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This mod currently isn't compatible with LW2. I'll probably remake a LW2 version in the future from the ground up.
Shadowkeeper now considered a utility item = will not show up in pistol slot = unequippable in utility slot since only 1 pistol is allowed per soldier
For anyone wondering about mod compability with a specific mod, you may want to try the Alternative Mod Launcher. It does a pretty good job of spotting issues for you. Link: https://www.reddit.com/r/xcom2mods/comments/4ak5cv/alternative_mod_launcher/
Question, though...in regards to the Class Override...have you run into any major conflicts with that to date?
C:\Users\yourname\Documents\My Games\XCOM2\XComGame\Config
This will force those files to be rebuilt based on the defaults in case it doesn't do it automatically.
I agree that the description isn't as clear as it could be. I plan on updating the mod to work with the latest patch some time on Saturday, so I'll take another look at the wording of Spot's description then.
i just feel Spot could use a reword, I didnt quite get what its effect is. Do you mark enemies and still see them if they scamper out of sight? Do you mark enemies and allow them to be squadsight hit by soldiers that dont have squad sight? A bit more of a clear info on the ability, or even maybe a preview video showing off each perk would be great.
Expose Weakness: seems alright, but may need balance as to lose a soldier for firepower a turn.
Concentration: so cool now
Droping True Shot: all for it, especially for the damage-if-moved thing.
Keep up the good work !
And you can make teams of grenadiers for far more abuse anyway. ^^
About Ambush: yeah I forgot that - made too much changes in my own game (I play with a Guerilla Against a Superior Enemy Feel choice of mods, including Concealed Overwatch firing on moving enemies, enemies patrolling even when seen, Re-concealment when no contact for one turn, but enemies being a lot stronger and with more of them). Basically Ambushing everytime.
About Maim: yeah, that's how I understood it, but when you reach vanilla colonels, that's far from a good perk, the priority targets aren't going for cover anyway. So making it lower in the tree is good.
- Expose Weakness no longer breaks concealment or alerts enemy pods. However, it now ends the user's turn and only lasts for 2 turns. This lets the Asset contribute offensively while staying concealed.
- Concentration now lets the Asset ignore ignore armor when flanking, in addition to its current effect. Undodgeable shots just haven't been very useful, since so few enemies have worthwhile Dodge, that it doesn't feel right to have it takes up a perk on its own.
- Drop True Shot entirely. One idea for a replacement is three-shot Rapid Fire, but instead of an Aim malus, make it unable to Crit. This synergizes well with armor-piercing, though it would need to be moved up in the tree. Or maybe replace it with a passive that gives bonus Damage after moving.
Nothing set in stone. I'm going to need to think on this for a few days.
4. I think I like where Hide is at at the moment, though lowering the cooldown by 1 turn would be alright. Any more and I feel like it'd make going into Concealment too much of a no-brainer. I really like the stealth when out of sight idea, but I think that would be far too easy to abuse, especially if you bring multiple Assets with it into battle.
5. I agree on Sneak Tactics, it isn't turning out to be as useful as I'd hoped. Increased damage from Concealment would be a nice bonus that could put it in line with an improved Concentration. Having to choose between bonus damage from concealment, or armor piercing from flanking.
Now that I think about it, Maim belongs more of the Recon side. With Maim, you can have the rest of your squad stay just far enough back to trigger an enemy pod, Hide with the Asset, Maim a high priority target from stealth to activate them, then move the rest of your squad up to take them out. Making this an AoE would be way too overpowered, but I could see moving it down a rank or two.
1. This class started as a collection of ideas with a similar theme, but you're right in that some synergy is missing. I think a damage bonus while moving would help the Vanguard tree, considering how underwheling SMGs are offensively. I may also improve the base Aim of the class slightly.
In my mind it would be a very fun class to play - even with a lot of passives, because you're still micromanaging a lot.
4- You should lower the cooldown on Hide. I'd even go for a "go in stealth when out of sight at the end of turn" or something like that.
1- the critical synergies are too rare, evenmore with a smg that is both damage and crit poor - you should give another form of damage boost to the Asset, as you spoke of earlier. Ignoring armor when flanking for example goes into the flanking and mobility subsets too but without asking for another strong point from your build, that is, finding critical buffs (five is a lot). A pure damage boost when moving is a good idea too, synergizing with the Momentum perk, and with both Hit & Run and In the Zone : make your next attack gain 1 more damage per weapon tech level after a move. Including bonus moves. Is also useful against non-armored units, and the Asset class strikes me as a mook cleaner already if you don't go the debuffing way. Something like "Fire and Advance" or "On the Run Aiming". You spoke earlier of letting the critical part go - you're right on that.
2- Colonel perks are too weak, comparatively
I think both Ambush and Maim should be AoEs to begin with (and empty your clip).
There's also a slightly lack of synergies inside the two branches.
It seems the typical Asset POI are stealth, crit, mobility, flanking and debuffing.
At Corporal it's either stealth or mobility.
At Sergent it's either debuffing or mobility (indirectly)
At Lieutenant it's either stealth or debuffing (no mitigation)
At Captain it's either debuffing or stealth + critical
At Major it's rather complicated, it's either flanking + mobility or flanking + (if high damage) mobility or more damage.
At Colonel it's either a directed overwatch that needs stealth (that's not powerful at all, or I'm missing something) or a directed debuff/control (mainly a debuff, the point is to make a unit be flanked by your pals) that needs stealth too.
How about change "Concentration" into active ability that shoot at one target until your magazine empty? Use it when you desperately need something to die or to secure the ITZ chain. At the same time, change "True Shot" effect into the old "Concentration".
Or, just change "True Shot" into a new skill that buff self with +mobility, +aim, +1Action Point, and/or grant armor piercing for maximum ITZ positioning. While also give a penalty such as -def, -will, and/or -mobility immediately or on the following turn. To balance the risk/reward for committing to ITZ killing sphree.
Or, if you want to keep it as active and has the same ability, make it into "Attack that has increase crit chance and +crit damage" So, it won't be a waste even when you flanking and already has a high crit chance.
A round-about way to tell if it's an enemy or civilian is if their health bar is displayed when they're spotted. I believe only an enemy's health bar will appear.
But then I used it on a normal citizen, but he became red and was marked as "spotted".
When I moved someone into his circle, he just ran away as it should be for a non-hostile person.
A bit confusing, because I thought he is an enemy and was about to throw a grenade. Did I miss some descriptions of the perk?
Concentration - This is a passive that applies to all shots taken by the Asset. I will make which abilities are passives more clear in the next update.
Expose Weakness - Correct. It breaks concealment. I wanted the user to remain concealed initially, but this causes a lot of weird issues with activating pods, because the game still sees the effect as damage-dealing.
Maim - Correct.
True Shot - I'll admit, this ability is the black sheep of the group. I personally feel like it's the most underwhelming, since you're already pretty likely to crit if you're attacking from concealment and have a good angle. Any ideas for a replacement, or a way to make it more fitting?
Spot - Is it work like battle scanner but with cone targeting?
Concentration - is it guarantee hit shot or just a normal shot that enemy can't "DODGE:GRAZE"
Expose weakness - I take it that it's only applied the +3 debuff without any initial damage, unlike Rapture, right? and can it use in concealment without breaking the conceal?
Maim - enemy can still shoot back at you, right? Just cannot do anything regarding movement.
First thought for this class. True shot seems weird being on Vanguard side. As Vanguard's perk seems to focused on flanking and not much in conceal. Putting it on Vanguard just doesn't feel right. Will test this class more after current campaign.