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Generally I agree with @mediumvillain. Every 'class' has something unique about them and what I'm enjoying about this class is the mobility and the tactics it brings. With the blend of ranged and melee damage I feel I always have a good option. It's not as powerful as the sharpshooter with longwatch and killzone in it's use of the sniper nor as frontline-esk as the Ranger in it's use of the sword but I feel it does blend the two together well.
I would only hesitate on the amount of mobility we are given. The +5 shadow dash is a lot especially when complimented by the +3 given by the GTS training. That's +8 without even trying and can get a little cheesy. +2-3 is probably more balanced if you don't want to change the GTS ability (and i wouldn't).
I do have a question as to why you allowed shotguns available as the primary weapon. To me this is the only real 'fault' in the class as of now. Sure there's fine-tuning in other areas but this just feels out of place.
All in all I am loving this mod, thank you for all your hard work!
I have attempted to rework the skill trees with the feedback recieved so far. I will show the current tree below and explain the "logical" reasoning behind it. I have not had chance to play the game lately, I managed to beat it twice when I was on holiday (vanilla and modded runs).
Squaddie: Slash & Phantom
Corporal: Squadsight or Shadowstrike
Sergeant: Snapshot or Blademaster
Lieutenant: DeathfromAbove or Conceal
Captain: Aim or DeepCover
Major: ShadowDash* or Shadowveil
Colonel: Serial (IntheZone) or Reaper
*Nerfed from +5 to +2. GTS Skill unedited.
Lost Skills: Shadowstep & Implacable
Shadowstrike has been brought in to allow the "hunter" to get a significant advantage. However I do believe squadsight is still a prefered pick here. This does mean "Shadowstep" is removed. I am a little concerned that the assassin has no way of getting itself to safety without conceal now.
Snapshot was moved down a rank due to its usefulness for this class and if you are not using the sniper rifle then I would assume blademaster is your go to.
Death from above is a skill I rarely ever used, all my sharpshooters were gunslingers due to the "flexibility" vs stationary sniping abilities. However I do think it will be useful for this class as elevation and "staying back" is key to its survival. Conceal is the alternate for this, now more useful with shadowstrike and is essentially a good trick to disapear after being exposed.
Deep cover has been added in place of Implacable. I'm not sure how I feel about this, Deep Cover is likely to keep you "alive" on a retreat but Implacable was great for repositioning snipers (although snapshot fixes that sort of) and falling back a bit.
ShadowDash has been reduced from +5 to +2. This should make it more balanced hopefully.
I haven't changed Colonel skills. They are both very situational which I believe is fair.
The shotgun is just an alternative weapon if you want to fight mid to close quarters. It's useless to the sniper tree but has a good critical rate which compensates for the hunter tree. Personally I quite like the SMG on hunters, they move stupid fast and usually clear objectives for me.
Shadow Dash definitely feels more balanced now.
In fact my only critique is DeepCover. So looking at the trees, Aim fits well will the Sniper. If you have to reload and can't shoot or don't want to take the snap shot aim penalty or are just scoping out a shot in squad sight, you get a wonderful +20 aim next round. Deep Cover, well I'm hesitant to say it doesn't fit, but really it's more an overwatch/frontliner passive and I find myself rarely overwatching with my assassin or having my assassin on the frontline (even my hunter assassin but that was before the loss of implacable). I honestly really miss Implacable, not for the sniper (it is definitely good but death from above should give the same result if they're perched) but for the melee focused branch. Being able to sword a low health ayy and duck back into full cover before the round ends just felt super assassin-y to me and I really enjoyed it. I'd make a bid to bring Implacable back instead of Deep Cover.
Other than that love the update! Thanks again for your continued hard work on this mod!
Do you have any useful feedback for the Heavy Gunner?
Also for the Assassin I am thinking of removing ShadowDash/Shadowveil (But keeping them as AWC skills) and adding a new skill for the sniper tree (either like headshot for extra damage/crit or a 100% shot abillity; something to fuse well with serial) and for the hunter tree I was thinking of "Mark of Death" which would be a better version of the Advent Officer's Mark Target ability. Granting all allies extra AIM and CRIT chance against a target. This would only cost 1 action. What do you think?
The Rifleman changes currently are:
Squaddie: Suppression / Pistol Shot
1: Tactical Sense / Covering Fire
2: HipFire / HoloTargeting
(Rest of tree is same as currently is)
Note suppression now activates but doesn't seem to do anything :\ It needs a camera but the "Cannon" suppression camera bugs out and makes the skill do nothing.
Gunners could probably use a secondary weapon, at least a pistol. I haven't really tried them much yet though. Trying so many class mods on this campaign that at this point I have a full crew after 2 Rookies scans, a couple recruits & everyone is a different class.
Dunno why suppression doesn't work right w/o a cannon, but I've heard that a few times. Maybe check out some mods that get it to work (off-hand I can think of the Pulse Rifle) & see how they got it to work.