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- For example the hunter cannot equip shotguns as primary weapon, I understand that this is for the twin barrel shotgun, but still it feels off to me.
- There is barely shotgun use for any classes, for example the burner could use shotgun because he is a first line soldier.
- The commando feels to much skirmisher for my tastes.
- I like how the rifleman can do spotting but I think that would be of if the hunter could use the holotargeter too.
- There are more than the 12 classes on the description. I remember another one for fire I think and at least another one called demolitionist (it seems that overlaps with the Fuze).
The rest of the things are positives though. I like to have classes with 3 rows of perks that only reaches colonel (brigadier is already too much at late game). In general I love the purpose of each class. The only thing is that at the end it feels that some are a bit overlapped and a bit diluted (for example, vanguard, support, rifleman... ). I know that is difficult but from my point of view it seems that could be a nice middle ground between your classes and vanilla. Usually I don't mind having a lot of classes but at the end I cannot even view all the classes at the top on the avengers menu with the show classes mod.
I just wanted to share my thoughts. Thanks for your mods Alpha :)
Thanks for the feedback and kind words.
When it comes to shotgun classes the vanguard and Fuze are the primary shotgun classes, but I could maybe rework it into another class. I might look into giving the burner a shotgun I just am afraid of giving classes the shotgun due to how powerful the weapon can be compared to other guns.
The hunter is meant to be a reaper lite class. Its sawed off shotgun is very powerful and if I gave them a primary shotgun it would make them way to deadly. I am thinking of testing out the hunter with the ability to use sniper rifles.
the commando is not a skirmisher they share the rip-jack melee strike, grapple and marauder. However they have a lot of unique abilities that are different from the skirmisher I've reworked them a lot over time to make them different. They lack a lot of the skirmishers unique abilities.
As for too many classes I do admit I like having a lot of them. Some are experimental the two new ones are demolisher (which uses claymores) and the enforcer (a more ranger like melee class). I was still testing them out since I'm not sure if they feel good enough yet. I've got no plans to make any new classes and just want to improve the classes that I feel are underwhelming.
It is really nice to know that you are still trying to improve your mods, some other great mods are not maintanied any more.
Count me in for beta testing or whatever you need ;)
1. The Marauder's Guerilla Tactics perk is much to strong, dunno if it's meant to work this way. But as long as she kills her target with it all her action points are reset. Have had my Marauder kill 15+ enemies in a single turn running cross the entire battlefield. Have only tested it with a melee weapon as primary, may be some weird interaction. Wanted to simply put a 1 turn cooldown timer on it, but cannot for the life of me find it in the config files. Would also like to see a few more stealth related perks in the Marauder skills and allow it to use shotguns to make the class more in line with the ranger it replaces. For now I simply edit the configs to more suit my taste, but the Guerilla Tactics perk I cannot seem to find a solution for except not to use it a all.
2. Some of the class names just hits me wrong, like they don't really fit what the class does and also cause I maybe just like a bit more army/role themed class names. I'm very new to editing configs myself and have no modding ability at all. Gonna try to switch the names up myself though. Here is a few suggestions to class name changes Fuze=Heavy Infantry or Linebreaker, Marauder=Commando or Infiltrator, Burner=Shock Trooper, Commando=Headhunter or Tactical Specialist, Drone Pilot=Tech Specialist. Just a few ideas, gonna start a new playthrough today primarily using your classes and will have a better feel for all of them once I get a bit into it.
3. Totally not related to this mod specifically, but in regards to your Psionics class mod, cool to see different types but one thing I was really hoping to see was a melee oriented one that uses swords. Don't know if it is hard to make, but there does not seem to be a single class mod for psi melee aside from those that use Templar gauntlets. Gonna take a shot a making one myself, but would much prefer if an experienced modder like yourself gave it a go.
4. Again not related to this mod, but regarding your spark overhaul. It is bothersome that if I use awc for sparks they replace the 4th row of spark abilities from your mod, might be a conflict with the I am the Commander, but I cannot find any other mod that gives the same freedom of choice to customize your soldier's awc.
Also I don't quite understand how the two "stance" perks work. Like the one that boosts your primary weapon, what is the duration? does it just stay active since it has no cooldown or is it just until your next turn. The brawler mode is that like also just for one turn since it has a cooldown? would be cool if it enabled the spark to be more melee focused, like a toggle that removes cooldown of the smite ability but reduces aim with primary weapon. And then has a cooldown on how often it can be switched on and off. Or something, just spitballing ideas sorry.
Anyways thanks for the great mods, your creativity is a boon to the xcom community and game experience.
The reason it is broken is because Guerilla Tactics is meant to only work for guns. If you kill a flanked foe with a gun shot you get 1 action point back. However when using it with a primary melee weapon it counts all melee kills as flanked attacks. The only fix I can do is say do not use it if you have a primary melee weapon. I have disabled primary melee weapons on the class before because its janky but people got mad and I placed them back on the class. I am planning on my next update to remove primary melee weapons on the marauder because its too buggy and makes the class op. The marauder does not replace the ranger, the enforcer class does function more like the base game ranger.
As for the spark "stance" perks they have durations, the perks have a little question mark on them. If you click it, it gives you more details on how the perks work.