Dwarfling wrote:Been playing Legendary for months now, here's some input:
Thanks for the quick feedback, Dwarfling. Hoping to hear from more!
BTW, I also started a thread on
Soldier Classes Builds here. Kind of overlap between them. And thanks for helping me with them already, Dwarfling. And I see you've commented over there too....
Dwarfling wrote:- Endgame success depends, at least for me, heavily on the Crit Rangers, the shotgun Assaults and the DFA Sharpshooters (better with Kubikiri) with a special mention for the Shredder-Chain Shot Gunners, if you get them with high enough aim.
Completely agree with you here. That advice on Shredder-Chain Shot Gunners had me change my Gunner build.
Dwarfling wrote:
- Those medic hybrid Specialists you mention... I think it's gonna suck. Combat Protocol and Sentinel are too good not to pick. If you want some healing options maybe grab Medical Protocol and Field Medic on your Overwatch Specialists. I still prefer Trojan tbh, but if you insist on getting medics. I went whole campaigns without them just fine, I carried Nanomedikits on the Gunners, Shinobis, Rangers and even the Sharpshooters. My Specialists go either full Hacker or Overwatcher with Trojan and Override.
I think Field Surgeon is vital to reduce time healing, so I'd still go with it on Specialist Officers (so always having one per squad on most missions). I'd picked Revival Protocol to get soldiers back into the fight, especially after being knocked unconscious, which normally has them out of action for the rest of the mission and needing to be carried out on evac.
But you're saying Combat Protocol is more important and the lack of Revival Protocol can be managed by mostly avoiding the conditions or other means (killing the mind-controlling alien etc.). Hmmm.
Dwarfling wrote:- As far as the Recruit job goes, that's what I do after I got my whole barracks busy....
Thanks for that info. Jives with other things I've heard.
Dwarfling wrote:
- Technicals will carry you thru the early game and most of the mid game. Why you'd stick them as advisors is beyond me. I normally stick in there the Sharpshooters and Gunners I'm not currently using. Always temporarily tho.
Oh, I'm using Technicals in the fighting squads too. I use the gameplay mod More Technical Rockets and they have their own Micro Missile Package from the start with 2 shots each (and drops mobility 2 as well). Usually carry 1 but sometimes 2. Makes them very strong and with later missiles likely will stay useful.
I do stick other soldiers in as Haven Advisors and I will pull them to handle missions. I like Technicals for the jobs as they are a well rounded class and likely be able to deal with Rendezvous missions throughout the campaign.
I've gone with Roust for all my Technicals so far. I am thinking of switching to Suppression as Roust is just one shot, but Suppression can be used every turn. And shutting down an enemy's special functions would be helpful, especially for a Technical with only Rebels on a Rendezvous.
Dwarfling wrote:
Also I think you might not be running as many missions as you could. Are you doing too many 6-man? Or too much training? You could use more scientists in the near future, maybe delay the buildings.
After Gatecrasher, I've had 8 more missions in about 5 weeks. Looking at my game log, I had 2 possible GOps that I had time to run but declined. They both came up in the last week of March. I had 14 soldiers out on 3 GOps at the time and 3 in the GTS, which means I had 6 more soldiers in the barracks or out as Advisor to the 2 regions I have. I have been running larger missions to train up Rookies prior to getting the GTS.
Thinking things over, I should have planned out the barracks ahead of time to be able to take those 2 declined missions. I do need to be more flexible in my mission squad taskings and aim for that sweet spot of 5 per mission. I'd feel better with 1 or 2 more Shinobi as I do like having 1 of them per mission.