DoPo said:
You can research it and it allows you to attack a facility without actually having made contact there.
Wait, you don't need to make region contact if you get a blacksite location from a hacking lead?
Well, I know what my next research task is going to be!
I think you can also get that intel from hacking...
You can. I got mine from a skullmine. I've seen them as options from hacking objectives and those evil lamp post things. Usually with very low odds.
Also, I just got a bonus from hacking that said that all the scan times for the Avenger are going to be halved for a month (I think it was a month - a couple of weeks, at least). That's huge,
Got one of those on my second mission. Helped accelerate my early game nicely.
Oh, and also, I had one of my Specialists hack a bonus to her hacking ability. +30 permanent hacking...yeah.
Lucky bastard. I saw how powerful hacking could be in previews so I trained my first specialist specifically as a hacker hoping to start stacking those bonuses. So far I haven't even seen the option for one, let alone got one.
BloatedGuppy said:
Scouts are great...almost essential really, particularly on some missions...but Blademasters play a very important role once Chrysalids make their re-appearance. Try to have one on staff for those Chrysalid missions.
Honestly I'm not entirely sold on scout rangers.
I mean, yeah, the phantom perk is nice to have. Especially on terror missions since you can scan for faceless and rescue civilians without breaking stealth.
However, if the mission gets tricky I'll need to bring my scout out of stealth for the extra firepower or utility. And if the mission isn't that hard then chances are the scout wasn't necessary anyway.
Besides, many of the options on the other side seem a lot better to me. Shadowstep will be useful every time an enemy is on overwatch while shadowstrike will be relevant for a maximum of twice per mission, and then only if you get the conceal perk while means you have to miss out on the almighty run-and-gun. Once again, conceal can be used only once while run-and-gun can be used every three turns.
Implacable is nice, but hardly amazing. The extra action can only be used for a move and nothing else, not even a reload or a hunker. It's theoretically great for popping in, killing a key target then running out to cover, but if I don't get the kill then my ranger is in trouble and if I do kill whatever I was after then I probably don't really need to get out.
Deep cover is highly situational, only useful if you don't attack and at risk of coming under fire, which should be a rare occurrence. Whereas untouchable can be triggered every turn and lets you pull off things like run-and-gunning up next to a berserker and killing her trooper buddy and baiting her into wasting her next round, like a kind of single-attack mimic beacon.
Speaking of which...
The Mimic Beacon is game changing.
Game changing?
Sir, I believe the term you are after is "overpowered as fuuuuck".
When I read the description I thought it just gave the aliens an extra target. Seemed like a waste of a utility slot. Made one and brought it along for the hell of it. Deployed it during an ugly entrenched slugfest that was threatening to make me miss my evac. Every single enemy proceeds to waste their turn shooting it, including a couple who flanked themselves to get a better shot. It's like it makes the AI treat the beacon as the only remaining target, forgetting to even account for your squad when positioning.
Now I take two on every mission.
Speaking of roofs, shooting the floor out from under baddies is FANTASTIC. Insta-kills turrets, and does significant falling damage to troops.
I didn't know you could do that.
Until an advent officer threw a grenade at three of my guys clustered on a rooftop, dropping them two stories. It hurt.
I retaliated by skulljacking him. Which unexpectedly spawned the first codex flanking my severely battered squad.
Shit got
messy.