XCOM 2
Musashis RPG Overhaul
 This topic has been pinned, so it's probably important
Musashi  [developer] 25 Jan, 2018 @ 4:27am
Balance Feedback
Everything relating balance can be discussed here.
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ridwan 25 Jan, 2018 @ 5:56pm 
Been playing a little with this mod and here is some of my feedback:

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.







One of the things I wanted to ask about in regards to balance is the divide between soldier AP versus XCOM AP. The soldier receives a max amount of AP over the course of their career (unless they can keep earning it after Brigadier?), but XCOM AP is uncapped.

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?
Dev 26 Jan, 2018 @ 2:09pm 
Why do the skirmisher perks all require the previous one? Why not just have all of them require reckoning, since that's what unlocks the ripjack?

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).
Jin Usigami 26 Jan, 2018 @ 11:00pm 
I second removing the gunner requirement for shredder, only due to conflicts with other class mods that give shredder as a class ability.
alexstrogan 26 Jan, 2018 @ 11:14pm 
I apologize for the automatic translation.
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.
Killian 27 Jan, 2018 @ 3:06am 
Not sure if it's a bug per se, but the Claymore counts for the "Adversary: Reapers" weakness even when thrown/used by non-Reaper soldiers.
Crazyduck 27 Jan, 2018 @ 12:58pm 
I think healing times are too short, I havent noticed any note in the changelog, so I am not sure if it is a bug or balance change. But in any case I think it needs to be rebalanced. Basicly I am having full roster ready before every mission, even if half the squad was gravely wounded. It just makes it possible to play with one A team of 6-8 soldiers and steamrolling aliens without huge roster.
Vaeringjar 28 Jan, 2018 @ 2:01am 
I'm also having 6-8 day wound times for gravely wounded on max difficulty, which is extra odd since I edited my inis to make it even longer than vanilla

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
Last edited by Vaeringjar; 28 Jan, 2018 @ 2:01am
Red 28 Jan, 2018 @ 2:49pm 
am i the only one who has an issue with the cannon movement debuff? I usually have one or two soldiers with them, but they don't have the speed to keep up with every other soldier. It wouldn't be an issued for a defense mission, but on timed missions I might as well leave them at home. And if it is a flat 25% debuff then it only gets worse the more points you add on to thier tile movement. 12=9 16=12 so to keep up with every other unit (not buffed by PCS or smg's) you have to spend points on movement. Am I just misunderstanding how this all works?
Musashi  [developer] 28 Jan, 2018 @ 2:53pm 
Not you don't misunderstand. Cannon have a lot of ammo and damage. Without and appropiate debuff you would just use cannons on every soldier. A flat movement panelty could easily negated by buffing mobilty. The -25% was introduced after alpha testers feedback.
So maybe just don't bring the big guns on timed missions.
I thought so too at first, but all I had to do was either choose Squaddies with the extra mobility, or pump up their mobility manually. It's a small price for such a powerful weapon.
Red 28 Jan, 2018 @ 3:07pm 
Hmmm thank you for the quick repsonse. Now that I know it is flat I think I can deal with it.
Red 28 Jan, 2018 @ 3:07pm 
On another note. I'm noticing that several weapons start with empty ammo pips. is that supposed to be the case?
Musashi  [developer] 28 Jan, 2018 @ 3:21pm 
It is *not* flat since it is a percentage penalty. I meant that i if would replace it by a flat penalty it would not be sufficient because it could easily negated.
Never encountered empty ammo pips.
Red 28 Jan, 2018 @ 3:22pm 
Oh ok
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