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Indeed it is. Thanks for pointing that out.
You've got quite a laundry list of changes you'd like to see here and over in your Scout suggestions thread. Unfortunately, I don't have a lot of say in what makes the cut for these classes as I'm making them by request and to spec.
In theory, I do like some of the stuff you're suggesting. I appreciate the idea of emphasizing the rocket launcher more on this class; there's plenty of other shooters coming up in the lineup. I think would've gone a bit of a different way with several of the perks in the second tree, though (specifically EMP, Tactical Rigging and Golden Eye, leaving the heavy anti-mech specialization to engineers).
I don't agree Rocketeers at a high rank (or any rank!) using their rifle is strange. The rifle is the primary weapon of the Rocketeer. Every trooper is a rifleman first, and particularly on longer missions you can't expect the class to be shooting a rocket every single turn - not unless they've got an infinite supply all of a sudden.
In general, I don't like to make two perks face off that fill the same role - HEAT Warheads vs. EMP Warheads for example are both perks that will dramatically up your power vs. heavily armored robotic enemies, for example. While minute differences in *how* you enhance that same role can make for difficult choices, I don't generally enjoy those choices as much as I enjoy a well lined up tree allowing for strong power growth and satisfaction in class synergy.
Finally - just like these classes are ported from Long War, I take many of my balancing cues from the mod's trees itself, as these trees echo. They spent a long time nailing down some very good, balanced perk trees with the benefit of years of playtesting and feedback - something I'm very grateful for as we start to bring them over with a new coat of paint.
Truth be told, I don't really like the EMP perk ideas I came up with either, but once I had tinkered with the trees and existing perks I couldn't think of an alternative (at least, not any Launcher flavored alternatives).
I'll go back and look over the Long War classes for/as source material (in the event I think of any future suggestions). I knew (from watching your Stream) that these were meant to emmulate a/the Long War feel, just didn't catch on that you wanted them to be as close/alike to those classes as possible while in the confinse of XCOM 2 framework.
@DL -- I did get a little carried away with revamp suggestions, no doubt. Figured it might be best to use a scatter gun and see what stuck. All the work you've done (and are doing) is awesome and I did not mean to detract from it in any way. Keep it up!
If I could code/write scripts I'd throw my hat at creating some mods as well -- I can read them quite well, just not create them from scratch. As it stands, I'm just full of ideas w/ no way to make them a reality and it looks like I projected some of that here.
Rocketeer vs grenadier is range and radius and damage improvements vs dependability and arc of throw. But dependability is always best. If this is intended to be played without the grenadier but with a engineer I still feel like I would rather just have the engineer. Its why the archer mec was awesome and the rocketeer got benched until late game, and often still left behind.
Yes, the Rocketeer, Engineer and Gunner and intended to edge out the Grenadier once they're all implemented.
In general, I would love to get some new models to use for the rocket launcher and gunner weapons; there's some really awesome weapon models floating around of moderns arms. I haven't asked other modders mostly because I'm too... shy to ask, I suppose. Modders can be touchy folk, and I guess I just don't want to ruffle anyone's feathers by asking to use their work.
Besides which, in this particular case I basically field all of that to Beagle since he's got creative control, and that includes the standard look for equipment. If he gets someone on board to give us art assets, I'll put them right in.