XCOM Class Builds
This is a rough mock-up of the two separate class builds. I wouldn't consider any of these hybrids, and some of the abilities are very controversial. Damn Good Ground vs Gunslinger, Opportunist vs Executioner, and Combat Drugs vs Dense Smoke.
Feel free to discuss your own builds, but I will probably be going with something similar to what is stated above.
Where do you find out all the descriptions of what the abilities do?
Based on that then... here's mine (and I probably wouldn't spec two many different guys... most will all be the same):
Funnily enough they are all slightly different than your builds.
-Run & Gun
-Close Combat Specialist
-Will to Survive
-Damn Good Ground
-In the Zone
-Saviour/Sentinel as I like depending on how much my soldiers are dying
I think my ideal six would be
2 Assault, one built each way you suggested. Use heavy d guy to charge first, take overwatch shots, then flush someone out. Second guy follows up to blow someone the ☺☺☺☺ up.
Then a Support built like your buffmagic (swapping dense smoke for combat drugs...personal taste) to follow up and suppress something. Either that thing will shoot at -30 aim, and you get to shoot it thanks to covering fire, or it moves, and you get to shoot it thanks to suppression, and maybe a second time if its stupid enough to take a shot.
Then 2 Heavys similar one of each build, and a Squad Sight sniper.
In base assaults, prob switch out the squad sight sniper for a Field Medic. Dont see sniper being that great in such close quarters.
What I'm hearing from the replays is that on the short to medium run you'll only have available the lower perks (until you get more promotions) so those are the ones the most important. If you take the Corporal and Sergeant perks you get 4 possible combinations for each squad and those will be the most important because that's what you're stuck with for most of the game.
Originally Posted by gair22
There's also some perks that can fit on either build. Holotargetting vs Rapid Fire is probably one of the toughest choices, since Holotargetting can be used quite nicely with Suppression to pin an alien and improve your rookies' aim when firing upon them. Squad Sight is nice but better if you combine it with Gunslinger so that your Sniper doesn't need to fall back the whole time and be protected by an additional soldier from any Floaters.
Even if such a list could be helpful I would encourage the younsgters to try without a scheme, sometimes you will fail sometimes not, but that was the spirit of the first XCOM, without internet spoilers and with much more " real life " in.
Right now the list at UFOPaedia is almost useless for the new players because it will take a lot of time before you'll be able to get the higher rank perks. But afterwards can be a great tool to plan your customized builds and to decide what to bring on a mission. Meanwhile it's up to everybody's decision about what they want to take from the spoilers or not.
Originally Posted by Emmeth
I kind of like the Sniper with Snapshot, Gunslinger, Battle Scanner, Executioner & In The Zone because it makes the Sniper much more versatile. He can act almost like a regular trooper, but one who can dominate if you move into a flanking position. This build could be a good second sniper or a sniper you could actually take on assault missions. I just think that having a Sniper who can move and shoot will come in very handy on a lot of maps where camping in high terrain isn't an option.
It depends what i get, we have to remember our soldiers will be injured very often imho. My first sniper will go the snapshot route for sure, since i would only have 4 slots, and i will need more than ever to make every guy count. After that my second sniper will go squad sight route. Also, my assaults, the first one will have close combat for sure, and also defensive skills to be able to do the scouting. And my first heavy will have HEAT ammo so i can cover most kind of enemies possible. After that, well i will just play the game and find whatever is best suited for me.
By the way, i will use the first missions to get the biggest amount of rookies get to squaddies before anything.
Mine was only a suggestion. It seems that nowdays all the young players must obey to the will of succeeding in the best possible way, therefore builds, spoilers, tactics etc... even before the game is out. I bet that with their knowledge they will finish the game in a week end, killing each alien like they were peanuts.
Originally Posted by Hobbes__
Sometimes, it is better to commit an error in life to learn from it and to be surprised by something instead of behaving following a flat script based on knowledge. ...and who cares if I get killed or if I do not climb the world ladder, the most important thing is having fun and being sometimes, IMO, surprised.
Anyway this is only a suggestion from an old XCOM player, let's say I was playing it around 20 years ago....
It's a nice one but if you want to be away from any spoilers you'd have to miss the news completely. I also started playing XCOM in 1997, so I'm an old timer as well.
Originally Posted by Emmeth
All of this discussion is a lot of conjecture - we'll discover if it works or not soon. But since I'm planning to go Classic right away until I first win the game I need all the info I can find
Nice to spot some grannies here
Originally Posted by Hobbes__
That's it sonny. Fighting the aliens since 1947 with grandpa's Civil War musket while seated on my porch chair. Damn critters keep coming and coming over the years.
Originally Posted by Emmeth
I would say that Opportunist seems always better than Gunslinger actually, as we've seen the sheer power of Squad Sight snipers using Overwatch on the MP matches. Getting 2 more damage on the pistol in a class that will probably be staying all the way back and out range of most everything seems wasteful.
I could see Gunslinger on Snap Shot snipers, actually, since they may be getting close enough to targets to trigger the close range penalty of the sniper rifle, but Opportunist gives them so many interesting possibilities with the rifle, it seems like a waste.
Really? I see the reverse.
Originally Posted by DrDuckman
Squad sight sniper needs a backup in case a heavy floater closes and flanks with him - Gunslinger will give him the damage he needs.
Snap shot sniper will be much closer to the support of squad mates who can take care of flanking fliers for him. Damn Good Ground will be useful for these guys esp. once they get skeleton armor or archangel to move between elevated positions.
what I love so much about X-COM is all this 'my ideal build' stuff becomes so much smoke on the wind. Imagine if you could be sure you would even get enough assault soldiers, let alone keep them in service to get these ideal builds. You have already 'won' the game and you've yet to even play it! Instead, each game is going to be different simply because you are going to have to adjust and adapt your 'perfect plan' each and every time. I think the designers have done a great job of creating a game that can support so much theory crafting, and yet not become a foredrawn conclusion before the game even hits the monitor.
Ok so here a crazy suggestion from builds but copy down the different builds you get from MP play and try using those. I am thinking that this would have a two fold benefit for you 1)using good builds as proven in mp and 2)getting you used to determining which builds you like best and using them in mp. The reason I am coming to thinking about using this build is that they seem to work really well in MP and also I would not be limited on build points just squad slots. Also I am not opposed from taking some help especially from the game itself. It just a suggestion for you guys with a little insight into my build plans.
2 heavy 2 assault 1 sniper 1 support....
Perk split with heavy
Assault with shotty another rifle
Sniper wit squad sight
Lone squad sight snipers are gonna get picked off. Would need two of them or ghost armour to have a chance.
On my first walkthrough this will be my squad at the beginning.
Whatever soldier class who is already a squaddie i want to get promoted to sergeant (for example heavy)
So i will keep doing a rotation till i get atleast 8-10 squaddies so i have a pool of soldiers to level up when i take loses or injuries which atleast have the primary skill, and i will probably have some corporals and maybe a sarge too. That should take only a few missions, the easier ones.
My first Heavy will go for bullet swarm, so i get the maximum amount of firepower and mobility to make up for going with too many rookies.
My first assault will go tactical sense.
My first sniper will use snap shot, so he can act like a regular soldier
My first support will go sprinter, so i get more mobility with him, in case i want to save people, flank, or just regular support.
After that, i will be focusing on testing stuff, and probably focusing on a 4 guy core and switching the 1-2 others to see what they can add to the team. Until i play the game i don't know what i really want to do. In my mind, that's what i want to play : 2 AR assaults, 1 shotgun assault, 1 heavy, 1 support and 1 sniper. But can't be sure ;p
Ok this is a two wacky builds but thought I would throw them out here:
A Suppression heavy with carapace armor and an arc thrower for those tough captures.
A rocket/grenade heavy in a skeleton suit with the grappling hook built in and extra grenades able to blast or shoot over a lot of the field even on maps like the trainyard.
It seems like the Sniper abilities at Sergeant are vexing. You wouldn't need gunslinger if you were a snapshot sniper, and damn good ground would be less useful potentially as well if you weren't just camping somewhere. On the flip side, both abilities seem very useful for a squad sight sniper...
Is it just me or do support class characters just seem kind of lame? I guess I'd need to experiment a lot more with the smoke grenades, but generally skirmishes seem to cover too much ground. And it would be far less useful against melee aliens. Just seems too situational.