Face off is amazing, combine with killzone on a different sniper I just run in my pistol dude to mop up.Just got what might be the most fun/OP thing I've ever had in XCOM. My best sharpshooter leveled up to Major and got shredder ammo as an AWC extra perk when she leveled up. Next mission I went on, I had a double activation, each pod was a mech, an advent officer and stun lancer. I pulled everyone out of sight, setup a kill zone on that sniper and dropped her into overwatch. The aliens of course moved towards me as they had no LOS to any of my soldiers. End result, two shredded mechs with 2/5 hp left, 3 dead advent and the only reason the fourth survived is I only had a two extra shot clip on my sniper so she ran out of ammo before she could take the sixth shot. For those who have not tried it yet, kill zone on your sharpshooters is so much fun.
Having a sniper with innate shredder ammo is just in general kinda OP, I'm going to have fun with this soldier until the campaign is over. I'm even thinking that ability that shoots at everything with the pistol once might be good with her having shredder, but I haven't checked yet if pistol shots also shred and I would also have to give up kill zone to take that ability, and kill zone is too good.
I'm sure it is, but it also looks difficult. I watched someone's livestream on Sat all day while playing Double Dragon Neon. Maybe I'll pick this up, but I'm not going to go nuts playing a videogame.Jesus christ this game is fantastic.
As you may have figured out by now and its been touched on after; hacking robotics is very strong. Hacking terminals has pretty much always seemed not worth it, but I imagine that changes with better hacking. But hacking robotics with the improved skulljack is very effective. I was just on a mission where I could have hacked a turret or a mec unit and for some reason it was easier to hack the mec unit. I had 100% to stun or 70% to hack the mech(the turret was like 90/60), got a successful hack on the mech and it drew a ton of fire and you can use all its abilities. It comes with suppression fire and a rocket barrage, which has an extremely far range/excellent for removing enemy cover. Left it in no cover so my marksman was able to put it down with a pistol shot without using an action after controlling it two turns.Man, Gremlin's not ending your turn on use AND being remote controlled makes support healing/aid so much more effective. In EW I only ever used supports for smoke during fights, and to heal up after fights; I almost never healed mid fight, was almost never worth losing an extra shot especially given I'd often have to make my support vulnerable by moving to the injured person or give up good flanking positions to fall back (Which also would force me to take a significantly impaired turn on the guy who was falling back--he'd have a much worse shot.)
Gremlins costing one action and not ending a turn, and remote function fixes all that. Super fucking powerful to heal someone then shoot or toss my specialist into overwatch to have her prevent flanking.
How potent are status effects later, stun, disorient ect? Wondering if I should take robotic hacking or the one that removes status effects. When you remove panic do you get that characters turn back? Status effect removal always seemed kind of week because you lost the removers turn and usually effects lasted one round anyway, and thus you didn't get a turn back by removing them. (Now at least, for sure, you don't lose the full turn from the remover).
Hacking robotics, I have a feeling, is going to be super powerful later--it's why I'm wondering if status effects are a massive PITA later.