Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
I noticed the issue with the UI as well on shred/pierce and did a LOT of testing to make sure it was working properly (at first I thought it was completely bugged). I didn't mention it in the description as I was unsure whether it was limited to Additional Icons or not, which I also use.
What if Skirmishers had a solid hack progression?
1: They're ex-ADVENT hybrids, so they have substantial familiarity with ADVENT systems
2: Skirmishers being good with the Skulljack is hugely thematic
I think this trade-off for slightly more complex and chance-based mechanics will be worth it for better gameplay, and will hopefully feel pretty natural in-practice. Too often currently, Heat buildup ends up being either all or nothing (and way too often, nothing). The new method will weight it a little more toward the mid-line.
For example, with 2 Heat, there is only a 40% chance for Heat to dissipate, making it a lot easier to keep some Heat built-up going to work with - too many mission play out with the Heat mechanic being a complete non-factor. The other side of the coin is that with... say 7 Heat, you now have 140% chance for Heat to dissipate, which means 1 Heat loss is guaranteed and there is a 40% chance to lose an additional unit of Heat, pulling you back down from those max bonuses a little quicker (which usually come from Lost missions).
A few other balance changes are coming as well, allowing Skirmishers to use their bonus movement actions from Reflex and Hit and Run a little better, as well as reducing the cooldown on Explosive Action.
Also that seems like a good rework to the Heat mechanic. Good way to balance out maintaining an average level of Heat
I think heavy hardpoints should be higher in the tree.
Wouldn't make it any less situational, but makes it easier to use it when the opportunities do arise.