Hi,
Thought I would have some fun and see which abilities in Firaxis XCOM could make it into PP.
- Assault:
- Squaddie:
- Run & gun: already there with “dash” (although dash allows for more flexibility)
- Corporal: nothing usable
- Sergent:
- Close & personal: first shot to target in 4 tiles is free (passive ability), could be in PP
- Lieutenant:
- Rapid fire: 2 shots at the same target for less chance to hit => fire 2 rounds at an enemy with bigger aiming circles
- Captain:
- Close combat specialist: auto over-watch on enemy coming within 4 tiles. This one is soooo satisfying when you are surrounded by Chryssalids, but it is so OP. It’s close to return fire and I wouldn’t want it in PP.
- Major: nothing usable
- Colonel: nothing usable
- Squaddie:
- Heavy:
- Squaddie:
- Fire rocket: there in PP and much less restricted
- Corporal: nothing usable
- Sergent:
- Shredder rocket: a rocket that would shred even more armor ?
- Suppression: I already wrote here (Return Fire Suggestion) I would see this working in PP
- Lieutenant:
- Rapid reaction: do a second over-watch shot if the first one hits => simply allow 2 over-watch shots
- Captain:
- Danger zone: rockets and suppression have bigger area of effect => great
- Major: nothing usable
- Colonel: nothing usable
- Squaddie:
- Sniper:
- Squaddie: nothing usable
- Corporal: nothing usable
- Sergent: nothing usable
- Lieutenant:
- Battle scanner: could be a thrown consumable to “remove mist”, “detect enemies”, “remove camouflage on tritons”
- Captain:
- Opportunist: removes aim penalty on reaction shots. I don’t know if reaction shots suffer from an aim penalty in PP.
- Major: nothing usable
- Colonel:
- In the zone: If you kill an enemy, your AP is refunded … so OP and not what you would expect from a sniper
- Support:
- Squaddie:
- Smoke grenade: could be a thrown consumable to prevent vision (mostly the opposition snipers)
- Corporal:
- Sprinter: in PP you add speed
- Covering fire: I would merge it with the suppression as written a few lines above
- Sergent: nothing usable
- Lieutenant: that’s where it would be nice to stabilize fallen comrades
- Captain:
- Dense smoke: bigger area of effect for smoke grenade
- Combat drugs: maybe a consumable like medkits to improve speed and accuracy temporarily
- Major: nothing usable
- Colonel:
- Savior: medkits heal more health
- Sentinel: 2 over-watch shots
- Squaddie:
That’s it for XCOM EU/EW. I’ll be doing XCOM2 and the Long Wars later…