XCOM 2
Trooper - Custom Class Mod
McMuster 7 Feb, 2016 @ 10:36pm
Some Suggestions
[Preface: I love this mod! and I don't mean to dump on all the work you're doing. this is all just spitballed feedback that you can pay as much attention to as you want]

A Rook (chesspiece) would be an apt class icon

Maybe it would just be wiser to leave the heavy weapons to the specialized classes and tune the skills to boost the killing power of basic guns(shotty/rifle/pistol) above that of a specialist but take away the support capabilites. And be more flexabile than a ranger but less mobile/sneaky and lower max damage potential(flanky crit spam).

After all, why take a sniper rilfe without squadsight? The cannon is better in every way for attacking in visual range. And for that matter, why take a rifle? A cannon with an extended mag is again, better in every way. Also, if you cut it back to basic weapons you wouldn't have to worry about two-action skills like killzone mucking things up.

Speaking of which. Why not buff killzone(after all, it's a colonel level perk here) rename it "base of fire" make it cost 1 action and widen the firing angle(again, it's at closer range)

Aside from that, how do you feel about Column A being "Force Recon" with an emphasis on hitting hard and staying on the frontline(but not behind the lines like a ranger). While column B could be "Fire Support" think of the modern squad support gunner. Laying down covering fire to fix enemies and watch people's back. This differs from Heavy Gunner, as that class is more focused on tearing ♥♥♥♥ up with direct fire

Now a few skils to shuffle around/swap to fit these roles. Corporal and sergant skills are great, but you'd want to shift them both down one rank and take out the current leutentant skills(other classes can be far more effective healers and nade spammers). For the new rank one, you want skills that define the subclass(think phantom and blademaster). So Holo targeting for B and sub in Aim(+20 aim on the next turn after hunkering down) for A, this woudln't be OP as you don't have squadsight. Those two skills set up the rest of the tree nicely, support vs survivability/direct combat power.

Moving on, get rid of guardian, Covering fire is just too damn good to pass up. Swap it out with Rapid Fire. (Another cooldown free skill). This forces you to choose between more killing power or being able to cover your squad better. Finally, swap out Steady hands with Faceoff. This synergizes with untouchable(lets you fish for kills) just like Covering fire synergizes with killzone. And for that matter, you might want to buff untouchable to make subsequent shots after the first be "dodged" if they hit(call it unstopable?), again this is a colonel level perk!

Phew, sorry for the wall of text, take it as you will and keep up the good work M80!
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Showing 1-4 of 4 comments
Arcky  [developer] 8 Feb, 2016 @ 8:52am 
Great write-up :) Haven't had a lot of time to play the game myself, so having some insight as to how weapon balance works at the moment will greatly help me adjust a few things. I probably won't be removing the cannon and sniper, as some players might be using them in mid-save battles and to remove them could unfairly handicap their Troopers for said fight. Will definitely make rifles, shotguns (and maybe even snipers) more viable in the next update.

I can't swap around skills in the skill trees too much until I figure out a way to force a skill point reset when updating the game. Wouldn't want players to suddenly have a skill that they didn't spec for. I'll definitely continue tweaking and replace less-desirable skills with better ones.
Minaraho 8 Feb, 2016 @ 1:32pm 
Great mod and great idea! I really like the idea of there being a class that is moldable to so many different engagment situations. I'd just like to offer my thoughts to help. First maybe have crossed rifles as the icon or even something that looks a little more like the other class icons. Next I think that this class should be a very jack of all trades but master of none. In otherwords he isnt specialized enough to run a sniper rifle, LMG, or a drone. Maybe have him be able to use any secondary weapon in the game? But he can cover any gaps that will arise in a firefight. I agree with him having a pistol as a side arm for any close engagments where his rifle wont do. So if he's moving and firing and runs out of ammo in his primary he should be able to make a smooth transition to his sidearm, finish his current engagment, find cover and reload his primary. He should also be able to provide aid to his squad in a pinch. And he should be able to throw some grenades down range at his targets. Also he should return fire to anyone who is attacking a squadmate provided he is within LOS and a reasonable distance. Lastly he should shine in midrange comabt. He should be second to none with his AR in a midrange firefight. That's all i have for now. Great mod and keep up the good work. P.s. I know its only been a few days since release but can you can you or someone else change the pistol model? more glock or 1911 less 6 shot revolver. Thanks again.
-Minaraho
Last edited by Minaraho; 8 Feb, 2016 @ 7:56pm
commander cool 8 Feb, 2016 @ 4:32pm 
lhey can you make a mod that allows you to use the gremlin!
SShaker 15 Feb, 2016 @ 7:05am 
I was going to post another discussion but this one is for suggestions so here are some thoughts.

I've been using this class for a bit but haven't gotten one to a very high rank yet (lieutenant). I like the idea of the class and it is good that it has 2 distinct trees, being damage dealer or support . Mark target is a cool skill to have, also field medic and suppression are great. (Pretty sure it doesn't but just in case, does surpression work with the shotgun?)

I read over the older suggestions made in this discussion and they're mostly great, although I disagree with removing the support oriented abilities of the class (no heavy weapons and gremlin is perfect though).

Only one thing bugs me, the starting skill, return fire. I feel it is underwhelming because generally, especially on higher difficulties, you don't want the aliens shooting you at all. I get that the Trooper is supposed to be a frontline soldier but it ends up being a waste of a skill. I don't know what else the Trooper could get at squaddie though without breaking balance, I will give it some more thought and maybe edit this post. A side note, I'm also using the Rifleman class available in the workshop, that class starts with holo targeting and that would also make sense for the Trooper (both from a damage dealer and support perspective). Might be broken though with Mark+Holo if mark doesn't end turn (it shouldn't but can't test right now). In any case, if you plan on changing return fire, it would have to be a skill that is useful for both skill tree specializations, which is good design IMO.

Thank you for the polished mod and the regular updates 嫌ARCKY
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