


It is really disappointing that Firaxis did not pay attention to the complained and mods relating to this for xcom2, or even xcom1.
#Xcom 2 templar mod#
I downloaded a mod WotC: robojumper’s Squad Select which is a lot better than the original UI, but it is still annoying to dig around for the bond mate of someone. It completely does not support the bond system. The lost make classes like templar and sharpshooter gunslinger very powerful because when combined with the order that makes any hit auto kill lost, one of these units can kill an unlimited number of lost in a pretty wide area.Īs a general comment, the UI of the squad selection screen is once again terrible. The Templar is probably the bluntest example of class hybridization, being a melee Ranger hybridized with a Psi Operative and given some Sharpshooter. 325 XCOM The Bureau, 380381 cyborg mecha, 381 Enemy Unknown. Templar does have one thing going for it though, the unlimited ammo auto pistol. The Dark Templar Saga, 365 Devils'Due, 365 Flashpoint, 365 Frontline, 365 GhostAcademy. Reaper will always get use as a scout though, if nothing else, but the rest… probably not once the new car smell wears off. Scaling is a huge issue for these classes and I feel like they didn’t get enough play testing. Templar is in the most danger of this as the role is basically a perfect match for a melee ranger. I feel like all of the new classes start as “Hero Classes,” feeling more powerful than the rest, but at around early mid game they start to be met by the older classes and i fully expect that by the end the normal classes will pass them by.
#Xcom 2 templar free#
I started to really love mine mid game when she could use both grapple abilities, had electric whip and had the ability to give someone else a free turn. Their weapon being low damage is a serious negative when a lot of enemies start using armor. Skirmishers aren’t really super strong, but they are all around good units. It isn’t powerful enough to be single use. Psi ops have more utility (stasis and solace ftw) and while they have a lot of offensive power too, cool downs are a real concern. As others say, templars have more consistent offensive capability. The electric whip should be usable more than once per mission. Purely offensive id say Templar but sheer utility and overall impact then Psi Op. Unlike the other two, i feel that skirmisher provides a unique role with the grapple abilities. I felt that overall ranger melee abilities were a lot better. I wasn’t a huge fan of almost all of the templar abilities. I think they start above a ranger, but their scaling is again worse so that once you reach high ranks they are basically even. There have been some really clutch moments with that, but you can only use it once per mission if i remember right. The only exception to this is their ability which explodes explodable objects in the environment for double damage. In this they serve a hugely important function, but once the fighting starts, they don’t contribute that much. Reapers are really what a stealth focused ranger should have been from Day One. So far i’ve found that reapers don’t scale that well.
