Showing posts with label contribution. Show all posts
Showing posts with label contribution. Show all posts

Wednesday, January 22, 2014

XCOM Scout

Normally in this segment, I create an XCOM class based on a TF2 Mercenary, but today I don't have to, because Steam Forum user WarVeterinarian sat down and created the XCOM Demoman. Good show, WarVeterinarian! As usual, if you have any comments or ideas, feel free to let me know about it in the comments section.

The Scout
Scouts are very mobile and agile units that are great for flanking, harassing, distraction and hit-and-run tactics. Like the XCOM Assault class, they are also invaluable at the front lines.

Scouts can equip rifle and shotgun type weapons.

Squaddie Rank Ability: Super Jump
Allows the Scout to jump over small obstacles and small heights without climbing aids.

Corporal Rank Ability 1: Bunnyhop
Confers +20 Defense against all reaction fire.

Corporal Rank Ability 2: Taunt
The Scout delivers a taunt at the first enemy that shoots at him, lowering its Will and Aim by -15 for the next turn. Enemies lose a bonus -5 Will if the shot misses.

Sergeant Rank Ability 1: Tactical Approach
+1 movement for each enemy that the squad can see.

Sergeant Rank Ability 2: Mad Milk
The Scout throws a mysterious milk-like substance that splashes upon impact. Coated enemies suffer a -33% to movement and -20 to Will, and any teammates who damage coated enemies will be healed by a certain amount.

Lieutenant Rank Ability 1: Atomizer
Allows the Scout to jump even greater heights without the use of climbing aids, and further increases movement by 2 tiles.

Lieutenant Rank Ability 2: Mr. Sandman
The Scout throws a baseball that deals light damage and stuns an enemy for 1 turn. Robotic units are immune. 2 turn cooldown.

Captain Ability 1: Bonk! Atomic Punch
Consumable item, 2 uses per mission. Confers +80 Defense for the next 2 turns. 3 turn cooldown.

Captain Ability 2: Crit-A-Cola
Consumable item, 2 uses per mission. Confers +80% Critical Chance for the next 2 turns. 3 turn cooldown.

Major Rank Ability: Pattern Prediction
Confers +20 Defense against enemies that fired at the Scout in the last 2 turns.

Colonel Rank Ability 1: Hit And Run
While moving, the Scout gets a free shot at the first enemy that he sees, provided that there is enough ammo to do so. Shot has a -15 Aim penalty.

Colonel Rank Ability 2: Force-A-Nature
Firing at enemies within 4 tiles will push them towards the direction fired at. Shotgun weapons can push further than rifle weapons. 

Monday, January 20, 2014

XCOM Demoman

Normally in this segment, I create an XCOM class based on a TF2 Mercenary, but today I don't have to, because Steam Forum user WarVeterinarian sat down and created the XCOM Demoman. Good show, WarVeterinarian! As usual, if you have any comments or ideas, feel free to let me know about it in the comments section.
The Demoman

Demomen, like their TF2 counterpart, can specialize in 2 different types of combat - there's the "explosives specialist" Demoman for delivering explosive payload through indirect fire, and the "Demoknight", a melee combat specialist who prefers to deal with his foes up close. Each of the ability trees lets the Demoman specialize either in explosives or melee combat.

The Demoman uses a grenade launcher as his primary weapon, with each grenade dealing 3 damage (can be increased with appropriate Foundry upgrades). His secondary could either be a stickybomb launcher or a melee weapon, such as sword or battleaxe.

The stickybomb launcher fires two stickybombs per turn, which can be manually detonated for 4 damage each (can be increased with appropriate Foundry upgrades). Overwatch with the stickybomb launcher will have the the Demoman automatically detonate stickybombs if an enemy walks within 2 tiles of one.

The melee weapon is... well, you guessed it - a weapon used for hand-to-hand combat. It deals high damage up close, potentially OHKing some types of enemies, and can be used to destroy cover. Overwatch with the melee weapon will have the Demoman run up an enemy who goes within 2 tiles of him, attack with his melee weapon, then run back to his original location.

Squaddie Rank Ability: Loch-N-Load
Allows the Demoman to aim for a direct hit with the grenade launcher, which removes its AOE ability but makes it deal much higher damage.

Corporal Rank Ability 1: Bomb Jump
Allows the Demoman to use the blast of a grenade or stickybomb for propulsion towards higher ground or great distances, in exchange for some ammo and a portion of his health. Stickybombs can propel farther than grenades.

Corporal Rank Ability 2: Targe Charge
Sends the Demoman charging headlong to a designated location. Deals a melee strike with a +30% crit chance where the dash ends. Can be used as long as there is an action remaining.

Sergeant Rank Ability 1: Hurt Locher
Reduces all explosive damage taken by 67%.

Sergeant Rank Ability 2: Dark Age Defender
Damage taken from within 4 tiles is reduced by 33%. Stacks with other resistances.

Lieutenant Ability 1: Grenade Suppression
For a high ammo cost, allows the Demoman to rain down grenades over an area, suppressing all enemies inside it and dealing some damage if they try to move. Does not destroy cover.

Lieutenant Ability 2: Braveheart
Confers +20 Defense when out of cover, with an additional +5 for each enemy the Demoman can see.

Captain Rank Ability 1: Advanced Artillery
Further increases the range of projectile weapons by 50%.

Captain Rank Ability 2: Long Reach
Further increases the range of melee weapons by 1 tile, and allows for attacking diagonally.

Major Rank Ability: Sleight of Hand
Firing, reloading or swinging a weapon no longer ends the turn.

Colonel Rank Ability 1: Scottish Resistance
Allows 1 more stickybomb to be deployed per turn, and allows for selective detonation of stickybombs.

Colonel Rank Ability 2: Eyelander
Each kill with the melee weapon gives +1 to movement and maximum HP, and +5 to Will.