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+ | {{Infobox_Skill_Blue |
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− | [[File:Suspicious.gif|thumb|The icon.]] |
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+ | |Box title = Suspicious |
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+ | |image = File:Suspicious.gif |
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+ | |imagewidth = |
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+ | |Row 1 title = Available: |
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+ | |Row 1 info = [[Level]]s 7+. |
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+ | |Row 2 title = Descr.: |
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+ | |Row 2 info = +200 [[Initiative]] points per every [[Spy]] present upon [[Deployment]]. Invulnerable to [[Sabotage]]. Cannot be [[Damage|hurt]] by his [[Trooper|teammates]]. |
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+ | |Row 3 title = Used: |
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+ | |Row 3 info = Start of battle; enemy spies deploying; [[Friendly Fire#Friendly Fire|Friendly Fire]]. |
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+ | |Row 4 title = Quote: |
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+ | |Row 5 title = Counter to: |
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+ | |Row 5 info = [[File:Saboteur.gif|link=Saboteur]]}} |
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⚫ | '''Suspicious ''' is an unlockable combinative [[File:gen_Ability.gif|link=Ability]] [[Ability]] acquired after unlocking the [[Skill]] of the same name. It negates any chances of [[File:btl_Sabotage.gif|link=Sabotage]] [[Sabotage]] or [[Friendly Fire#Friendly Fire|Friendly Fire]], additionally granting 200 [[File:small_Initiative.gif|link=Initiative]] [[Initiative]] per enemy [[File:helm_Spy.gif|link=Spy]] [[Spy]] deployed. A very handy pick, considering that it (think about it) practically counters one and potentially counters one more of eight available [[Specialization]]s, and not just any replaceables, but two quite unique and popular ones. If that's not good enough, he can't be shot in the back by his squad-mates during close quarters such as [[File:small_Mission.gif|link=Exterminate]] [[Exterminate|Extermination]] missions usually are. |
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+ | Initiative points are granted as soon as any enemy spies deploy, giving first strike capability surpassed only by level 20+ spies (with no upgrades). Friendlies can still suffer from friendly fire themselves if the weapon is picked wrong. |
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⚫ | '''Suspicious ''' is an unlockable |
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+ | Oddly, suspicious even seems to be available to [[Spy|Spies]]. |
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− | Minitroopers Suspicious1.png|Initiative points gain when enemy '''spy''' deployed. |
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+ | '''Note:''' The skill triggers when an enemy spy '''deployes together''' with the Suspicious trooper. Any survived enemy spy deployed on previous wave will not activate the skill when Suspicious trooper comes in new wave. The spy also needs to be deployed on the enemy side for the bonus initiative to take effect. |
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− | Minitroopers Suspicious2.png|The Comm Officer with "Suspicious" avoid been '''friendly-fired''', unlike the poor doctor. |
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− | </gallery> |
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+ | |||
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+ | Minitroopers Suspicious1.png|And example of a wrong picked weapon to counter spies. The [[Scout]] is prone to be blown up or otherwise shot. |
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+ | Minitroopers Suspicious3.png|Friendly fire can be most frustrating to watch. '''Suspicious''' can save a lot of troops from wasteful deaths. |
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+ | Minitroopers Suspicious2.png|The [[Comms. Officier]] and the [[Doctor]] illustrate the practical value of negating friendly fire. |
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+ | Minitroopers Suspicious5.png|Similar to [[Dodger]], Suspicious can't avoid [[Toxic Shells]] or [[Paralysing Shells]] fired by ally trooper. |
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+ | Suspicious(Light Tank).png|[[Suspicious]] trigger(and can save you) from your own shots as well. Desconfianza = Suspicious. |
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+ | </gallery>[[File:SpyInititive.1.png|thumb|A spy giving suspicious initiative compared to a spy not giving suspicious initiative because he appeared on his own side.]] |
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[[Category:Skill]] |
[[Category:Skill]] |
Latest revision as of 06:45, 16 May 2013
Suspicious | |
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Available: |
Levels 7+. |
Descr.: |
+200 Initiative points per every Spy present upon Deployment. Invulnerable to Sabotage. Cannot be hurt by his teammates. |
Used: |
Start of battle; enemy spies deploying; Friendly Fire. |
Quote: |
"Erm John, you didn't have a moustache this morning..." |
Counter to: |
Suspicious is an unlockable combinative Ability acquired after unlocking the Skill of the same name. It negates any chances of Sabotage or Friendly Fire, additionally granting 200 Initiative per enemy Spy deployed. A very handy pick, considering that it (think about it) practically counters one and potentially counters one more of eight available Specializations, and not just any replaceables, but two quite unique and popular ones. If that's not good enough, he can't be shot in the back by his squad-mates during close quarters such as Extermination missions usually are.
Initiative points are granted as soon as any enemy spies deploy, giving first strike capability surpassed only by level 20+ spies (with no upgrades). Friendlies can still suffer from friendly fire themselves if the weapon is picked wrong.
Oddly, suspicious even seems to be available to Spies.
Note: The skill triggers when an enemy spy deployes together with the Suspicious trooper. Any survived enemy spy deployed on previous wave will not activate the skill when Suspicious trooper comes in new wave. The spy also needs to be deployed on the enemy side for the bonus initiative to take effect.