Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Note: Assault is NOT a swordsman, they are pistol + shotgun old school style.
* 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.
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.
I think the idea of having overlap with the classes is a good one, allowing players to fill a role in multiple ways.
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.
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.