Having fun: Firaxis XCOM abilities in PP

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
  • 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
  • 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

That’s it for XCOM EU/EW. I’ll be doing XCOM2 and the Long Wars later…