XCOM 2
A Better Barracks
Darun 30 May, 2018 @ 10:56am
Feedback
Hi DerBK,

I enjoyed your a better everything mod quite a bit and so I thought I might give some feedback.
I mostly played during March/April, so I hope this is not outdated already.

Faction Soldiers:
Great job on the skirmisher and templar changes; run and gun/implacable on the skirmisher makes so much sense, it makes you wonder why the devs could not conceive that for themselves. Also, the templar feels more like an actual psi-user and the bladestorm Opness is gone.

Weapons:
I like most of the changes, especially for the shotgun. However, I have a strong feeling that spray is a bit too good, especially when combined with holo-targeting. On my legend/beta-strike run grenadiers with laser/pulse-cannons, bluescreen and auto loaders carried incredibly hard. Even on a low tech level spray is pretty amazing since cannons deal so much damage to cover objects.

Classes:
Very interesting design philosophy here, I like the infiltrator class, very fun to play :).
Sharpshooter and Infantry could probably use some help (Well, in case of sharpshooter only for the pre-darklance times).
Saboteur and Grenadier (and infiltrator) seem to be a bit stronger than other classes.

Stealth talents are in a weird spot at the moment. A singular stealth talent is pretty useless for the most part e.g. shadow strike is pretty bad if you dont have phantom and conceal as well; phantom by itself doesnt make a decent scout etc...
I feel like there should be a way to reliably get multiple stealth talent on a given soldier, however, that doesnt align with your design philosophy too well I guess...

Stuns:
Considering how easy it is to stun enemies (Saboteur!), I feel that prime reactions should reduce the stun counter.

Miscellaneous things I noticed:
-Solace cancels holy warrior
-Solace does not always prevent mind altering effects
-Sectopod Prime does not reload during prime reaction
-Gatekeeper Prime shoots lost instead of xcom
-Berserker and Firestarter Prime usually just move between civilians during prime reactions (no attacking)
-Gatecrasher really didnt need that heavy :(
-Advent with sniper rifles should probably do more shooting and less running
purifier ai could probably use some rework
-Lost boomers in lost reinforcement pods can cause a very drawn out mission
-If you stun a mindcontrolled soldier and mindcontrol breaks while the soldier is still stunned, the soldier can no longer take any action for the rest of the mission (except move)
-Weapon upgrades for faction soldiers and secondary weapons seem pretty expensive
-Lonewolf did not seem to work

Thanks for the gaming experience and I hope you will keep this great mod alive.
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Showing 1-8 of 8 comments
DerBK  [developer] 7 Jun, 2018 @ 11:09am 
Hey man.

Sorry, i am seeing your thread here only now or else i would've answered here much earlier. Steam isn't really great about notifying people for new discussion threads -.-

Anyways, thanks for the feedback! I agree with many of your points. Spray is indeed a bit strong, but not enough for me to nerf it further. I had a bit of a rocky road until i found a good cannon design and i don't want to tamper with it anymore, i think i found something that works really well.

You are correct that the singular stealth perks aren't particularly great. The Ranger and Agent in particular can make good use of them. Having too widespread use of them would (as you correctly say) go against my design philosophy. I want fights to happen.

Among you miscellanous point are a few that are intentional (being able to flank snipers to stop them from shooting, Berserkers not hitting civvies on reactions, costs of upgrades), some that are vanilla bugs (the mindcontol/stun thing) and some that i already adressed (Purifier AI is pretty good right now). Others are on my radar (Holy Warrior vs Solace). I will look at the rest.

Again, thanks for the feedback. Glad to hear you enjoyed it :)
Onji 26 Jun, 2018 @ 6:56am 
Thanks again for a great mod!
I do have some feedback for some of the classes.

Sharpshooter is really odd too me.
I don't feel the need to use the pistol very often, and I don't really see how it's supposed to combo with the rest of the class. I don't see too many perks that could be good for a gunslinger build. The sniper build feels weak too at least early on and I honestly can't think of a situation I would rather have a sharpshooter over a scout(I don't think scouts are particularly strong either).
Maybe my rolls just weren't great.

I notice you have that it's possible for specialist to get medical protocol but I have never seen it, was that patched out?

Any perk stealth related is fairly close to a never take for me, which is unfortunate.
I would relish the chance of more stealth builds. Like the agent slice and dice perk, that if it's a kill go invisible.
Perhaps a class can start with the phantom perk?

Other than that, I love the cannon design.(It feels so powerful and I have to think about my decisions. It's not just a more powerful assault rifle.

I enjoy the shotgun changes, they were so powerful in vanilla.

Agent is fun and unique.

Scout you had listed could roll Snapshot, have I just gotten unlucky or was it taken out?
If it was taken out I vote to have it back in. I get it kind of steps on the scout rifles toes but I see that as a benefit of rolling a scout.

It would be great if you could add a few support grenade perks for grenadier.

Other classes are pretty fun and exciting keep up the great work.

Hero classes are very fun. Overall fun experience.


DerBK  [developer] 26 Jun, 2018 @ 10:27am 
You seem to be referring to some outdated info on some things, probably from the website? That one has not been updated in a while.

Some notes on your feedback:
- I see the Sharpshooter primarily as a shotgun class, to be honest. The pistol plays great with the shotty and most of the Sharpshooter perks work really well with a shotgun. I agree that the Scout is the better sniper on average, although especially thanks to the easy access to Serial the Sharpshooter can certainly play a role there.

- Medical Protocol has been moved to the GTS. It's the GTS perk for Specialists. I did that to take the RNG out of getting Medical Protocol while also requiring you to at least play for a while without this overpowered crutch skill.

- Agent and Ranger have higher chance to get stealth perks than the other due to how class perks work.

- Snapshot is no longer available in any perk tree. To get it, you will need to find the ADVENT Scoutrifle which has it onboard. The Scout's target painter device is incredibly powerful, i didn't feel like giving the Scout another innate tool.

- There's not much to do with Grenades. I introduced the Bombard perk so that other classes can stand in for the Grenadier and gave the Riot Control GTS perk to Grenadiers to let them carry a lot of support grenades.

For updated info on the classes, check out the ingame archives, accessible from the Commander's quarters. The archives are still work in progress, but the class info is already there and it is current.
Onji 26 Jun, 2018 @ 12:45pm 
Ok, I will take a look thanks for the response!. And again I want to say thank you!
A quick question! Since the latest update, my penetrator scopes stopped working (at least the penetrating part, not sure about dodge)... Can you think of any way to fix it, besides starting a new campaing?
DerBK  [developer] 9 Jul, 2018 @ 5:29am 
The penetration works, it's just the damage preview UI that's not displaying correctly. You do deal the correct damage, though.
Ok! I got confused, because I'm pretty sure the preview worked before...? Either that or I'm a ♥♥♥♥♥♥. Thanks for the reply, I love your mod!
DerBK  [developer] 9 Jul, 2018 @ 9:03am 
Well, all i can tell you is that the preview never worked before, the rest is up to you :D
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