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i've tested this character briefly, and I have to say I really enjoy a lot of the vision for this class so far. I may make some of my own tweeks, but I hate regular psi op. In large part because all their dmg skills are pretty guaranteed(i.e. boring). You move this class to more of a support role but with still some strong skills with a chance to miss(and you absolutely benefit from flanking). I'm really excited to give this class a go as a result.
I have a full developped Void Spec and I still cannot buy those 2 tactics.
I have a tiny red text under the pre-requisite as if i don't have an enough grown Void Spec.
As for structure- having a dude become a void specialist and then gain the void magic powers feels like an akward copy and paste of psi ops- without the facility and training time. I guess more fluf and explanation- the descriptions for the abilities as they are and then it has a germlin, which looks and functions really akwardly.......Psi Blades dude, we need psi blades, when war of the chosen comes out, dark templar, all the way, warp blades, blink abilities, psi storms, full out, no stop.
What do you mean by structure?
starting with no weapons and abilities reading "fake X, does X but fake..." not very informative.
Maybe the unnarmed pose from HQ animations?
Dunno about the combat pose... maybe behind cover... but i guess is mostly related to the weapon in question.
If you can animate both low cover and full cover pose to match... than this mod would be even awesome.
Or... just make a new psi weapon... a primary one... one that matches the big hands like the primary pistols...
Would still function like a psi amp, but the "holding invisible rifle" stance would be less weird. ^^
(I had to rewrite the messages a couple of times... no edit configuration for steam, sadly.)
Basically, once per mission, the Void Specialist can target an enemy and kill them immediately.
Seeing as though it's Master Sergeant and you need to give up the other 2 abilities that doesn't sound that broken to me. It's basically just one guaranteed kill a mission, but that could just be something like an Advent Officer. Even if you use it on Sectopods you can still come across missions with more than one Sectopod, and things like Andromedons have 2 lives so it wouldn't even be that good on them.
One suggested mod I liked using with the previous version of this class is "Utility Slot Sidearms" so I could equip a sword on the soldier as well.