the hackers and medics of your squad, their jobs consists of disrupting your enemies change to kill and make everyone good and healthy. specialistĪlways go for combat medics, they are way better. because they are the sword and shield, they lack any or at all support capabilities but that is where the rest come into play. respect the infantry, they are your frontline after all. they are some of the most consistant high damage dealers of your squad. whether to continue shooting the bastards or to have a reliable overwatcher. you will always want a ranger with any mission. it does take a while before you get there and unfortunate, it lacks any serieus damage output. it's a versitale unit with limitless badass potential. grabbing troopers, charging into troopers, panicking troopers. Skirmishers are so anti-advent that rock disintegrate inside the paper. it has great momentum and can take most routes agains't advent. the first in any squad with a grappling hook. 8.skirmishersÄiscount spiderman finally bought some guns. unfortunate, it doesn't really bring much besides direct damage and stun capabilities and fall short compared to other classes. the arc thrower is otherwise a handy tool for disabling the opponents as direct hit could save your time and your soldiers when you just can't fully kill that viper. all you need is the balls and luck and you can gun down the toughest priority target in a single shot. The undisputed kings of flanking and crits. you could replace it with a sharpshooter and have more done then with a reaper in the end of the day. Now reaper is 2 turn only and so loses a lot of what makes reapers "reapers". One of the biggest downgrades for me was the reaper, og reaper could if you were competent enough, stay indefinitly hidden and strike from nowhere to your scared shitless prey. pin your foes to that filthy wall there 10. They have the most useless secondary ever that no one even bothers with and it loses ammo faster then you blink. the best use for a gunner is to either suppress the shit out of everyone or to demolish the opponents cover. cause this boy right here can suppress for days. you are lucky if it isn't destroyed in the first 5 turns. it's suck for staying in concealment because it's lack of cover usages and as concequence lose it's defence. handy in the late game but good luck keeping it alive. it's greatest use is to deal with armoured units and destroy cover and debris. The mobile tanks of xcom, the are desinged to deal and take damage. I only placed it as last because it quickly lose viability because swords aren't easily upgraded because you need corpses and it's most usefull gimmick can be quickly be replaced by a battlescanner or scanning protocol. by lance corporal, it's skilled enough to decimate the opposing force. the shinobi has mastered the art of the blade when we partied. Becuase it starts off with phantom, shinobi's won't even need to worry about getting shot as it stays in concealment and it's "saboteur" branch support that playstyle. best suited to run ahead and spot the enemies before the main squad engages. Starting of strong, we have the shinobi as the pinnacle of early game soldiers. I hold the opinion that every class has merit ,but as the title implies, some more then others. Lw2 and lwotc truly captured the atmosphere and enhanched the idea of leading a resistance clandastine operation. whether you go all guns blazing or avoid every unit on the map. Every class in Long War has a fitting set of skills neccesary to dismantel the advent coalition and reject the alien rule.
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