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Total pod wipe in one move.
That makes a nice set of unique classes with their own purpose - except for Rogue and Infiltrator. It's sort of two stealth classes, with the Infiltrator also sharing the whole melee thing with the Samurai.
The Rogue is this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=618036260&searchtext=rogue
Do you think the Rogue and the Infiltrator are different and unique enough from each other to justify starting my playthrough with both of them?
When hold peestol like rifle,
You shall NEVER shoot inaccurate because of fear of shooting fingers!
Through console or anything.
I was wondering - if it's not possible to port the shadowkeeper to be used as a primary weapon pistol for this class, maybe it's possible to make the sword the primary weapon and the pistol secondary? How hard would that be?
Then we could equip the shadowkeeper (it's so good it makes a pretty big difference to a pistol-focused character).
This mod seems to be giving every class in my game with a pistol secondary weapon the ability to fire it as their first move without ending their turn, as if everyone with a pistol secondary has the "Quickdraw" perk (although this perk isn't listed on their character record).
This is happening regardless of whether I have an Infiltrator in the barracks or not, and when I do have an Infiltrator, before they have even taken the "Quickdraw" perk.
Disabling this mod reverts secondary pistols on other classes to their default behaviour of ending the turn when shot.
I'm using the Long War Perk Pack rather than Long War 2.
I'd reccomend giving fletch a cooldown at least since it's a skill that increases in damage based on the steps taken towards your target. Either that or reducing the distance you can travel with it.
To further differentiate the class from vanilla ranger, how about changing the secondary equipment to LW gunner knife or better yet, reskin the skulljack item into a secondary weapon and reuse the skulljack animation as another kind of melee attack?
Give the class a specialist's base tech score (no gremlin so specialist would still be better for hacking related stuff). The hack stat would only be useful for mission objectives. I did this for my shinobis in my LW2 game. Would definitely edit the .ini for my next playthrough.
Art of War seems a bit of a lackluster perk.I feel it's main use would be when partnered up with face off but it's in the same tier... How about replacing the aim bonuses to a defense (or dodge, but vanilla dodge mechanics suck unlike LW dodge where it's very useful) for every kill? I think this has good synergy with Reaper and melee attacks in general.
I've tweaked some of the perks a bit though.
-changed hail of bullets to chain shot since bullet spamming from a revolver seemed silly.
-whirlwind doesn't work (probably some mod conflict) so changed it to implacable which almost functions the same.
Especially when you take the extra movement into account, fletch is basically just a better slash, and any shortcomings it has are easily covered by the insanity of the sawed off shotgun (and probably the other slash power they have, but I never had occasion to use that)