Body armor is used by soldiers to protect themselves against alien weapons and environmental hazards during combat missions. Damage taken against this armor HP” does not count towards a soldier being wounded; soldiers will only require recovery time if they lose some of their base health (the green number displayed in their stats screen) during a mission.
Additionally, soldiers can supplement their armor HP” by equipping a Nanoweber Vest, Chitin Plating, or Respirator Implant in their item slot. Adds +3 HP and +10 Defense, allows the wearer to use a grappling hook to get higher vantage points, and increases movement speed by 3.
COM : EnemyWithin adds fire, poison, and strangulation immunity. Allows the wearer to become invisible four times per mission for one full turn (XCOM's and the enemy's).
Also contains a grappling hook, increases movement speed by 3, adds +20 Defense and +6 HP. COM : EnemyWithin adds fire, poison, and strangulation immunity.
Additionally, the armor has a hidden +10 Defense bonus and adds +2 movement. I thought it would be ghost armor but most of my troops are gene modded with memetic skin, so they can't use the stealth on the armor. And Arc angel also seems useless when they can jump any high.
I thought it would be ghost armor but most of my troops are gene modded with memetic skin, so they can't use the stealth on the armor. And Arc angel also seems useless when they can jump any high. I thought it would be ghost armor but most of my troops are gene modded with memetic skin, so they can't use the stealth on the armor. And Arc angel also seems useless when they can jump any high.
The value of fire immunity is questionable, as burning areas tend to be scarce (depending on use of explosives), usually provide no cover, and can often simply be avoided. Poison is most dangerous at the beginning of the game when Thin Men and Chrysalis are plentiful, and Medici production/uses are limited.
Typically, by the time Titan Armor can be manufactured, poisonous enemies are less common, the 3 HP loss may be considered trivial (more so on lower difficulties), and Medicine are plentiful. Poison immunity may still prove useful during late-game Council missions which are often infested with numerous Thin Men.
Due to the simple straightforward nature of the strategic enhancements provided by this protection, unlike the articles of other Armor Suits, this one will be short and will concentrate not on one of its main aspects the HP bonus, but it's alternate implications and the more characteristic immunities. This is also a unique section slightly mentioning other more suitable armors at classes where available according to previous studies, which are even though justified, they do gain a certain level of subjectivity (which in turn is mentioned here to maintain legitimacy) by the lone fact, that is the marginally relative interchangeability of the armors on classes.
The extreme level of protection is not put to good use with a class that is so distant from the main line of fire. No hostiles in the game ever use Gas Grenades, the player just needs to be mindful of friendly fire.
The Ghost ability's invisibility effectively renders the soldier immune to attack if active during the enemy turn; alternatively, firing while stealthed confers a 100% (reduced to 30% in COM : EnemyWithin) Critical Chance (unless reduced by a trait similar to Hardened) but will reveal the wearer. Note that using Ghost along with Rapid Fire will confer the critical chance bonus for both shots.
A team of four ghosted units and two Snipers can clear most maps without giving the aliens a single chance to fire. However, note that Close Combat Specialist trigger will break an Assault unit's cloak whether the player wishes it or not, although this quasi-tactic can be exploited for benefit.
The enemy will most likely take cover, exposing their backs to the rest of the squad, who can finish them off in the same turn. Heavies can use it to get into position quickly and safely, and will no longer fall behind in movement speed and kill count.
For Squad sight Snipers on outdoor maps, consider Archangel Armor instead, as it allows them to create their own “nests” instead of seeking out the (few and far between) natural positions, and they rarely need the invisibility feature. On time-sensitive missions (e.g. Terror Site, Bomb Disposal, and when looking for Meld Canisters) the player can have one of their units (preferably a fast unit like a Support soldier with the Sprinter ability) ghost and then rush blindly ahead without having to worry about cover.
As long as the soldier is not put on Overwatch or equipped with the Close Combat Specialist ability, there is no way the enemy can target that unit. While ghosting, using a Medici on a companion or throwing a Smoke Grenade will not uncloak the soldier, giving a Support more flexibility on how to approach to act.
Although Ghost Mode prevents aliens and EXALT troops from detecting a soldier, civilians to be rescued during Terror and Council missions are unaffected, and will respond to being 'tagged' for rescue as per normal without requiring the soldier to reveal themselves. At the end of the round the suit cloaks anyway, the visual light bending effect will cease, the cloak sound effect will play, you'll get a tactical rebuff message/bubble floating off the user, but BE WARNED, the camera will not always jump to that particular cloak user for reference, unlike for example Overwatch.