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
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=621236774
@pauloel7: You can change all the damage and range values yourself through the ini files. Go into your mods folder then open up the Recon class, then config, then open the XComGameData_WeaponData.ini file. You can open it with Notepad or Notepad++. Make the changes you want, click File on the bar up at the top left and hit Save. Bam, custom changes made. Just be aware that any custom changes get overwritten if the mod updates. Apparently auto updates can be prevented if you create a Mod folder in the C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XComGame folder and move all mods there. Don't know if they'll still work with saved games or not then though.
I'm already running the Battle Rifle pack and would like to avoid confusing clutter.
Finally, have you considered putting a cap on the bonus Fighting Spirit gives? If you activate a lot of pods it stacks like crazy. It might be worth limiting it to three or four stacks or making it grant dodge instead of damage.
If you wanted to make a version of the Recon Operator compatible with the various custom weapon mods you do so fairly easily by disabling the extra weapons and replacing Marksman with Squadsight. The only functional difference between a Squadsight RO with an Assault Rifle and a Marksman RO with a Marksman Rifle is the range profile and if you've got this Battle Rifle pack you'll have long range weapons to equip them with anyway.
On Speculative Fire, if you were ever inclined to replace it have you considered replacing it with Double Shot? It acts as a nice counterpart to Speculative Fire and is probably better suited to the Force Recon anyway. The gap left in the Recon Sniper tree could be filled by Conceal, an ability it could really do with anyway.
Are the weapons added by this mod Grimy's Loot enabled, that is they will appear in loot boxes?
Otherwise I guess it's still good because it does add new weapon upgrades I could apply to them.
Also, I tried to add a Marksman Rifle to a Sharpshooter, and it gave me the Assault Rifle model. Any ideas?
One thing though, any plans to replace the Carbine model? As it stands, it doesn't look all that carbiney. Maybe shorten the barrel, or kitbash it together with something else?
I'm not sure how much more obvious the author could make the fact that this is Perk Park compatible short of a flashing neon sign.
not that you HAVE TOO but... well... you could add another option per lvl if you want too (you put in the work to make it, put in the work to make it perfect)
As for a counterpart to Concealed Shot, I'd personally recommend moving Double Shot to that slot: the aim penalty is more conducive to close range combat anyway. I'd then give the Recon Sniper an ability that lets them reconceal somehow in the slot opposite Return Fire given how many of their abilities play off concealment.
Speaking of Return Fire, is it meant to have the same name as the Gunslinger ability? Retaliation Fire is a potential alternative name for it (or just Retaliate) if you wanted their names to be different.
The Speculative Fire is kind of a counterpart for the Concealed Shot. I thought it would be a nice way to flush out enemies from a safe distance (ie. "I bet there's a pod right behind that corner, can't be elsewhere, setting up an overwatch trap and triggering it"). Granted, it's probably not a favorite for many but it does have its uses. I've only used it a couple of times, when I wanted to play safe. I do admit that I had thoughts of swapping it for something else, and I still may if I figure out a good balanced ability.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=732321325&searchtext=
As it also includes a "Marksman Rifle".
What's the design rationale for requiring Situational Awareness to have its scampers triggered by the RO? What would be the downside to having it trigger on all scampers? That'd allow it to trigger on reinforcement drops too as well as diversifying its use in ambushes (currently the RO has to make the first shot to get its free reaction shot).
The second is what is Speculative Fire actually for? It sounds like a skill for activating pods that are out of sight, but surely that's something you'd usually want to avoid?
All feedback is appreciated! I've only playtested this myself and played the class to Colonel level. At times it felt very powerful, at times it didn't. I think some balancing effort is still needed - I don't want it to be OP but I don't want to gimp it either. I'd like to compare this class to the Sharpshooter / Gunslinger class, similarly this class can sometimes feel OP. But I'm just a peasant that plays on Veteran, so what do I know ;)
I honestly don't know how All Pods Active interacts with the class but it seems quite obvious that pod/spawn related abilities aren't going to be much of use with it. The Fighting Spirit is configurable if you feel it's too OP: you can set the RECON_BRINGEMON_ENEMIES_PER_BONUS_STEP variable in XComGameDate_SoldierSkills.ini to a higher value (by default it's 2) so that more enemies are needed to be in the soldier's sight to add the bonus. Most of the ability values are configurable via the INI files if you feel that you need to do some balancing (note that some of the description texts will still show the old values as they're hardcoded into the descriptions).
I'm unfamiliar how All Pods Active works - however the mechanic of the Situational Awareness ability is fairly simple: when a pod scampers in the game, an event gets broadcasted. The ability catches that event, checks who caused the scampering and if it was a unit with Situational Awareness, it grants the unit a free overwatch shot against the pod it triggered. Also only one overwatch shot per turn is granted, no matter how many pods were activated. So yeah, in this case the skill is somewhat useless - and it's one of the staple skills of the class, so this can't be helped. It just relies heavily on the core game mechanics. As for Speculative Fire, that too seems kind of useless. Reconnoiter and Concealed Shot are still very useful replacements for them. Fighting Spirit might get too overpowered if you're facing the whole horde at the same time.
(comment continues...)