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Incoming Officer Skill

Posted: Sat Apr 22, 2017 7:22 pm
by Jackal
Has anyone ever used this skill?

Re: Incoming Officer Skill

Posted: Sat Apr 22, 2017 7:44 pm
by JulianSkies
Jackal wrote:Has anyone ever used this skill?
Saved me from a couple of grenades on HQs

Re: Incoming Officer Skill

Posted: Sat Apr 22, 2017 8:11 pm
by TheCiroth
I've used it more than once. It is my go to on that tier. you can expect MECs to use them when ever they can if you are too close. I'll taunt them into using it and use incoming. I take 0 damage while they waste their missiles.

Re: Incoming Officer Skill

Posted: Sat Apr 22, 2017 8:48 pm
by knrp
Too close to one another, not the MEC.

But the ability is basically 'stun every MEC for one turn' as a free action. they always go for the missiles if they can hit like 2 targets, the missiles do no environmental damage so there's no risk of cover destruction, and the game throws enough MECs at you that being able to leave them be for a turn comes in handy often, even before you get to the artillery ones bombarding you from out of sight.

Haven't really used it much against grenades, as grenade throwing enemies seem to be a lot less predictable and their grenades still destroy cover so the DR doesn't save you from getting crit afterwards.

Re: Incoming Officer Skill

Posted: Sat Apr 22, 2017 8:59 pm
by Dlareh
It's fine against MEC micro missiles .. but I much prefer the extra crit and graze->normal hit of Get Some, it just gets a lot more use especially on Specialist officers.

I suppose the niche use of Incoming is more compelling on a class that has something better to do than Get Some at the start of large engagements.

Re: Incoming Officer Skill

Posted: Sun Apr 23, 2017 12:07 pm
by LordYanaek
The choice between Incoming and Get Some depends on squad composition, squad objectives and officer class.
  • Officer class is important. Get Some costs you an action so if your officer is mostly there to provide passive bonuses and an occasional command (Ranger, non holo Sharpshooter) or probably needs to move if he wants to do something (flamer technical) spending an action to use it might not be possible, in this situation a free bonus, even if it's more situational is better than nothing.
  • Squad composition. If your squad tend to be clustered often because you have multiple low mobility rangers/gunners, being able to prevent Grenade damage without using Flashbangs on every pod every turn can definitely be useful. If you have a lot of Assaults and Sharpshooters operating at long distance from each other, Incoming won't help you much and those classes will love the added crit from Get Some to reach 100% crit.
  • Squad Objective. If the squad is built for (mostly) stealth missions and don't fight more than required to wait for the Evac, you don't need Get Some but Incoming can save your day. In a recent mission i had to move in front of 2 pods to hack on the last timer's turn and then wait another turn for evac. The assault Run n' gunned close to the specialist to flahsbang some sneks but that left an advent pod free to act including some guys with grenades while i had 2 soldiers in cover+Smoke. I knew they would grenade me so the officer popped Incoming before commanding the specialist for the hack. Some lousy shots and 2 grenades later i had suffered no wounds.

Re: Incoming Officer Skill

Posted: Mon Apr 24, 2017 4:32 pm
by hewhoispale
I've been taking Incoming a lot more lately, having come around from thinking it was really niche and weak at first. However, with Get Some being so far back on the action bar that it gets pushed to the second page, requiring an action, and having both limited charges and a cooldown, I found myself never using it. I was always waiting for the "good" turn to activate it, and that's when I remembered it was I thing I had. LW2 (and XCOM2) suffers a bit from having so many buttons.

Incoming being a free action makes it really strong. Pretty much anything that boosts action economy is pretty good.