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Tiger Rounds are spectacular. I never found a lot of use for Flechette Rounds - the best use I found for them was sticking an SMG on an Infantryman to get damage characteristics like an AR but with the SMG's close range aim bonus. Useful for helping low level Infantry contribute at mid-level missions but that's about it (especially since SMG upgrades cost as much as AR upgrades... I might have to tweak that.) Then again, maybe that's the point? Not as useful as Tiger Rounds, though.
I found a good use for Plated Vests on my SPARKs. Getting 3 armor fairly early on is pretty helpful to ensure they don't get killed by the generally more potent foes added by other mods (like high-accuracy ADVENT Sentries, etc.) I suppose they're useful on Dragoons with Tank, too, but I never actually went with Tank in most cases - what's the point of being extra tanky when you're so much slower than the guys on your team that are going to be on point? Putting a shotgun on a Tank works great, but then you can't use Barrage since that requires a cannon.
I'm definitely a huge, huge fan of this mod. I don't like using more than 6 troops, which makes using the "8 separate classes" mods kind of rough. This mod works beautifully with 6 troops since each class has enough versatility that you don't feel like you're missing a lot.
Hunters are how vanilla snipers should have been. The sword seems counter-intuitive, but works beautifully in practice - it results in a class that is very good at both long range and short range combat, but which has weaknesses in between those two sections.
Thank you so much for a wonderful essay on this mod. I am currently playing it for the first time (along with ABA2). Wish I had read your essay before my start...
Great job.
Cheers