Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
my favorite quote of all time
But thanks for the mod :)
The biggest problem Gifted had without the rebalance was Soulfire, which was both "free" and very very powerful (much more so than Conventional firearms). With that moved as a Sergeant skill with VASTLY lower damage in the early game, that shouldn't be an issue. They do still have pretty poweful abilities, but with limited use and only having to take one per rank, they're not that bad. Aguably on par with the rest of the classes, and certainly not any more overpowered than your basic SPARK.
in tyhe end i do exactly the same as adam d0ggg does; play with regular soldiers while baking 2-4 psi ops ready for the final mission
i tried psi rookies and like you said found them op for early game, so promptly switched the mod off and restarted.
im not sure what psi rookies levelling thresholds are but i would suggest increasing them to slow the level gain a bit.
And to be honest, I didn't do all that much besides play with the original Psychic Rookies and note where Firaxis' own design let them down. I asked myself "Why would you give a Squaddie a 4-6 damage auto-hit skill?" and realised that they probably didn't intend for that to be the case. Without messing with the UnrealScript code, the best I could do "on the cheap" was move a few skills around and tweak some weapon numbers. Thankfully, the damage levels of each individual psychic skill for each individual psi-amp were exposed in the ini files.
As to the rest of the mod, it's just the Psi Rookies mod with some tweaks to skills, mostly to remove the Squaddie rank 4-6 damage auto-hit psychic attack. THAT was way out of line.
(what settings would you reccomend for limited psi usage?)