Weapons first, then armor, then armor, then weapons. The reasoning goes:.Low level soldiers will often die from crit shots even with predator armor on the highest difficulties. Predator armor is then a saving grace in a tough spot as you're in mid game, but magnetic weapons will save your life early on as ballistics quickly become incapable of one-shotting nasty enemies, meaning your smaller squad will frequently have no choice but to leave enemies alive and say their prayers during the alien turn.Later, when the choice is power armor or plasma? Your skills afford you greater versatility in combat by now, and you can upgrade everybody's survivability with one research option and one engineering purchase: power armor. Plasma weapons are great, but by contrast, they constitute four research options and several expensive purchases.
They'll take a while anyway; may as well get the armor in for everybody as soon as possible. Long War can actually be pretty tame in that regard. Suppression and flashbangs are available in abundance early on, and do a satisfactory job of shutting aliens down. If you went for early Carapace, then you're in for some long fights, but the aliens will find it exceptionally difficult to kill any of your soldiers because of the combination of high health and aim debuffs. And lasers aren't exactly a magical kill-guaranteeing tool. +1 damage and +6 aim isn't bad, to be sure, but there's ways around not having them.The reason why laser rushing is the dominant strategy in LW is because laser cannons are simply indispensable.
They're the best early air upgrade, and early air upgrades are a very valuable commodity. On the ground, though, with the right perks and tactics (and maybe the ballistics upgrade from the Foundry) you can go clear to late May without building laser weaponry. As long as you've upgraded your weapons before the first cyberdisk, you should be alright. In fact, there's a moderately-viable strat, the Gauss Rush, that involves skipping lasers altogether in favor of getting gauss weaponry by May.
The big issue with that strat, IMO, is how chancy your air game will be until you get the Phoenix Coilguns upgrade- it's fine in other regards.Of course, for EU/EW or X2, it's weapons first all the way. Much easier to kill aliens than to lock them down in those games. There are two other important factors that make it possible to leave aliens alive in LW:.
Even if your soldiers aren't wounded, they'll have to rest anyway, and there isn't much difference between a regular fatigue and a light wound. You don't get wounded until damage gets past your armor in LW, meaning that you can get away with taking the odd low power shot from a lone alien.Sadly, none of this applies in XCOM 2, so shoot first and make sure that there isn't anything left to shoot back!The argument of going power armor before plasma is sound though. Plasma is four researches vs. One for power armor and short term benefits are better for powered armor. By the time you reach the plasma/power armor fork, you should also have special ammo to mitigate damage issues, while building proving grounds vests is usually considered wasteful.
Contents.OverviewThis description of the DefaultGameCore.ini (DGC.INI) file is directly based on the thread in the Nexus XCOM Mod Talk forum. All credits to him for the first version of this page which essentially kicked off the beginning of the organized modding process for XCOM:EU 2012.The DGC.INI file is found in the XComGameConfig folder. This is known as the 'loose' file. There is also a copy embedded ('cooked') into the game executable file XComGame.EXE, which is part of what is called the resource cache. By default the game only uses certain settings from the loose file, and most mods must alter the embedded version. It has now been discovered how to force the game to use the entirety of the DGC.INI instead of the resource cache copy.
(See the section.)Many commonly sought tweaks to the game people have requested help with are made to the DGC.INI file, and now are documented in the article. That article and this should be your first stops when looking to make any change you think should be 'simple or easy'.Programs and ToolsAny plaintext editor (like Notepad, but not Write) is sufficient. Other tools mentioned in may be useful but are not required.XCOM Config (INI) files(From the Nexus Mod Talk Forum thread.)Most games since the release of Windows Vista write stuff into My Games because the game folder itself is often in Program Files which the Windows OS now makes inaccessible to alteration for security reasons.resides in the My GamesXCOM Enemy (Unknown/Within)XComGameConfig folder. It is a mirror copy of the DefaultGameCore.ini file found in the game config folder: XCOM - Enemy UnknownXEWXComGameConfig.
(Note that EW files are located under the XEW folder that is added to the XCOM - Enemy Unknown folder when that expansion is added.) Making changes to XComGameCore.ini won't work because the original DefaultGameCore.ini file would overwrite it at game launch.The file similarly should be getting mirrored into the file in the My Games folder. Abilities and properties are used by both the soldiers and aliens, and their weapons. For instance, the damage and offense bonuses for alien varieties of Plasma weapons are taken from the Human/Standard variety of plasma weapons.E.g. Putting eWPAssault on eItemPlasmaLightRifleFloater will take the iDamage and iOffenseBonus from eItemPlasmaLightRifle and then apply the Assault class restriction property for Floaters, which in turn will make Floaters have that class' long range aim penalty, and human shotguns & rifles.Be on the watch for these kinds of unintended indirect effects. It is also possible to grant abilities and properties for which there are no appropriate animations, and the game will hang or crash.Obscure Property effects. A weapon doesn't need the eWPRifle property to be in the main weapon slot. ItemSize seems to determine this.
A weapon with no property and size Large will take the main weapon slot.A weapon with no property and size Small will occupy an inventory slot (same as grenades and medikits) and therefor will be unusable as a weapon.A weapon with the eWPPistol property will take the pistol slot, attached at the hip. If it's size is Small, it's okay.
If it's Large, it will appear as well as a main weapon, enabling you to carry the same weapon twice. Once you swap to the secondary one, they both merge into one weapon visually, but it still works okay. The icon of the weapon turned into pistol will be a bit wrong and appearing always full of ammo when that weapon is selected, but switching it to the ready weapon will show it properly.The eWPHeavy property makes:. a weapon available to the Heavy class, unless it also has the eWPRifle property, in which case the latter takes precedence.
makes the weapon's ammo last for 3 rounds (before ammo conservation project is researched) instead of 4. makes the weapon use the Heavy class AIMCLIMB bonus. It can be given to alien weapons to make them have to reload more often.The eWPAssault property can be given to any weapon, including alien weapons, and it makes:. the weapon available to Assault class. the weapon use the ASSAULTAIMCLIMB bonus and penalty.The eWPSupport property makes a weapon available to the Support class, and it doesn't have any AIMCLIMB setting, so a weapon belonging to only Support class will have constant aim.eWPSniper makes the weapon available to the Sniper class and makes it uses the SNIPERAIMCLIMB setting.Basic Data-Structure TemplatesArmors=(. ), Characters=(. ), and Weapons=(.
UPDATE: See the Enabling INI Loading entry in Recent Discoveries section.First lets look at the UNIT bonus Penalty table, which is laid out like this:. BalanceModsEasy=(eType=eCharNone, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0)Each MODE has its own separate table, designated by BalanceModsEASY, NORMAL, HARD, or CLASSIC. Each table has an entry for every UNIT type designated by eType=eCharUNITTYPENAME, then followed by the bonus's and penalties applied to that unit. If you look back at the CHARACTERS section, you can see what each stat does, what the BASE is for that stat, and then see how the bonus/penalty will effect that unit. All of these settings should be self explanatory but if they are not you can reference back to my previous explanations of what each stat does and figure it out from there.Note: Will and Mobility modification on difficulty balance for soldiers doesn't seems to work correctly sometimes, need more test.Next you have a small section dealing with soldiers level up bonus's which is laid out first by listing the WILL gains that all soldiers get upon leveling, and then showing what each individual class gets at each rank. Note that this is NOT broken down to difficulty modes, so no matter what difficulty you play at your soldiers will always use the same tables for stat progression. First I'll cover the WILL increase, listed at thier default values:.
iRandWillIncrease=6 (This is the random amount of will every soldier gains upon leveling up, listed as the number 6 to mean 1 to 6. Apparently there are hard-coded stat-increases defined per class, which are then overwritten in the 'default' case of the switch(class) statement.However, the random stat increases (selected via SW option Hidden Potential) are hard-coded, so are not based on any of the DGC.ini values. The values are assigned in XGStrategySoldier.LevelUpStats.They break down to this:.
HP: Heavy has 60% chance per level of +1 hp, all other classes have 50%. Aim:Heavy: 0-2 aim per level Assault: 1-5 aim per level Support: 2-6 aim per level Sniper: 3-9 aim per level. Move: Heavy has 10% chance of +1 move, all other classes have 20%. Will is same as usual. iMobility = Gives additional movements points at that rank.Alien 'AIM' and 'CRIT' BonusesA common request is to mod one or both of these alien bonuses.
Here is a simple procedure that should serve as a model for similar changes:. Download XCOMModHelper (or other tool that enables loose INI file loading). UPDATE: See the Enabling INI Loading entry in Recent Discoveries section.Internally BALANCE Modes translate to Game DIFFICULTY setting as follows:BALANCE ModeGame DIFFICULTYEASYTutorialNORMALNormalHARDClassicCLASSICImpossibleFunding Multiplier by BALANCE Mode / Game DIFFICULTY. FundingBalance=1.5; EASY/Tutorial.
FundingBalance=1; NORMAL/Normal. FundingBalance=1; HARD/Classic. FundingBalance=1; CLASSIC/ImpossibleThe order in which those appear seems to be the only determining factor for their use, and it would seem that this setting only effects the funding from countries with satellites.
The funding you get from council missions/abductions is handled elsewhere. This is a MULTIPLIER so leaving it at 1 means you get DEFAULT funding, increasing or decreasing it means you get less/more funding. 2 would be TWICE and.5 would be HALF.Next up is the country list, which has 36 countries listed as possible funding sources, but only 16 of which show up in game as being capable of sending a satellite to. Perhaps there are 36 for future DLC? Or maybe it was done for country specific versions of the game?
You can easily edit these values to be whatever you want. UPDATE: See the Enabling INI Loading entry in Recent Discoveries section.Psi XP Levels are the XP required to reach each 'Rank' of Psi Abilities. None and Rank 1 require 0 Psi XP for obvious reasons, and rank 'Volunteer' has what appears to be a setting meant to prevent anyone from ever getting that much from Psi XP alone. There are only 3 RANKS built into the game.
Volunteer is a position rather than a rank.Psi XP Levels (NONE, 1, 2, 3, Volunteer). miPsiXPLevels=0. miPsiXPLevels=0. miPsiXPLevels=50. miPsiXPLevels=120.
miPsiXPLevels=10000000Soldier XP Levels are the amount of XP needed to reach each of the available ranks for your soldiers. This is a pretty straight forward setting that can be easily adjusted to make;your soldier rank up slower/faster.Soldier XP Levels (Rookie, Squaddie, Corporal, Sergeant, Lieutenant, Captain, Major, Colonel). miSoldierXPLevels=0. miSoldierXPLevels=90. miSoldierXPLevels=300. miSoldierXPLevels=510. miSoldierXPLevels=745.
miSoldierXPLevels=1100. miSoldierXPLevels=1560. miSoldierXPLevels=2150ConstantsThese are the initialization values of variables that are used as 'constant values' within the game. 0027.91 DevHTTP: FHttpDownload resolve complete to: 65.118.245.165:80 0027.91 DevHTTP: FHttpDownload resolve complete to: 65.118.245.165:80 0027.91 DevHTTP: FHttpDownload resolve complete to: 65.118.245.165:80.
0028.15 DevHTTP: FHttpDownload::StateParsingHeader: Got unknown status code 503 URL: prod.xcom.firaxis.com:80/News.ashx 0028.19 DevHTTP: FHttpDownload::StateParsingHeader: Got unknown status code 503 URL:The entries marked like so are:. The Server IP address: 65.118.245.165. The Server DNS Name: prod.xcom.firaxis.comThese are what you will place into the hosts file to block attempts to connect.
Start Menu Right click on 'Notepad' (or any ), select 'Run as Administrator'. File Open %systemroot%system32driversetchosts. The hosts file has no '.' Suffix, so make sure you don't add.txt or anything else. Also,%systemroot% on most systems is C:Windows, but the exact folder name may vary by OS version. The value of the global%systemroot% on your system can be determined by entering 'set' on the Windows command line, or as it's shortcut is called, the. But the variable%systemroot% (including the percent '%' signs) can safely be used without knowing it's actual value.
Add these three lines to the hosts file:(The first line is a comment. The next two lines do the actual work, but are specific to XCOM:Enemy Unknown 2012.
Other games may have their own DNS names i.e. Prod.xcom.firaxis.com and IP addresses i.e. PatcherGUI (as of v5.2), part of the mod, includes options to 'Enable INI loading' and 'disable phoning home' for you.
It can also find and open the correct config folder for you. So, to install INI modifications, one needs to select the correct game path (XCom or XCom/XEW), 'enable INI loading' and 'disable phoning home', and it will open the config folder and replace the vanilla file with the modified one. This is currently the recommended tool if you do not feel comfortable hex editing yourself. It has recently (20 Apr 2013) that the launcher does not check every UPK file, and that it uses a table in the executable to look-up the files it checks. It then compares the hash with that in the companion '.uncompressedsize' file. By simply changing the names of the UPK files in this look-up table so they are not recognized or found, it will happily load regardless of any other files hash.
This appears to eliminate the need for removal of the companion '.uncompressedsize' file (which consequentially causes the game to use it's internally stored hash value) and XSHAPE (which updates the internal hash), or any other hash fixing.Simply look for the strings 'xcomgame.upk' and 'xcomstrategygame.upk' in the executable using a hex editor (such as HxD, linked below) and change them to some other string. The current version of ToolBoks is now using this technique on both of those files, as well as 'xcomshell.upk'. Mac OSX users need to make these changes to the Hashes.sha file in BinariesWin32, to the filenames located at 0x00D0-0x0120.NOTE: The Enemy Within (EW) expansion does not include these UPK hash checks any longer, and does not need this patch to read in the loose decompressed versions of these files. The original EU EXE with patch 5 still does.The following is taken from the documentation of the XCOMModHelper tool available at. A recent (24 May 2013) makes it possible to force the game to load the DGC.INI config file from the 'XComGameConfig' folder, thereby eliminating the need to use ModPatcher or make DGC.INI changes to the EXE at all, and avoiding the size limitation on the embedded file. (See the entry note on ModPatcher here about size limitations.)Bear in mind: Loose INI files get read, and thus override mod changes to the internal 'resource cache', after the game EXE starts.Choose your mods intelligently and with understanding.
Not all will work together.These hex offsets are for EXE version 1.0.0.28586; patch 4, Changelist 356266, unless otherwise noted. In xcomgame.exe: starting at location 0x157D93A. For Mac OS XCOM Elite Edition: starting at location 0x1D86A70.
For Mac OSX Steam version, patch 3 (Jan 8, 2013): starting at location 0x1E7E5E0. For Mac App Store version 1.0: around offset 0x1BD58D0. Search for '72 00 00 00 65 00 00 00 2E 00 00 00 69 00 00 00 6E 00 00 00 69 00 00 00' (which is 're.ini' in UTF32 Little-Endian).NOTE that these strings are also found as part of disabled debug code, at offset range: 0x156BA82-156BF38. For Mac App Store version 1.0.1: starting at 0x1D86B50. If searching in a hex editor, look for '44 00 00 00 65 00 00 00 66 00 00 00 61 00 00 00 75 00 00 00 6C 00 00 00 74 00 00 00 47 00 00 00 61 00 00 00 6D 00 00 00 65 00 00 00 43 00 00 00 6F 00 00 00 72 00 00 00 65 00 00 00 2E 00 00 00 69 00 00 00 6E 00 00 00 69 00 00 00'. This is 'DefaultGameCore.ini' in UTF32LE.If you edited version App Store version 1.0, the App Store will not update the game and you will need to delete it and re-download.
After editing, the app will need to be code-signed, again (as usual.).Take care with the location of the strings you disable. As always, these locations may change after official game patches are released.There are the three unicode text strings.X.C.o.m.G.a.m.e.C.o.n.f.i.g.D.e.f.a.u.l.t.G.a.m.e.C.o.r.e.i.n.i.X.C.o.m.G.a.m.e.C.o.n.f.i.g.D.e.f.a.u.l.t.M.P.G.a.m.e.i.n.i.X.C.o.m.G.a.m.e.C.o.n.f.i.g.D.e.f.a.u.l.t.L.o.a.d.o.u.t.s.i.n.i. It appears that these three strings are checked to see which files to NOT load from the Config directory. Change the first string to something else. And behold: the game loads from the (DGC.INI) file in the ' XComGameConfig' directory, even if larger than the embedded version.All the other INI files are read by default. Only these three have to be modded to load.This means that no longer are BALANCE Mode settings the only ones taking effect from the text editable file in 'Config', and that additional items can be added to the DGC.INI file.
Of the other files explicitly denied from loading, (believed to be 'multiplayer' related), and (initial equipment for classes of Soldiers and Aliens), are similarly enabled in the same manner.NOTE: The Enemy Within (EW) expansion appears to still need this patch to read in the loose INI files. The original EU EXE definitely still does.For instructions on how to search for the above filenames as unicode strings, with screenshots, see the wiki article.Bear in mind: Search for the following in hex mode for unicode values.The following patches are taken from the documentation of the XCOMModHelper tool available at. There appears to be a minimum and maximum size to the combined total of the three INI files that are prevented by default from being loaded by the game engine:,. If the combined total size of these three INIs is either smaller or larger than these limits, the game won't load (not a CTD) with the message: 'Failed to start game (app already running)'. This may apply to the combined size of ALL INI files, but has not been tested nor have the combined minimums and maximums been determined. (See the discussion at.)However, interestingly this implies reducing the size of one of these files enables expanding the size of another of them by the same amount.
There has been some success with exploiting this for expanding the DGC.INI, but there may be other checks that have not yet been identified. There appears to be an upper limit to the DGC.INI of very close to 101648 bytes.Increased Load Times.
This is a purchased expansion to XCOM:EU 2012, released in the USA on 12 Nov 2013. It installs to a XEW subfolder under the main XCOM install path. Most of the loose files from EU are replicated in this subfolder, which means EU and EW are basically separate games.
There is some sharing of movie (.BIK) files. EW adds a launcher app XComLauncher.exe in the XCom-Enemy-UnknownXEWBinariesWin32 folder which is started by Steam and provides the option of which game ( EU or EW) to launch.The actual game executables this launcher runs are:. XCom-Enemy-UnknownBinariesWin32XComGame.exe - launches Enemy Unknown.
XCom-Enemy-UnknownXEWBinariesWin32XComEW.exe - launches Enemy WithinEW no longer makes a hash check of the compressed UPK files. So they can simply be decompressed and will be used after modification once the related.uncompressedsize files are removed.However, the mod to force the game to use the loose XEWXCOMGameConfigDefaultGameCore.ini file is still needed. Hex edit the XComEW.EXE file as follows:Find: (i.e. Key is the 58 in the last line)25 00 64 00 00 00 00 00 49 00 6e 00 69 00 72 00 73 00 69 00 6f 00 6e 00 00 00 00 002e 00 2e 00 5c 00 2e 00 2e 00 5c 00 58 00 43 00Replace: (i.e. Replace the 58 in the last line with 57.)25 00 64 00 00 00 00 00 49 00 6e 00 69 00 72 00 73 00 69 00 6f 00 6e 00 00 00 00 002e 00 2e 00 5c 00 2e 00 2e 00 5c 00 57 00 43 00EW Update server (i.e. HOSTS file):.
127.0.0.1 prod.xcom-ew.firaxis.com. 127.0.0.1 65.118.245.139These 'phone home' locations update the XComGamecore.INI file in config/loc on game launch, and are needed in addition to the entries for EU. However, early reports that disabling these connections cause the game to freeze are now attributed to other causes, such as not disabling 'auto-updates'. Cloud Synching of save game files still works with these addresses disabled.
Ufo Enemy Unknown
(While sometimes referred to as 'the silent patching mechanism', so far there is no evidence that these servers are involved in actual changes to the game code. They still appear to only restore certain vanilla files involved in Multiplayer games, which can disrupt mods touching those same files.)The EW 'phone home' addresses seem to only update XComGameCore.INI in My GamesXCOM - Enemy WithinXComGameLogsEMS at this time.Extending/Replacing FunctionsIn early Dec 2013, wghost81 discovered it was possible to alter the UPK Package information so the game would utilize an expanded or replacement function of any size. This frees the mod creator from the constraint of keeping their code changes to within the original byte size limitations of the vanilla function, as well as providing the possibility to add new functions exclusive to your own mods.
See the Hex editing UPK files article entry for details.ReferencesReferred to by this article:.That refer to this article:.
I'm wonder what kind of armor you slap on your soldier classes. I just got some Skeletal armor some hours ago, but i can't decide what units it would be best on, like would i have any benefit putting it on a Sniper over an Support soldier? The Caprice armor i have used on my Assault guys combined with a shotgun, i find that very effective, even more so when you put on a Chryssalid plate too.But the Skeletal armor i just can't decide. I'm totally overthinking it. But curious to know what you guys do with armor. A good strategy for a scout is to NOT dash.
This means that you can move within your FIRST turn, towards where you think you'll encounter enemies, and if you encounter them, you can always retreat back outside their visibility range. Upon discovering enemies you can have snipers do a reaction shot/Overwatch shot just as your scout has spotted the aliens, and once that is done, you can still move your scout back to safety. Sure it is slow, but it can really save lives.
This is why I like the lighter armor, like the Skeleton. @Funkydupe said:@Terramagi: I don't think he has the option of those yet.No your right, i'm 11 hours so no Titan or Ghost options for me as of now.@Funkydupe said:A good strategy for a scout is to NOT dash. This means that you can move within your FIRST turn, towards where you think you'll encounter enemies, and if you encounter them, you can always retreat back outside their visibility range.
Upon discovering enemies you can have snipers do a reaction shot/Overwatch shot just as your scout has spotted the aliens, and once that is done, you can still move your scout back to safety. Sure it is slow, but it can really save lives. This is why I like the lighter armor, like the Skeleton.Thats the strategy i'm already using, i learned that pretty quickly, had a bunch of dash mishaps in the first two missions. @pornstorestiffi said:@Dezztroy said:Skeleton Suit is far better than the Carapace armor for all soldiers. Being able to move farther, grapple, and having a permanent -10% chance of being hit is a whole lot better than 1 more health.Hrm, yeah think your right, seems way better to have higher dodge chance, than that measly 1 point in armor.Indeed.
If you can afford it, put skeleton armor on all of your units. Being able to move extra tiles and the grappling hook is reaaally good until you can get more high-tech armors.
@Kerned said:I'm sure I'm missing something, but I don't understand the advantage to the limited flight capabilities of archangel armor. According to the item's description, flying doesn't give you any altitude advantages for combat, so what is it for? It is just a way to quickly get on rooftops?Pretty much. It's like the grappling hook but you don't need to be right next to a building/surface to use it.It's super useful on Snipers but pointless on anyone else.Then again, 2 fully levelled snipers practically break the game anyway if you spec them the right way so it's not like they need more advantages as is.
My answer to the exact same question from another thread: It's best for snipers with squad sight. Because then the elevation makes sure that nothing is obstructing your shot and any visible enemy can be shot at. You also get an elevation bonus for determining your own shots. Meaning that a flying leveled up sniper is like a finger of god killing everything in sight with their 100% to hit and 80-100% crit.
It makes you invulnerable to melee. It makes terrain and going around it a non issue thereby increasing mobility. A sniper can stay far enough away and not care about cover because of the extreme distance. Also enemies don't get a crit% chance increase like they do when you're out of cover or flanked (tho like the game says you do not get a cover bonus for% to hit against you).
Also due to map size an archangel sniper can basically target and entire entire map with a single repositioning, meaning less wasted turns moving and more double tapping. For extra lulz combine with a stealth suit sniper with sensor grenades, that can reveal enemies without triggering the alert state. Then you are basically killing enemies before they can even move or seek cover.Elevation also ensures that enemies don't get into the minimum sniper rifle range degrading the% to hit.Also works great for Heavies. @LoafsmoochHigh ranking snipers have such a high% to hit they don't really need the height advantage anymore, just a clear line of sight. So give the jetpack to the sniper and use his first turn to get him as high up as possible and he'll be ready for anything. Almost feels like cheating.
I had to levelled up Snipers with Squad Sight/Plasma and Double Tap and In The Zone. You boost up as high as you can go and with Advanced Flight upgraded you can essentially sit up there the entire battle and hit the entire map. It's less useful for UFO assaults but if you're in an exterior level it's almost broken how good it is.
@KernedI'm sure I'm missing something, but I don't understand the advantage to the limited flight capabilities of archangel armor. According to the item's description, flying doesn't give you any altitude advantages for combat, so what is it for? It is just a way to quickly get on rooftops? The item's description means you don't get that weird defensive 'flight' bonus that Floaters/drones have that raises defense by like 20%. But you do still get the standard offensive accuracy bonus (10%?) for shooting down at someone from a higher elevation.
The description is worded poorly. @BoG said:@Kerned said:@Vitor said:Then again, 2 fully levelled snipers practically break the game anyway if you spec them the right way so it's not like they need more advantages as is.That's for sure. My sniper with Team Sight and Double Tap can bring just about anything down in one turn.Team sight and In the Zone can be just as deadly. I was running with two snipers, one with Double Tap, one with In the Zone. If floaters ever showed up, In The Zone was 100 times better than Double Tap.Yeah, they're both awesome. Just comes down to whether you want the 'guarantee' from Double Tap, or the potential of higher returns with In The Zone. Or perhaps whether you want your sniper to focus on big guys or mop up the little ones.As an aside, I think most of the skill choices are really well designed.
It can be so hard to choose!:(. @BoG said:@Kerned said:@Vitor said:Then again, 2 fully levelled snipers practically break the game anyway if you spec them the right way so it's not like they need more advantages as is.That's for sure. My sniper with Team Sight and Double Tap can bring just about anything down in one turn.Team sight and In the Zone can be just as deadly. I was running with two snipers, one with Double Tap, one with In the Zone.
If floaters ever showed up, In The Zone was 100 times better than Double Tap.I love In The Zone, because I always forget I have it, and it's like a Christmas gift every time.