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Conversely, it does not benefit from the Deep Pockets (or Grenadier, if playing with the Training Roulette option) rank perk.Smoke Grenade is an ability and therefore does not require an item slot.Providing a significant statistical advantage when multiple squadmates and enemies are trading shots.Sectopod) by increasing the squad's Defense in combination with using Suppression to decrease the enemy's Aim. Reducing the threat posed by a dangerous enemy (e.g.Providing an area for a MEC to charge into for close range, since their melee or Flamethrower cannot miss and they cannot otherwise gain additional Defense via terrain or props.Diverting attention from a low-HP ally, since the AI will typically prioritize more accurate shots.This will be most felt by Snipers who cannot usually move then fire in the same turn. Which also applies to the reaction shots triggered after moving while Suppressed – however it doesn't undo the Suppression in the sense of the pre-move accuracy penalty.Covering an ally forced to move through an Overwatched area.Covering allies following unexpected encounters.It should be noted that the Defense bonus of a Smoke Grenade stacks with cover, but the bonuses from multiple Smoke Grenades do not stack. The 20 Defense granted is identical to the difference between open ground and low cover, or the difference between low and high cover. Smoke Grenade is a highly tactical ability and can be deployed in many situations. – In-Game Description, XCOM: Enemy Unknown The smoke confers +20 defense to all units, not just allies, and lasts through the enemy turn. References based on in-game descriptions and personal experience, as well as analysis of game play video relating to this topic.EXALT Medic EXALT Elite Medic Smoke Grenade is an ability of the Support Class in XCOM: Enemy Unknown.ĭeploy a smoke grenade once per mission. Neither of these effect psi-lance, besides the defense provided by the Will boost with Neural Dampening. They both have very practical applications. They are mainly preference and one isn't particularly better than the other in my opinion. The only downside is that your soldier is stunned after a blocked mind control attempt. +20 will allows for a missive boost to your psionic defense. This is mainly to provide a very stable case in which you will not be mind controlled. Neural Dampening is for those who are going to be very susceptible to psionic attacks. Neural feedback does not damage an ethereal using psi-lance. Neural feedback does not prevent mind control or boost Will in any way. It is rather in effective against ethereals but does have a good chance to hurt them. The practicality of this is to allow a psi-soldier with mind shield or psi-armor to kill sectoid commanders in droves. It basically just hurts an enemy when they fail mind control.
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