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Starting weapos


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Initially you wouldn't know if they are effective, but both the autopsies and the xenobiology research could pretty quickly unlock new toys to work with.

but a problem you would run into would be the effectiveness and threading into the abilities of other weapons, I personally thought teargas would be pretty good, a gas that would apply a vision impeding status without blocking sight like smoke. but...thinking a little deeper you end up with it A. being broken as all hell (preventing the enemy from hitting atoll), B. threading on the flashbang or C. being woefully unreliable (the enemy has a % reduction to hit akin to (heavy) cover)

beanbag shotgun would have a similar problem, if the idea is to apply stun you are effectively making something like advanced stun weapons 

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The flashbang inflicted a small amount of stun in X1 and, with enough of them you could knock an enemy out on the very first mission. In this game, the flashbang doesn't deal any stun damage but regular smoke grenades now are your game start/first mission stun option as now units take stun damage when passing through the smoke and they take more if they end their turn inside smoke.

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