XCOM 2
[OLD] Spectrum: Complete - Yellow Release v4.06
Yzaxtol - Mike  [developer] 3 Mar, 2016 @ 4:00pm
Criticism
If you want to post any criticisms feel free to post them here, I will read all critiques and will endeavour to fix any issues you have with the mod.
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Showing 1-15 of 68 comments
Astronimo 5 Mar, 2016 @ 7:17am 
Where are swords?
Yzaxtol - Mike  [developer] 5 Mar, 2016 @ 3:17pm 
Wielded by Rangers only currently, they are secondary weapons and haven't been unlocked yet, the next class being designed is a Hunter that is a mobile sniper/swordsman.

Note: Assault is NOT a swordsman, they are pistol + shotgun old school style.
Last edited by Yzaxtol - Mike; 5 Mar, 2016 @ 3:18pm
pkillthetoy 12 Mar, 2016 @ 5:49pm 
The screenshots on the mod page show the Warrior class twice, and are missing the Assault class.

pkillthetoy 12 Mar, 2016 @ 10:50pm 
Okay so I'm partway into the midgame, and I like it overall. Some thoughts:

* The classes seem to be in a decent spot balance-wise. The ones I've leveled seem to be about as strong as one of the base classes, though I haven't played with all of them.

* With 8 classes + the 4 base classes still in the game, it's hard to tell exactly what each class's niche is. I found myself falling back to one of the 4 base classes sometimes (My current squad is Guardian, Codebreaker, Grenadier, Sharpshooter, Assault, Commando). Are the base classes meant to still be in the game?

* The 8 new classes don't have GTS upgrades.

* I like the concept of Guardian (sniping and healing/aid protocol talents), but it bugs me that I can't aid/heal and snipe in the same turn.

* Assault class conflicts with Overwatch All mod, since it makes him default to pistol overwtach.
Last edited by pkillthetoy; 12 Mar, 2016 @ 10:50pm
Yzaxtol - Mike  [developer] 13 Mar, 2016 @ 1:20am 
As there are more classes than niches alot of the classes start sharing niches, for example both guardian and sharpshooters can be snipers, but also both guardian and specialists can be medics. I am currently research new and interesting abilities, hopefully I can find new niches too (and generate niches from researching new enemies.)

Unfortunately the sniper rifle is balanced only by the fact it can't be fired after taking any action.

The Overwatch all mod is unfortunately picking up the fact the class has a pistol to define the overwatch rather than if you have a mobile weapon.
Makko 13 Mar, 2016 @ 1:24pm 
Have you considered adding in some new weapons? And then making some weapons class specific? For example an LMG variant of the AR which is the same as the current Cannon in game, and then a more powerful Cannon available to certain classes?

I think the idea of having overlap with the classes is a good one, allowing players to fill a role in multiple ways.
Yzaxtol - Mike  [developer] 13 Mar, 2016 @ 2:27pm 
I am planning on designing more weapons, but not making them class specific allowing the player to pick which weapons best fits their idea of each class.
Reckis 19 Mar, 2016 @ 6:42am 
Anyone else having the issue of the squad size upgrades not working when purchased?
Yzaxtol - Mike  [developer] 19 Mar, 2016 @ 7:09am 
This mod doesn't even touch that section of the game, from what I can tell.
Tragopan 3 Apr, 2016 @ 11:55am 
I really love the mod so far! The only thing that keeps this from being two thumbs up for me is the zombie pods on retaliation missions. My first issue with them is that they're so.. meaty.. that you waste several turns on a single pod while aliens in other parts of the map continue to kill civilians. All it takes is 2 zombie pods to lose the map. My second issue with them (and this is just personal taste) is that they are a thematically poor area of the game. If I could remove Psi Zombies entirely I would.

The toughness of zombies kind of ties into something else I have an issue with: melee enemies are too strong. Zombies need much, much lower mobility to make up for their high health pools and hard hitting attacks. Stun Lancers need to not be able to melee after dashing. Faceless need much lower mobility.
Yzaxtol - Mike  [developer] 3 Apr, 2016 @ 12:33pm 
zombies pods are being removed entirely in the latest release, it should be ready in the next 3 days. I'll have a look at testing the melee units see if they are too overpowered at the moment.
talemore 9 Apr, 2016 @ 4:01am 
Officers marked ability is one of the coolest ablities in the game since it makes them so much of a priority to take down the officer when it provides a 11-15 increase to aim compare to the broken standard 10 who makes the AI ignore the target. Giving items like smoke grenade and flashbangs to the enemy provides a much enjoy style of gameplay as it just enchants their abilites and changes your tactics when you can exploit their smoke grenade for a sword strike and flashbang forces you on defence rather than gambling with flipping the coin if or if not the officer will throw the grenade. Reinforcements can be a gamebreaker because of the reason that you can't evac, if you evac =you will fail the game in the long run.
Some explosive items require up to 8hp to be destroyed, I've created my own sniper rifle with only one clip size and 10aim, no crit . This made the pistol useful since you can't use the rifle every turn.
If you reduce the soundrange to 25-26 this allows you to take out one pod without triggering the next hidden pod beside this pod. Since you can add weapons from different classes, maybe soldiers should not have any classes and balance the perks to provide a balance that all units can share or maybe the perks every soldier are given are RNG picked from a set of options for each rank and then you have to adapt your tactic based on what perks you are given.
Yzaxtol - Mike  [developer] 9 Apr, 2016 @ 4:54am 
I'll take your critism and see what I can do, once I find it of course......
Zypher 17 Apr, 2016 @ 3:00am 
I have a problem, that i can't upgrade Sniper Rifles and Cannons with Weapon Mods. They are all labeled as unuseable for this weapon/class, even if the Weapon or Class is completely right. That bugs me, because it takes the chance for tactical veriety a bit. I hope this gets fixed as soon as possible.
Yzaxtol - Mike  [developer] 17 Apr, 2016 @ 3:46am 
Are these the standard weapon mods in the game? Are you running any mods that change mods or weapons (e.g. Grimy Loot Mod) and please could you link a screenshot of the issue.
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