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Squaddie:
Praetorian,Cyberadept,Stalker and Damn good Ground - Since the mod revolves about choosing your soldier abilities in a way that fits your playstyle you want, i found odd that rookies are getting these which is class based.
Lightning and Blast Padding - Im torn since when see one of those on a rookie, you think "Jackpot", while a soldier without Padding can be filled with a vest with armor, Reflexes might be a little hard to cover depending how you are tackling the game. And you have Moving Target which gives +20 dodge while moving.
My opinion for Reflexes would be Impacable(if you kill you have a bonus move). The skill is pretty far and by the time you unlock, you have to think if taking Reflex perk is necessary.
Deep cover - I simply dont like the perk. For missions with timers i understand, its just the thought dashing for a simple overwatch which might let you trigger a pod. I curse my soldiers if one of them have these.
All others save the free battlescanner(i found strange since you need an autopsy) are good on their way.
Assault: A close critics damage dealer soldier class, have to love the choice between Run and gun/Light em up.
Infantary:Good as assault class.
Sentinel:The only thing i could recommend is Ever Vigilant being exclusive with Ready for anything. Either you have an agressive soldier with Ready or setting up a soldier for example on a roof.
Gunner: This class with Inspire and other means to give actions will be a beast. The only changes i would do are:
Removing the Gunner requirement (i really dont understand why this is required) for Shredder and replacing Shredder with Chain Shot. Since its a perk learned pretty early Gunner would have medrioce aim at best (without perk aim) and we have a choice between supressing a target or a skill that have an increased chance to miss.
Grenadier: Nothing to had. Gets better every lvl.
Sniper: Same as above.
Ranger:
Kenjutsu is a hit run ability as long is on blue squares? Might be me but i think deserves an explanation more simple. Aside from that a good class.
Hacker:Nothing to add.
Scout: Danger Sense is a really god send perk.I sugest either removing Relocation and adding Stalker perk instead or keeping since you can go for Stealth tactics which then can you run out of sight.
Medic :I really dont understand why Firaxis instead allowing gremlin clearing all "debuffs" created The revival protocol.
I would suggest trading revival protocol for field medic since there are those rescue missions with those soldiers laying on the ground and it helps if you are lvling the lower medics and things go south fast.
Gunslinger: Nothing to add.
Saboteur: A nice twist with enviorment and placeable explosives.
Spotter: Isnt Target Definition and Permament Tracking the same thing? Its a good suport class.
So it seems to me like you would want to spend all your points on stats, and then use the XCOM stats to buy extra perks. Is this intended?
If you're committing to the ripjack as a secondary then you probably want them anyway, but it just seems like an unnecessary restriction. I can imagine wanting to take only whiplash from the higher perks on some soldiers, for times when free actions are really valuable (e.g. going up against Rulers).
Mod is excellent, but too casual.
I want to make a few suggestions:
First, to return the value of the partisan school.To do this, while receiving the rank of corporal, you can take only one branch of skills. Other branches of skills in school 50/100/200 hours. There's even a possible dependence on the genius of a soldier.
Second, only the training centre makes it possible to distribute experience points to improve the characteristics of a soldier. The characteristics have to appreciate from purchase to purchase.
Thirdly, to return to the roulette method in the selection of skills. To do this, only the first ability on the level of corporal is given one by default. The remaining six levels are divided into three groups. Within each group it is necessary to add at least one new skill and give randomly selecting.
There's the issue with soldier AP being limited making it so that we use it all on stats... double global pool AP gain resistance order is so yummy lol
So maybe just don't bring the big guns on timed missions.
Never encountered empty ammo pips.