer or civvies getting killed), there's just no time to reload that bolt caster. The damage output just isn't worth it at the time.
Why? They do good damage, work great with a laser sight (With some luck and Shadowstrike, I've occasionally had more than 100% crit). Yeah they're close-range, but you can offset that with a rocket launcher.
Oh, and to take full advantage of Hunter's Instinct you have to flank enemies, which is often done by getting within a pawn's capture of them, at which point the shotgun means you cannot miss. And a Hunter's Instinct shot is one you do NOT want to miss.
edited 8th Jul '16 11:59:57 AM by Medinoc
"And as long as a sack of shit is not a good thing to be, chivalry will never die."The war's broader, but not longer.
...apparently among the perk additions are basically the It's For Your Own Good rule from Warhammer 40,000.
edited 8th Jul '16 12:06:19 PM by VutherA
Still waiting that alien pack mod they were doing too .-. 15 aliens in a mod(iirc) sounded nice
Shotgun too stronk in vanilla X2. With the overall Aim nerf compared to the first game, that reliable close-range 100% shot hitrate is real clutch.
The three finest things in life are to splat your enemies, drive them from their turf, and hear their lamentations as their rank falls!With good old Run & Gun, the shotgun really shines.
Anyone else find the "stealth" branch of the Ranger too situational?
I used one as a spotter with a sniper sniper to great effect.
I like having both types of Rangers. Phantoms sneak ahead and reveal intel, Shadowstriking to announce their presence with a guaranteed critkill. Assaults manuver so they can flank enemies or trick them into using the wrong cover, promptly getting flankshot by the others.
The three finest things in life are to splat your enemies, drive them from their turf, and hear their lamentations as their rank falls!Which is great on blacksites, but on the VIP extractions can be a right pain to pull off.
As for those new mods. DAMMIT I just started a new campaign. Do those mods "bolt in" to existing ones or do you need to start from scratch?
Also, going to see if I can play this via Steam Link with a controller (I'm sure there's a config on there somewhere) just because our study is a bit cluttered to sit in right now.
They work on existing, though existing solders won't get the new skills.
hmmm. I'm early enough on my run through that I could just get those, delete the current game and start again. May be worthwhile.
I too want to see a "more aliens" mod - it gets dull fighting the same Muton / Archon combo.
With Gollops game in the pipe, do you guys think they'll do a third any time soon (I know this one just released, relatively) and do you think it'll be TFTD or Apocalypse in its approach?
I tend to vastly prefer stealth rangers. Double move to reveal more of the map and let me know where I can go that's "safe", as well as help me spot for snipers and grenadiers who can launch their initial attacks on revealed pods not in cover. It's a godsend for wrecking the timer, as well as for retaliation missions to draw the attention of pods to my guys and not the civilians.
One assault ranger can possibly kill one guy before it becomes a normal soldier.
One stealth ranger can enable the killing of many guys at once multiple times over the course of a mission.
Ahhh nice force multiplyer. Yeah, I might respec down to a more stealth based approach. The assault rangers are good with their overwatch dodge though, so they can power through that; then again they can also do that if they're invisible I suppose, but if they trigger overwatch by stumbling into view of a pod during assault...
Will see. Either way, using the axe for one of my rangers, not sure if that's suicidal or not!
I generally have very few issues with running right into enemy fire with stealth rangers; usually when I do it's due to things like going from high elevation to low and not seeing enemies due to the blind spot. What ends up happening more often is that enemies sometimes end up such that I can't move the Ranger because he winds up inside the detection radius after they are triggered, but I think a lot of the problems can be avoided by moving along the outer edge of the map and preferring L-shaped cover walls (so you have two sides of protection).
edited 11th Jul '16 11:19:42 AM by PRC4Eva
They dont qwork quite right, prehapse you have the only working one.
I personaly I have a mod that that lets me build more after breaking down the prototype.