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Thread: My/Your dream team?

  1. #1

    My/Your dream team?

    So, this was long... But I finally got my 6 psi-soldiers and I'm training them up to the last level (CI). My final set-up is this (I was psy testing 3 soldiers of the same type to get my "perfect" team).

    1*Support: Psy-armor, chitting, Med-pack, the offensive branch of the psy tree (might go with mind-shield if needed to control and panic etherals)
    1*Support: Ghost armor, Chitting, Med-pack, the defensive side of the psy tree
    1*Assault: Ghost armor, Chitting, Offensive psy, Mostly the right side of the skill tree with 1 or 2 from the left side.
    1*Assault: Same as above
    1*Heavy: Ghost Armor, Blaster Launcher, Chitting, Offensive psy, (Shredder, danger zone, mayhem, bullet swarm heat)
    1*Sniper: Archangel armor, Scope, Boost side of the psy-tree

    I know it's not the "optimal" team (which would probably have a lot of snipers/heavies) but it's really fun to play! The support with sprint and ghost armor is really fun. Actually, I think support are often my favorite psy in this game because of the extra item slot. What do you guys think? What's your favorite team?


    (And now I just need to get all these guys to the highest level... Here I come council mission (thin men are so easy with 100% mindfrays...))
    Last edited by micf2302; 11-07-2012 at 03:13 PM.

  2. #2
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    Sounds interesting

    My teams usually end up like this near end game:

    2 assaults - Tactical, Lightning, Rapid Fire, Close combat, resilience - rifles for ufos, shotguns for rest
    2 supports - sprinter, smoke/field medic, Suppression, Dense smoke, Sentinel/Savior (one is a healer, one is a combat spec)
    2 snipers - Squad sight, Damn Good Ground, Battle Scanner, Opportunist, ITZ / Double Tap

    no heavies. They get benched as soon as i reach plasma tech or majors. All of them in ghost armor for the movement, defense and grapple + cloak for backup and a scope to boot. Supports pack a medkit/chitin(scout).

  3. #3
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    Nice line-up.

    My usual team includes:

    Sniper - Archangel Armour, Plasma Sniper-Rifle, Scope, Plasma Pistol
    SHIV - Hover, Alloy, Plasma
    Heavy - Titan Armour, Heavy Plasma, Rocket Launcher, 2 Alien Grenades
    Assault - Titan Armour, Alloy Cannon, Plasma Pistol, Arch Thrower or Alien Grenade
    Psi Assault - Ghost Armour, Alloy Cannon, Plasma Pistol, Alien Grenade
    Psi Assault - Psi Armour, Alloy Cannon, Plasma Pistol, Chitin Plate

    With this team I often play very methodically, so I don't usually need a Support. Some missions, I'll change out a Psi Assault for Support. But lately I've been leaving her behind.

  4. #4
    I have started NOT taking lightning reflex because of Ghost armor... In your team, who do you use for the psy-armor?


    I usually start rookies from the ground up once I got the base (end of month 2), psi-lab and the OTS upgrade that increase will. So I really taillor my guys to the fact that they will have ghost armor.

  5. #5
    Monkey, why Titan and not ghost on Heavy and assault? I find that Ghost gets exponentially better when you have more on the team.

  6. #6
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    It took me some time to get Ghost Armour, since I didn't have enough resources to even research it... Plus I had turned both units into tanks. My Assault is my designated alien stunner and my Heavy is my crisis tank. His rocket ability has saved the team numerous times.

    Once I got Ghost Armour I had a play style that really worked for me, so I didn't need it. I gave the one set I built to my psi-unit, since I didn't have psi-armour yet. I tend to only use Ghost Armour to escape a bad scenario. Like a Sectopod being discovered after a turn. Time to go ghost, run & gun it and fall back.

  7. #7
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    I always try to aim for:

    1 Sniper (with ArchAngel armor)
    1 Heavy (with HEAT ammo and usually turn him into a rocketeer)
    2 Assault (Titan Armor mostly, sometimes I use Ghost Armor on them)
    2 Support (to fill the gaps and clean-up duty to clear out remaining opposition or cover up the wounds of my team)

    I find myself splitting the team at times (for instance in the battleship), having one Assault and one Support in either team and the Heavy and Sniper split between them. I also do this when circulating a (small to medium) UFO to clear out aliens in the open before entering it.

  8. #8
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    Any 6 psi units, didn't achieved this though.

  9. #9
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    6x Max Will Psy Heavy Colonel with Ghost Armor.
    Bullet Swarm/duel Rockets with Arc Thrower

    Mind Control any humanoid and stealth take out/drone hack any mechanical enemy.
    Stun any 4 Hp and below Enemy.

  10. #10
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    I'm actually few days away from boarding the mothership.
    Here are the guys I'm bringing on :

    1. Assault/psychic (Colonel)
    Perks :
    - Run&Gun
    - Aggression
    - Lightning reflexes
    - Rapid Fire
    - Close combat specialist
    - Extra conditioning
    - Killer instinct
    Psychic perks :
    - Mindfray
    - Psi panic (intended)
    - Mind control (intended)

    Gear :
    - Ghost armor
    - Alloy canon
    - Plasma pistol (upgraded to level III)
    - Chitin plate
    Use :
    This guy (girl, actually) acts as my scout/close combat finisher. She also is a psychic (weak at the moment, though) and I intend to polish her offensive skills. It's a just-in-case scenario, since I already have two other powerful ESP users (see below). I chose the ghost armor to further improve her movements and disappear in case of an unfortunate encounter.

    2. Heavy (Colonel)
    Perks :
    - Fire rocket
    - Bullet Swarm
    - Shredder rocket
    - HEAT ammo
    - Danger zone
    - Will to survive
    - Rocketeer
    Gear :
    - Titan armor
    - Heavy plasma
    - Blaster launcher
    - Mind shield
    Use :
    This badass is my mecha grinder. "HEAT ammo" is an utmost useful perk against sectopods/cyberdiscs and the like. He usually stays at the back of the squad, which means that he has little use of grenades. I gave him a mind shield because...well...because nobody wants to see one's heavy MC'd, right ?

    3. Heavy (Colonel)
    Perks :
    - Fire rocket
    - Bullet swarm
    - Shredder rocket
    - Rapid reaction
    - Danger zone
    - Will to survive
    - Rocketeer
    Gear :
    - Titan armor
    - Heavy plasma
    - Blaster launcher
    - Scope (w/ critical chance enhanced through foundry upgrade)
    Use :
    Contrary to the first one, this second heavy runs in the frontline where he can make full use of the "Bullet swarm" and "Rapid reaction" perks (hence the Scope). I also use him to blow up cover and soften xenos with a shredder/regular rocket, opening line of sight for my sniper (deadly combination with the "In the zone" perk of the latter, see below).

    4. Sniper (Colonel)
    Perks :
    - Headshot
    - Squad sight
    - Damn good ground
    - Battle scanner
    - Opportunist
    - Low profile
    - In the zone
    Gear :
    - Archangel armor
    - Plasma sniper rifle
    - Plasma pistol (upgraded to level III)
    - Scope (upgraded)
    Use :
    I make a pretty conventional use of my sniper. 1st turn : finds a good spot, preferably on high ground to benefit from his "High ground" perk (hence the archangel). From 2nd turn to the end of the mission : shoots aliens from afar thanks to the "Squad sight" perk and the support of my second heavy, clearing the field. You might have already noticed that the "In the zone" perk is insanely good during terror/abduction missions. I must confess that this guy becomes far less useful on small UFO missions, though his accuracy with pistols saved the day more than once (and is useful to soften enemies I want to capture).

    5. Support/psychic (Colonel)
    Perks :
    - Smoke grenade
    - Sprinter
    - Field medic
    - Revive
    - Dense smoke
    - Deep pockets
    - Savior
    Psychic perks :
    - Mindfray
    - Psi inspiration
    - Telekinetic field (intended)
    Gear :
    - Psi armor
    - Plasma rifle
    - Plasma pistol (upgraded to level III)
    - Medikit (x3, upgraded)
    - Combat stims
    Use :
    This squaddie (another girl) is, obviously, my medic/shield. Thanks to the "Sprinter" perk, she can pretty always go where she's needed the most. Her psionic powers are also designed to protect/cure the squad. Note that, with "Savior" and "Field medic" perks, plus the foundry upgrade of the medikit, she can heal up to 3 times 10HP !

    6. Support/psychic (Captain)
    Perks :
    - Smoke grenade
    - Sprinter
    - Smoke and mirrors
    - Rifle suppression
    - Combat drugs
    - Deep pockets (intended)
    - Sentinel (intended)

    Psychic perks :
    - Mindfray
    - Psi panic
    - Mind control
    Gear :
    - Psi armor
    - Plasma rifle
    - Plasma pistol (upgraded to level III)
    - Mind shield
    - Arc thrower (intended)
    Use :
    The offensive ESP user of the squad. His "Combat drugs" and "Rifle suppression" perks proved to be useful on occasions (preventing a sectopod to blow up your squad, for example). This guy reaches his full potential as a psychic, able to easily MC almost any enemy. Once the "Deep pocket" perk will be unlocked, I intend to equip him with an Arc thrower because, yes, I want to capture the Über.

    Wish me luck for the final mission if you want, but I feel well prepared.

  11. #11
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    I'm actually a few days away from boarding the mothership.
    Here are the guys I'm bringing on :
    (Note : too long for one post, I had to make four)

    1. Assault/psychic (Colonel)

    Perks :
    - Run&Gun
    - Aggression
    - Lightning reflexes
    - Rapid Fire
    - Close combat specialist
    - Extra conditioning
    - Killer instinct

    Psychic perks :
    - Mindfray
    - Psi panic (intended)
    - Mind control (intended)

    Gear :
    - Ghost armor
    - Alloy canon
    - Plasma pistol (upgraded to level III)
    - Chitin plate

    Use :
    This guy (girl, actually) acts as my scout/close combat finisher. She also is a psychic (weak at the moment, though) and I intend to polish her offensive skills. It's a just-in-case scenario, since I already have two other powerful ESP users (see below). I chose the ghost armor to further improve her movements and disappear in case of an unfortunate encounter. The invisibility confered by this armor is also very good in combination with the "Psi panic" perk.


    2. Heavy (Colonel)

    Perks :
    - Fire rocket
    - Bullet Swarm
    - Shredder rocket
    - HEAT ammo
    - Danger zone
    - Will to survive
    - Rocketeer

    Gear :
    - Titan armor
    - Heavy plasma
    - Blaster launcher
    - Mind shield

    Use :
    This badass is my mecha grinder. "HEAT ammo" is an utmost useful perk against sectopods/cyberdiscs and the like. He usually stays at the back of the squad, which means that he has little use of grenades. I gave him a mind shield because...well...because nobody wants to see one's heavy MC'd, right ?

  12. #12
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    3. Heavy (Colonel)

    Perks :
    - Fire rocket
    - Bullet swarm
    - Shredder rocket
    - Rapid reaction
    - Danger zone
    - Will to survive
    - Rocketeer

    Gear :
    - Titan armor
    - Heavy plasma
    - Blaster launcher
    - Scope (w/ critical chance enhanced through foundry upgrade)

    Use :
    Contrary to the first one, this second heavy runs in the frontline where he can make full use of the "Bullet swarm" and "Rapid reaction" perks (hence the Scope). I also use him to blow up cover and soften xenos with a shredder/regular rocket, opening line of sight for my sniper (deadly combination with the "In the zone" perk of the latter, see below).


    4. Sniper (Colonel)

    Perks :
    - Headshot
    - Squad sight
    - Damn good ground
    - Battle scanner
    - Opportunist
    - Low profile
    - In the zone

    Gear :
    - Archangel armor (or Ghost, I'm hesitating)
    - Plasma sniper rifle
    - Plasma pistol (upgraded to level III)
    - Scope (upgraded)

    Use :
    I make a pretty conventional use of my sniper. 1st turn : finds a good spot, preferably on high ground to benefit from his "Damn good ground" perk (hence the archangel). From 2nd turn to the end of the mission : shoots aliens from afar thanks to the "Squad sight" perk and the support of my second heavy, clearing the field. You might have already noticed that the "In the zone" perk is insanely good during terror/abduction missions. I must confess that this guy becomes far less useful on small UFO missions, though his accuracy with pistols saved the day more than once (and is useful to soften enemies I want to capture).

  13. #13
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    5. Support/psychic (Colonel)

    Perks :
    - Smoke grenade
    - Sprinter
    - Field medic
    - Revive
    - Dense smoke
    - Deep pockets
    - Savior

    Psychic perks :
    - Mindfray
    - Psi inspiration
    - Telekinetic field (intended)

    Gear :
    - Psi armor
    - Plasma rifle
    - Plasma pistol (upgraded to level III)
    - Medikit (x3, upgraded)
    - Combat stims

    Use :
    This trooper (another girl) is, obviously, my medic/shield. Thanks to the "Sprinter" perk, she can pretty always go where she's needed the most. Her psionic powers are also designed to protect/cure the squad. Note that, with "Savior" and "Field medic" perks, plus the foundry upgrade of the medikit, she can heal up to 3 times 10HP !

  14. #14
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    My team;

    2x Support / Medic Sentinals
    2x Assault / Rapid fire with rifles
    1x Sniper / Snap or Squad - mission dependant
    1x Heavy / Bulletstorm - HEAT - Rocketeer

    I give them the best of whatever tech level the gear is at and my assaults all carry arc-throwers and rifles. I never use shotguns, I just can't stand them.

  15. #15
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    6. Support/psychic (Captain)

    Perks :
    - Smoke grenade
    - Sprinter
    - Smoke and mirrors
    - Rifle suppression
    - Combat dr*gs
    - Deep pockets (intended)
    - Sentinel (intended)

    Psychic perks :
    - Mindfray
    - Psi panic
    - Mind control

    Gear :
    - Psi armor
    - Plasma rifle
    - Plasma pistol (upgraded to level III)
    - Mind shield
    - Arc thrower (intended)

    Use :
    The offensive ESP user of the squad. His "Combat dr*gs" and "Rifle suppression" perks proved to be useful on occasions (preventing a sectopod from blowing up your squad, for example). This guy reaches his full potential as a psychic, able to easily MC almost any enemy. Once the "Deep pocket" perk will be unlocked, I intend to equip him with an Arc thrower because, yes, I want to capture the Über.

    Wish me luck guys !

    (Edit : On a totally unrelated note, I noticed that, in fact, my post wasn't rejected because it was too long, but because it contained the word "dr*gs" w/ the "u"...)

  16. #16
    Generally I go for a shotgun toting close-range ghosted assault, scout-medic support, a heavy with suppression and holo, a heavy with added rockets, one itz sniper, and one double-tap sniper.

    Everyone wears ghost armor, and uses their appropriate plasma type weapons. Psionics are usually an afterthought as they just don't add that much to my battle strategies. I know the obvious question of why no archangel on the snipers, and the answer really comes down to the game interface. I hate the way they did flight in this game, every time I've used it I feel like I spend half an hour trying to get the cursor to light up the exact spot I want at the right height, so I just stopped using it altogether.

  17. #17
    Chitin is overrated. .

    1 or 2x Support: 1 full medic and 1 combat support (with the +20 aim, combat drugs are really good). Medic has a medpack and a psi-shield (mind fray, psi inspiration, and mind control); combat support has a SCOPE and a psi-shield (mind fray, psi inspiration, and mind control). Both wear ghost armor. In an open map, substitute out 1 Support for 1 Sniper. Both supports have rifle suppression.

    1x Assault : Alloy cannon and short range specialty with a SCOPE or a stim pack (no need for chitin if you can take reaction shots at close range). Psi includes mind fray, panic, and telekenisis. Wears ghost armor.

    1 or 2x Sniper: Squad sight, double tap, DGG, and disable for the first Sniper; squad sight, ITZ, DGG, and disable for the second Sniper (only in open maps). Archangel for open maps, and ghost for closed maps. No need for psionics, although if this is a dream team, I might as well take mind fray, psi inspiration, and telekenisis in case I need short-range support.

    2x Heavy: Bulletstorm, shredder, mayhem, AOE for both. Psi includes mind fray, psi inspiration, and mind control for one and mind fray, panic, and mind control for the other. Both use scopes and ghost armor. Both will usually take one shot, ghost, and then use inspiration, attempt a mind control, or attempt a panic.

  18. #18
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    My team is always 1 Assault, 2 Heavys, 2 Snipers, and 1 Support.

    That said, my dream team would be a team like the one above, but named for the Red vs Blue team. (Hint: NEVER give Caboose the rocket launcher!)

  19. #19
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    Quote Originally Posted by Almainyny View Post
    My team is always 1 Assault, 2 Heavys, 2 Snipers, and 1 Support.

    That said, my dream team would be a team like the one above, but named for the Red vs Blue team. (Hint: NEVER give Caboose the rocket launcher!)
    Caboose is way better with a sniper rifle
    At least Sarge will keep him in line.............right?

  20. #20
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    1 psi support, left side of the tree, armed with an arc thrower to repair shivs and capture drones (drones make excellent decoys)
    1 psi squad site sniper
    2 psi heavy with 1 shredder 2 regular rocket, heat rounds each, and both equipped with the blaster launcher that does 9 damage
    2 plasma hover shivs

    You will not find anything better except maybe if you substitute soldiers for more hover shivs. Plasma hover shivs are pretty much overpowered because they rarely get hit when they are in the air.

    I haven't done more than 2 shivs for no other reason that it would be too boring.

    I challenge someone to come up with a better combo.

    As a side note, just for the fun of it, I have gone with 5 gunslinger pistol level 3 plasma snipers and one support. Again, a more boring build, but is surprisingly effective as well because of the *LOW PROFILE* ability. Low cover treated as high cover is HUGE.

  21. #21
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    I found that Supports ended up being the weakest class since they can't put out near the damage that Snipers or Assaults can. I take one Savior medic for scouting and "just in case" purposes. The thing is, a Sniper with Gunslinger plus max upgrade Pistol is functionally as good on offense even in late game Impossible. Thats just with Plasma Pistol.

    I've actually considered trying a Smoke based support since the evasion can act as pseudo healing.

    Heavies start to not be as great since most of your missions will be UFOs late game where there isn't as much stuff to destroy. Still, I always found it worth bringing one along. The biggest problem is that Bullet Swarm doesn't have any mobility like Run 'n Gun+Rapid Fire does, although Ghost Armor does help to fix that issue. I could even see taking Grenadier so that you can move and blow up cover except that in the end game that is far less common. Still, three rockets is very nice and puts out large damage if you set it up right.

    I find Assaults are easily the best forward killing operatives as long as you don't take too many of their passive/defensive perks. Not using them as cloes ranger killers takes away the selling point of Rapid Fire (its 2xdamage point blank)

    Snipers, double tap or in the zone, are the premier long range killers.

    The best squad I've built was

    2x Rapid Fire Killer Instinct Assaults w/Alloy Cannon
    2xSquadsight Sniper one with Double Tap other with In The Zone
    1x Rocket Heavy
    1xMedic Support

    All Psi. I took all MC but I could see using TK Field.

    The only perk I wish I'd tried was Bring 'em On. Close Quarter combat breaks stealth and also can kill steal if you're trying to level up soldiers. Not sure if Bring 'em On + Resilience is stronger than CQC+Killer Instinct. Worth noting that KI defacto has a cool down.

  22. #22
    I'm not a big fan of "Bring 'em on." If you can see multiple enemies, running into close quarters is probably too risky. Killer Instinct, on the other hand, is freaking awesome. I wouldn't trade it for Resilience (i.e., I think you already have the right setup without your hypothetical Bring ‘em on & resilience build).

    Also, you're really underestimating the power of heavies. Heavies are the only class that can shoot first and then ghost, suppress, or cleanup with psi on the second shot. They're extremely safe to use on the front lines due to this (IMO, you should never lose a heavy in the late game under any circumstances). Explosives are also the most effective way to kill ethereals, and heavies are great against sectopods (H.E.A.T).

  23. #23
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    Well, unless you use Ghost to get Heavies in great position, they're probably going to miss that first shot. Then if they want to do anything else they have to stand in place meaning that it functions similarly to a rocket in terms of robbing them of mobility.

    You can open the final door and Double Tap out the final Ethereal even on Impossible so I never found them to be a big issue myself. I can count on one hand the times I've been mind controlled.

  24. #24
    I think the ideal team changes over the course of the game.

    Heavies and Supports are critical in the early stages; heavies for their ability to auto-kill groups of enemies and support for the smoke during an important turn to improve cover.

    As you rank up and improve your hit percentage, Snipers and Assault units begin to really shine. Improved armor and health make the smoke a bit less important and you can get by with a single Heavy for killing mechanicals and a single sniper for...sniping.

  25. #25
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    My team consists of
    1 Assault - Titan Armour - alloy cannon
    2 Supports - 1 psy armour 1 titan armour both with plasma rifle and x3 medikits.
    2 Snipers - 1 ghost armour 1 archangel armour. both plasma sniper rifles with scope.
    1 heavy - Titan armour plasma cannon.
    The "Perks" change due to what i want the only thing that stays consistist is what ive stated.
    i find this is the best way to play XCOM. the reason one of my medics has psy armour is hes the only one with the "gift"
    out of my original / A team haha. game on.

    Edit* im not gonna list my abilities as i cant be bothered. usually its obvious which is the better of the two.
    I don't find Titan armour inferior then ghost armour. titan gives you more health and you shouden't need to "ghost" if you use cover properly.
    I Find using an assault class with an assault weapon inferier then support too tempting with the extra medikits.

  26. #26
    Towards the end of the game Assaults are hands down the best class. Great defense, huge stack of HP's, huge damage output, very accurate aim - they're not weak at anything. If they have Psi abilities, they hands down are monsters.

    I find from talking to my friends that the main limiting factor is their ability to deploy them effectively. It can take some people quite a bit of practice at learning how to manuever them.

  27. #27
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    Quote Originally Posted by Malhavok View Post
    Towards the end of the game Assaults are hands down the best class. Great defense, huge stack of HP's, huge damage output, very accurate aim - they're not weak at anything. If they have Psi abilities, they hands down are monsters.

    I find from talking to my friends that the main limiting factor is their ability to deploy them effectively. It can take some people quite a bit of practice at learning how to manuever them.
    They're definitely high risk high reward units, for certain. The best way to get them into the field of battle tends to be to set up a zone where they won't get seen/shot at effectively so that they can get in close, where their shotgun is at its most powerful. Even if they DO get shot at, if you have plenty of units being able to be seen by the squad, they can get a great amount of dodging ability. Combine that with high cover and being close to be able to flank the enemy, and they make for a very dangerous foe.

  28. #28
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    Heyas all,

    First times playing I was a fervent user of Snipers (usually 2) but gradually my teams has steadily evolved to :

    2 x Assaults (titan, alloy shotguns, Scope) + when needed one get Arc Thrower
    2 x Supports (Ghost armor, Plasma Rifles, Scope, MedKits) when needed one get Arc Thrower
    1 x Heavy (Archangel, Heavy Plasma, Scope)
    1x Sniper (exoskelet/ghost,Sniper rifle, Scope) (no SquadSight , I don't like the way it works and often don't work at all)
    I'm playing with the less explosives as much as I can. no grenades ever, and the less possible rockets ^^

    and now during the last two games Assaults and Supports got more kills than Sniper.
    I' near the end in the last game and I finally got 4 Psi in my Team : Both Assaults, one Support and the Sniper. First time I can get several psi to the end

  29. #29
    why? what makes them tick? whats the synergy?

  30. #30
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    Quote Originally Posted by JackBurton76 View Post
    why? what makes them tick? whats the synergy?
    Its sort of like basketball. Support is your point guard who brings it up the floor (scouts). Assaults slash to the basket while snipers camp behind the arc. Heavies set picks to give your guys open looks.

  31. #31
    My Ultimate Dream Team
    1st Support: (Psionic, specced to have Psi Panic, Rift, Fray, and Mind Control) Psi Armor, Med Kit(s), Plasma Rifle, Alien Grenade. He/she would be specced to be a medic.
    1st Sniper: Ghost Armor, Plasma Sniper Rifle, Plasma Pistol, Advanced Scope. He/she would (obviously) have Squad Sight and Double Tap. Plus, they had gunslinger.
    Heavy: Titan Armor, Heavy Plasma, Nano-fiber Vest, Blaster Launcher. Specced to do a lot of explosive damage, and has HEAT Ammo.
    2nd Support: (Psionic, specced the same way as the first Support) Specced the same way as the first Support.
    Assault: Titan Armor, Alloy Cannon, Arc Thrower. Specced with Lightning Reflexes, Rapid Fire, and overall offensive abilities.
    2nd Sniper: Archangel Armor, Plasma Sniper Rifle, Plasma Pistol, Advanced Scope. Basically the same as the 1st Sniper, but instead of Gunslinger, they had Damn Good Ground, and the had In The Zone.

    This was my set-up after I researched the Psi Labs (two soldiers had the gift). With this set up, my supports were very useful. With the healing skills and Psi abilities, they were essential in combat. My Assault and Heavy usually scouted while my snipers were on the high ground, watching and waiting. When the combat starts, the snipers were monsters in picking off the guys in high cover, the farthest guys away, and the higher-health enemies. The assault and heavy were awesome against all the grunts like sectoids, thin men, floaters (regular and heavy), Mutons (regular and heavy), and Cyberdiscs (and drones).
    Overall, this team wrecked all the baddies, and this was my impossible iron-man mode. This set-up was just enough to beat the game, so this is why this team was my dream team.

  32. #32
    Join Date
    Jul 2011
    Posts
    341
    Quote Originally Posted by aclog View Post
    Its sort of like basketball. Support is your point guard who brings it up the floor (scouts). Assaults slash to the basket while snipers camp behind the arc. Heavies set picks to give your guys open looks.
    This is a good post.

  33. #33
    Join Date
    Jul 2011
    Posts
    341
    2 Assaults: TS, LR, RF, CCS, EC, KI
    2 Heavies: BS/HT, Su, HA, DZ, WtS, M
    1 Support: SG, Sp, FM, RS, DS, DP, Sa
    1 Sniper: SqS, DGD, BS, O, LP, DT

  34. #34
    Join Date
    Nov 2012
    Posts
    165
    My dream team:
    2 Assaults (the usual power build)
    2 Heavies - extra rockets; 1 with suppression, 2nd with Shredder rocket
    1 Support - Medic/Suppression Build
    1 Sniper - Squadsight/Executioner build

    I have discovered that having lots of rockets on higher difficulties is crucial. Being able to damage an enemy and blow their cover is just huge. See those 3 Heavy Mutons behind full cover over there? Launch a shredder rocket to damage and blow their cover, then just pick them off 1 by 1 with your sniper. Priceless Furthermore, Heavies are awesome vs Robots, effectively hitting for up to 20 damage with their gun and 12 with a rocket. Sweet.

  35. #35
    Join Date
    Oct 2012
    Posts
    1,535
    6 Heavies. 4 Ghost + 2 Archangel.

  36. #36
    Join Date
    Sep 2012
    Location
    Lund, Sweden
    Posts
    592
    Six rookies. Because LPRs and SCOPEs are badass.

  37. #37
    Join Date
    Oct 2012
    Posts
    1,535
    Quote Originally Posted by Path View Post
    Six rookies. Because LPRs and SCOPEs are badass.
    Just as accurate as my Heavy team.

  38. #38
    Join Date
    Sep 2012
    Location
    Lund, Sweden
    Posts
    592
    Quote Originally Posted by amanasleep View Post
    Just as accurate as my Heavy team.
    Infinitely cooler, though.

  39. #39
    Join Date
    Oct 2012
    Posts
    1,535
    Quote Originally Posted by Path View Post
    Infinitely cooler, though.
    No argument there. Everybody knows that specialties are lame. I wish we could have advanced rookies that just got stat increases and no abilities.

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