XCOM 2
Ketaros Classes Improved
initium 12. apr. 2019 kl. 17:00
Critique and improvements
Having done this for myself I understand how damn difficult it is to balance a vanilla class replacement. Unless you're bringing new aliens, better AI, improved ADVENT, or gameplay rules that up the ante in the game what is it that a replacement will do? If we're going to be critical about updating the vanilla classes then understanding the role of the class is important to get the most from it.

Rangers are a cross between scout and overwatch breakers. They are designed to either stay in the shadows giving squadsight, or run in and hit the enemy for a significant (fatal) blow. They are the only class that can chose between 2 primary weapons. (Shotgun/Rifle)

Specialists are designed to support the attack. They provide covering overwatch at the end of the players turn and use the first turn to do something which is based on medical/survival or hacking robotic units.

Grenadiers are the early game experts through explosives that kill low powered troops. As the game develops they destroy cover to give flanking/exposed enemy shots to the squad and provide AoE abilities.

Sharpshooters are you're one shot, high impact shooter to kill enemies while out of range, or to soften enemies through pistol shots. A sit and snipe unit requires higher mobility at the end of timed missions (often based in cities with great sniper nests) or being risked left as the timer runs out.

That's a simplistic overview, and many palyers will use the classes to match their gameplay. Some players never move beyond Commander difficulty. Just look at the worldwide stats for the game to see this. So Ketaros has bravely added new subclasses, which takes a lot of work, and I wouldn't want to see this lost in a sea of technical glitches and person bias.

If you want to see a 'How to customise your classes' you can check out this guide, showing just what's possible to do in an ini file.

Otherwise, I would open the critique by saying this...
Sidst redigeret af initium; 12. apr. 2019 kl. 17:47
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initium 12. apr. 2019 kl. 17:08 
For me the Ranger is clearly a choice between Ambush, Enemy line breaker and Melee specialist. Each subclass provides a valid reason for picking a skill set over another.

I'd want to build on those skills, so having Lick you Wounds which requires Hunkering, but not having Deep Cover, which allows you to auto Hunker, feels like I'm giving the AI back a turn. I think removing Trench Warfare and replacing it for Deep Cover makes sense. No one picked Deep Cover in vanilla as Untouchable is so good at that rank. The player can now use the Ranger class to move, heal a little and attack the next pod, without relying on a kill or giving up a movement turn.

Similarly I'd swap out Surprise for Favid's Ambush and put Surprise in the Deep Cover position which is now used instead of Trench Warfare. Ambush feels more in keeping with a genuinely different ability that rewards concealment tactics. Surprise is good, just not quite good enough for a final perk to reward the player getting that far for me.

I'd rearrange Survivor, Flatline, Dedication. Survivor needs to be first in these 3. It comes too late to be useful at Brigadier rank. Flatline is massive. Rupture is a high ranking ability so Flatline should go last. Besides what are you going to Rupture early in the game that you wouldn't out right kill? Dedication is a class defining ability and makes sense as a choice between Untaouchable and the newly positioned Surprise.

That done and you can see the 3 sub-classes are better defined. Concealment/Ambusher with rifle, Shotgun/LineBreaker, Melee/Crowdcontrol.

All subjective of course.
Sidst redigeret af initium; 12. apr. 2019 kl. 17:48
vompatti 12. apr. 2019 kl. 23:24 
Just thought to add my own critique, since some of the skills seemed to not be in balance.

I think there seem to be some skills that are horribly unbalanced, either being overpowered or underpowered compared to other skills from that promotion. This is not meant to be in offense, just some points so that you can make this mod better. Haven't tried this mod, these are just my impressions based on the spreadsheet and a few hundred hours of experience in the game.

Grenadier: I think there are no OP skills that would be obvious choice over the vanilla.
Quick Patch seems underpowered, who really gives medikit to their gren, especially at the point when you have captains. Might be good if there were some other medikit skills, but you'd still have to invest in them and give up some other useful item like additional grenade or bluescreen.
Ammo Conservation just seems like a bad trade against Salvo. Depends on how often you can use it.
Havoc seems nigh useless, since there are not too many suppression abilities (are there any besides suppression itself?)

Ranger:
How often can Dedication be used? Seems like straight upgrade to R&G combined with on demand Shadowstep, so I suppose it is more limited in usage.
Lock 'N Load seems almost useless compared to it's counterparts, especially when Katana Bladestorm is a thing now.

Sharpshooter: By far the most unbalanced skills.
Not sure about Disabling shot, might be OP but hard to compare to Long Watch.
Again, hard to compare Predator. You might want to swap Predator and Disabling shot to have them in line with other passive and active skills.
Compensation seems just straight upgrade from both Death from Above and Quickdraw. Well, quickdraw is situationally better but usually weaker. Very OP, same as the double tap from EU but without cooldown.
Open Fire seems like a good ability, but just pales in comparison with Faceoff and and maybe also Kill Zone.
Stationary Threat seems like an interesting one, but how often can you benefit from it? Seems to synchronize well with Sniper Elite. Not still sure if a good ability or not, compared to Serial and Fan Fire.
Ambush seems really situational. Is it done with a pistol since it is in the gunslinger tree, does it shoot while concealed, and does it remove concealment?

Specialist:
Chip Away seems a bit underwhelming, more limited shredder. Of course depends on how much it shreds, how often it can be used, and if there are any drawbacks like increased ammo usage.
Corpsman doesn't seem game-breaking, but insanely good compared to the other, mediocre Captain skills.
Immunize seems, again, way better than its (original) unreliable alternatives. Again, depends on usage limitations. Basically a Stasis Shield with less investment than with Psi Op.
Except that Renewal has replaced Ever Vigilant(?). Is there any limit to this, and how much it heals? Seems very powerful having (unlimited, in theory) free healing.


Then, this is not a bad thing in itself, but a curiosity I noticed, and one that easily creates unbalance. Usually a specific rank gives a choice between either two active or two passive abilities, only exceptions being specialist lieutenant, grenadier captain and grenadier major. It seems like you have a lot more exceptions to this rule.

Overall these skills sound like they would spice the game up a bit, but some balance is needed.
Cake_Knight 13. apr. 2019 kl. 19:39 
Rush is useless. As in it does no damage. From what I can tell, it doesn't have a weapon to do damage with?

After more playtime, I have discovered that Disabling shot refuses to work on any non sniper rifle and forces the rifle range table upon the sniper rifle when used.This is in addition to another non-functional skill in the form of dedication. Dedication provides no mobility bonus. Flatline is unusable, always saying that I don't have enough ammo.
Sidst redigeret af Cake_Knight; 14. apr. 2019 kl. 18:58
sAiNtgOtEn 10. maj 2019 kl. 10:45 
Would like to add above that compensation is way too OP, although @Pjotyr did you get lock n load to work? cus I couldn't. The point of the perk however is to combo it with a ranger who has serial.

Rush is still broken
initium 10. maj 2019 kl. 15:09 
@PJOTYR - to answer some of your Q's on the abilities

Ambush is assigned to the primary weapon in Favid's Extended Perk Pack. He uses KillZone as a base for the ability. AFAIK It only procs when in concealment and as it uses the base game mechanics it will reveal the unit after firing

Dedication has a 3 turn cooldown

Stationary Threat becomes more powerful after getting the Icarus suit. Then your sniper isn't hampered by having to move every 2-3 turns to reach the evac on timed missions. Those missions mostly being the ones that have elevated positions that are useful to the snipers skill set

Renewal is configurable but the default is 1 use, heals +5HP in a 5 tile radius
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