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The Kid / Slim / Deadeye / Holliday / Doc / Shorty / Wrangler / Cassidy /
Butch / Slue-Foot / Rootin / Sheriff / Hopalong / Rawhide / Tootin / Auger / Ballyhoo / Yank /
Buscadero / Cookie / Moonshine / Snake Oil / Huckster / Night Hawk / Piebald / Calico / Pilgrim / Reckoner / Sagebrush / Sawbones / Sawdust / Simon Pure / Slicker / Dandy/
Tanglefoot / Guttersnipe / Helter-Skelter / Higgledy-Piggledy / Hither-n-Yon / Hook-or-Crook / Hoosegow / Knee-High / Fandango / Cisco Kid / Rattlesnake / Buffalo / Longhair /
Sundance / Bittercreek / Soapy / Poncho / Pancho / Red Buck / Calamity / Dutch / Oakley / Rustler / Pickett / Bandit
I noticed that they dont get nicknames, letting you know incase you forgot about that or its a bug
As for the other one: If you haven't contacted the Skirmishers yet, then it's possible that the game doesn't think you're supposed to have Ripjacks yet, so there's technically none in your Avenger's storage despite the class getting one automatically upon promoting from Rookie. I think you should get access to ripjacks after contacting the Skirmishers if this is indeed the issue
I'm really new to this whole modding thing, so I'm not really sure what's causing the issue, but these are my only guesses.
Changed how some perks are handled and mixed in a few new ones.
Squaddie
Grapple, Reckoning (the 5 turn CD is just meh), Pistol Shot
Corporal
Pistol Expert (Veehementia), Justice
Sgt
Quickdraw, Wrath
Lt
Zero In, Lightning Hands
Cpt
Stiletto Rounds (Extended Perk pack, +2 Armor pen passive), Lash
Major
Flatline (Extended Perk Pack, +2 Dmg & Rupture shot), Retribution
Col
FanFire, Shootout (Mitzruti's Perk Pack)
Feels like a more natural progression overall and makes forces some decisions also regarding the ammo economy. Would have liked to include Return Fire but I'm not sure where I would have put it especially given it's requirements.
Either way, good class mod, will keep. <3
Could there be some kind of incompatiblity with another mod?
Thank you for the advice, but for now I think I'll leave the perk order as it is. Though I'm not entirely satisfied with it either. I'm not happy that Reckoning and Retribution are so late in the order, but I felt like everything else was more important to get earlier on, so I had to put them there by default.
I hope you'll enjoy the class if you end up using it.
I made Grapple optional because of the class's theme. A cowboy grabbing someone with a lasso and dragging them closer fits better thematically. I originally didn't even want to give the Cowboy Grapple, but I had a free slot to fill. (Though the Grapple fits if you think of this class more as an Indiana Jones type of class: pistol + whip.) Not to mention Justice being a basic perk also helps mitigate the Pistol's low damage.
With the above mentioned switch it would also be a more concious decision between pistol expert and melee focus of the class.
Mind you, I'm currently setting up a new campaign and haven't played with it yet but it jumped my eye looking through its class data.
For one, Veehementia's Pistol Expert Ability is scaling to the weapon tier used, meaning it provides less bonus to T1 pistols than T3 ones. Without it, the class is loosing out on a lot of potential early on. It helps them counter their inherent weakness with pistols doing less damage early on AND having a range penalty.
Because of this, I'd put this ability into corporal rank and put Lightning Hands below Zero In, so you'd have to decide whether you have a free shot or a better second.
Seriously this sounds great, love it