XDI think I'll pass, India.
XDI think I'll pass, India.
*begins salivating*So far, the specialty weapons available to Specialists (that we start with) are:
Primary
Spine Trigun - A triple-barreled launcher that shots a trio of spiked spheres at the enemy. Useful for area-denial and allowing the Specialist to emulate a bit of the Ambusher's trapping skills. [Preliminary findings suggest we may be able to magnetize these spheres in the future, making them roll towards some armored targets.]
Uranium Blunderbuss - A modified combat shotgun that shoots a special form of ammunition. Housed within are depleted uranium bullets made from a radioactive disposal stockpile, wrapping in protective coating that is shed after they are fired. While it does low damage, if ANY damage makes it through to the target's body the radiation poisoning is likely to kill them instantly. [We may not have Repeaters from the game but we have these.]
Sidearms
Defender Pistol - A double-barreled pistol. Double the damage, though the effects of damage reduction are doubled as well. [It's basically like getting to fire twice with a normal pistol for free.]
Primary
Acoustic Rifle - A sonic rifle capable of temporarily or permanently deafening targets, and sustained abuse can cause internal hemorrhaging.
Fumethrower - A modified, compact flamethrower that instead spews a gas of the Specialist's choice. Ammunition capacity is somewhat limited.
Toxigun - A weapon that fires off pellets with little damage, moderate penetrating power, and inlaid viruses designed to target an alien species' biology.
Biodisruptor Carbine [BD Carbine] - Essentially an EMP gun designed to incapacitate the nervous system of a target. Its first setting is designed for stun and easier to pull off, while its other setting is designed to shut down a target's brain and kill them [which is understandably harder to do].
Sidearms
Sonic Derringer - A sound-based heavy pistol that can disorient targets, disrupting their center of balance and hearing.
UV Autopistol - A Machine Pistol that bombards a target with UV rays, giving them increasing radiation poisoning.
So far, the specialty weapons available to Specialists (that we start with) are:
Primary
Spine Trigun - A triple-barreled launcher that shots a trio of spiked spheres at the enemy. Useful for area-denial and allowing the Specialist to emulate a bit of the Ambusher's trapping skills. [Preliminary findings suggest we may be able to magnetize these spheres in the future, making them roll towards some armored targets.]
Uranium Blunderbuss - A modified combat shotgun that shoots a special form of ammunition. Housed within are depleted uranium bullets made from a radioactive disposal stockpile, wrapping in protective coating that is shed after they are fired. While it does low damage, if ANY damage makes it through to the target's body the radiation poisoning is likely to kill them instantly. [We may not have Repeaters from the game but we have these.]
Sidearms
Defender Pistol - A double-barreled pistol. Double the damage, though the effects of damage reduction are doubled as well. [It's basically like getting to fire twice with a normal pistol for free.]
Primary
Acoustic Rifle - A sonic rifle capable of temporarily or permanently deafening targets, and sustained abuse can cause internal hemorrhaging.
Fumethrower - A modified, compact flamethrower that instead spews a gas of the Specialist's choice. Ammunition capacity is somewhat limited.
Toxigun - A weapon that fires off pellets with little damage, moderate penetrating power, and inlaid viruses designed to target an alien species' biology.
Biodisruptor Carbine [BD Carbine] - Essentially an EMP gun designed to incapacitate the nervous system of a target. Its first setting is designed for stun and easier to pull off, while its other setting is designed to shut down a target's brain and kill them [which is understandably harder to do].
Sidearms
Sonic Derringer - A sound-based heavy pistol that can disorient targets, disrupting their center of balance and hearing.
UV Autopistol - A Machine Pistol that bombards a target with UV rays, giving them increasing radiation poisoning.
RIP.No quad-barreled gatling suppressed scoped MIRV incendiary remote-controlled urine-seeking rocket-shotguns, pre-order cancelled.
Goddammit Firaxis I thought you fixed missions. I remember them having environmental recognition, but apparently there are still occasional... aberrations.
View attachment 937
Edit: The map Elyisum is on doesn't appear to actually have snow so it might be a mission 'card' glitch showing the wrong tileset modifier.
True. If anyone's watched preview/review builds one of the things they presumably fixed is that "shadow realm" activation of enemies where all you see is fog of war and this howling wind before the pod shows up in sight range.Well, the review copy that was released has a few bugs that the final version doesn't, so that's probably been fixed by now.