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This mission was slightly more difficult than the previous ones. Was a little tempted to just ignore this one because my new research project will finish in a day, but I just can't do it. At that point, Sapper Engineers are still worth taking on Urban maps where cover destruction is a dominant tactic, but some of them can be converted into Shoguns.Īnother abduction, this time in South Africa.
#Disabling shot or battle scanner plus
After a few months, the importance of this build diminishes, as you have more sources of reliable cover destruction (accurate rockets, maybe Collateral Damage from MECs, plus Alien Grenades thrown by any soldier will destroy most terrestrial cover without needing Sapper), more enemies that don't use cover anyway, and more ways of reliably killing aliens without needing to destroy cover. Add HEAT Warheads and, later, Mayhem for great damage too. With AP Grenades, these Engineers are also great on Terror missions against packs of chrysalids or zombies. Sapper + Alien Grenades will take care of anything. With Sapper, you can dependably take care of any destructible cover short of alien alloy walls of ships (or trees).
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These are some builds:Įarly game, Engineers with Sapper are by far your best source of cover destruction, as HE Grenades without Sapper will not reliably blow up cover. But I think you're overemphasizing the flaws of Rocketeers.Įngineers have quite a few different functions. This is not to say that the Engineer is a bad class, like I said in an earlier post, I'm going to try to make better use of grenades and equipment with this game, which will likely see me like the Engineer more.
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Also, after they've fired their rockets, they lose their Mobility penalties and since I typically put higher Aim soldiers into the class than I do Engineers, they're generally more useful when they're not able to use their abilities. Snapshot takes care of the Aim penalty after moving, and I find that they're a pretty good place to put any SCOPEs that aren't currently on Snipers. Plus, how do you figure that Rocketeers aren't accurate? They get a +3 to Aim with every single promotion, where Engineers will flip between a +3 and a +2. A grenade will only have half the range of a primary weapon (or a rocket launcher), has a slightly smaller effect radius than a rocket, and does 2-3 points of damage less than a rocket. I think regular mutons don't have that ability.Click to expand.My main issue with using grenades has always been range and damage. Enemies with bombard (like cyberdiscs and Heavy Floaters) will most likely grenade you. with the skill actually avoiding all attacks from the enemy.īut since you're saying that they can, I guess they weren't in range to grenade my soldiers. That's why I was considering the chance of the description being wrong. They didn't use their alternative attacks with me for some reason. To be exact: 1 Sectoid commander, 2 elite mutons, 2 Sectopods and 1 heavy floater. But so far, they simply try to run (if I have no one on overwatch) or stand still doing nothing."īut, as I wrote this thread, I've only used DS in very few enemies: be it grenades, mindcontrol or overdrive. They can still use those.Īs I said at the OP: "By reading the description I would have thought the aliens would attempt attacks other than their main weapons. Originally posted by Tiger Woods:It's kinda risky to use against grenade carrying enemies. Tl,dr: Battle scanner is really good, but disabling shot is mandatory. But so far, they simply try to run (if I have no one on overwatch) or stand still doing nothing.įrom now on, at least 1 disabling-shot sniper should be in my squad at all times. it pretty much makes the enemy "dead for 1 turn".īy reading the description I would have thought the aliens would attempt attacks other than their main weapons.
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The penalty of -10 aim is nothing compared to the safety it brings. therefore I can focus my efforts in the reaming enemies. Considering doubletap, even if DS fails, I can still attempt headshot.ĭS worked? There. If I'm fighting Elite Mutons, Sectopods, Cyberdisks or anything else with high HP, and if for some reason I'm not 100% I'll kill it this turn.Īll I need to do is use "Diabling shot" with the sniper. I decided to try "disabling shot" with another sniper I was leveling. throw battle scanner, move everyone else.īut realizing that I was using Battlescanner pretty much only in the start (I can only remember of 2 situations of me using it at any other time in this past week). I've always went to Battle scanner with my snipers, because I like to avoid contact in the very beginning of the missions.