The Assault class is defined, in my opinion, by this skill more than any other. Spend 2 AP and 4 Will to give 2 AP to an ally within 15 feet. Have a Neurazer? Pass it to your buddy so they can get in on the stun fun when your run out of AP! IT’S SUCH A GOOD SKILL YOU GUYS I CAN’T EVEN Any assault can use this even if they have zero actions points to move items to and from the inventory of any nearby allies, letting you take a buddy’s gun and spare ammo, reload it FOR them, and then give it back, without spending an action point. An Infiltrator/Assault can use this to reload their low ammo guns to fire multiple times a turn, allowing them to shoot as many as 6 spider drones (if they have “Spider Drone Pack”) or 4 crossbow bolts. Here’s a few examples: A Technician/Assault can use this to rapidly retrieve fresh gun turrets from their inventory to deploy in conjuncture with their “Rapid Deployment” skill. It opens so many class combination doors and has so many applications that it’s basically a must have for every assault. Ready for action is less of a skill, more of a skeleton key. Still, it does have some niche uses, in high armour Heavy/Assaults with machine guns who can withstand the odd ambush attack, and long range Sniper/Assaults who can fire back at basically any incoming shot.Īll inventory actions and reloading costs 0 AP for this soldier. It works for the Arthrons because they get shot at a lot, because that’s a good way to deal with hordes of nasty buggers. Your soldiers should not be viewed as expendable, so you don’t really want to plan around them getting shot. Here’s an example: Debuffs and status effects are more impactful against enemies with more HP and skills, like Scylla, whereas high single target damage weapons like shotguns and sniper rifles have a greater impact against enemies with less HP and fewer skills, like Arthrons. Basically, the more expendable a unit is, the more or less impact different skills that it uses will have, and the more or less impact different skills will have against it. You might be fooled into thinking this skill is the badger’s knackers based on your first run-in with New Jericho, but in truth, this skill suffers from what I like to call “Expendable Impact”. When shot by an enemy (doesn’t proc on melee attacks) fire back if the gun you are holding has ammo and the enemy is within your gun’s aiming range. I would advise, however, putting points into your soldier’s speed stat first, as both will achieve the same result, but one will do so without burning through will points. This one is a good pick on any and all assault type soldiers moving fast is essential in this game. AP comes at a premium in the game and so dash lets you get where you need to be TO attack without burning through the AP you need FOR the attack. Move as far as 2 AP of movement away for 1 AP and 3 Will. It’s skills are incredibly useful in conjuncture with all the other classes both in class combinations and on other soldiers fighting alongside you. The assault class is the most common, the most versatile, and the most powerful as far as I can tell.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |