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Which sucks since that negates a whole lot of the Dragoon's kit.
Because when I do, all the other classes by you pop up as missing a dependency
2) I need your help with the Infantry & Recon classes. In the Commander's Choice option and even when randomly assigned, the icons for those classes says "img:" with the rainbow background for it.
I'm not mod savvy, so how do I fix this? and do you know what it might conflict with that's causing this?
Preservation_LW, which has replaced SurvivalInstinct_LW at TSGT, is also still listed on Position 7 in Tier 2 deck.
Location:
..\Steam\steamapps\workshop\content\268500\2283957200\Config\
File:
XComClassData.ini
Where to add the line (just under the secondary weapon permission):
Juggernaught
+AllowedWeapons=(SlotType=eInvSlot_HeavyWeapon, WeaponType="heavyammo")
Everyone else
+AllowedWeapons=(SlotType=eInvSlot_HeavyWeapon, WeaponType="heavy")
Example (Combat Engineer):
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun")
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="grenade_launcher")
+AllowedWeapons=(SlotType=eInvSlot_HeavyWeapon, WeaponType="heavy") <---
+AllowedArmors="soldier"
just how many ? all ?
second: Blurred is the name for "MZLongRangeDefense" from the Mitzuri perk pack. It gives bonus defense against enemies the further away they are from you.
P.S., I’m really thankful to you for bringing these classes into LWOTC, they’re so much fun to play with.
I assumed that the shielding generated by the dragoon gremlin would only last a few turns, like the ones provided by the Advent Shield Bearers.
Of course, it is rather good news. A shield that can last during the complete mission is always useful, as long as one picks carefully which soldier gets it...
If you want to debate balance, join us on the LWOTC discord and go to the mod-jam section. We argue over this stuff all the time with Kiruka. I've made the exact same point on juggernaut making technicals and gunners somewhat redundant. My last run didn't have a single specialist or sharpie cause dragoons and survivalists are just far more versatile while stronger in certain areas.
I hope this feedback doesn't hide how much I've enjoyed the mod! Most of the classes are very well balanced, and lots of fun to play.
-The Juggernaut in general has an insanely powerful kit. Strong cannons, the gauntlet, Take Down, and incredible bulk. The alignment of their skill tree arguably makes them better Technicals than Technicals (Incinerator+Javelin Rockets+Run and Gun), and their shooting tree makes them on par or better than shooter gunners (Subbing out Flush, Chain Shot and Hail of Bullets for Burial Shot, Priority Target, and Lone Wolf.)
I'd recommend swapping the corporal rank perks with the sergeant, limiting Take Down to once per mission OR blue move only, replacing Run and Gun with Combat Fitness, and potentially lowering their aim growth by a point or two. I'd replace incinerator with Will to Survive and Javelin Rockets with Tactical Sense to help keep the Technical as the premier demolitionist while distinguishing the juggernaut further as tank.
-Barrage on the Dragoon Tree/XCOM row is absurdly powerful for how early it appears. Contrast its power level with Demolition on the gunner tree, for example. I would absolutely move it to a 30/40 cost and reformat the Dragoon tree with Iron Will at sergeant instead of barrage, rocketeer at tech sergeant in place of Iron Will, Full Override in place of Rocketeer, and Barrage in place of Full Override. Contrasted with Saturation Fire, it's more likely to hit targets behind cover, more likely to destroy that cover, has a lesser ammo cost and a faster cooldown all at the exchange of a smaller AoE.
-Shotgun finesse is tuned a bit too strong. In tandem with early Run and Gun on the Combat Engineer tree, it makes them easily superior to assaults. I would tune it down to 2 mobility, and maybe even remove the crit.