Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Assault
For the Assault I agree they are too powerful.
The Shield has been changed along with run and slice being nerfed with a longer cooldown.
Lacerate has been made a free action to make it more viable.
Commando
The Commando is intended to be an infantry class with high mobility.
Hip Fire has been nerfed with a slightly longer cooldown and aim penalty.
In terms of anything "wow" about this class I'm not sure what would appeal to you.
I play 6 - 8 squad and I do use the commando a lot.
Demolitions
For the Demolitions the limited grenade use allows more focus on the shotgun and less grenade reliance.
For Breaching Rounds I find them a good alternative to grenades for removing enemy cover.
Flash rounds may need some tweaking but I have slightly lowered the cooldown for now.
Gunner
The Gunner is meant to trade the commandos mobility for more damage output.
They do get left at the back a lot which does make the knife somewhat useless.
The Knife does force them to rely on their cannon a lot more however so does serve some purpose.
The Knife is also meant to be more of a defensive weapon for attacking close range enemies for 1 action.
Although I see little use out of it myself also.
Mage
The Mage is one class I dont expect too many people to use due to the way Psi Ops work.
I do use them myself and agree they are quite powerful.
Restore has been nerfed to be a 1 time use perk like dominate (as its on the same tier)
Teleport has also been nerfed to have a 5 turn cooldown.
Hopefully this will stop those abilities being too powerful.
Sentinel
I used to have a Scout (Pistol/Stealth) class and a Marksman (sniper) class.
The Sentinel is these 2 merged together so the idea was they can get up close and observe enemies (scout).
Or alternatively they can find somewhere good to snipe.
As a Sniper the Aim really depends a bit on RNG although i have tried not to make it too severe but maybe its not up to par with the vanilla Sharpshooter.
For pistols yes they are a bit underwhelming as in Vanilla, to amend this I have lowered the cooldown on a bunch of abilities.
I still feel like this class is really powerful myself as it has the same stealth flexibility as the Reaper but relies on lower damage output if used this way.
I don't know if a damage buff to the pistol would help things for this class.
Support
I have removed Mark Target from the AWC pool so its no longer cross-class trainable.
This should make the holotargeter more viable althoguh the arc thrower perks are somewhat OP (these are not my perks)
To prevent spammy infinite healing I have placed shared charges on the healing abilities which should put some restriction on this.
Healing Darts are currently too useful to be buffed I think, I tried to keep the charges on par with the gremlin heals you can get in vanilla.
Technician
I had a look at these guys and decided to double the charges they have for all their abilities.
This should still keep a restiction on the use of those abilities but not punish the player for long missions.
Hopefully this makes the class more viable.