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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
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