XCOM 2
Escalation Classes
Knytesage 28 Mar, 2016 @ 1:37am
Rocketeer Class: Suggestions and Tweaks
@DivineLucubration, @Beagle:

Not going to be able to sugarcoat what follows, so apologies in advance. In trying to write out suggestions and tweaks for the Rocketeer, it turned into a bit of a significant revamp. The original perk implementation looked like the class was confused -- is it a soldier highly trained to use a Rocket Launcher, or a Support Class who just happens to have a RL they can use at times. With a class name of Rocketeer, the spirit and intent would seem to indicate it wants to be the soldier highly trained with an RL. With that in mind, I came up with some ideas/suggestions that you might be able to use (or modify) for any future iterations of the class....

Tree Names:
Left: Blast Tech
Right: Field Tech

Rocketeer Perks
Squaddie:
Launch Rocket - The Rocketeer uses a rocket launcher to fire rockets. This allows for delivering large explosive payloads at greater range. The Rocketeer packs one High Explosive Rocket as standard equipment.

Corporal:
Shredder Rocket - The Rocketeer gains one Shredder Rocket as standard equipment.
Suppression (Pin them Down?) - Reduces Aim of the enemy target by 50 and triggers an Overwatch shot if the target moves. The suppression can be broken if the unit dies and sometimes when it receives damage.

***Shredder Rocket gets moved up and swapped w/ HEAT Warheads as their function really doesn't come into play until later in a campaign, but access to a 3rd Rocket this early would have an immediate need/gain. Also, pairing Shredder at this rank against Suppression will let the player choose if they want more explosions early on or some utility instead. Suggest a name change for Suppression due to the AoE/increased radius component that gets added w/ a later perk down the tree (DZ), should remove any confusion a player might get w/ vanilla Suppression which is single target only.

Sergeant:
Laser Guided - Grants +10 aim and +3 range (crit?) for all rockets if the soldier has not moved this turn.
Starburst - The Rocketeer launches a starburst bundle from the Rocket Launcher, causing a chance for all enemies w/in view to be disoriented (as if Flashbanged). 10 Turn Cooldown/Once Per Mission

***Renamed 'Fire in the Hole' to Laser Guided, as FitH seems more synonymous with a bigger explosion and not an aim/range boost. An additional suggestion would be to change the range component to crit chance/damage instead -- there are no other damage increasing modifiers in the perk tree, but there is a range increase further down. Starburst is the first revamped perk, it replaces Rapid Reaction. It still lends toward a support role, but puts it on additional use of the RL instead of a Rifle/SMG, and seems more like something a Rocketeer might have in their arsenal.

Lieutenant:
HEAT Warheads - All rockets gain +3 armor penetration (+6 with Advanced Explosives).
EMP Warheads/Pulse Tech - All rockets now cause an electromagnetic pulse upon explosion in addition to doing their normal damage. The pulse has a chance to stun/disable mechanical enemies.

***HEAT Warheads moved down from Corporal to this tier, as you should start seeing armored foes about the time you get a soldier to this rank. EMP Warheads/Pulse Tech is another ability revamp, it replaces Ready for Anything. RfA seems more for a full Support Class, not something a Rocketeer would be doing. Instead the EMP/Pulse Tech gives an
alternate option against HEAT, and is flavored for a class which has a RL and wants to use it!

Captain:
Salvo - Using the rocket launcher or a heavy weapon as your first action does not end the turn.
Tactical Rigging - The Rocketeer can carry 1 additional HE rocket and no longer suffers a movement penalty while carrying a rocket in their utility slot.

***Salvo works for this class as it does for the Grenadier, no more need be said. Tactical Rigging is another perk revamp, it replaces Opportunist. Opportunist is another perk that seems more suited for a full Support Class and not a class specialized/trained to use a RL to full advantage. However, a more advanced Rocketeer should know how to pack their gear to optimize capacity and movement in the field of battle, thus the idea behind Tactical Rigging. Math assumption here is that rocket count would not exceed 4 -- 1 (base) + 1 (utility) + 1 (shredder perk) + 1 (TR perk).

Major:
Danger Zone - Increases the area of effect for Suppression (Pin them Down) and explosives. Gain +2 explosive radius, and +3 suppression radius.
Advanced Tubing - Rockets now travel 33% further and are 10% more likely to hit their intended destination.

***Renamed 'Javelin Rockets' to Advaned Tubing and gave it a slight AIM boost, having just the range increase seemed lackluster when compared to the benefits provided by Danger Zone, even if the player hasn't chosen Suppression at Corporal (Lieutenant originally), the extra radius on explosions would usually appear more suitable overall (for a class firing rockets) leading to JR not being chosen much. Swapped the perk positions in the trees due to flow.

Colonel:
Bunker Buster - Launch a high payload H.E. Rocket with an increased blast radius. The Bunker Buster breaks through obstacles in its path before exploding at the point of impact. Consumes 1 HE Rocket.
Golden Eye - Launch a high yield EMP Rocket with an increased blast radius. Greater damage is inflicted upon mechanical enemies, and all enemy weapons caught in the blast will become disabled (must be reloaded). Consumes 1 HE Rocket.

***Revamped 'Double Tap' to Golden Eye -- again, a Rocketeer using a weapon/action at this rank w/out the use of the RL doesn't seem to fit with a class specialized/trained to use it. Also, very hard to see many players choosing Double Tap over Bunker Buster as they compare to one another....and the concept of Golden Eye adds more flavor and just sounds fun!


GTS Perks -- No changes suggested, although Weapon's Team does sound interesting -- is this meant to be an ability added to all soldiers, or something only given to another Rocketeer? Both perks are under Captain (assume typo).
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Divine Lucubration  [developer] 28 Mar, 2016 @ 6:07am 
"Weapon's Team does sound interesting -- is this meant to be an ability added to all soldiers"

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).
Beagle  [developer] 28 Mar, 2016 @ 7:46am 
Thanks for your writeup, Knytesage. The class isn't confused in spirit or intent - the two trees represent a dedicated AT specialist, or an AT Rifleman who is an effective combatant that keeps the rockets in tow for moments that require them. These two roles are important - sometimes you'll want to spend a squad slot on someone who's purely invested in raw rocket damage and accuracy, but in many other cases you'll want a skilled rifleman who's still bringing the explosive backup plans just in case. Mission length is a large decider in this, as is expected enemy size and composition along with objective type and timer type.

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.
Knytesage 28 Mar, 2016 @ 4:24pm 
@Beagle -- doh, talk about rolling a critical miss on spirit and intent with the Rocketeer. That's what I get for having ideas on the brain and then writing them up at 4am while dealing w/ a bout of insomnia. My opening is so full of entitlement and presumption/assumption (as if I knew better than the creator) -- totally not what I was aiming for.

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.

Divine Lucubration  [developer] 29 Mar, 2016 @ 12:21am 
Hey, it's no problem, Knytesage; I'm glad you're so inspired to think and talk about the classes.
Thaleras 3 Apr, 2016 @ 11:25am 
Just the same as in Longwar, rocket scatter really puts the rocketeer in an annoying position. Hit a rocket? Great. Miss a rocket? Why did I bring this class. Its one thing to end up with a suboptimal shot but I just had two rockets in a row fly off far to the left and do nothing. This was without moving. Longwar was a very different game so what may have been okay there is not necessarily great in Xcom2 balance. Personally I would rather see this randomness applied to damage rolls as opposed to scatter. Suddenly my rocket that should have burst all the cover and hurt everything hasnt done as much as I expect, but at least I can plan for that, because it has done something. The best plan for rocket scatter is to bring something else.

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.
Out of curiosity: Why use the grenade launcher model as a stand-in rocket launcher instead of the wrist-mounted launcher for time being? I asked the EU/EW Ports creator if there has been any progress on weapon models. Using the original XCOM launcher would be a nice solution, in lieu of a design from scratch. Or perhaps someone like Yard1PL could rip a launcher model from another game. Come to think of it, his LMG model may be nice for your Gunner class. There are several talented weapon modders out there, but they often seem content to leave their contributions standing solo.
Divine Lucubration  [developer] 4 Apr, 2016 @ 8:34pm 
Good points, Thaleras. The rocket scatter is the Workshop version of the mod is currently a little too high/unpredictable because of the method I was using to perform the scatter; this will be fixed in the next update. Even so, I understand your point about why the Rocketeer is untrustworthy as a soldier. In this case, I have to honestly say that I would have toned down the rocket scatter if I had creative control (but I don't so I can't).

Yes, the Rocketeer, Engineer and Gunner and intended to edge out the Grenadier once they're all implemented.
Divine Lucubration  [developer] 4 Apr, 2016 @ 8:36pm 
The reason we went with the GL model instead of the wrist-mounted heavy weapon is because we eventually want a tube-style rocket launcher to be a drop-in replacement for the secondary weapon. Obviously there might be some issues with animation or whatnot, but at least as it stands we have the concept of an actual weapon being handled to perform the fire action.

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.
Last edited by Divine Lucubration; 4 Apr, 2016 @ 8:44pm
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