![]() ![]() Sometimes you’ll deploy a single Gear into a map, and will need to find and rescue allies as you go. Each round your units have three action points to spend on moving, shooting, using an ability and reloading. ![]() The addition of the third action point makes a powerful difference, as you’ll often be outnumbered three or four to one by the Locust forces. Your squad will be comprised of a combination of five distinct classes: Support, Vanguard, Heavy, Sniper and Scout, who bring a variety of skills and abilities to the battlefield.įor example, the Sniper is pretty self-explanatory, but the Vanguard is a full-frontal assault trooper able to buff itself and allies, while Support can use Stims and Stim Grenades as well as healing abilities, and the Scouts carry Gnasher shotguns and can enter into a cloaked state to move undetected. Each class has four fairly compact skill trees branching out from a central hub skill, and specialising in any tree creates a lethally efficient presence on the battlefield, whilst cherry-picking abilities and upgrades offers a great deal of flexibility. I’m not sure yet whether theory-crafting is possible or useful here, but there are so many skills that not only stack with each other but work together across classes that there’s genuine potential for build diversity, especially once you have an established go-to squad. More often than not you’ll be using Gabe, Sid or Mikayla in most missions, but the empty spots are filled up with fully customisable Gears who you recruit or rescue along the way.
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