XCOM 2
[WotC] Richards Classes (3 Perks per level) [Old, Unsupported]
Therlun 28 Dec, 2017 @ 1:10pm
Some feedback after playing the mod
I played good portion of a campaign with this mod and I enjoy it a lot. I haven't yet completed the skill trees but I like most of the classes.

It might be caused by the 3 perk version but I feel there is opportunity to cut down on roles somewhat without losing the variety. Your classes probably came before the WOTC factions but the end result is still that some roles are reduntly represented a lot and there is a good amount of room for some mergers with WOTC and within the mod classes.


- I think the Assassin/Scout/Marksman/Reaper could be condensed into two classes and it would benefit the overall roster. One XCom stealthy unit and one Reaper one. Which one becomes the Assassin style and which one the Sharpshooter one doesn't really matter too much. (I guess after such a merge there would be a "problem" of a superflous sniper rilfe, either the Xcom one or the Vektor rifle, but those classes step on each others toes so much I think that's worth it. Just removing one of the sniper rifles from the game would be fine IMO.)


- I like both the SWAT and the Raider but at least for the first half of the skill tree they play very much alike (the shotgun armed Demo also additionally infringes a bit on the same playstyle when you aren't firing grenades).

The Rifleman seems like a better Skirmisher without any drawbacks. It can put out an even higher volume of fire with a much better weapon. I didn't try the claymore stuff too much because shooting with this class is just too good! The Skirmisher generally seems bad compared to your mod classes as it can't compete with the Rifleman or the Swat for mobility, volume of fire or damage in any way.

I like having a dedicated rifle Xcom class (as opposed to the vanilla classes where you never actually want to use normal rifles) so my suggestion would be merging the Raider into the Skirmisher while making the SWAT a bit more distinct by for instance replacing the SWAT melee tree with Raiders panic skills.
Also nerf Riflemen because the class is too good... :P


- I like the Gunner but I also feel it is slightly too good compared to most other classes. My suggestion would be to reduce its normal damage capabilities a bit and increase the area control and anti-armour aspects of the class.

- I really like the Technician as a well done versatile indirect combat unit. There is very little I would criticise about the class itself but indirectly there is a small issue with it being the only hacking option. Maybe giving one of the melee able classes hacking perks might be worth a consideration (for skulljacking and robot hacking via melee hugs).


- The Medic seems pretty one dimensional, limited and quite frankly a bit boring. Losing the gremlin stuff from the vanilla class really makes it feel "wasteful". Getting hit and down is already a fail state in Xcom 2's design, healing is only a limited counter. Sacrificing between 1/4 and 1/6 of your soldier slots on a class that can -only- heal seems like a very poor use of resources. It's almost always better to bring one of the strong combat classes from your mod instead and prevent wounds by killing aliens faster and more reliably.

The WOTC Templar is rather weak (in vanilla already but especially compared to your strong classes). You have several melee paths in other classes, so ripping that part out of the Templar and instead giving him a combined set of Templar psi skills (which are fun!) and a Medic kit might be a possibility in combining what I think are the two weakest and least viable classes.


- I haven't tried the Mage or Survivalist much.


So to summarize my merging suggestions:
Scout/Assassin/Marksman/Reaper into two classes
SWAT/Raider/Skirmisher into two classes (SWAT/panic and Skimirsher/rest of Raider)
Medic/Templar into one class


As I said in the beginning I haven't played too much yet, so these are more impressions than strong opinions. A lot of it might be outright wrong. :p
I really like the mod and it is a very nice and well done change from the extremely limited vanilla classes.

Thanks for your mod,
have fun.
Last edited by Therlun; 29 Dec, 2017 @ 3:09am
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Richard  [developer] 29 Dec, 2017 @ 6:19am 
Thanks for the feedback. I am going to make a seperate mod with more focused xlasses next time around.
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