XCOM: Chimera Squad

XCOM: Chimera Squad

Metal Gear Solid V: The Phantom Pain :: Quiet Agent
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∑3245  [developer] 28 May, 2020 @ 8:04am
General Feedback Thread
If you think you have a good constructive idea on what could be improved in this mod, then post it here.
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Showing 1-7 of 7 comments
Havelock Vetinari 29 May, 2020 @ 12:15pm 
I think Quiet might be a bit underpowered compared to the vanilla crew. Chimera Squad has smaller maps compared to previous XCOM games, so the normal sniper plan of sticking back and dropping targets from a safe distance isn't really viable, both because she rarely has enough distance from the targets to benefit from the long range aim bonus, and similarly because she is not far away enough to be safe from enemies.

I notice quiet has quite low HP compared to everyone else, which makes sense for balancing a character that is almost never targeted, but due to the smaller maps she gets targeted and killed far too easily.

It's also really easy for her to become a liability on missions that require you to extract everyone, because as a sniper you tend to let her stay far behind, meaning she has trouble getting to evac points.

If I were to make a suggestion to fix these problems, (and assuming it would be able to code her to work this way) I'd add a default ability to double her movement for one turn, with a cooldown of three turns. Maybe if possible also give her the ability to jump up ladders.

That way she'd be more reliably able to reposition to good sniping spots away from targets, and also have an easier time reaching evac from the back lines.

It also works for her in lore, since in MGS5 her mobility was one of her main abilities - she was able to run faster than human sight and jump on top of buildings.

Since she runs faster than you can see, you could even cheat and just make her teleport places.
Last edited by Havelock Vetinari; 29 May, 2020 @ 12:16pm
∑3245  [developer] 29 May, 2020 @ 2:27pm 
Originally posted by Havelock Vetinari:
I think Quiet might be a bit underpowered compared to the vanilla crew. Chimera Squad has smaller maps compared to previous XCOM games, so the normal sniper plan of sticking back and dropping targets from a safe distance isn't really viable, both because she rarely has enough distance from the targets to benefit from the long range aim bonus, and similarly because she is not far away enough to be safe from enemies.

I notice quiet has quite low HP compared to everyone else, which makes sense for balancing a character that is almost never targeted, but due to the smaller maps she gets targeted and killed far too easily.

It's also really easy for her to become a liability on missions that require you to extract everyone, because as a sniper you tend to let her stay far behind, meaning she has trouble getting to evac points.

If I were to make a suggestion to fix these problems, (and assuming it would be able to code her to work this way) I'd add a default ability to double her movement for one turn, with a cooldown of three turns. Maybe if possible also give her the ability to jump up ladders.

That way she'd be more reliably able to reposition to good sniping spots away from targets, and also have an easier time reaching evac from the back lines.

It also works for her in lore, since in MGS5 her mobility was one of her main abilities - she was able to run faster than human sight and jump on top of buildings.

Since she runs faster than you can see, you could even cheat and just make her teleport places.

I see what you mean, but I think you're trying to play it as an XCom 2 sharpshooter where position is always key to winning. I designed her to rely less on positioning and focus more on an aggressive play style with racking up critical hits. Although, I was kinda unsure if i should also buff her close range shots since it would make her too powerful.
Havelock Vetinari 29 May, 2020 @ 3:29pm 
Originally posted by ∑3245:
Originally posted by Havelock Vetinari:
I think Quiet might be a bit underpowered compared to the vanilla crew. Chimera Squad has smaller maps compared to previous XCOM games, so the normal sniper plan of sticking back and dropping targets from a safe distance isn't really viable, both because she rarely has enough distance from the targets to benefit from the long range aim bonus, and similarly because she is not far away enough to be safe from enemies.

I notice quiet has quite low HP compared to everyone else, which makes sense for balancing a character that is almost never targeted, but due to the smaller maps she gets targeted and killed far too easily.

It's also really easy for her to become a liability on missions that require you to extract everyone, because as a sniper you tend to let her stay far behind, meaning she has trouble getting to evac points.

If I were to make a suggestion to fix these problems, (and assuming it would be able to code her to work this way) I'd add a default ability to double her movement for one turn, with a cooldown of three turns. Maybe if possible also give her the ability to jump up ladders.

That way she'd be more reliably able to reposition to good sniping spots away from targets, and also have an easier time reaching evac from the back lines.

It also works for her in lore, since in MGS5 her mobility was one of her main abilities - she was able to run faster than human sight and jump on top of buildings.

Since she runs faster than you can see, you could even cheat and just make her teleport places.

I see what you mean, but I think you're trying to play it as an XCom 2 sharpshooter where position is always key to winning. I designed her to rely less on positioning and focus more on an aggressive play style with racking up critical hits. Although, I was kinda unsure if i should also buff her close range shots since it would make her too powerful.

I see, but in that case she needs at least a little bit more HP or dodge, because she goes down in two shots, so being aggressive with her is a bit counterproductive.
Havelock Vetinari 29 May, 2020 @ 3:30pm 
Also to be clear, balance aside, I really like the mod
Neon Robot 24 Nov, 2020 @ 3:23pm 
I like the mod but her hit chances are just way too low considering the breadth of missions. Just a mild bonus to hit would make her lightyears more usable.
Neon Robot 27 Nov, 2020 @ 2:06pm 
After playing more with her I can definitely say she isn't working quite well. While I see what you're going for the issue is that for in order for her to rack up critical hits she needs to be able to hit. As it stands her too hit is just too low to be effective in most situations. Most of the time you're firing with a 45% or lower chance to hit especially on breach. Rare is the sighting of sixty. A mild buff of 5% or so would be her far more usable.
Gull 8 Apr, 2021 @ 11:29pm 
I know this feedback comes super late since I don't think anyone is developing for this game anymore but I wanted to say thanks for making this!
I just finished an Expert campaign with Quiet as one of my first agents. I think she is severely underpowered especially when compared to the other agents mostly due to the accuracy rates.

The CS maps are smaller than XCOM2 so she rarely, if ever, gets an accuracy bonus. I got lucky with the grey market and got a superior scope on my first or second event and had that on her almost the entire game and it still did not help her accuracy issues. She also can't really move to get into position because her movement is low as well, which makes sense given her role.

I modified the ini files to bump up her base accuracy to match the default base accuracy for easy mode, I don't think it makes sense that the sniper has lower accuracy than most of the other agents. As well I changed the accuracy rates of her rifle so that the accuracy fall off started a few blocks closer, and even then she still missed more shots than any other team member. Her deadeye ability is nearly useless with the default values, a -25% accuracy penalty on top of her poor base accuracy and the rifle accuracy penalties means I basically never landed a shot with that. I modified it to be -15% like Blueblood's deadeye and it felt a lot better in conjunction with the other changes. With her vanilla values I barely landed any shots ever unless using precision shot, post changes she was landing shots more consistently (I still had her with the superior scope) and she felt like she was mostly keeping up.

I do like the trade off with her Parasitic Exchange. I think the risk reward is interesting, although the risk is a lot more than the other agent's breach abilities. For most the risk is only losing out on the damage from the shot, whereas some like Godmother's there is literally no downside to them. Maybe Parasitic exchange should buff the crit rate more, but only last for shots during the breach?

I think she felt like a worse Blueblood. I suppose the trade off is she hits way harder than Blue blood shot for shot, but Blueblood can shoot twice every turn by default and quiet basically always misses. Quiet can only shoot twice if she kills with Deadeye or if she misses once she gets second chance - but again Blueblood can shoot twice hit or miss and if he hits both shots he's going to do more damage. Her final training also does not feel as powerful as the other agents, getting a -1 cooldown to a random ability does not feel as strong as say free reloads, or guardian, or an extra grenade. Maybe if it was something like -1 cooldown to all abilities, because deadeye is super situational due to the accuracy penalty.

Overall though she's a fun addition and I think this game is really missing a true sniper character. I think she just needs an overall buff to accuracy across the board and she's a good addition to the team.
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