Critically, the Reaper has a variety of skills that allow them to contribute to fights while staying in Shadow the biggest problem with a 'scout' Ranger was and remains that they have very little innate ability to contribute to a fight if they want to hold onto their Concealment, putting them in an extremely awkward position. Shadow is the Reaper's defining skill, and as it happens it's a vastly more powerful version of the Ranger's Phantom and Conceal skills shoved together, providing you a unit that can effortlessly and fearlessly provide forward scouting on every mission. Lastly, the Reaper moves 37.5% faster when Shadow is active. Shadow also cannot be re-entered if the Reaper is standing in the open while an enemy is in range or their current Cover is flanked by a visible enemy. This charge has a one turn cooldown after Shadow is broken, meaning the Reaper cannot break Shadow during the player's turn and then immediately re-enter it. The Reaper starts every mission in Shadow, even on missions the squad does not start in Concealment, and has 1 charge that allows it to enter Shadow without consuming an action point once Shadow is broken. This chance rises each time Shadow fails to break, and as this chance rises enemy detection radii expand for the Reaper's purpose. Enemies have substantially reduced detection radii for spotting Shadow than for standard Concealment, and most actions that would normally break Concealment only have a chance of breaking Shadow. The Reaper replaces Concealment with Shadow. Later in the game, this will be further magnified by Shadow -speaking of. In conjunction with Vektor Rifles having unusually generous accuracy behavior, Reapers are generally your most reliable shots in the early game. Regardless, also notice they have the same immediate and significant Aim boost as a Sharpshooter. Even though Resistance classes always start at Squaddie, just like SPARKs. This is fine, though, because Shadow defines the Reaper much more than anything else anyway. I say that they don't have one at all because the game doesn't treat Claymores like a secondary weapon in any capacity: you can never upgrade your Claymores technologically, and even though the interface will claim they benefit from Breakthroughs in actuality they don't, nor can you swap in a different kind of Claymore or anything of the sort. Their 'secondary weapon' is really that they don't have one at all, but the game lists their Claymore ability in that slot. Their primary weapon is a unique rifle, which primarily serves to limit their effectiveness at direct fighting, with the usual 'bad' ammo level (3 shots), poor damage, poor damage gains from upgrading it, and the only significant positive in its favor being an unusually favorable Aim climb for getting close. (Which makes them unique in that SPARKs have no Item slot. In fact, Reapers are unique among classes in that they have no Item slot at all, with the caveat that one of their X-COM skills is Tactical Rigging, allowing them to get up to one whole Item slot. Like every Resistance class, Reapers are stuck with their own armor type -which piggybacks off of purchasing Predator and then Warden armors, and has similar parameters to them except minus the part where they expand the soldier's item slots to 2. The Sharpshooter-isms are very much tangential to what Reapers do well. It's tempting to think of the Reaper as something of a hybridization of the Sharpshooter and Ranger, but even though they can get a few Sharpshooter skills, including Squadsight, in practice the Reaper is what a Scout-lane Ranger was always wanting to be and not much more beyond that.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |