Thursday, October 20, 2016

XCOM Class Analysis: Mec


The Mec is something of a "super-class", though with enough trade-offs that Meld costs aren't the only reason to not Mec up everybody in your force. The biggest difference, by far, is that they don't benefit from Cover, albeit it's also less important to their survival thanks to being Hardened.

A point of note: Mecs gain experience at half the usual rate.

Mecs inherit stats from the base soldier. This is mostly significant when it comes to Aim -Mecs have a low Aim growth rate, but since their Aim isn't recalculated on conversion, a Colonel Sniper converted into a Mec will have higher Aim than a Squaddie (Of any class) being promoted to a Mec and then leveled to Colonel. In conjunction with the experience penalty, there are strong motivations to hold off on converting soldiers into Mecs until you have at least one Colonel available for conversion. Consider focusing early-game Meld expenditures on Gene Mods.

Mecs also get, in addition to Collateral Damage as their Squaddie skill, a bonus skill that varies based on which class they were before conversion. Those four skills will be covered before rank-based skills.

Wednesday, October 12, 2016

XCOM Class Analysis: Support


The Support is here to support your other units. They contribute little directly -Rifles have the worst damage output, and their skills lean away from improving their damage output- but are by far the best class for carting around a Medikit and in many ways are probably your best Arc Thrower users.

Tuesday, October 4, 2016

XCOM Class Analysis: Heavy


The class that isn't sure what it's supposed to be or do.

That's not entirely fair -the Heavy seems to be based off of how high-Strength soldiers in the original game are desired for heavier gear (eg Heavy Plasma, Rocket Launchers, etc) and are more likely than your other soldiers to carry extra grenades or the like since they have the spare carrying capacity. That's not really a battlefield role, though, just a consequence of how the original game's stats work, so the core point stands: the remaquel just isn't clear on what makes the Heavy distinct from other classes.

Tuesday, September 27, 2016

XCOM Class Analysis: Sniper


The Sniper's job is to sit back and shoot things from safety. When they can't do that, they're handicapped.

Saturday, September 17, 2016

XCOM Class Analysis: Assault

The Assault seems to lie somewhere between being your default line soldier and being a hyper-aggressive flanktastic murder machine that believes the best defense is a good offense.

Tuesday, September 13, 2016

Let's Play Monster Quest: Part 18

A fairly straightforward double-meaning to the name: Orson is ruled by his madness, and in turn rules the land with his madness.

... it sort of doesn't really work because Orson's "rule" seems to amount to sitting in a room talking to 'Monica' but oh well.

Saturday, September 10, 2016

XCOM Item's Analysis Part 4: Interceptor Gear

Unfortunately, the exact meaning of these numbers are not laid out on UFOpaedia, but I can make some reasonable guesses. Still, don't be surprised if rigorous testing shows I'm wrong on details. Fortunately, it's not too important, as air combat is very simple all-around.

In any case where I format a number as x/x/x/x, that corresponds to Easy/Normal/Classic/Impossible difficulties.

Firing Time is the delay between shots -a smaller number is a better number. For other values, a higher number is better, bar of course cost.