![]() Blue screens let you ensure one-shots (or at least give you a better chance of them happening depending on the attacker and difficulty level) against annoying codex units which prevents them from splitting. Dragon rounds are great for all purpose but I'd rather take a fixed and known bonus against a powerful enemy than an rng extra crit that may proc on an advent trooper and just be overkill. Suit and still works as per other Experimental Projects, just with the caveat that it also costs some Supplies. Obviously poison and fire would be good vs chosen and alien rulers so swap those in for those specific fights. (It takes 12 days by default, like Experimental Armor, 18 up on Legendary) The remaining four Heavy Weapons are produced via the Experimental Powered Weapon Project, which is unlocked by building your first W.A.R. Also mechs tend to be the most dangerous enemies and tend to have more hp so you are getting more mileage from it than you would poison and fire rounds on organic targets. Suit, however, it provides 1 more health and 1 more mobility. Staffing Bonus: Staffing an Engineer or Gremlin here improves production speed by 50. Suit is a unique armor comparable to the E.X.O. An experimental work space where Shen can test and produce new, unique types of ammo, grenades and armor for our soldiers, as well as other specialized tactical items. Taking them down with less shots means more actions to take against the organic enemies. Armor, are heavy armors available in the Alien Hunters DLC for XCOM 2. The fixed bonus to mechs is great because there's almost always mechs. Extra crit is good but you can't rely on it. While in certain situations you can get 100% crit on a flank with the right setup that situation may not always happen. Do they double damage to mechanical units or just add a fixed 5?
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