XCOM 2
A Better Barracks
Lago 9 Oct, 2017 @ 7:24am
A Case For Rebranding The Sharpshooter
Reposted as a discussion at DerBK's suggestion.

In A Better Barracks each class is in a large part defined by its unique secondary weapon. Three of the old classes adapt quite well to this: the Specialist is largely based around the GREMLIN, the Grenadier around the launcher and the Ranger around the sword. The Sharpshooter however was based around the Sniper Rifle with its headline Squaddie ability being Squadsight. A Better Barracks presently has four classes that can use Sniper Rifles (Specialist, Sharpshooter, Scout and Agent) and none of the other classes are themed around one of their primary weapon options.

Given the Shotgun's limited ability to reload and its mutual exclusivity with the Assault Rifle the four classes that can carry shotguns ideally need to pair with capable non-charge limited secondary weapons: the pistol, sword, combat knife and arc thrower. This means the Sharpshooter's alternate primary weapon option is the Shotgun. While mechanically these two weapons pair up very well a shotgun isn't keeping with the Sharpshooter theme of the class.

A straightforward solution is to theme the class that's currently the Sharpshooter around the pistol instead. Move all of the sniper abilities from the Sharpshooter tree into the Operative tree and give the class a new name. The new-but-not-really Gunslinger class (or whatever DerBK may choose to call it) then doubles down on the pistol: it gets all the vanilla pistol abilities in addition to the ones from the various mods ABB draws from. XMod in particular has some very powerful high tier pistol abilities like Coup De Grace.

This could go even further: without the Sniper theme there's no reason the Gunslinger has to have a sniper rifle in its loadout options at all: given the class wants to be close enough to use the pistol the cannon may be a better option. In that case the Sniper Rifle would go to the Ranger to maintain four of each primary amongst the classes.
Last edited by Lago; 17 Oct, 2017 @ 12:29pm
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Showing 1-10 of 10 comments
Type1Ninja 9 Oct, 2017 @ 6:48pm 
I really like this idea. I think it's a good way to achieve class diversity. The only thing I would disagree with is "sniper rifle to ranger"--we already have a bunch of classes that use the sniper rifle, and it doesn't really make sense to treat vanilla classes differently from modded classes. I think this idea might need to be modified somewhat as new classes and primary weapons (hopefully) show up, but it makes a lot of sense now and I bet most of it will still make sense even with the addition of new classes.
DerBK  [developer] 9 Oct, 2017 @ 9:18pm 
So, as part of my design constraints, i have the following things that need to be true for the classes:

- Every class gets exactly one secondary weapon.
- Every secondary weapon gets exactly one class.
- Every class gets exactly two primary weapons.
- Primary weapons should be evenly distributed among classes.

With 8 classes, that means i am going to end up with:
- 8 secondaries, one for each class
- 4 classes that use any primary weapon

Mostly, this means that there is little wiggle room in the current setup of which weapons go into which combinations. I started from a couple things that seemed obvious to me and the rest fell into place almost automatically thanks to the rules outlined above.

- I wanted the new shotgun to be on the classes with strong repeatably usable secondaries. The idea was to blur the line which one of the weapons is actually the secondary. This meant Pistol and Sword because Launcher and Gremlin use charges and aren't viable as a "quasi-primary".
- This of course also defaulted the Rifle to the other two classes.
- I wanted to use the weapon that each class had in vanilla on their updated class as well, due to also carrying over the perks. That meant Cannon for the Grenadier, Sniper for the Sharpshooter.
- The only choice left was Cannon or Sniper for Ranger and Specialist, which is easy. Gremlins already work at Squadsight range, the synergy with Sniper Rifles is obvious.

Okay, i wrote a lot now to get to a simple point:

I am not changing the weapon configuration on the Sharpshooter. This is a fact.

What i can and might do is rebranding him, though. I liked the idea of making him the "Gunslinger", especially since his perks already focus heavily on the pistol side. I do want to strip a few of the perks out of the vanilla class perks anyways and replace them with new stuff. Things like Aim, Ever Vigilant or Steady Hands could be Operative only and make room for Coup De Grace, Fleche or Shield Protocol.
This fits in with new classes like the Agent that lean heavily on their secondary weapon to define their role in combat.

Some other random notes in response:

- I think the Pistol/Sniper combination works reasonably well. It gives the soldier options at all engagement ranges and the Sharpshooter has perk support for both options. I think this is fine and i see myself using it often enough.

- The sniper rifle is a bit special in that some perks don't work with it and in playing different than the other weapons. I don't think it's really possible to find a secondary that pairs perfectly with it, a soldier with a sniper rifle usually goes "all-in" on sniping from rooftops where the secondary is of little use to him. I don't think that can completely be avoided, it's just a very dominant primary weapon.
hfok 10 Oct, 2017 @ 7:21am 
I do like the idea of needing 2 move for "heavy weapon".

The problem with the current sniper rifle is the penalty for sniper rifle can absolutly do nothing after 1 move while cannon you can still surpress when you have 1 action that feels like it is actually doing something.

I have a few ideas to solve this:
I feel that sniper rifle could use an extra innate ability, like gremlin with both aid protocol and remote hack.
1) Give sniper rifle an extra ability that can spend all remaining action to get an extra move on next turn, with cooldown if you feel it's a bit too OP.
2) Allow sniper rifle to move and shoot, but you will be self stun afterwards or make next turn have 1 less action point.
3) Add a similar ability to LW steady hand so u get + aim next turn

Lago 10 Oct, 2017 @ 7:29am 
Doesn't Squadsight fill that role? Sniper Rifles aren't as mobile as other weapons but they don't need to be because their range is so long.
Type1Ninja 10 Oct, 2017 @ 10:15am 
You could add a single-AP ability that gives a small aim boost next turn. Then you can move, aim, let the aliens take a turn, then shoot with a slightly better chance to hit. It could be cancelled by damage.
DerBK  [developer] 10 Oct, 2017 @ 10:25am 
I like how you went from argueing that the pistol doesn't fit on a sniper class to thinking about single AP abilities to put on a sniper within two posts :)
Lago 10 Oct, 2017 @ 10:52am 
Never said the sniper rifle didn't go with the pistol. Anyone who says that hasn't played vanilla. :)
hfok 10 Oct, 2017 @ 11:03am 
@Lago While that's what squadsight do, maps that doesn't allow much use of squadsight do make sniper rifle feel really underwhelming, especially since the new maps added from WOTC.

By removing scope squad sight penalty do make the aim a bit less than normal too.

As I said before, I like the 2 moves attack system for heavy guns, this is why I do not think snapshot is the right answer to it, but instead, allowing an extra option for unforgiving maps could also work well. This is, however, depending on how rigid each guns role shuold feel in ABB in @DerBK 's vision.
Lago 10 Oct, 2017 @ 11:44am 
I'm not sure I follow. If the Sharpshooter/Gunslinger takes a single move they can use the pistol, if the Agent takes a single move they can use the Combat Knife, the Specialist can use the GREMLIN and the Scout can use the holotargeter.
DerBK  [developer] 10 Oct, 2017 @ 11:53am 
Indeed. That's what the secondary weapon is for in most cases.

I don't see a problem here that needs solving.
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