XCOM 2
Rogue Class Mod
Rauch 9 Feb, 2016 @ 3:17pm
Feedback and Improvement Ideas
If you want to give more elaborate feedback, post here. If you're just commenting on the mod with initial thoughts, post in the mod's comments! This'll help clean up the chat a bit and keep elaborate suggestions and feedback on the mod into a confined place.
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Showing 1-15 of 59 comments
Xtrm Schuesseled 9 Feb, 2016 @ 8:22pm 
Although i don't have any issues with abilities from other classes being used, here's a few ideas.


Gun & Run - Similar to run and gun, except the other way around. After taking a shot this allows you to have a free movement. Stacks with implacable, so if you kill your target you will potentially be able to make a full dash to safety. Uses same cooldown as run and gun does now.

Lightning reflexes - No one likes shadowstep, bring back the op-ness that is lightning reflexes, maybe tweak it the way long war did so consecutive overwatch shots have a small chance to hit.

Showdown - It's basically th face-off skill that's there but to really be a contender for a colnel skill why not give it a chance to make a concussive shot against any and all targets within range instead of a regular pistol shot.

Isms  [developer] 9 Feb, 2016 @ 8:41pm 
Hmm I love the Gun & Run idea. The Lightning Reflexes one would be perfect but sounds difficult to put together for a small improvement. I may wait around and see if someone else does something similar I can build off of. I'll definitely check out Gun n' Run in the future once I've gotten more essential skills. Lone Wolf needs some custom love right now.
Rauch 9 Feb, 2016 @ 9:18pm 
Gonna say right now that if it had an ability that could trigger Concussive Shot on everyone like Face-Off, it'd be absurdly OP. Essentially, you could black out 2-3 pods if your luck and their stats were in the right windows. Gun & Run also sounds cool, maybe put it in the Lone Wolf (or whatever it ends up being) as the "Mirror" of Run & Gun? The mobility and firing fits the Assassin tree very well, which is why Run & Gun works. But making Gun & Run stack with Implacable would probably make it greatly outshine the use of Run & Gun.

Lightning Reflexes would certainly be good, but maybe not in the same light as Shadowstep or it's Original Predecessor? Maybe it could be remade into a Dodge-granting skill (to fit the idea that the character is quick and agile) with the generic Non-Trigger of Overwatch that Shadowstep has.
Xtrm Schuesseled 9 Feb, 2016 @ 9:36pm 
@Rauch/Roin But doesnt run and gun stack with implacable as well?

Run and gun with gun and run as it's opposite would probably be a good idea.
Xtrm Schuesseled 9 Feb, 2016 @ 9:37pm 
Maybe call it something else so it's not so puzzling. :)
Isms  [developer] 9 Feb, 2016 @ 10:19pm 
Bullet and Pull it
Xtrm Schuesseled 9 Feb, 2016 @ 11:06pm 
Peg it and leg it.
Xtrm Schuesseled 9 Feb, 2016 @ 11:07pm 
Shoot and Scoot.
Ginger 10 Feb, 2016 @ 4:27am 
Lightning Reflexes already exists in the vanilla game, in the same capacity as it did in vanilla XCOM EU. It's an AWC-only talent that hardly ever gets granted. In two games, I've seen it happen once. (It was granted to my Shadowstep Ranger, which made it completely useless because Shadowstep precludes Lightning Reflexes.)
Isms  [developer] 10 Feb, 2016 @ 7:01am 
Yeah, I see Lightning Reflexes all over the place in the scripts. They throw the words in places is has no business being. I figured it wasn't referencing an actual skill, but was a code of some sorts.

Like they use the word "deadeye" in the game's code to mean "always on."

Like the skill "conceal" has the word "deadeye" to make sure that conceal always is applied when preessed.
Xtrm Schuesseled 10 Feb, 2016 @ 9:47am 
I'm thinking concussive shot might be better if it guaranteed to either stun or disorient, with unconcious and damage boost as possible extra rolls. As it is now a lot of the time it just does normal pistol damage which isn't as useful as taking a shot with the smg, which will often get you a kill early game.
Isms  [developer] 11 Feb, 2016 @ 1:29pm 
Hey every one! I'm currently working on a skill that is called "Ambush". You basically line up a small area, kind of like a trip wire, about 6-7 tiles across, the first enemy that steps on it gets ambushed. How should we balance this? Extra damage? armor piercing? Crit? Multiple shots? Should there be a cooldown or max number of charges per mission? I really love the mechanics of this ability and want to make it feel special. Let's hear your thoughts!
Flick 11 Feb, 2016 @ 2:19pm 
I really like the idea of this skill also. It should probably have a cooldown I would think but I don't think it would need charges. Having it do extra damage and a bonus to hit would be probably good as it should have a pretty high crit chance already if the target is out of cover so you should get your flanking bonus and the extra flanking bonus from being a rogue I would think? Maybe make it do something additional if you happen to be stealthed when it triggers, if that's possible? Would you have it be something like a 2 wide by 7 long line coming from the rogue kind of like killzone but only granting 1 attack but one serious attack?
Rauch 11 Feb, 2016 @ 5:35pm 
I agree that keeping it to a single shot would avoid this turning into a short-range Sniper fiasco. I think setting a cooldown (on par with something like Killzone, maybe a turn less due to it hitting one opponent) would also be better than setting it to charges. This is, of course, under the impression it's going somewhere onto the Assassin tree. If it's going onto Lone Wolf, then charges might fit more (due to them being stationary and sorta acting like flanking turrets currently).

As for the area, I think it'd be cool with a cone or a "set area". If there's a way, I think maybe designing. I think steering clear of additional damage would be smart (as I believe most enemies when moving are considered flanked? Not entirely sure, but also because the class has high crit chances and the SMG is supposedly getting buffed-ish) and give us wiggle room if it does come off too weak initially. Armor piercing in the kit already makes adding more seem like over-kill as well.

Final Tidbit: If it's actually possible, why not make a kill function for it? Like if the Rogue kills the opponent they ambush, they Conceal or gain some short-term bonus? I'm assuming this skill would be mid or late tier, so this sort of reward would be fitting in exchange for some specialized overwatch (much like Kill Zone is #4 for the Sharpshooter and basically allows them to "go ham" on anyone stupid enough to move within the cone). What kind of bonus or feature should obviously depend on which tree this goes under, but I think if it's possible then it'd certainly make it rewarding if used properly.
EagleTwo 11 Feb, 2016 @ 11:34pm 
Last skill of assasin tree doesnt fit class at all. "Rapid fire" is for damage dealers, i suggest skill, wich boost stealth of the class, case you can utilise "Born of Shadows", maximum 2 times per mission. My suggest is to add skill "Cloak and Dagger" instead of "Rapid Fire" - Killing flanked enemy will put you back in concealment (or reset "Stealth" skill, so you can use it again).
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