doomed89 said:
You probably don't need 6 medkits or smoke pellets no but it is useful to have 2 soldiers capable of reviving/healing/throwing smoke allows for a bigger net, same with the move bonus, you can spread your soldiers a little thinner without any real consequences and deep pockets makes them awesome you can trade off the triple med kit for two unique items. You could have one support with defense smoke and the other with offensive smoke. One with all the combat abilities and one with all the support abilities. They are simply the most versatile.
As for assaults you said with the react to shooting overwatch you'd probably just shoot at them but isn't the same true of the lightning reflexes skill? I mean the only time I really use it is on council missions on the drop down thin men, and don't forget that some enemies can come into sight on a wall and shoot without triggering any of your overwatch guys. and the rapid fire is useless unless you are right next to the guy and even then it can miss, honestly I find flush more useful for when an alien is low on health and you want a bonus to aim or if your sniper shot is blocked and the bonus to crit isn't really helpful when you have absolutely critical on.
Heavy's are good for if you are facing off against a lot of strong enemies, the rocket is a good range attack and can kill the cover of mutons and damage to to half health while killing cover also good against crystalists but you're right as a shooter they aren't that good. Like I said before they are very situation in some situations they are the best thing possible. One map in a normal town I was in a building with my guys and mutons right outside the door along the side wall ready to flank, shot a rocket hit all 3 with 6 and tore away their cover, 3 shots later and they are dead.
For the heavies, yes, heavies are very useful, particularly in certain situations - that said, I've never been in a situation where I needed TWO of them.
I strongly disagree with you on the issue of Rapid Fire - yes, it only works at close range (meaning within 3, maybe 4 squares), but you know what? With Run and Gun, you will get there every time. Rapid Fire is a guarantee that whatever you're shooting will go down.
Flush? I don't see the point of it. If they're far enough away that I can't run and gun to put my shotgun against their head, then they won't be able to hit me in the first place - particularly if I throw down suppressing fire. Not to mention, if I waste an action flushing, that's one more enemy I'm not killing this turn.
Deep pockets is good, but you get it LATE - I usually don't train 2 support guys up to major by the time I can win.
It is useful to have 2 guys with a medkit, which is why I give one of my other guys a medkit. Is it less efficient? Yes, but the risk of my support guy being unable to get to a guy to heal him twice in a game, particularly with the movement bonus and him being the worst fighter, is negligible.
Also, offensive smoke is pointless - why get a weak fighter with offensive smoke, when I can get a good fighter who more than outstrips the benefits that would give him?
While the support class is the most versatile, that just makes them a jack of all trades. Yes, you need a jack to handle the odd situation here or there - but you need your kings and aces to do the heavy lifting. If I were a more reckless player, I would need 2 support guys to cover my mistakes. As it is, I very carefully prepare my attack, then go in with a massive first strike which kills almost all of the opposing group. To do that, I need strong firepower, and a LOT of mobility, which means I need 2 assault guys. You just can't run the same tactics with support guys - and while you could maybe do it with heavies, you'd run the risk of running out of rockets on a long level. Oh, and also, running and gunning means flanking - and that makes the enemies so easy to hit and crit, that it's not funny.