Follow TV Tropes

Following

History GameBreaker / XCom

Go To

OR

Is there an issue? Send a MessageReason:
None


** The Mimic Beacon in its original incarnation, which can be acquired extremely early in the game. When deployed, it creates a holographic duplicate that enemies will try to attack and then end the next turn. It's intended to only draw in one or two enemy attacks, but due to the fact it can take cover and get defensive buffs, it often results in the entire enemy team taking a break to try (and fail) to kill an obvious dupe. Jake Solomon has compared it to a "get out of jail free" card, and the March 2016 patch removed duplicates' ability to take cover.

to:

** The Mimic Beacon in its original incarnation, which can be acquired extremely early in the game. When deployed, it creates a holographic duplicate that enemies will try to attack and then end the next turn. It's intended to only draw in one or two enemy attacks, but due to the fact it can take cover and get defensive buffs, it often results in the entire enemy team taking a break running out of cover to try (and fail) to kill an obvious dupe. Jake Solomon has compared it to a "get out of jail free" card, and the March 2016 patch removed duplicates' ability to take cover.

Changed: 225

Is there an issue? Send a MessageReason:
None


** Ontop of this, the Training Roulette and Save Scum Second Wave options can easily become this. Save Scum re-seeds the game when you load a saved game, thus allowing you to keep taking your turn until you get the exact result you want. Training Roulette allows for some unholy cross-class combinations - Snipers with Squadsight, HEAT Ammo and Disabling Shot, or Assaults with Close Combat Specialist, Bullet Swarm, Rapid Fire, and HEAT Ammo are possible, and may god help your enemies should he be found to be Psychic or given Gene Mods...

to:

** Ontop of this, the The Training Roulette and Save Scum Second Wave options can easily become this. Save Scum re-seeds the game when you load a saved game, thus allowing you to keep taking your turn until you get the exact result you want. Training Roulette option allows for some unholy cross-class combinations - Snipers with Squadsight, HEAT Ammo and Disabling Shot, or Assaults with Close Combat Specialist, Bullet Swarm, Rapid Fire, and HEAT Ammo are possible, and may god help your enemies should he be found to be Psychic or given Gene Mods...Mods.
Is there an issue? Send a MessageReason:
None


*** Combine this with Untouchable and Implacable (the AWC lets you acquire both) to make the Ranger impossible to retaliate against: combine it with Reaper to gain truly devastating attacks against low-health enemies. The fact that the blade can never miss also negates enemies which can melee counter-attack (like the Muton).

to:

*** Combine this with Untouchable and Implacable (the AWC & Training Center lets you acquire both) to make the Ranger impossible to retaliate against: combine it with Reaper to gain truly devastating attacks against low-health enemies. The fact that the blade can never miss also negates enemies which can melee counter-attack (like the Muton).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Combine this with Untouchable and Implacable (the AWC lets you acquire both) to make the Ranger impossible to retaliate against: combine it with Reaper to gain truly devastating attacks against low-health enemies. The fact that the blade can never miss also negates enemies which can melee counter-attack (like the Muton).
Is there an issue? Send a MessageReason:
None


** The Chosen Hunter's Sniper is worse. Unlike every other Sniper in the game ''it only takes a single action to fire it''. This might not sound too impressive on paper, but it means you can have a highly mobile, highly accurate death dealer running around the battlefield, and since most mission are timed and many require you reach an EVAC zone this is a god send. But there is more: When paired with the Sharpshooters "Serial" ability (kills completely restore all your actions) you can literately keep shooting until you run out of targets since you can reload and fire over and over and over. On top of that, it is heavily pumped up with ''four'' Superior weapon mods, meaning you are guaranteed to have a selection of heavily buffed specs on it, potentially including things like the Superior Scope for +15 Aim, Superior Auto-loader for up to three free-action reloads per mission, Superior Hair-Trigger for 15% chance for shots to become free actions, and Superior Stock to ensure even missed shots do 3 points of ChipDamage. The Hunter's sidearm is equally impressive, as it sports tremendous damage potential for a pistol, and like the Assasin's blade, can ignore up to five armor pips.

to:

** The Chosen Hunter's Sniper is worse. Unlike every other Sniper in the game ''it only takes a single action to fire it''. This might not sound too impressive on paper, but it means you can have a highly mobile, highly accurate death dealer running around the battlefield, and since most mission are timed and many require you reach an EVAC zone this is a god send. But there is more: When paired with the Sharpshooters "Serial" ability (kills completely restore all your actions) you can literately keep shooting until you run out of targets since you can reload and fire over and over and over. On top of that, it is heavily pumped up with ''four'' Superior weapon mods, meaning you are guaranteed to have a selection of heavily buffed specs on it, potentially including things like the Superior Scope for +15 Aim, Superior Auto-loader for up to three free-action reloads per mission, Superior Hair-Trigger for 15% chance for shots to become free actions, and Superior Stock to ensure even missed shots do 3 points of ChipDamage.ScratchDamage. The Hunter's sidearm is equally impressive, as it sports tremendous damage potential for a pistol, and like the Assasin's blade, can ignore up to five armor pips.
Is there an issue? Send a MessageReason:
None


** 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 a direct hit from the weapon it's attached to.

to:

** 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, Chosen, 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 a direct hit from the weapon it's attached to.



** The Chosen Hunter's Sniper is worse. Unlike every other Sniper in the game ''it only takes a single action to fire it''. This might not sound too impressive on paper, but it means you can have a highly mobile, highly accurate death dealer running around the battlefield, and since most mission are timed and many require you reach an EVAC zone this is a god send. But there is more: When paired with the Sharpshooters "Serial" ability (kills completely restore all your actions) you can literately keep shooting until you run out of targets since you can reload and fire over and over and over.

to:

** The Chosen Hunter's Sniper is worse. Unlike every other Sniper in the game ''it only takes a single action to fire it''. This might not sound too impressive on paper, but it means you can have a highly mobile, highly accurate death dealer running around the battlefield, and since most mission are timed and many require you reach an EVAC zone this is a god send. But there is more: When paired with the Sharpshooters "Serial" ability (kills completely restore all your actions) you can literately keep shooting until you run out of targets since you can reload and fire over and over and over. On top of that, it is heavily pumped up with ''four'' Superior weapon mods, meaning you are guaranteed to have a selection of heavily buffed specs on it, potentially including things like the Superior Scope for +15 Aim, Superior Auto-loader for up to three free-action reloads per mission, Superior Hair-Trigger for 15% chance for shots to become free actions, and Superior Stock to ensure even missed shots do 3 points of ChipDamage. The Hunter's sidearm is equally impressive, as it sports tremendous damage potential for a pistol, and like the Assasin's blade, can ignore up to five armor pips.
Is there an issue? Send a MessageReason:
None


** The Chosen Assassin's Katana does the most damage of any melee weapon in the game, ignores up to five points of armor, ''[[AlwaysAccurateAttack always hits and cannot be dodged]]''. A melee spec'd Reaper equipped with it is truly terrifying. Doing up to 10-11 damage ignoring all armor, as well as guaranteeing automatic hits on anyone who enters melee range with Bladestorm.

to:

** The Chosen Assassin's Katana does the most damage of any melee weapon in the game, ignores up to five points of armor, ''[[AlwaysAccurateAttack always hits and cannot be dodged]]''. A melee spec'd Reaper Ranger equipped with it is truly terrifying. Doing up to 10-11 damage ignoring all armor, as well as guaranteeing automatic hits on anyone who enters melee range with Bladestorm.
Is there an issue? Send a MessageReason:
None


** Not all [=SitReps=] are bad. There are a few mildly positive ones such as having a few civilians provide a few supplies when contacted, or having some ADVENT boxes with the same amount of supplies lying around that can be opened. Some of the grand-daddy of [=SitReps=] would have to be the Location Scout, which reveals the entire map and all of its enemies, and Shadow Squad, which gives ''all soldiers'' a charge of Conceal, allowing for some more liberal scouting and ambushing.

to:

** Not all [=SitReps=] are bad. There are a few mildly positive ones such as having a few civilians provide a few supplies when contacted, or having some ADVENT boxes with the same amount of supplies lying around that can be opened. Some of the grand-daddy grand-daddies of [=SitReps=] would have to be the Location Scout, which reveals the entire map and all of its enemies, and Shadow Squad, which gives ''all soldiers'' a charge of Conceal, allowing for some more liberal scouting and ambushing.
Is there an issue? Send a MessageReason:
None


** There are a number of Resistance Orders that can easily turn the tide. Examples include the ability to turn back the Avatar countdown every month, make instantaneous contact with new regions, double the amount of ability points acquired, and make research breakthroughs far more likely to occur.

to:

** There are a number of Resistance Orders that can easily turn the tide. Examples include the ability to turn back the Avatar countdown every month, make instantaneous contact with new regions, double the amount of ability points acquired, and make research breakthroughs far more likely to occur.occur.
** Not all [=SitReps=] are bad. There are a few mildly positive ones such as having a few civilians provide a few supplies when contacted, or having some ADVENT boxes with the same amount of supplies lying around that can be opened. Some of the grand-daddy of [=SitReps=] would have to be the Location Scout, which reveals the entire map and all of its enemies, and Shadow Squad, which gives ''all soldiers'' a charge of Conceal, allowing for some more liberal scouting and ambushing.

Added: 298

Changed: 188

Is there an issue? Send a MessageReason:
None


** 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.

to:

** 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. It was sadly nerfed in ''War of the Chosen'', as it only causes The Chosen and [[spoiler:the Avatar]] to lose a movement point for that turn.



** 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.
** 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, as well as the Alien Rulers to negate their [[TheComputerIsACheatingBastard free turns for every little action your troops make]]. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.

to:

** 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.vision restrictions and an incredible range. 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.
** 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, as well as the Alien Rulers to negate their [[TheComputerIsACheatingBastard free turns for every little action your troops make]]. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies enemies, The Chosen, [[spoiler:or Avatars]] and that they cannot shred armor.



** The Chosen Hunter's Sniper is worse. Unlike every other Sniper in the game ''it only takes a single action to fire it''. This might not sound too impressive on paper, but it means you can have a highly mobile, highly accurate death dealer running around the battlefield, and since most mission are timed and many require you reach an EVAC zone this is a god send. But there is more: When paired with the Sharpshooters "Serial" ability (kills completely restore all your actions) you can literately keep shooting until you run out of targets since you can reload and fire over and over and over.

to:

** The Chosen Hunter's Sniper is worse. Unlike every other Sniper in the game ''it only takes a single action to fire it''. This might not sound too impressive on paper, but it means you can have a highly mobile, highly accurate death dealer running around the battlefield, and since most mission are timed and many require you reach an EVAC zone this is a god send. But there is more: When paired with the Sharpshooters "Serial" ability (kills completely restore all your actions) you can literately keep shooting until you run out of targets since you can reload and fire over and over and over.over.
** There are a number of Resistance Orders that can easily turn the tide. Examples include the ability to turn back the Avatar countdown every month, make instantaneous contact with new regions, double the amount of ability points acquired, and make research breakthroughs far more likely to occur.
Is there an issue? Send a MessageReason:
None


** The Chosen Assassin's Katana does the most damage of any melee weapon in the game, ignores up to five points of armor, ''[[AlwaysAccurateAttack always hits and cannot be dodged]]''. A melee spec'd Reaper equipped with it is truly terrifying. Doing up to 10-11 damage ignoring all armor, as well as guaranteeing automatic hits on anyone who enters melee range with Bladestorm.

to:

** The Chosen Assassin's Katana does the most damage of any melee weapon in the game, ignores up to five points of armor, ''[[AlwaysAccurateAttack always hits and cannot be dodged]]''. A melee spec'd Reaper equipped with it is truly terrifying. Doing up to 10-11 damage ignoring all armor, as well as guaranteeing automatic hits on anyone who enters melee range with Bladestorm.Bladestorm.
** The Chosen Hunter's Sniper is worse. Unlike every other Sniper in the game ''it only takes a single action to fire it''. This might not sound too impressive on paper, but it means you can have a highly mobile, highly accurate death dealer running around the battlefield, and since most mission are timed and many require you reach an EVAC zone this is a god send. But there is more: When paired with the Sharpshooters "Serial" ability (kills completely restore all your actions) you can literately keep shooting until you run out of targets since you can reload and fire over and over and over.
Is there an issue? Send a MessageReason:
None


** The Chosen Assassin's Katana does the most damage of any melee weapon in the game, ignores up to five points of armor, ''[[AlwaysAccurateAttack always hits and cannot be dodged]]''. A melee spec'd Reaper equipped with it is truly terrifying.

to:

** The Chosen Assassin's Katana does the most damage of any melee weapon in the game, ignores up to five points of armor, ''[[AlwaysAccurateAttack always hits and cannot be dodged]]''. A melee spec'd Reaper equipped with it is truly terrifying. Doing up to 10-11 damage ignoring all armor, as well as guaranteeing automatic hits on anyone who enters melee range with Bladestorm.
Is there an issue? Send a MessageReason:
None


** 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, as well as the Alien Rulers to negate their [[TheComputerIsACheatingBastard free turns for every little action your troops make]]. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.

to:

** 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, as well as the Alien Rulers to negate their [[TheComputerIsACheatingBastard free turns for every little action your troops make]]. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.armor.
** The Chosen Assassin's Katana does the most damage of any melee weapon in the game, ignores up to five points of armor, ''[[AlwaysAccurateAttack always hits and cannot be dodged]]''. A melee spec'd Reaper equipped with it is truly terrifying.
Is there an issue? Send a MessageReason:
None


** 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, as well as the Alien Rulers to negate their [[TheComputerIsACheatingBastard free turns for every little action your troops make]]. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.
** Several of the custom made classes on the Steam Workshop are significantly overpowered:
*** The Bruiser class has an ability where they run up to a target enemy and hit them with the butt of their gun, dealing significant damage, potentially stunning the target AND allowing them to use the target (if stunned) as High cover. Better yet, ''it does not immediately end the turn'', allowing them to potentially take another action, though certain actions are forbidden (moving, firing their primary weapon). Though restricted to shotguns only for their primary and pistols for their secondary, it's possible for a Bruiser to kill a Sectoid in one turn with starting weapons. For even more ridiculousness, this ability is given ''immediately'' to the soldier upon becoming a Bruiser.
*** The SEAL class has a mid-level ability called "Hold The Line", which allows for free overwatch shots against any target that moves within a (admitedly small) radius from the soldier. Makes them particularly vicious against movement and melee based enemies. A Viper that grabs a SEAL and drags them into melee range will [[GoneHorriblyRight soon realise the error of their ways]] when the SEAL counter-attacks against their Bind move.
** Other mods on the Steam Workshop include:
*** Moddable Ruler Turns, which swap out the Alien Rulers' free turns for every soldier action to a more relaxed three moves per turn (one more than the usual two). Of course, if one uses the Frost Grenade...
*** The Additional Mission Types mod adds a number of missions for various scenarios. Among them are missions that involve extra rookies (akin to the Base Defense mission in Enemy Within). Unlike the Base Defense Mission, however, once the mission is over, any rookies left alive ''join the XCOM crew for good''. This can save a considerable amount of money in certain cases.
*** There's a mod that has the AWC and Psi Lab use Scientists to boost their effectiveness rather than Engineers. Because Scientists are only used for the seldom-used Laboratory to begin with, this simply cuts healing/Psi training times in half at no cost.
*** Chooseable AWC Perks simply allows the player to select which abilities each soldier is rewarded rather than the skills being handed out at random. See the Advanced Warfare Center entry above.

to:

** 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, as well as the Alien Rulers to negate their [[TheComputerIsACheatingBastard free turns for every little action your troops make]]. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.
** Several of the custom made classes on the Steam Workshop are significantly overpowered:
*** The Bruiser class has an ability where they run up to a target enemy and hit them with the butt of their gun, dealing significant damage, potentially stunning the target AND allowing them to use the target (if stunned) as High cover. Better yet, ''it does not immediately end the turn'', allowing them to potentially take another action, though certain actions are forbidden (moving, firing their primary weapon). Though restricted to shotguns only for their primary and pistols for their secondary, it's possible for a Bruiser to kill a Sectoid in one turn with starting weapons. For even more ridiculousness, this ability is given ''immediately'' to the soldier upon becoming a Bruiser.
*** The SEAL class has a mid-level ability called "Hold The Line", which allows for free overwatch shots against any target that moves within a (admitedly small) radius from the soldier. Makes them particularly vicious against movement and melee based enemies. A Viper that grabs a SEAL and drags them into melee range will [[GoneHorriblyRight soon realise the error of their ways]] when the SEAL counter-attacks against their Bind move.
** Other mods on the Steam Workshop include:
*** Moddable Ruler Turns, which swap out the Alien Rulers' free turns for every soldier action to a more relaxed three moves per turn (one more than the usual two). Of course, if one uses the Frost Grenade...
*** The Additional Mission Types mod adds a number of missions for various scenarios. Among them are missions that involve extra rookies (akin to the Base Defense mission in Enemy Within). Unlike the Base Defense Mission, however, once the mission is over, any rookies left alive ''join the XCOM crew for good''. This can save a considerable amount of money in certain cases.
*** There's a mod that has the AWC and Psi Lab use Scientists to boost their effectiveness rather than Engineers. Because Scientists are only used for the seldom-used Laboratory to begin with, this simply cuts healing/Psi training times in half at no cost.
*** Chooseable AWC Perks simply allows the player to select which abilities each soldier is rewarded rather than the skills being handed out at random. See the Advanced Warfare Center entry above.
armor.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Several Damage Over Time effects are game breakers when used against the Alien Rulers; taking damage from burning, acid burns, and poisons will all take priority over any other action during a "Ruler Reaction" turn, meaning that every time you move a soldier or take an attack, they take damage, turning what is normally a ScrappyMechanic into a GoodBadBug. [[https://www.youtube.com/watch?time_continue=370&v=6a6xP3HBYMA Christopher Odd]] demonstrates this, being able to kill the Berserker Queen on the first mission they encounter her.

Added: 1079

Changed: 131

Is there an issue? Send a MessageReason:
None


** 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. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.

to:

** 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.blast, as well as the Alien Rulers to negate their [[TheComputerIsACheatingBastard free turns for every little action your troops make]]. Best of all they can be built from the very start of the game. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.



*** The SEAL class has a mid-level ability called "Hold The Line", which allows for free overwatch shots against any target that moves within a (admitedly small) radius from the soldier. Makes them particularly vicious against movement and melee based enemies. A Viper that grabs a SEAL and drags them into melee range will [[GoneHorriblyRight soon realise the error of their ways]] when the SEAL counter-attacks against their Bind move.

to:

*** The SEAL class has a mid-level ability called "Hold The Line", which allows for free overwatch shots against any target that moves within a (admitedly small) radius from the soldier. Makes them particularly vicious against movement and melee based enemies. A Viper that grabs a SEAL and drags them into melee range will [[GoneHorriblyRight soon realise the error of their ways]] when the SEAL counter-attacks against their Bind move.move.
** Other mods on the Steam Workshop include:
*** Moddable Ruler Turns, which swap out the Alien Rulers' free turns for every soldier action to a more relaxed three moves per turn (one more than the usual two). Of course, if one uses the Frost Grenade...
*** The Additional Mission Types mod adds a number of missions for various scenarios. Among them are missions that involve extra rookies (akin to the Base Defense mission in Enemy Within). Unlike the Base Defense Mission, however, once the mission is over, any rookies left alive ''join the XCOM crew for good''. This can save a considerable amount of money in certain cases.
*** There's a mod that has the AWC and Psi Lab use Scientists to boost their effectiveness rather than Engineers. Because Scientists are only used for the seldom-used Laboratory to begin with, this simply cuts healing/Psi training times in half at no cost.
*** Chooseable AWC Perks simply allows the player to select which abilities each soldier is rewarded rather than the skills being handed out at random. See the Advanced Warfare Center entry above.
Is there an issue? Send a MessageReason:
None


** 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. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.

to:

** 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. In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.armor.
** Several of the custom made classes on the Steam Workshop are significantly overpowered:
*** The Bruiser class has an ability where they run up to a target enemy and hit them with the butt of their gun, dealing significant damage, potentially stunning the target AND allowing them to use the target (if stunned) as High cover. Better yet, ''it does not immediately end the turn'', allowing them to potentially take another action, though certain actions are forbidden (moving, firing their primary weapon). Though restricted to shotguns only for their primary and pistols for their secondary, it's possible for a Bruiser to kill a Sectoid in one turn with starting weapons. For even more ridiculousness, this ability is given ''immediately'' to the soldier upon becoming a Bruiser.
*** The SEAL class has a mid-level ability called "Hold The Line", which allows for free overwatch shots against any target that moves within a (admitedly small) radius from the soldier. Makes them particularly vicious against movement and melee based enemies. A Viper that grabs a SEAL and drags them into melee range will [[GoneHorriblyRight soon realise the error of their ways]] when the SEAL counter-attacks against their Bind move.

Changed: 476

Removed: 269

Is there an issue? Send a MessageReason:
None


** 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.
** In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage.

to:

** 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. \n** In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage.damage - at that point, with the disorientation debuff and the massive radius, the only drawbacks of Flashbangs is that they cannot disorient mechanical enemies [[spoiler:or Avatars]] and that they cannot shred armor.

Added: 269

Changed: 1

Is there an issue? Send a MessageReason:
None


** 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.

to:

** 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.
** In addition, the Grenadier's passive bonuses to splash radius from Volatile Mix and their upgraded grenade launchers makes the effective radius of their Flashbangs tremendously large, and Volatile Mix renders Flashbangs capable of inflicting small amounts of damage.
Is there an issue? Send a MessageReason:
None


* Psicorps in ''VideoGame/XCOMUFODefense''. They are hard (and expensive) to acquire, as you need to capture a psi-using alien (specifically, a Sectoid Leader, which means either assaulting a larger UFO or finding the Leader in a Sectoid Terror Mission) 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.\\\

to:

* Psicorps in ''VideoGame/XCOMUFODefense''. They are hard (and expensive) to acquire, as you need to capture a psi-using alien (specifically, a Sectoid Leader, Leader or Commander in the early game, which means either assaulting a larger UFO or finding the Leader in a Sectoid Terror Mission) 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.\\\
Is there an issue? Send a MessageReason:
None


* Psicorps in ''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.\\\

to:

* Psicorps in ''VideoGame/XCOMUFODefense''. They are hard (and expensive) to acquire, as you need to capture a psi-using alien (specifically, a Sectoid Leader, which means either assaulting a larger UFO or finding the Leader in a Sectoid Terror Mission) 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.\\\
Is there an issue? Send a MessageReason:
None


** 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.

to:

** 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.

Changed: 39

Removed: 61

Is there an issue? Send a MessageReason:
None


** 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.

to:

** 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.

Added: 405

Changed: 68

Is there an issue? Send a MessageReason:
None


** [[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.]]

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; 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.

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, 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** The 1 damage from missed Stock shots counts as an attack.
Is there an issue? Send a MessageReason:
None


** [[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.]]
Is there an issue? Send a MessageReason:
None


*** 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.]]

to:

*** 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.

Added: 482

Changed: 14

Is there an issue? Send a MessageReason:
None


** [[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.

to:

** 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.

Added: 683

Changed: 746

Is there an issue? Send a MessageReason:
None


* 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.

to:

* 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.
Is there an issue? Send a MessageReason:
None


* 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''.

to:

** 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.

Top