Combination of classes


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#1 laclongquan

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Posted 21 December 2013 - 06:06 AM

I find no thread dedicated to this particular topic, so I decide to make one.

The most convenient is Psionic, and CyborgWe can hire level4 Psionic and Cyborg at level2 respective class, the best you can get at that particular threshold. They are also availble early. Using them as template we can develop new combination *relatively* easy.

Ranger is a pretty hard class to combine with other. Best is prolly 2Ranger-1Commando for dualwielder.

At later time, when we get human relation up to max, either by doing mission or send materials to bribe them, we can get a level 10 with 3000 low tech materials. Hefty price but he (mostly he) fully trained in one class. This is one quick way to get a medic3, or leader3, as it's possible we dont train one yet. They are pretty much noncombatants, considering the way stats are pushing up non-combat skills.

Sniper is also pretty hard to combo. With pure sniper, you want stalker to boost stealth a bit. And the int requirement of stalker will boost enemy stat, which is nice complement. And go from pure scout to dual scout/sniper is better than the other way around.

#2 laclongquan

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Posted 25 December 2013 - 03:54 AM

It does seem to be Leader is a natural combination with Psionic. After getting Leader 3 I am not sure which class to get more.

A full Psionic3 can move to Sniper, but the gun is limited and not as accurate as ret blaster, considering the difference between psi power and long range. Careful consideration of the candicate in question before move into that direction.

Currently the obvious pair is

Sniper/Stalker for maxed Stealth and ease of upgrade. You dont want your sniper get detected by enemy and get counter-sniped. Close security you have the below for.

Leader/Medic for ease of use. The leader and medic both need to be close to others for benefits, and both are just too low in combat capabilities to stand toe to toe with enemies up close. Sporting a pistol or a knife, the advanced medkit in other hand, the dual move slowly before the snipers but after the scouts.

#3 laclongquan

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Posted 08 January 2014 - 10:50 AM

Cyborg Commando Stalker make for a fine speedy scout who can chop enemies to pieces with Katana

Psionic Sniper Stalker make for dangerous sniper, long range and high damage. Though they are extremely slow, lugging the Barrets

#4 ERISS

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Posted 09 January 2014 - 03:03 PM

View Postlaclongquan, on 08 January 2014 - 10:50 AM, said:

Psionic Sniper are extremely slow, lugging the Barrets
Yup, the barret is rather for Cybor snipers (IIRC they can have an eye patched to aim with), the Psionic are faster using the others snipes'.

#5 silencer_pl

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Posted 09 January 2014 - 03:07 PM

Call me different, but if I ever use psionic is more for medical abilities. I really don't like bald women - sorry - it just doesn't cut in into my appeal. Cyborgs if I use them they are heavy troopers since they are more tougher than humans so they can go with M60 / Rocket launchers. I know that RPK has better fiewpower but the accuracy difference between those too is huge - same goes for XM8 vs M4 vs AK... I don't know why but XM8 is god like assault rifle here

I don't remember much from Aftershock but I think that I always combined

Leader/Rifleman/Gunman(?) Can't remember that third slot - it always was human. For medic it also was with Rifleman - I think that rifleman boosted accuracy and damage with assault rifles if not it was the other skill.

Also the Barret sniper rifle isn't that super duper - sure the damage is very high and all, but you don't have to use it on all snipers. Headshoting with PSG also does high damage
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#6 laclongquan

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Posted 10 January 2014 - 02:06 AM

PSG is nice but the key thing about barrets is their huge range, not damage.

I consistently use at least one psionic, upto 4 as snipers. Their high enemy damage plus other gears make for a very hardpunching force.

Cyborg sniper? I find that waste their innate talent for scouting or close quarter combat.

my medics are mostly leaders or scout. one hand with kits, another with handguns or ret blaster. Some even toting grenades, though i find it too slow.

#7 silencer_pl

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Posted 10 January 2014 - 07:20 AM

Human sniper can also 1 shot kill wargot with barret (except the mech one or maybe he can it's been so long) on the impossible so the psionic boost don't talk money to me as sniper.
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#8 ERISS

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Posted 10 January 2014 - 04:25 PM

View Postlaclongquan, on 10 January 2014 - 02:06 AM, said:

Cyborg sniper? I find that waste their innate talent for scouting or close quarter combat.
Like Psionic sniper, being afar, is a waste of their innate talent for scouting or improving/helping near mates.
I like both snipers, despite these wastes.

#9 laclongquan

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Posted 11 January 2014 - 01:52 AM

Building one up from the grounds, we can get  a psionic sniper stalker at level 11 or 12. easiest combo, evah~

And no it's not wasteful. Their investment on intelligence hence enemy skill is of use. And psionic headgears mean we can provide sniper group wit some benefits: An ultrasonic sniper can provide HP with lifedrain/life sink, as an rare example, beside the others.

I dont particularly want to send the fragile body of psionic to the front, scouting. no matter that they are stealthy and psi-vision, they will die if they get attacked.

#10 laclongquan

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Posted 24 January 2014 - 12:56 PM

Gunman is a pretty weakening skill in that its stat requirement doesnt lend itself well to supporting its weapon group, which is heavyequipment-class machinegun. It's really necessary to dual Gunman-Technician for goodish level of mechanical. Though it is a worthy investment, as a heroic machinegunner can stop a trio cold.

#11 laclongquan

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Posted 07 February 2014 - 10:53 AM

At superhero difficulty, I find using more rifles and machinguns than close combat weapons or snipers. At least, for pre-Wargot missions. The bloated HP require more bullets to take down each hostile, and longer, so close combat is risky and sniper is slow.

Which is why Trooper level 3 show itself as the most useful training group skill. A Trooper level 3 can bring you to heroic rifle. And heroic throwing, but it's of narrow interest, for rocket launcher enthusiasts.

Gunman is not too good, as a Gunman level 3 got so so mechanical skill. For machingunner, a technician level 3 is a better investment.

And it's one hell of a lot faster to improve relation then hire a top-offering recruit with level 3 medic. Training is just too slow to waste time for medic training.

#12 laclongquan

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Posted 19 February 2014 - 04:14 AM

At harder difficulties like superhero, the power of dualing pale before the HP bloat. You cant kill a target fast enough, and 9mm is too light to cause it to stumble and ruining aims. About the only viable one is a pair of psi Blaster, which will stun a target prrrrrrretty damn fast at early -middle stages. Late stage, might as well change to plasma shotgun for the win. So Ranger is of limited utility in those situations.

Close Combat has its use: early with shotgun and late with plasma. And if your Throwing is reasonable you can slap on an underbarrel launcher to pound a roomful of entrenching enemies, like those underground map full of Wargot. But Close Combat Melee doesnt do the job at Superhero because it's very risky.

Leader Sniper is a combination I find that work well. Many times the sniper group stay far from the advance group, so if leader is in the latter, the snipers are out of luck. Another factor is that Strength requirement of Leader class ensure the snipers can bring the heaviest gun, and armors, making them not so squishy against some wandering flanking hostiles. As such LeaScoSni and LeaStaSni are my entirety of sniper squad.




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