![]() ![]() TL DR: Psi Ops are long but easy to train, and are flexible/versatile AF. Just be aware: if you get an MC’d enemy killed, you don’t get it as loot at the end of the mission :( Not only does it give you access to a cool new toy quad mate that you can throw into the line of fire for a mission, but it’s also a way to semi-reliably remove an enemy from the field. Saving the best for last, Mind Control is an absolute must-have for any serious commander. Also, no suprise BS cross-map crits that insta-kill your psi op. Sustain makes your psi op a lot harder to kill, as enemies need minimum 2 turns to off a psi op, which gives you time to react to what they have. If your psi op doesn’t have a good move, he can give an extra move to a more useful squad member within squadsight. The ability to give another squad member is not unique, but still unquestionably crucial. Inspire is epic for it’s enhancing qualities. It is so powerful, that you’re able to remove almost anything from the field that you can reach with this piercing, guaranteed hit spear-like ability. Null lance is what I call a “removal” ability. I LOVE guaranteed damage, and this does an mid-range amount of guaranteed damage, which ignores armour, and can transfer health back to your psi op. ![]() It detonates an enemie’s explosive, whether they’re alive or dead, which not only deals damage to them and those around them, but also removed their explosive, disallowing them from using it on your squad. You can even cast stasis on one of your own guys to get them out of trouble for a turn, but I’ve never had to use this.įuse is very touch and go, but can be a huge help at times. They could cast stasis on an enemy who is way too powerful to kill in one turn (if you accidentally activate two pods, and one has a sectopod or gatekeeper), so that you can focus on the tougher enemy next turn. Void is an AOE attack which damages all enemies, and can (feels like 75%) immediately cast Schism Insanity on top of the Vortex on organics (more damage, rupture, and possible disorient/panic/MC). Once fully trained, they are powerhouses of punishment and battlefield control. Also, they won’t get wounded while training, and as a result, don’t spend any time in the infirmary. You don’t need to train them in the field, so there’s no risk of them dying before they’re top level. Clarification: I am a scrub with lots of hours in the game
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