Me: Why do we only get 2 skill trees, and we need a mod to get a third? Jake: Its a sad world... Me: You could put it in an expansion Jake: Fuck it we'll make it 4
Yup. Loved the hell out of that change because it meant that I got to turn Jane Kelly into a whirlwind of death and destruction using both Ranger trees plus the bonus abilities from the XCOM tree.
I had meant to talk about that a bit and lost sight of it at some point. I thought it was an odd objective when another goal is to kill every enemy on the map. Seems like their commander would just be one more guy that has to go down. Or is there more to your encounter with him? Time will tell...
I'm betting the Advent Field Commander will call in infinite waves of reinforcements until he is killed, making him a priority target as soon as he's activated.
just wanted to note that I'm really enjoying this whole new series of analysis videos from you. I think you have a knack for detailed description and that you do a good job of explaining & describing what we are being shown. Thanks and please keep it coming!
Loved using the XCom trees for Hero units to gain standard XCom soldier abilities. One thing I actually did was give my Reaper the Shredder ability using that tree and it turned her into an armor-destroying machine when combined with claymores.
I can easily believe that, Reapers are insanely good to begin with and shredder is one of the key abilities in the game so that's a pretty sweet combo by any measure!
Based on the pattern we're seeing so far, I think that's not going to happen soon. They spotlighted one of the Chosen last week and a Hero this week. If they do another "Inside Look" next week I expect it to cover a different area of the DLC like covert actions or bonding rather than a 2nd hero class. That said, the day will come when they start showing gameplay and releasing the game to some UA-cam channels and then we'll see a whole lot more.
Btw, you can see that the special rifle only requires 1 action: When the reaper throws the claymore onto the red mech, for a brief moment you can see the action bar with 1 action left, and it would appear as if shooting is still availlable
I didn't notice that, but it totally makes sense. It would have been bizarre to give this soldier so much mobility and then have movement cripple their ability to shoot.
I think the "XCOM" path represents the crosstraining the Reapers receive after working with XCOM after awhile. Maybe sharing a few abilities with the Sharpshooter class.
I watched some, but stopped when I got to the Skirmisher. It took me all night to finish this video as it was and I realized that I couldn't afford to get bogged down breaking down his information too or there would simply not be a video this morning. Thankfully, I had already covered virtually everything he'd said up to that point but it sounded like he had some genuinely new info on the Skirmisher so I'll begin checking out the rest tonight.
You got that right! Thankfully, they've slowed way down on the release of new information since E3 ended. It's not so bad putting in that much time for a single night, but I couldn't sustain that for a prolonged period.
i think the chance to conceal works like hacking after an action you roll for a chance to be revealed and the higher your stealth is the higher it needs to roll to reveal, at least that is how it look like to me.
5:10 Notice that Reapers dont actually have to keep their Vektor rifle forever. The gun in the bottom right is a Temnotic Rifle. And it appeared to do more damage in the "attack" screen.
I like the claymore, since it seems like a good way to pop your first encounter. However the one thing I'm curious about is whether or not the remote starter skill for reapers works with his own claymores. If it does, then that pretty much means the best way to start an encounter would be to tag the enemy closest to the center of a pod, wait, then next turn set up your overwatch trap, have the reaper remote start the claymore, and do huge damage to the targeted pod, possibly even wiping it out with just the claymore. If that works, then it opens up a lot more options, since suddenly breaking concealment vs two pods at once isn't nearly as dangerous, since one of those pods is potentially wiped out by a single unit.
I find it a bit weird how OP these special faction soldiers seem to be comparing to our XCOM soldiers... It feel like there'll be little point bringing more than two XCOM guys on some of the more difficult missions. Anyway, still exited about the expansion.
I hear you. I think having to buy their abilities may help keep them from being too OP but I am a bit concerned that our other soldiers could feel more like assistants than peers.
you can spend AP giving skills to your regular troops rather than the hero classes if you prefer - I think of it similar to gene mods in Enemy Within. You could have a super soldier with gene mods in every slot, or you could pick and choose between your troops
BeeNee, that's true but did you notice that on the screen there was a number of AP for the soldier and one for XCOM? It seems that there may be a common pool that anyone can draw from and one that the hero alone can use. As always, the key word there is "may" because we're trying to interpret from a single image.
You know They could balance the soldiers out By us only being able to use One per faction at any givin time (so one skermisher one reaper and one of the other faction name I forgot) add that with the fatigue system And you would have to make sure you were wise on which missions you sent these troops on
I completely agree, and I thought the same thing. I like the fact that they are putting more choices our way and more mechanics that mean we have to balance risk and reward
The little head with the crosshair on it at the end of the ability bar looks like the claymore, so I'm guessing it's the detonation ability where you shoot it.
Imagine: 4 Reapers going around the and placing Claymores on every enemy pod, then have two Snipers clear out the whole map from a distance in a single turn with Killzone and Serial. Oh the possibilities...
Think you messed up desc a bit mate "2K just released an "Inside Look" at one of the Chosen: The Assassin. Let's break down the trailer and analyze the contents." Love the vids btw. Helping tide me over till release ^^
So it would seem that either the mag vektor or plasma vektor rifle is the temnotic rifle. I think it's plasma because of something in the original vid, but the damage implies it's magnetic
The interview is hard to find, but I remember it pretty clearly. (Could be a mass hallucination though - so I respect you waiting until you can confirm it.)
If you look at the spec ops class mod, there are a lot of similarities if you want to get an idea of how it plays. I'm not saying it's the same thing but it does give a vague sense on how it plays (but that is just a guess).
5:32 if you look in the bottom right it looks like a major skill is linked to a colonel one, so it looks like their is some linear progression in these skill trees.
Good catch! I had noticed that the colonel ability was grey but somehow missed that connecting line. I think you're right that in that case, at least, there is a direct prerequisite before you can take that final ability.
Someone told me that we may have the option of spending the same type of points the Reaper uses to buy his abilities in order to grab to take abilities we'd previously skipped. This was supposed to come from an interview with Jake Solomon that I haven't seen (and can't confirm as a result).
Here's a different interpretation of the skill system for regular soldiers that we have been told about. From what we've been told, soldiers can select up to 4 other abilities and that you could choose which abilities you want to buy with skill points. But it hasn't been explicitly said that you only get 4 abilities to choose from. There might be a list of say 10 abilities and you can choose at max 4 of those. From that sniper clip in your video, it might be possible that this list includes abilities that your soldier could naturally get, allowing you to have both abilities from a specific rank. This is of course speculation but it would enable you to get some abilities that are good but have alternative that are better (such as specialists medical and combat protocols). More speculation, but I also suspect that the green ability with 2 charges on that sniper is maybe a new item that's been added to the game (possibly from new autopsies from the new enemies)
The sources I've seen have been specific that there will be a list of 4 abilities that you can choose from so I think that part is pretty well nailed down. It is possible that you could get an ability from your own class on that list, but it would be a pretty goofy option in my eyes and I hope that's not the case. And I'm definitely speculating when I talk about the possibility that there could be more changes to how we choose abilities beyond what they've revealed so far. I think your suggestion about that green ability icon could well be true. I noticed after recording that I saw that icon on 2 soldiers (I think it was reaper and sniper) of different classes so it might be a more universal thing than it is related to one class.
I thought I remembered reading in an interview that action points will also be used to get abilities from the skill tree you didn't pick. I might be wrong, though.
They fit the role of a 'assassin' class well. -Blending int the shadows -Waits until the enemy are in a vulnerable position before taking the killing plot, with the low damage from their weapon encouraging waiting for a tactical moment to strike. -Thanks to the claymore and mines and that one dart, the assassin can easily make a ambush more lethal than it was before. So from what we know, how would the Reaper skills compare against the Assassin's skills? Could Shadow Concealment be able to strike the assassin without her knowing? Will it leave the Reaper unprepared as the Assassin sneaks up on them? Will the mines be able to stick to the assassin or will she be too agile to have that work? I'm curious what we all think of this.
I've also had the same thought that the Assassin and Reaper somewhat mirror each other (they also have significant differences). At one point, I had a theory that each of the three Chosen had somewhat of a counterpart in the heroes. I even wondered if there might be a rock-paper-scissors style of vulnerability where you could potentially use the correct hero to take down the Chosen more easily. But the more I looked at them the less likely that seemed.
It'll be hard to say until we get more information about the hero units, so I would keep that theory in mind. Perhaps the Hunter and the Skimisher will be able to provide more to the theory, since the Warlock and Templars are too obvious to disagree.
Haos51 Well, it might go either way. Warlock and Reapers could have a beef because he is easily able to see through their stealth. Him and Skirmishers? He can guess who are the defectors by reading minds. I think it will be more of a class thing, the Chosen being the super-Ranger, super-Sharpshooter and the super-Support/Psi-ops.
I don't know about that. "Headshot" is new in XCOM 2 but it's a term they are applying to any fatal attack against the Lost and you get that action back. I don't see how that would fit with a new clicky icon, but time will tell.
Hey tapcat not sure if you have noticed but there are new achievements on steam which no one has got yet and I think it gives a decent insight to whats coming.
I saw the first batch of achievements and felt like everything there was already pretty much covered in other information we'd gotten. I'll look again and see if I missed something or if they added more.
I got an idea for ya: So when you said movement may reveal a reaper it got me thinking, "That's stupid, they would never do that." But then i thought about it some more and figured perhaps the movement action wouldn't reveal a reaper, it would just give the reaper a chance to not get seen if it accidentally moves into a detection tile. Or am i just being stupid?
I think the Sniper ability with the Head and the crosshairs is the "Headshot" ability. Something to do with the new Zombie enemies. I think killing a zombie does not take a turn, when used with the skill, therefore you can take down many of em, as long as you have to bullets.
wait the reapers remote start would be useless considering explosions can attract zombie mind controlled creatures so taking out a group with a large blast would summon a horde potentially
They've already released everything that was specified as part of the season pass and I expect them to charge for this. No pricing info released, though.
I'm really annoyed with how XCOM2 is doing their leveling of non-standard classes, or maybe even now standard classes. These "minigame" leveling systems or "cook them for 6 months then use them once" like PSI operatives use, are just unappealing.
I'm hopeful that it will be balanced so that you can pick up abilities at roughly the same pace as if you just leveled normally. If true, and we get more choice then I have no problem with it. Ultimately, though, I'm waiting to learn more before forming an opinion.
Except You know a Diffrent perk tree The inability to constantly kill and stay consealed The fact they Don't use knives The fact they can do far more with explosives then a Spec ops can ever do
Get off your fanboism and look at it objectively. If the class is 90 percent similar in function and fundamental concept, it's still a ripoff. The 'different' skill tree isn't so different when what it does pretty much same regardless of what color pallet it's in. I'm still excited for dlc for my favorite game but I'm merely pointing out that out of the three, this one has the least effort involved.
Simaler concept Doesn't mean ripoff It could mean inspired by but doesn't mean ripoff Or is every class designed around stealth for Xcom 2 a rip off of the spec ops mod Also "90% simaler" Sure yes the concept is simaler But how it works plays out differently Spec ops Kills raise the chance of being detected every time. And X4 Charges can be planeted to do damage with out revealing them (and that's ONE perk out of there skill tree) While reapers shadow mode Seems to have a set 50/50% chance of Breaking shadow mode Though they can go back into it After a set amount of turns it seems Not to mention they have an Entier Skill set focused on doing Explosive damage Over remaining stealthed Something the spec ops DOES NOT HAVE It can turn enemies into walking Bombs which as far as I know the spec ops can't do It uses Sniper rifles something the spec ops doesn't do unless you use the Long war version and give it a skill Am I denying it's Has similarities with the class Fuck no it most definitely does I just don't think it's a rip off
ADVENT: "Ah yes, Reapers. STALKER-looking snipers hiding or blowing up our troops. We have dismissed that claim."
Me: Why do we only get 2 skill trees, and we need a mod to get a third?
Jake: Its a sad world...
Me: You could put it in an expansion
Jake: Fuck it we'll make it 4
And after release, declared it was..."you may now get both abilities from a single rank, you must however use AP to get them"
Yup.
Loved the hell out of that change because it meant that I got to turn Jane Kelly into a whirlwind of death and destruction using both Ranger trees plus the bonus abilities from the XCOM tree.
did anyone notice that the mission objective at 3:35 is to kill a commander? I havent seen that mission befor.
I had meant to talk about that a bit and lost sight of it at some point. I thought it was an odd objective when another goal is to kill every enemy on the map. Seems like their commander would just be one more guy that has to go down. Or is there more to your encounter with him? Time will tell...
I'm betting the Advent Field Commander will call in infinite waves of reinforcements until he is killed, making him a priority target as soon as he's activated.
That strikes me as a really good guess, Juggernaut.
@TabCat I remember Solomon said that you can also give that additional Ability points to regular Soldiers,not only to the new hero classes.
TapCat Just a heads up, you have a spelling error in your description of Heros in your description.
"That which you know as reapers will be your salvation through destruction"
Damn it, the cycle just keeps on going huh? Welp, time to start on the Crucible. Anyone seen Shepard yet?
just wanted to note that I'm really enjoying this whole new series of analysis videos from you. I think you have a knack for detailed description and that you do a good job of explaining & describing what we are being shown. Thanks and please keep it coming!
Thanks, I appreciate that! I definitely plan to keep these coming and am very curious to see what news they'll release next.
The sniper is also possibly upgraded from the AWC in Long War 2.
Loved using the XCom trees for Hero units to gain standard XCom soldier abilities. One thing I actually did was give my Reaper the Shredder ability using that tree and it turned her into an armor-destroying machine when combined with claymores.
I can easily believe that, Reapers are insanely good to begin with and shredder is one of the key abilities in the game so that's a pretty sweet combo by any measure!
not to say I don't care about the reapers but I'm more interested in the advent defectors and their abilities.
Based on the pattern we're seeing so far, I think that's not going to happen soon. They spotlighted one of the Chosen last week and a Hero this week. If they do another "Inside Look" next week I expect it to cover a different area of the DLC like covert actions or bonding rather than a 2nd hero class. That said, the day will come when they start showing gameplay and releasing the game to some UA-cam channels and then we'll see a whole lot more.
I absolutely can't wait to get back on blood pressure medication, to be able to safely play this.
Btw, you can see that the special rifle only requires 1 action: When the reaper throws the claymore onto the red mech, for a brief moment you can see the action bar with 1 action left, and it would appear as if shooting is still availlable
I didn't notice that, but it totally makes sense. It would have been bizarre to give this soldier so much mobility and then have movement cripple their ability to shoot.
I think the "XCOM" path represents the crosstraining the Reapers receive after working with XCOM after awhile. Maybe sharing a few abilities with the Sharpshooter class.
I like the background music you picked for this video
Thanks, Josh!
Have you seen the eurogamer video about their interview? Lots of info.
Tapcat's previous videos on War of The Chosen have generally covered a lot of the points that were made in the Eurogamer interview.
I watched some, but stopped when I got to the Skirmisher. It took me all night to finish this video as it was and I realized that I couldn't afford to get bogged down breaking down his information too or there would simply not be a video this morning. Thankfully, I had already covered virtually everything he'd said up to that point but it sounded like he had some genuinely new info on the Skirmisher so I'll begin checking out the rest tonight.
You got that right! Thankfully, they've slowed way down on the release of new information since E3 ended. It's not so bad putting in that much time for a single night, but I couldn't sustain that for a prolonged period.
XCOM 2 War of the Chosen comes out on my birthday.
i think the chance to conceal works like hacking after an action you roll for a chance to be revealed and the higher your stealth is the higher it needs to roll to reveal, at least that is how it look like to me.
5:10 Notice that Reapers dont actually have to keep their Vektor rifle forever. The gun in the bottom right is a Temnotic Rifle. And it appeared to do more damage in the "attack" screen.
Like all of our standard classes, they'll upgrade to tier 2 and 3 weapons that will do more damage.
I like the claymore, since it seems like a good way to pop your first encounter. However the one thing I'm curious about is whether or not the remote starter skill for reapers works with his own claymores. If it does, then that pretty much means the best way to start an encounter would be to tag the enemy closest to the center of a pod, wait, then next turn set up your overwatch trap, have the reaper remote start the claymore, and do huge damage to the targeted pod, possibly even wiping it out with just the claymore.
If that works, then it opens up a lot more options, since suddenly breaking concealment vs two pods at once isn't nearly as dangerous, since one of those pods is potentially wiped out by a single unit.
Both the Reaper and Sharpshooter had the "skull and reticule" ability. I think it's a bonding ability.
I didn't think of it, but that's very plausible.
I find it a bit weird how OP these special faction soldiers seem to be comparing to our XCOM soldiers... It feel like there'll be little point bringing more than two XCOM guys on some of the more difficult missions. Anyway, still exited about the expansion.
I hear you. I think having to buy their abilities may help keep them from being too OP but I am a bit concerned that our other soldiers could feel more like assistants than peers.
you can spend AP giving skills to your regular troops rather than the hero classes if you prefer - I think of it similar to gene mods in Enemy Within. You could have a super soldier with gene mods in every slot, or you could pick and choose between your troops
BeeNee, that's true but did you notice that on the screen there was a number of AP for the soldier and one for XCOM? It seems that there may be a common pool that anyone can draw from and one that the hero alone can use. As always, the key word there is "may" because we're trying to interpret from a single image.
You know They could balance the soldiers out By us only being able to use One per faction at any givin time (so one skermisher one reaper and one of the other faction name I forgot) add that with the fatigue system And you would have to make sure you were wise on which missions you sent these troops on
I completely agree, and I thought the same thing. I like the fact that they are putting more choices our way and more mechanics that mean we have to balance risk and reward
The little head with the crosshair on it at the end of the ability bar looks like the claymore, so I'm guessing it's the detonation ability where you shoot it.
Imagine: 4 Reapers going around the and placing Claymores on every enemy pod, then have two Snipers clear out the whole map from a distance in a single turn with Killzone and Serial. Oh the possibilities...
Think you messed up desc a bit mate "2K just released an "Inside Look" at one of the Chosen: The Assassin. Let's break down the trailer and analyze the contents."
Love the vids btw. Helping tide me over till release ^^
Yup, all fixed now. Thanks for pointing it out!
Well done video once againg. This new dlc made me go on yet another alienhunt campaing :P
Good luck in your new campaign, hopefully it will be a good warmup for War of the Chosen!
Great work as always keep it up.
So it would seem that either the mag vektor or plasma vektor rifle is the temnotic rifle. I think it's plasma because of something in the original vid, but the damage implies it's magnetic
there was a interview (I'm going to try to pull it up later) that you can use those skill points to buy previous level stuff in regular solders
I hadn't hear that, but that would explain how the sniper had both abilities!
The interview is hard to find, but I remember it pretty clearly. (Could be a mass hallucination though - so I respect you waiting until you can confirm it.)
If you look at the spec ops class mod, there are a lot of similarities if you want to get an idea of how it plays. I'm not saying it's the same thing but it does give a vague sense on how it plays (but that is just a guess).
Great Job.. TapCat..
Thank you!
5:32 if you look in the bottom right it looks like a major skill is linked to a colonel one, so it looks like their is some linear progression in these skill trees.
Good catch! I had noticed that the colonel ability was grey but somehow missed that connecting line. I think you're right that in that case, at least, there is a direct prerequisite before you can take that final ability.
@TapCat I'm guessing another explanation for the sharpshooter with lightning hands and dead eye could be some 'second wave' options?
Someone told me that we may have the option of spending the same type of points the Reaper uses to buy his abilities in order to grab to take abilities we'd previously skipped. This was supposed to come from an interview with Jake Solomon that I haven't seen (and can't confirm as a result).
"You won't be able to stay in shadow forever and unleash chaos"
Years after release, silent killer, remote start and claymore skills all exist
Shadow is a beefed-up version of concealment
At what level do they unlock Death Blossom?
The actions that might break Reaper Shadow are shown right there bear the description. The crosshair is normal shooting.
Here's a different interpretation of the skill system for regular soldiers that we have been told about. From what we've been told, soldiers can select up to 4 other abilities and that you could choose which abilities you want to buy with skill points. But it hasn't been explicitly said that you only get 4 abilities to choose from. There might be a list of say 10 abilities and you can choose at max 4 of those. From that sniper clip in your video, it might be possible that this list includes abilities that your soldier could naturally get, allowing you to have both abilities from a specific rank. This is of course speculation but it would enable you to get some abilities that are good but have alternative that are better (such as specialists medical and combat protocols).
More speculation, but I also suspect that the green ability with 2 charges on that sniper is maybe a new item that's been added to the game (possibly from new autopsies from the new enemies)
The sources I've seen have been specific that there will be a list of 4 abilities that you can choose from so I think that part is pretty well nailed down. It is possible that you could get an ability from your own class on that list, but it would be a pretty goofy option in my eyes and I hope that's not the case. And I'm definitely speculating when I talk about the possibility that there could be more changes to how we choose abilities beyond what they've revealed so far.
I think your suggestion about that green ability icon could well be true. I noticed after recording that I saw that icon on 2 soldiers (I think it was reaper and sniper) of different classes so it might be a more universal thing than it is related to one class.
I thought I remembered reading in an interview that action points will also be used to get abilities from the skill tree you didn't pick. I might be wrong, though.
The sharpshooting is probably just in dev debug mode, hence the myriad of abilities.
oh trust me I find this very interesting
no one expects the Advent zombie apocalypses..
New to the channel. loving the xcom content. On another note... are you Jeff Bridges?
No comment, but you're not the first to ask "The Dude" if that's the case.
They fit the role of a 'assassin' class well.
-Blending int the shadows
-Waits until the enemy are in a vulnerable position before taking the killing plot, with the low damage from their weapon encouraging waiting for a tactical moment to strike.
-Thanks to the claymore and mines and that one dart, the assassin can easily make a ambush more lethal than it was before.
So from what we know, how would the Reaper skills compare against the Assassin's skills? Could Shadow Concealment be able to strike the assassin without her knowing? Will it leave the Reaper unprepared as the Assassin sneaks up on them? Will the mines be able to stick to the assassin or will she be too agile to have that work? I'm curious what we all think of this.
I've also had the same thought that the Assassin and Reaper somewhat mirror each other (they also have significant differences). At one point, I had a theory that each of the three Chosen had somewhat of a counterpart in the heroes. I even wondered if there might be a rock-paper-scissors style of vulnerability where you could potentially use the correct hero to take down the Chosen more easily. But the more I looked at them the less likely that seemed.
It'll be hard to say until we get more information about the hero units, so I would keep that theory in mind. Perhaps the Hunter and the Skimisher will be able to provide more to the theory, since the Warlock and Templars are too obvious to disagree.
Haos51 Well, it might go either way. Warlock and Reapers could have a beef because he is easily able to see through their stealth. Him and Skirmishers? He can guess who are the defectors by reading minds.
I think it will be more of a class thing, the Chosen being the super-Ranger, super-Sharpshooter and the super-Support/Psi-ops.
FYI - details in the description make reference to the Assassin Inside look video, rather than Reaper.
TheBeeNee101 oh hey you did one of these videos too
I did indeed :) although I must say, I do enjoy the relaxing tones of TapCat's voice!
Thanks, I've fixed it now. I guess that's the hazard of copying and pasting late at night!
I feel your pain - I've done the same myself plenty of times. :)
the skull with a sight is for something to do with headshots and its supposed to be for all class. This is what i understand and this could be wrong.
I don't know about that. "Headshot" is new in XCOM 2 but it's a term they are applying to any fatal attack against the Lost and you get that action back. I don't see how that would fit with a new clicky icon, but time will tell.
TapCat True true but we can only speculate at this time still excited for the DLC
the reapers are like the hitman in X-Com
Great video
Im a new sub great vids by the way
Welcome to the channel and thank you for the kind words!
they seem more like the scout class from long war 1
Hey tapcat not sure if you have noticed but there are new achievements on steam which no one has got yet and I think it gives a decent insight to whats coming.
I saw the first batch of achievements and felt like everything there was already pretty much covered in other information we'd gotten. I'll look again and see if I missed something or if they added more.
I got an idea for ya:
So when you said movement may reveal a reaper it got me thinking, "That's stupid, they would never do that." But then i thought about it some more and figured perhaps the movement action wouldn't reveal a reaper, it would just give the reaper a chance to not get seen if it accidentally moves into a detection tile. Or am i just being stupid?
I think the Sniper ability with the Head and the crosshairs is the "Headshot" ability. Something to do with the new Zombie enemies. I think killing a zombie does not take a turn, when used with the skill, therefore you can take down many of em, as long as you have to bullets.
wait the reapers remote start would be useless considering explosions can attract zombie mind controlled creatures so taking out a group with a large blast would summon a horde potentially
Most maps won't have the Lost on them and you can make things go BOOM all you like.
maybe firaxis has learned from long war that people who love xcom wont more to choose from. more more more
They've definitely drawn inspiration from Long War as well as other games like Darkest Dungeon and Fire Emblem.
I certainly hope so, given that they are partnered with them.
5:15 Judging by the rifle it can be upgraded to higher tiers
Sure, but so can everything else and they stay within the same power curve as they go up.
Maybe we will have to rely more on criticals then. Wonder if the suppressors from Long War 2 lower the chance of being revealed as a Reaper
You can detonate a claymore with a grande and 1 shot the assassin chosen
is this part of the season pass?
They've already released everything that was specified as part of the season pass and I expect them to charge for this. No pricing info released, though.
TapCat Thanks
why did they have to name them reapers
I'm guessing that they thought it sounded cool.
commander leon Shepard Imagine a scythe instead of their Vektor and they come pretty close to looking like mini-Grim Reapers.
I'm really annoyed with how XCOM2 is doing their leveling of non-standard classes, or maybe even now standard classes. These "minigame" leveling systems or "cook them for 6 months then use them once" like PSI operatives use, are just unappealing.
I'm hopeful that it will be balanced so that you can pick up abilities at roughly the same pace as if you just leveled normally. If true, and we get more choice then I have no problem with it. Ultimately, though, I'm waiting to learn more before forming an opinion.
Depending on how much upgrades cost, it could even mean these classes are easier to level up.
VEKTOЯ? Facepalm from all russians.
Get out of here stalker.
Trying really hard to be positive about this, but reaper is a blatant LW specop ripoff in reskin package.
Except
You know a Diffrent perk tree
The inability to constantly kill and stay consealed
The fact they Don't use knives
The fact they can do far more with explosives then a Spec ops can ever do
Oh also a Compleatly Diffrent way of leveling up
the fact that the developer give new script function with these shadow concealment surely will give modder day job to do
Get off your fanboism and look at it objectively. If the class is 90 percent similar in function and fundamental concept, it's still a ripoff. The 'different' skill tree isn't so different when what it does pretty much same regardless of what color pallet it's in. I'm still excited for dlc for my favorite game but I'm merely pointing out that out of the three, this one has the least effort involved.
Simaler concept Doesn't mean ripoff
It could mean inspired by but doesn't mean ripoff
Or is every class designed around stealth for Xcom 2 a rip off of the spec ops mod
Also "90% simaler"
Sure yes the concept is simaler But how it works plays out differently
Spec ops Kills raise the chance of being detected every time. And X4 Charges can be planeted to do damage with out revealing them (and that's ONE perk out of there skill tree)
While reapers shadow mode Seems to have a set 50/50% chance of Breaking shadow mode
Though they can go back into it After a set amount of turns it seems
Not to mention they have an Entier Skill set focused on doing Explosive damage Over remaining stealthed Something the spec ops DOES NOT HAVE
It can turn enemies into walking Bombs which as far as I know the spec ops can't do
It uses Sniper rifles something the spec ops doesn't do unless you use the Long war version and give it a skill
Am I denying it's Has similarities with the class Fuck no it most definitely does I just don't think it's a rip off
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