Don't write off lategame overwatch traps entirelyBloatedGuppy said:While units on OW have no accuracy penalty in concealment, they do out of concealment, and it's quite steep (-30% I believe). OW traps are the best way to handle early encounters when you have literally no other tools. Once you have a few tools, using OW outside of Kill Zone or the very rare super-OW specialist is kind of meh. You're just taking a lot of low accuracy shots and surrendering CONTROL to do it. CONTROL is the most important element of any battle. Can't use grenades on OW. Can't set up high crit flanks on OW. Can't hack or mind control on OW. Can't flash bang or drop a mimic beacon. Can't use combat protocol for assured damage. Can't strip cover to optimize a shot. In almost all situations past the very early game, taking overwatch shots is one of your worst available options. The only reason Kill Zone is so good is that it fires on everyone and Snipers with aim PCS, scopes, hunker, etc usually have such ridiculously high accuracy they don't miss.Happyninja42 said:Ah, that's pretty much what I do anyway, just minus the "intentionally using the ranger as scout". Usually my sniper is the first to spot roaming pods, as I put him at elevation. My usual tactic is Kill Zone the sniper, and have everyone else on Overwatch, except for one person, who pops the pod with a blaster shot (i usually don't roll with grenades much, usually rock augmented ammo and a nano-vest), and then I watch all the overwatch trigger and fry the scrabbling enemies. Overwatch is the primary aspect of most of my tactics, and it's worked just fine for XCOM EU/EW, and XCOM 2. I don't come under zero enemy fire with this method, but the fights almost always go my way with minimal injury. Though I usually run 2 specialists with the medic tree, and upgraded medikits so I've got like 40 hp worth of healing to toss around as needed. I usually end up with 1-2 people gravely injured, but they're usually rangers or specialists, and i've got spares of those to fill the ranks while they heal.
There's a hidden strength to KillZone - it'll activate even if you're in concealment. This allows you to break concealment on the enemy turn - pulling of an overwatch trap and then following it up with controlled shots on your own turn, all before the enemy has a chance to shoot back. Between an entire squad on overwatch AND an entire turn of controlled fire, most alien pods are significantly depleted by the time they get a chance to fire. (Note that the aliens will never fire on the turn that they activate - the only exception to this rule is if they activated because they discovered some concealed troops.)
This is also how I find overwatch useful in the lategame - trying to set things up such that the enemy activates on their own turn, getting hit by a round of overwatch, and then by a round of controlled fire, before they have any chance to respond. Killzone from concealment is one way of doing this. Phantom Rangers paired with a Longwatch Sniper is another. Proximity mines are a third method - though it also needs a phantom ranger or a battle scanner so you know where to set the mine. (A warning though - Proximity mines seem to be slightly bugged at the moment. If your entire squad is currently in concealment, only the first enemy to move will take damage from the mine.)