William Carter has them.
He also has the ability to lift aliens into the air and control their minds, which no-one ever finds surprising or suspicious. It’s a perfectly normal ability for someone to have. If only the other agents weren’t slaves to their nicotine cravings, they might be able to make slaves of the Outsiders. But instead they’re only known for their ability to run aimlessly into danger. The Bureau: XCOM Declassified is an incredibly interesting and perfectly executed third-person strategy experience, which features exhilarating fast-paced strategic combat and diverse agent classes with unique talents.
I’m particularly fond of Engineers.
Good situational awareness is vital in real time combat, and being able to build turrets or lay mines restricts how freely the opposition can move around. They can also flush enemies out of cover. Which renders aliens that entrench in fortified positions vulnerable, and allows you to eradicate them.
Agents are fully customisable (or can be created to your specifications) but you can only have two of each class. This isn’t a significant restriction, unless your agents are dying in the field with frightening regularity. Not that it costs anything to recruit a new agent should a space become available. However, there are limited opportunities to gain experience, as a finite number of Dispatch Missions and Minor Operations exist, so you can’t endlessly grind to advance rookie agents. I’d advise filling out your roster immediately, and assigning every agent that isn’t on active duty to any available Dispatch Missions. Taking less experienced agents on Minor Operations is viable, but more dangerous as you’re required to participate in those. Experienced agents can also be acquired when completing certain objectives or missions.
These missions often appear as a result of completing various investigations between Minor or Major Operations, which makes exploration integral to your continued success. Schematics and alien technology can be found by searching the battlefield. While interacting with your fellow agents often tasks you with everything from deciphering radio transmissions to fixing fuel leaks. You won’t be researching or fabricating new equipment, though. Nor will you be recovering alien corpses for autopsies. Which means that you’ll usually have more to do in the field than when returning to base.
As a result, main campaign progression becomes more fluid.
The only drawback to acquiring new technology sporadically is ammunition. You won’t always be able to acquire enough in the field, which makes utilising some weapons difficult, and often means you’ll run out of ammunition, which was also a prevalent issue with the Hangar 6 R & D DLC content.
Which does make some encounters more frustrating than they would’ve been- especially when dealing with multiple pods of alien reinforcements- but it’s not noteworthy enough to substantially detract from the experience. You can always rely on the other agents to deal the majority of the damage. Doing so even earns you a rather interesting achievement. Which becomes substantially easier once you’ve learned Mind Control, as you won’t directly be dealing damage but the controlled alien will. Not that their damage output is anywhere close to yours. I regret taking six years to return to The Bureau: XCOM Declassified as it’s been a wonderfully engaging experience, and one that I highly recommend if you enjoy action-orientated real time strategic combat. It really is a one-of-a-kind experience.
Have a nice week, all!