XCOM 2
RPG Overhaul - Shadow Ops and Much More
 This topic has been pinned, so it's probably important
bstar  [developer] 29 Oct, 2018 @ 3:46pm
Balance Feedback
Have any ideas about how the balance of this mod could be improved?

Leave your comments here.
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Showing 1-9 of 9 comments
yes_commander 26 Nov, 2018 @ 9:08am 
Enjoying all the recent changes to this as well as the main mod.

One bit of feedback (I value transparency with these sorts of things): With perks like the Assassin class' Snipe ability, I strongly feel that actual range in tiles needs to be noted. Taking a perk where you have to guess at the distance where it will work is not very gratifying and can't really be planned on unless you dig through ini files to find specific range values and not everybody is going to go to that trouble. Long range could mean anything to someone who doesn't know exact sight range values. Please don't leave perks requiring guesswork.

And then the (?) popup, which ought to contain more detailed information: "While rifles and cannons can make use of this perk, don't try it with a shotgun." This tells a potential user so little info.
bstar  [developer] 26 Nov, 2018 @ 11:18am 
You make a valid point, though 99% of the perks in this mod and their descriptions come from other mods. I'll add the tile distance to Snipe's description, but I don't see what other information you'd need in the (?) window. It's giving the player a gameplay hint which has its use, especially for newer players. All other information will be available through the normal description.

If you have suggestions on how to improve any of the other localizations, feel free to make a new thread and post them there (ideally in the correct format). This thread is for balance discussion and I'd like to keep it as "clean" as possible.
BTAxis 9 Apr, 2019 @ 2:26pm 
Looking over the perks, Heavy Hitter stood out to me as being very OP, as compared to Lethal (a standard RPGO perk). For myself I reduced MayhemLW2DamageBonus to 1 and made ShadowOps_Mayhem_LW2 mutually exclusive with Lethal. This way I cannot stack the damage bonuses from those perks and I feel they present a real choice. I like it better that way.
BTAxis 11 Apr, 2019 @ 3:52pm 
I don't much like Tactical Profile either, at least not where it is now. It is quite a bit stronger than Damn Good Ground, which normally appears only as a squaddie perk and is therefore rare.
bstar  [developer] 12 Apr, 2019 @ 6:21am 
Thank you for your feedback. I'll consider it the next time I'm doing a balance patch. Obviously, with the number of possible combinations, you're bound to find some things that are too strong or strictly better than other choices.

Since you're already doing some self-balancing, this might be of interest to you: Since a few patches ago, all perks in RPGO can have a custom AP point cost. So instead of nerfing Heavy Hitter, you could also make it more expensive instead - that way, if you're only using your primary weapon for damage, Lethal would still be a better choice.

Unfortunately, there are way too many possible combinations and perks that I can't extensively test by myself. If you have more thoughts on how to better balance this plugin or another, feel free to post here or contact me on discord (you can find me with my steam name on the X2 modding discord).
BTAxis 12 Apr, 2019 @ 8:14am 
Yeah, imbalances are to be expected since the Shadow Ops classes weren't designed for RPGO to begin with. That's fine. I tend to latch on to things that seem directly superior to stuff that's in stock RPGO though, like Heavy Hitter and Tactical Profile. The jury is still out on Vanish, which seems to be a better version of Shadow Tactics (Scout), while costing less and having no prerequisites. But I haven't tried it yet.
bstar  [developer] 19 Apr, 2020 @ 10:41am 
You can actually use it with rifles as well, which don't get Suppression by default.
BTAxis 19 Apr, 2020 @ 11:06am 
Yes, realized that like 1 second after I posted. Derp.
BTAxis 29 Aug, 2021 @ 12:59pm 
I took the iron will perk from the Pioneer specialization, but it's a bit underwhelming. It raises the soldier's will above the maximum, rather than raising the actual maximum. That means the soldier will actually suffer more will losses than normal and become more easily shaken than without the perk.
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