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XCOM: Enemy Unknown» Forums » General

Subject: sniper vision grenade skill! wow rss

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Mark Campo
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its taken me almost 20 games till i took and tested this skill!
and now I don't think I'll go back!

Its 2 grenades with a huge radius, it show you the alien but they don't see you..
often allowing you to properly position and over watch or in the very least send in a few rockets while they are grouped! AWESOME!
 
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Phil
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You mean the motion sensor? Rarely used/needed it. I preferred my snipers to stay on Overwatch with the passive Squad View (or whatever it is called) active allowing to kill everything with one shot that gets into anyones viewing range.
 
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Jason Birzer
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I found them useful early on in an encounter, usually when I'm moving a sniper into cover and can't overwatch anyways. It is nice to throw one of those to get an idea where the enemy is.

Unfortunately, it also reveals that the enemy doesn't really move when you technically can't see them.
 
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Christopher Lloyd
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I agree that it's a nice skill. Since the battle scanner's vision counts as part of the squad sight, you can use it when you know an alien is hiding just off-screen, but are concerned for your soldiers safety if they advance (perhaps because there's no cover available or the alien is on overwatch.)

Move the sniper up a bit, throw the scanner and snipe the alien on the next turn. Or the same turn, if you have two snipers.

I just wish this was a Support ability. Then I'd use it a lot more.

L.
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Mr. Stabs
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My first sniper typically gets the Battle Scanner, while my second sniper gets the disabling shot. I've found I don't use either all that often, but Battle Scanner is fantastic on the early terror missions because it lets you feel out the Cryssalids before they destroy everything.
 
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Mr. Stabs
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TheLongshot wrote:
I found them useful early on in an encounter, usually when I'm moving a sniper into cover and can't overwatch anyways. It is nice to throw one of those to get an idea where the enemy is.

Unfortunately, it also reveals that the enemy doesn't really move when you technically can't see them.


They tend to shift a bit - enemies are set to 'patrol' when not activated by your squad. They sort of jump from one location to another, though, and they don't normally walk into self-activation. Terror missions are an obvious exception.
 
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The over-powered and obvious benefit of using explosives is just one more thing that I found quite disappointing in the little bit I've played of the game so far. shake
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Phil
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wytefang wrote:
The over-powered and obvious benefit of using explosives is just one more thing that I found quite disappointing in the little bit I've played of the game so far. shake
Would have prefered to be able to shoot through or at least at walls. An important tactical option even the old game had.
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Christopher Lloyd
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wytefang wrote:
The over-powered and obvious benefit of using explosives is just one more thing that I found quite disappointing in the little bit I've played of the game so far. shake


... Except that aliens who die from explosives don't leave weapon fragments behind, and blowing up bits of the UFO also will reduce the alloys that you recover.

Luckily you're limited to only a few explosives per mission.

L.
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Benj Davis
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Luge wrote:
wytefang wrote:
The over-powered and obvious benefit of using explosives is just one more thing that I found quite disappointing in the little bit I've played of the game so far. shake


... Except that aliens who die from explosives don't leave weapon fragments behind, and blowing up bits of the UFO also will reduce the alloys that you recover.

Luckily you're limited to only a few explosives per mission.

L.


This. I really appreciated the balancing effect this has. Explosives are for use only when I'm desperate.
 
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Jason Birzer
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Then there is the fact that aliens can use grenades against you, which can make for a bad day if you are caught grouped up together.

To be honest, I don't use grenades all that much because often the benefits aren't there for me.
 
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Mr. Stabs
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TheLongshot wrote:
Then there is the fact that aliens can use grenades against you, which can make for a bad day if you are caught grouped up together.

To be honest, I don't use grenades all that much because often the benefits aren't there for me.


But a rocket launcher with HEAT ammo . . . that's a delight. I had one terror mission where two cyberdiscs floated out of the burning building, each flanked with two drones, on Turn 2. Turn 1 had exposed two Cryssalids. I only had six actions to ensure I survived to Turn 3. Without that heavy, there is no way I would have made it.
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