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To celebrate the anniversary, I re-installed (and solved the crash on startup with the help of a friend :D) to try and aswer. To do so, I took a look at my endgame crew. I checked and the perk is working for CAWS, AARs and M82 (everything that has a single-shot attack mode). That means, it worked for the single-shot shotgun as well. I did choose to bring those weapons to the last missions, so I assume they were strong. I do not remember the balancing though.
Not being forced to end your turn is extremely strong. It gives you very high flexibility, even if it is "just" to run around a Corner.
You can take the nerfed version of "actor" but it makes little difference and you should not rely on it. You could make a case that it is useful for stealth if you do NOT want to play in stealth and you use it to balance out mistakes you make while playing in a rush (because you dislike the stealth part of the game). If you buff "actor" back to its original power, it trivializes the game completely, taking out any challenge.
Gifted is the worst perk in the game. XP is used to get perks and you can get unlimited amounts of XP quite easily - and you are limited on the number of perks.
I go into detail about my reasoning on "actor" (and other perks). You might have missed the comments below the bullet points: "Actor [...] can hurt your playstyle. You want to avoid being spotted at all cost and relying on a slightly reduced line of sight is simply unnecessary. That being said, if you feel like taking a few avoidable risks to speed things up you might want to upgrade Actor to Tier 3. [...]"
...
The single perk I want on as many agents as possible is Actor. Gifted is also excellent for characters you intend to use a lot, but only if you take it early.
I like "Actor" as it is right now with a reduced alert distance rather than a complete blindness on the enemy's part. It makes sense to blend in more than it does to be invisible, the higher ups would recognise someone who's out of place.
I pick it for all my "movers" (high speed, high stealth operatives) and it's more of a role-play gimic for me.
Also, thanks for the heads on up "Brickhead" Didn't know that stuns would become more of a threat late game.
Splitting up the perks would just make it harder to read. There are not that many good ones and it is pretty obivous which ones are needed for stealth. I would not agree that you want different agents with different skills. It seems more of a bother than a boon. The power level differs so harshly that you really want the best perks first, no matter the agent. You can min-max a bit, of course. This is true on lower levels in particular but that is when players are new to the game and when they don't know what they are doing (and therefore look at a guide).
I agree that fearless is basically essential for those forced fights. It is ranked accordingly :)
Dancer was my top pick for tier 4 because it is very situational. Paramedic and Revenant are about as strong as dancer but the situation that "massive forces" are aggroed at the same time and that you cannot avoid getting shot a lot does not really come up. Maybe once or twice in a playthrough... Paramedic and Revenant help you out if you make a mistake in a "normal" level as well. But still, you could rank dancer one tier higher than it is because those mistakes are also rather rare (well, maybe not the mistakes but that you are punished for them is rare). Another aspect is that the fights where Dancer is good are those that are the hardest fights in the game. So everything that helps there is useful... Ok: I moved it up one rank.