The Templar is a powerful psionic class that runs around the battlefield with nothing but a machine pistol and the ability to manipulate time and space with their brains. The most fascinating ability by far is the power to shoot the gas tank of a car and make them explode with more force than any grenade, instantly killing even mutons. They also carry an explosive they can set off without giving away their position. They can fire multiple times at an enemy without revealing themselves, staying in stealth for entire missions where everyone else might have gone loud. I swear they get rid of mosquitoes not by slapping them from the skin, but by firing a sniper rifle at it. Even in cases where a sniper rifle doesn't seem like the most practical weapon to use, the Reaper uses it effectively. Reapers are only equipped with sniper rifles, but they use them in the same way Hawkeye uses a bow and arrow. The Reapers are the living manifestation of that phenomenon in stealth games where you can fire at an enemy and watch as they freak out for a few moments before sitting down and blaming the wind. If there's a lot of Advent that desperately need a good blade gauntlet to the face, the Skirmisher is there to please. After that, they can grapple somewhere else and stab some other thing. Later in their skill development, Skirmishers gain the ability to freely fire an electric grappling hook, then pull that enemy towards them for a good stabbing. The only time I used a Skirmisher outside of missions involving the mass numbers of Lost, I had him zipping around the battlefield stabbing multiple things in a round. They also have a handy bullpup that can fire twice if they don't move around too much, plus a grappling hook to fly around the map. Seriously, these guys are the William Shakespeares of stabbing aliens. The Skirmishers are regular Advent troopers that managed to free themselves from the mind control chips in their heads, releasing their ability to stab everything in sight. All of them hate each other's methods of wiping out the aliens, and the mistrust is easy to understand considering one faction are actually aliens. The factions that arrive to help your fight against these incredibly powerful enemies are the Skirmishers, the Templars, and the Reapers. Surprisingly, the editors of TechRaptor are good at murdering aliens. The Lost also stalk the crumbling cities, flooding the map with enormous numbers that overwhelm your sometimes limited resources. The Purifier cleans out the ancient, rotting human cities, using exclusively a flamethrower to cover the map in purifying flame. The Priest is a difficult unit to kill, considering they like to pop into a stasis bubble to save themselves from death. New enemies include a cloud of nanobots called the Spectre that knocks out and clones perfect copies of your troops, which adds more enemies to an already hectic situation. It introduces innumerable new features, with the largest of the changes being the factions and the opposing Chosen units. War of the Chosen serves as the fourth and largest content expansion for XCOM 2. Your content is vastly improved, and so are your troops, but the enemy comes at you harder, faster, and with more tenacity. When you first see one of the Chosen teleporting into the battlefield and declaring personal war, the risk is stronger, maybe more than you can conceivably compensate for, and this encompasses much of the DLC. I have played entire sequels that have presented less new content than this expansion. Upon downloading and starting up a new campaign, nothing but new content met me, with everything from assets and missions to mechanics and map cohesion getting an update. The problem with coming out with an expansion as large as XCOM 2: War of the Chosen is that it can overshadow the base game.
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