Yeah. I set them up before they were promoted and then it was just random the classes that got suggested. But hey, Hicks could program a sentry gun in the film, and Hudson under all his bravado I reckon had a kind heart. They could do whatever the boss needed 👍
For those wondering I just figured out how to reroll classes if you get ones for a character you don't want. First have multiple soldiers ready to promote to level three, at least two. Then look at all their class options first. Once you PICK a class for one soldier it will reroll the options you saw for the other soldiers. If you save it the options you saw are saved. So find a good fit, save it, then keep picking it until the other soldiers get a class you like. Hopes this helps, it did for me. If you don't like any of the class choices, you'll have to reload the last save before extracting out of a level to reroll them ALL.
As for the discussion about the Gunner Class Marine, whatever you do, never upgrade your Marine with Tripod or Advanced Tracking System, only the High-impact rounds, especially when you have more Sentry Guns to deploy. Also, if the Gunner has his own Attributes known as the Bone Breaker in Level 6, combined with Level 3 Deadeye Perk, your Gunner can tear Xenomorphs to shreds faster with Pulse Rifles, Heavy Rifles and/or Plasma Rifles due to high dismember chance compared to M56 Smartgun, though has high ammo capacity and rate of fire, it only has 0.3% chance of dismemberment, since rifles only have around 0.5 to 0.6% chance.
@@GrubMagnet I'm very confused on the benefits of the higher rifles. They have more ammo and higher damage per burst but they use more ammo per burst and sometimes a burst takes longer or has less dismemberment chance. So I wonder if there is really any benefit of the smart gun or the heavy rifle. Plus you lose the grenade launcher from the standard pulse rifle. All I can think is that MAYBE they get the damage downrange faster because of the higher damage per burst, offset by the longer burst time.
It is a confusing area. The Smart Gun is very good for suppressing fire and I think the accuracy can be better than pulse rifle. That is true with the heavy pulse rifle. It can do more damage but you lose the grenade launcher. In my playthrough I ended up with one gunner with smart gun who I'd use for suppressing fire. I switched most others to heavy pulse rifle and relied on incinerators for cover and to slow enemies down. In my new playthrough I'm making more use of recon to pop off enemies quietly at distance. I think there's a good argument to have all 5 classes in your squad if you can.
@@GrubMagnet Yes, there are definitely benefits to having all the classes. Although I find Teckers to be the least useful if someone else has Smart Ass. A L10 Tecker would be good to open locked doors without a toolkit but it takes too long to get there. I'm on the 2nd last mission and I only have 1 L10 (Sergeant). If that Tecker skill was L6 it'd make the Tecker more relevant. And I don't use the drone, it dies too easily. I also think the gun stats have changed in the last big patch so my earlier comment might not be correct any more.
@@donkeysunited Using more ammo per burst is actually an upgrade as it's also how many shots that are fired each burst. That is also why the Smartgun is much better then the regular Pulse Rifle, it essentially shoots twice as many bullets each burst.
Can any kit upgrade to a sergeant when it hits the appropriate level or do you need to keep a vanilla marine without picking a specialty until they hit sergeant level?
Sergeant is an actual class that can be assigned at level 3 - you get to pick between two classes at promotion once you have the xp needed. Perhaps his most important skill and arguably one of the most important ones in the game is Reprimand which freezes the stress increase for 30 seconds, if you use it on cooldown you can keep stress levels manageable and go on far longer deployments.
Promotion into a specific class becomes available at soldier level 3. At that point the game offers a choice between 2 different classes to the soldier (which choice is random). You, the player, get to pick between these 2 choices. Sergeant is one of the classes, so being a Sergeant would be what you call his "specialty" from then on (if I understood your question correctly). This means "Sergeant" is NOT a level thing (you don't, for example, have Gunners that can get promoted into being Sergeants once they reach a certain level; those are two seperate things in this game).
Thanks for sharing. Reprimand is an amazing skill. On my list to show because it becomes critical towards end game. I had to do the last 3 missions with one visit each and without reprimand it would have been impossible.
The Sergeant's Encouraging Speech is strange - it says the stress is reduced by 100 but a normal Rest already does that. Maybe it's a typo but it hasn't been fixed in the latest patch. And there's a Xenotech that reduces stress by 150 in a Rest. I would hope the Sergeant's skill reduces stress by 150, otherwise it seems worthless.
@@GrubMagnet I just got my Sergeant to L10 and the Encouraging Speech now says it's 150 from a rest. Probably the Codex is still wrong. I still keep forgetting to use Reprimand in the heat of battle. I only think of it when I see everyone is on Max stress 😅
@@donkeysunited The way you only lose stress while detected or hunted makes it relatively easy to keep from getting any significant stress with the reprimand skill.
Are their requirements other than levels to pick the classes? I’ve been trying to get a medic for the past hour but he keeps giving everything else. Is it random or am I missing something?
The game tries to help you get what you are missing so one of the choices given will always be the class you have least of. If that is not medic then that will make it harder to get one.
I'm playing through on hard at the mo and I think that's a fair point. That said I still think one of each class in the squad is handy. The medic speeds up heal time and has some other handy perks on rest. Thanks for sharing your thoughts!
I think the easiest class to skip is the Techer as you can get the common hacker skill. It's only after level 6 when you can also get the SMG that the Techer also provides more firepower. Recon was for me the least skippable as I relied on it heavily to not have to fight every single alien. There were even some largish fights were the Recon shot all of them without any fuss. Medic would also be easy to skipp if you accept longer medic leaves.
Hicks as a Tecker? Hudson as a Medic? Madness.
Yeah. I set them up before they were promoted and then it was just random the classes that got suggested. But hey, Hicks could program a sentry gun in the film, and Hudson under all his bravado I reckon had a kind heart. They could do whatever the boss needed 👍
I believe the detection time is the line that goes from and enemy to your people and goes red until they spot you.
I think you're right. Thanks for sharing!
For those wondering I just figured out how to reroll classes if you get ones for a character you don't want.
First have multiple soldiers ready to promote to level three, at least two. Then look at all their class options first. Once you PICK a class for one soldier it will reroll the options you saw for the other soldiers. If you save it the options you saw are saved. So find a good fit, save it, then keep picking it until the other soldiers get a class you like. Hopes this helps, it did for me.
If you don't like any of the class choices, you'll have to reload the last save before extracting out of a level to reroll them ALL.
NIce idea! Thanks for sharing!
As for the discussion about the Gunner Class Marine, whatever you do, never upgrade your Marine with Tripod or Advanced Tracking System, only the High-impact rounds, especially when you have more Sentry Guns to deploy. Also, if the Gunner has his own Attributes known as the Bone Breaker in Level 6, combined with Level 3 Deadeye Perk, your Gunner can tear Xenomorphs to shreds faster with Pulse Rifles, Heavy Rifles and/or Plasma Rifles due to high dismember chance compared to M56 Smartgun, though has high ammo capacity and rate of fire, it only has 0.3% chance of dismemberment, since rifles only have around 0.5 to 0.6% chance.
Some great tips there. Thanks for sharing!
@@GrubMagnet I'm very confused on the benefits of the higher rifles. They have more ammo and higher damage per burst but they use more ammo per burst and sometimes a burst takes longer or has less dismemberment chance. So I wonder if there is really any benefit of the smart gun or the heavy rifle. Plus you lose the grenade launcher from the standard pulse rifle.
All I can think is that MAYBE they get the damage downrange faster because of the higher damage per burst, offset by the longer burst time.
It is a confusing area. The Smart Gun is very good for suppressing fire and I think the accuracy can be better than pulse rifle. That is true with the heavy pulse rifle. It can do more damage but you lose the grenade launcher. In my playthrough I ended up with one gunner with smart gun who I'd use for suppressing fire. I switched most others to heavy pulse rifle and relied on incinerators for cover and to slow enemies down. In my new playthrough I'm making more use of recon to pop off enemies quietly at distance. I think there's a good argument to have all 5 classes in your squad if you can.
@@GrubMagnet Yes, there are definitely benefits to having all the classes. Although I find Teckers to be the least useful if someone else has Smart Ass. A L10 Tecker would be good to open locked doors without a toolkit but it takes too long to get there. I'm on the 2nd last mission and I only have 1 L10 (Sergeant). If that Tecker skill was L6 it'd make the Tecker more relevant. And I don't use the drone, it dies too easily.
I also think the gun stats have changed in the last big patch so my earlier comment might not be correct any more.
@@donkeysunited Using more ammo per burst is actually an upgrade as it's also how many shots that are fired each burst. That is also why the Smartgun is much better then the regular Pulse Rifle, it essentially shoots twice as many bullets each burst.
Can any kit upgrade to a sergeant when it hits the appropriate level or do you need to keep a vanilla marine without picking a specialty until they hit sergeant level?
Sergeant is an actual class that can be assigned at level 3 - you get to pick between two classes at promotion once you have the xp needed. Perhaps his most important skill and arguably one of the most important ones in the game is Reprimand which freezes the stress increase for 30 seconds, if you use it on cooldown you can keep stress levels manageable and go on far longer deployments.
Promotion into a specific class becomes available at soldier level 3. At that point the game offers a choice between 2 different classes to the soldier (which choice is random). You, the player, get to pick between these 2 choices. Sergeant is one of the classes, so being a Sergeant would be what you call his "specialty" from then on (if I understood your question correctly). This means "Sergeant" is NOT a level thing (you don't, for example, have Gunners that can get promoted into being Sergeants once they reach a certain level; those are two seperate things in this game).
@@n00bster83 thank you that clears things up
@@clefsan thank you, that clears things up.
Thanks for sharing. Reprimand is an amazing skill. On my list to show because it becomes critical towards end game. I had to do the last 3 missions with one visit each and without reprimand it would have been impossible.
Thank you bro for helping windah 7 months ago and I will subscribe you😁
You're most welcome. Always nice to hear from Windah Basudara's fans. Terima kasih!
The Sergeant's Encouraging Speech is strange - it says the stress is reduced by 100 but a normal Rest already does that. Maybe it's a typo but it hasn't been fixed in the latest patch. And there's a Xenotech that reduces stress by 150 in a Rest.
I would hope the Sergeant's skill reduces stress by 150, otherwise it seems worthless.
Good point. I'm not sure about that either. The big skill of that class I found essential later in the game was reprimand.
@@GrubMagnet I haven't used Reprimand yet. I keep forgetting that I have it. It sure would be useful.
It is very, very handy!
@@GrubMagnet I just got my Sergeant to L10 and the Encouraging Speech now says it's 150 from a rest. Probably the Codex is still wrong.
I still keep forgetting to use Reprimand in the heat of battle. I only think of it when I see everyone is on Max stress
😅
@@donkeysunited The way you only lose stress while detected or hunted makes it relatively easy to keep from getting any significant stress with the reprimand skill.
Right now any of my marines are able to open encrypted doors and when they rest they reduce stress by 100 without a sergeant. Is this bugged?
Funny enough I had that occur on my second playthrough on hard but not my first. I think it must be a bug.
Are their requirements other than levels to pick the classes? I’ve been trying to get a medic for the past hour but he keeps giving everything else. Is it random or am I missing something?
It's random.
Just random as far as I can work out.
The game tries to help you get what you are missing so one of the choices given will always be the class you have least of. If that is not medic then that will make it harder to get one.
Good to know. Thanks for sharing!
imo medic is the weakest class, because if you in combat a lot you doing something wrong, that plus the most damage is mental not physical
I'm playing through on hard at the mo and I think that's a fair point. That said I still think one of each class in the squad is handy. The medic speeds up heal time and has some other handy perks on rest. Thanks for sharing your thoughts!
I think the easiest class to skip is the Techer as you can get the common hacker skill. It's only after level 6 when you can also get the SMG that the Techer also provides more firepower. Recon was for me the least skippable as I relied on it heavily to not have to fight every single alien. There were even some largish fights were the Recon shot all of them without any fuss. Medic would also be easy to skipp if you accept longer medic leaves.
Yeah I can see arguments for that. Thanks for sharing.
Imo tech most usless, bcs they drone can be detected
Yeah. I think aliens are less likely to notice it though. Tekker can also upgrade sentry guns which is quite handy sometimes.
Tecker is so bad. Recon is the best but infrared/battle scanner is completely useless.
Thanks for sharing. Recon was handy. Sarge was essential with the reprimand skill for me in latter levels.