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Never played LW2.
Favorite paths;
Sniper: All paths viable. I went for whatever best suited the xcom decks rolled ie. Killzone/liquidator. Nimble hands + killzone a particular favourite if lucky enough to roll them together.
Reconnaissance: Kenjutsu path. Died alot early game due to my inexperience with LW2 + yellow alert!!
Ran with memtic skin PCS late game, run in, kill, run away, hide. Fun class to play.
Combat Medic: Defibrillator path with sentinel. Gimped myself with this one after psi training, I could either equip the arc thrower or the psiamp not both. Will swap out PEMX for POV3 for the next run or dedicated pistol slot with config changes to allow to run both weapons on this class.
Gunner: Went both gunner and heavy fire path's with double tap at MAJ. rank. Pray to the rng gods for rupture and kill zone for the ultimate killing machine. For me they were hard to rank up early game due to the lack of mobilty, very strong when ranked. I was only offered 2 of this class till mid/late game due to choose my class. Infantry route looks interesting, will push for this route in my next playthrough.
IT Specialist: Extended Signal Range,Silent Motors,Psionic Feedback,Shield Battery,Air Drop,Advanced Robotics. Equipped with skulljack and refraction field. Stayed concealed except to skulljack. Used every opportunity to increase the hacking stat. They never need to shoot. By the end of my campaign they had hacked 81 mec's. My favourite class.
Technical Assault: Bastion path with lighting reflexes at LT. Struggled with this class to be honest. Technical path is good early game but suffers when the spark turns up (who's not going to run an OP modular-spark with chemthrower,shield and all the bolt on goodies?). This class might be helped with a shield incorporated somehow as some sort of pseudo-phalanx class.
Engineer: Demolitions path with demolition at SGT. Really like the different grenade options at Cpl and boost at COL. ranks. Not much to say on this one, it's an engineer it blows things up.
Reaper: Operative path with Hawk-eye at CPL.
Skirmisher: Take whatever you want. Its a Skimisher.
Templar: Psi strike,Parry,Meditation,Shield,Bladestorm,Recharge. No autopistol. Genius.
Good set of Xcom deck skills for all the hero classes.
Other classes I used were ;
Modular SPARKs.
L.A.S.E.R Spark / Mec trooper Integration. Really like this mod. Thanks.
Battlefield Tactician:RT.FM.BB.VPT.FF.MT. Looking forward to your officer system mod fingerscrossed.
Overall a fantastic class pack, fun to play, brutal to play, ANGUISH indeed.
Once again I would like thank you and your fellow modders for keeping the game I love deeply feeling fresh and exciting.
Thank you.
A few comments:
Memetic Skin on Recon to slice and then hide is a very nice combo. I will comment that Yellow Alert is not really how I play and it's not integral for this class pack, but nice to see that it held its own even against it!
Comat Medic - if you plan to use psi overhaul, then perhaps you'll find my plug-in for it interesting. Although that one is mostly untested, while I did play half a campaign with my own classes (until it broke), I never got far enough to use psi there. So that would be interesting for me to hear about!
Gunner - the way I see it the gunner is the "work horse" that a squad needs. They pump bullets into enemies. So they should see decent amount of action and experience, so it "shouldn't" be too hard to level them.
IT Specialist - awesome! I really liked the original Tech Specialist in the original proficiency class, but it's nice to see that even if I took their shooting stuff mostly away, they can still be fun.
Technical Assault - I somewhat agree. As usual someone with a shotgun is someone with a "f that guy in particular" button, but early on their rocket is useful I guess, and the flamethrower is useful against Frost Legion. It's a class that will work well on soldiers with decent mobility, and without it, they will struggle, I can agree. Using the shield on it is not something I do. I also use the Phalanx and Proficiency Alchemist classes in my game, where my only tweaks to them are adding some abilities to XCOM row, and declaring mutual exclusive abilities.
Engineer - Did you also use the extended explosives tweaks? Because the idea is that grenades can be stronger, but don't fill the cover destruction role as much. But yeah, I'm happy to see that the "get random stuff" for first/last promotion was well received.
Again, very happy to see that you enjoyed your time with them, and thank you again for writing this feedback!
I'm definitely swapping to Psi overhaul but will stick to vanilla as I haven't played with it before, I have looked at your mod and will give it a try in future runs if I prefer PO.
Running a shield on the Technical Assault was just an idea I had during my playthrough I have not actually done it, probably too jank. I will keep the class as it is and try again.
Not used the Phalanx or Proficiency Alchemist but both look good classes, I will put them in for the next run. I would be very interested in your take on these two classes. Hopefully some future update comming in for them.
I did use extended explosives tweaks.
Thinking of using 8man squad next campaign so I can give all the classes a fair run . Should be interesting.