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You could also look at it like, the Weapon upgrades allow you to execute Safer/ Less risky plays.
I loved these new skills, only that I see them very unbalanced.
I would like to share my ideas:
Steady Aim: Rename by Focus
Max Aim: +20
Max Critical: +10
Reduction by use (aim): -2
Reduction by use (critical): -1
Min Aim: +10
Min Critical: +5
Cooldown: 2 turns
Charges: 99
Mobility: -3 for the next turn
* Free Action
Focus: Rename by Forward!
Mobility: +4
Fatigue: -10 in Defense for 2 turns
Charges: 99
Cooldown: 2
* Free Action
Hunkerdown:
Defense: +25
Dodge: +50
Aim: -25
* Free Action
[FOCUS]
- A soldier can perform better in clutch situations.
- Temporary buff for this turn, 3 charges and 2 turn cooldown.
- +30 Aim, Hacking, Will
- +3 Mobility
* A soldier's basic aim stat will decrease from 65 to 50.
[STEADY AIM]
- Invest a single action point to ensure a 100% hit.
- Temporryl buff for this turn, (uses a single action)
- +25 Aim
* Sniper rifles will recieve an additional +25 Aim bonus.
[HUNKER DOWN] *Respec
- Now Hunker Down uses only a single action.
- A soldier can Hunker Down and then move or shoot.
- But the soldier will suffer a -50 Aim penalty.