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I am using multiple mods so there is a possibility this is just a conflict, I wouldn't have mentioned it but reading these comments I am not alone.
I am seriously considering using Enhanced Perk Tree to make either a static or training roulette-ish soldier build with a massive list of perks to choose from. The OG Mod on Steam started to attempt this but it fell off the map at some point so I decided to start working on my own.
they are designed the same on here as they are on the headhunter.
they were working in my playtesting before i took my break, so maybe something changed and they broke. Or maybe it's a mod interaction, or maybe it's a specific scenario.
I'm gonna play an xcom campaign and see if I can reproduce it on my end. More details later.
(2)
Betrayal at first glance seems like a weaker domination, but it uses strafing action points. This means you can move, use betrayal on a dangerous enemy, then take a regular shot. When you use betrayal, you can move the target out of cover and take a shot/use a grenade on itself and the rest of the pod. It's not quite as good as domination imo, but you can use it on multiple enemies and you don't need a psi lab to get it.
I haven't used dimensional anomoly, but it sounds amazing at first glance. Took spray and pray instead, but it didn't work :/
All in all, incredibly fun class and probably a little OP for vanilla gameplay.
Actually, I've found the fury to be incredibly good. She was my first colonel. There's a few things that makes the fury really good:
The ability to easily flank and have a solid chance to deal critical damage (which is almost like a free run and gun, if you're lucky).
You can do a standard move, use the strafing shot, AND ALSO take a regular shot.
Will to survive is completely OP and can give easily +10 hp at higher ranks. This is even better because it gives some breathing room in the use of psionic abilities.
While some of the psionic abilities are weak, there are a couple in particular that are incredible.
Soul tap can easily help deal with larger pods, and the fact that it comes so early really helps in the early game.
The primary reason being that this class seems pretty heavily centered around applying DoTs, which is pretty unappealing in a game that's so intensively focused on rapidly eliminating threats. The Dimensional Anomaly ability is an interesting concept, in that you could theoretically force down a two pod encounter into one, or so on, and I love the ideas revolving around strafe, but just find the idea of this MMO archetype to be a poor fit for XCOM 2.
What do you guys think? Worth trying anyway?
my class mods should be compatible with the perk pack. You just won't get a third tree or brigadier perks with them for obvious reasons.
The game is set up to only have one ammo per ability atm, and im not really interested in ovehauling that.
It's... Probably an unrealistic request now that I think about it, also might affect the class balance weirdly, i'm aware.
The fury, unlike other classes, requires a psi lab before it appears in the GTS
Yes, I am aware that pyro is soulfire in the action bar (Like Reave being Null Lance), it is just greyed out. Normal Soulfire works fine, as an aside. The only one I can find is Partially Gifited, which turns off access to Null Lance, hence why Reave still works, eh? Apparently this is a slightly more common issue than I realized. My appologies for bothering you, not 100% on how mods work and interact. I can finish this campaign without pyro, just respec the unit accordingly and maybe get Soulfire off Partially Gifted.
first of all, you know that pyrokinesis is a version of soulfire right? do you have soulfire on your bar?
secondly, do you have a mod that messes with soulfire?
That's the intended effect.
Here's how it works.
You start with 2 standard action points.
You blue move, this consumes 1 standard action point.
Strafing fire refunds you 1 strafing action point for moving.
(you still see 2 action points total, 1 strafing, 1 standard).
You move again, this consumes a standard action point.
Now you have 1 strafing action point left. (You aren't refunded a second strafing action point because you already have one on this unit currently)
Thus you can use strafe but not move, because all you have is a strafing action point.