XCOM 2
Raidey's Class Overhaul [Legacy]
DerBK 15 May, 2016 @ 5:55pm
Some feedback
So i just completed an Ironman that used your class overhaul as one of the two main pillars, the other one of course being A Better ADVENT.
For reference, here's the modlist that i used: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=685189325

I have some feedback to share, i thought you might be interested.
I didn't get every class up to Colonel, but i guess that's part of the feedback ;)

RAIDER
At the beginning, i felt a bit indifferent towards the Raider, but i warmed up to him more and more. Once he got Run&Gun and Implacable going, he became a deathmachine. In the end, i had a Colonel Raider that was nearly unstoppable. Usually getting wounded, because i was completely reckless with him, but between Reaper, Bladestorm, Run&Gun, Implacable and Ever Vigilant, the guy dished out so many free attacks that it was beautiful to watch.

ASSASSIN
I see you switched Return Fire and Fire Pistol around on the skill tree. I thought it was cute that i had to spend a skill on Fire Pistol or end up without a reliable sidearm. Was a difficult decision as well.
My assassin also hit Colonel, but only very late because i used the Hitman over him most of the time. I made good use of his whole Conceal/Phantom thing he has going on. Used the pistol more than the sniper rifle, though.
I am not sure if Stealth and a Sniper Rifle are that great of a combination. I found that my assassin was usually too close to have a good chance to hit with the sniper. Serial without Squadsight is also quite underwhelming, especially when comparing the Assassin to the Hitman.

HITMAN
The other damage monster in my team. Together with the Raider, my Hitman lead every statistic on ayy slayings. The Broadcast mission at the end of the game was the 31st mission for both, after it the Raider had exactly 100 kills, the Hitman 78.
Death from Above combos insanely well with Rupture and Hail of Bullets, actually so well that i'd consider moving Death from Above to Colonel, Rupture to Major and Hail of Bullets to Captain.
The Sword was surprisingly relevant (again often in combination with Death from Above to get a second kill in) even though i didn't skill a single one of the sword abilities and can't really imagine doing that on a Hitman.

GUNMAN
I liked this guy. He was versatile and always had the right trick for the occasion. Ever Vigilant + Covering Fire was a life saver on more than one occasion and all the pistol trickshots dished out a good deal of damage.
Very solid. I took a Gunman with me whenever possible, even made a point of training a backup because i felt he was important enough.

JUGGERNAUT
It's probably just a matter of preferences, but the Sapper completely outclassed the Juggernaut for me. Other soldiers were usually taking point so the Juggernaut didn't have much to tank. Only got him to Lieutenant bacuse of that. This may be completely different on higher difficulties, so i'll reserve judgement.

SAPPER
My grenadier of choice. The grenade launcher was obviously the defining feature for me here, but the Shotgun did get a ton of mileage as well. Chain Shot and Shredder were both excellent incentives for me to use the regular weapon more often and not just see him as a walking artillery.

ENGINEER
Cannon + Gremlin? Terrific combo, i liked this class a lot. They are mandatory of course, because they are the only class that can hack, so that's a guaranteed spot on the roster. The engineer played a lot like the vanilla Combat Hacker line, i think it could use something a bit more distinctive. Not sure what, though.

MEDIC
My initial feedback was that the Medic's shield ability is too strong, but that feeling went away really quick. With their low life and limited offense, they offer only little on the front lines and that balances out the Shield real quick. Also, i think it's great that he only gets the Medical Protocol on Captain. That should definately stay like that so that every Medic has a phase where he actually has to run to wounded soldiers or have them run to him. I picked up pretty much everything that could be done with a Gremlin so the Medic can stay at the back. Worked well enough. Still lost two Medics to enemy fire -.-


OTHER NOTES
Between giving Raiders innate Blademaster and pairing up the Sword with the Sniper Rifle, i think you almost accidentally fixed swords. I used a lot of melee on this playthrough and it never felt underwhelming.

Recombining the primary and secondary weapons to new loadouts is a simple, but effective way to make the classes feel different and fresh. I liked that most about your mod.


To sum up my thoughts, i was very impressed. Great mod, will probably play with it again soon. Nothing seemed majorly broken or unbalanced. Engineer, Assassin and Juggernaut felt a bit ... average?... at times, but other than that, high marks all around.

Thanks for the mod and sorry for rambling ;)
< >
Showing 1-1 of 1 comments
Raidey  [developer] 15 May, 2016 @ 7:01pm 
Thank you very much for the feedback, and I'm glad you enjoyed the mod!

I agree with your criticisms of Engineer, Assassin, and Juggernaut. They're not *quite* where I want them to be. Unfortunately, using only vanilla abilities kind of limited my options. If I ever get around to implementing custom abilities, I have some ideas for those classes to make them shine a bit more (For exmaple, I kind of want the Juggernaut to have some kind of protection even when outside of cover, and maybe a taunting ability. Toyed with an idea in my head about an ability that makes all other units but the Juggernaut go into concealment. Stuff like that.)

It's kind of funny though, someone on the Nexus gave me somewhat opposite feedback on the Assassin, and said that class became his killing machine. Wonder if he just perfectly memorized the optimal range on the sniper rifle or something.

Edit: Oh wow, didn't realize you were the guy who MADE A Better Advent! Now I'm even more glad that you liked it :D
Last edited by Raidey; 15 May, 2016 @ 7:07pm
< >
Showing 1-1 of 1 comments
Per page: 1530 50