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Thanks for the suggestions, very appreciated!
Primary Specific perks:
Bipod - spray aim penalty is removed, unit have -5 mobility, this buff last until unit move, cost 1 action.
Magnified scope - sniper rifle have -10 aim for shots without squad sight or long watch, +10 aim for shot with squad sight or long watch
Scattered shot - shot with shotgun within four tiles have +15 environmental damage
Laser tracking - reaction shots with rifle ignore defense and dodge on enemy
Secondary Specific Perks:
Distractive shot - Fire your pistol to distract enemy within a small radius, enemy in the affected area cannot graze. Free Aim, 3 Tiles Radius.
Operative perk:
Telecom - Gain squad sight and long watch for the next shot. Long CD
Aggressive - when flanked by enemy, Gain +2 critical damage
Defensive - Hunker down after reload
Adaptive - Once per mission, gain +1/2/3 ablative points when move behind full cover
Elusive - +25 dodge when behind half cover
Gun Modding - +1 ammo on primary weapon
Behavior study - +10 aim +10 crit against status effected enemy
Extra layers - +1/2/3 ablative points and double when wearing vest
Blood rage - +2 mobility and +1 crit dmg if you have been hit. Killing or getting hit refresh the duration.
Confidence - +2 aim after a shot hit an enemy, stack up to 5 times.
Trigger Happy - Shot without moving get +5 Aim, Shot after moving get +5 Crit.
Strategic - +10 Defense after move
Does Spray really need to be even better? :D
Scattered Shot and Strategic feel like they don't do enough and would just end up largely unused.
I just put actual Squadsight into the perk tree of Rifle/Cannon users, so Telecom is redundant.
Shotguns already Hunker Down if you spend your turn reloading, so Defensive is left without much of a usecase. Generally speaking, it looks like a weak Deep Cover to me.
Aggressive did sound good at first, but after thinking about it, it's too much of a boost to shotguns. Running up to an enemy, sticking the barrel in their face and critting for 15 is good enough, it doesn't need to be even better :D
Giving some sort of bonus when being flanked could be interesting, but i'd steer towards a defensive bonus.
I wish i could do Gun Modding :| As far as i know, LW1 had that perk and so far nobody managed to get something like that to work in XCOM2. Would make a nice class perk for Infantry.
However, I do especially like the idea of a perk giving some sort of bonus when wearing a vest. Some extra ablative points might just be what is needed to get people to use them.
Confidence can just go into the design file 1:1, i like that one a lot. Clean, simple, makes a lot of sense. Just what i'm looking for.
For the first few points, you are absolutely correct.
Scattered Shot - the idea for it was so a close quater shotgun could also remove the cover enemy standing in while hitting it (but to think of it this will be way too OP)
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For aggressive and Strategic (plus other end with ive), I had an idea earlier, which sounds quite stupid after some thought, but I already have them so I just list them up.
The original idea was if it is possible to give personality to soliders (randomized, unlock at squaddie) to encourage a even more diverse playstyle for each solider to make them feel even more unique. Aggressive for example, if it was rolled on a class that cannot equipment melee and shotgun, it would still encourage that solider to actually try a risky flank as a reward. Of course, rolling it onto a shotgun will be very powerful, but given enough perks, it shouldn't be as easy.
But as I said, after some thought, this idea while it is nice, the perks need some draw back as well, otherwise it will just be a wasted passive for certain combo.
After typing the above out, I have another take on it, maybe it could be stat increase and decrease (to work a bit like "Not Created Equally" and you can balance it) but each personality also have a conditional buff with it like aggressive.
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For Gun Modding, will it be easier in the mod prespective that gain +1 ammo if the weapon is upgraded (with anything) instead of try to +1 ammo for the primary gun?
If not, another work around could be an active that shoot with your primary that does not cost ammo, with at least 4 CD?
https://imgur.com/a/n55alRO
I like the mold, it's the same I was using for the passives, of trading stats on conditions.
I am sure you noticed some of your ideas appearing in some form or other in my last update :) Trapper and Boombox made it in pretty much unchanged. Freerunner became Parkour down the road.
I was planning on including two more, but while doing them i removed them again:
- Repair Protocol basically requires Shen's DLC to be useful, something i am not on board with. I thought about extending the perk to also be able to repair either armor points or ablative, but didn't want to do that for now.
- Targetpaint and Overwatch is something that Scouts can already do when they equip a rifle or scoutrifle, i want to keep stuff like that away from sniper rifles so that all weapon types have their place.
I'll be sure to play when I next get the chance! :)
Early Tier:
Easy Going: Soldier receives a boost to Will recovery and soldier bonding.
Swift Learner: Soldier receives a small percentage boost to experience earned.
Mid Tier:
<Enemy Type> Hunter: Soldier receives bonus (i.e. damage, aim, crit chance/damage) against certain enemy types (i.e. Advent, alien, robots, Lost, Chosen).
Scavenger: Soldier always returns from mission with bit of resources (supplies, intel, loot).
Knife Toss: Similiar to the Reaper's Sting ability, Combat Knife can be thrown at a single enemy. Doesn't break concealment, however all knife abilities are put on cooldown. Single use.
Recoil: Take a shot that has a significant boost to damage, but causes the soldier to be pushed back one tile.
High Tier:
Get Down!: if a soldier's cover gets destroyed, he/she gains an immediate movement point (movement version of Interrupt).
Sleight of Hand: a soldier swiftly and quietly passes an active grenade (must have one in inventory) into the pocket of an enemy. Detonates at the start of the enemy's next turn. Costs one action.
Unsure Tier:
Duelist: pistols receive a moderate boost to aim, crit chance, and small boost to damage. Boost is lost as soon as primary weapon is fired.
Pickpocket: Gremlin can be sent to steal and explosive from a humanoid enemy. Adds grenade to Specialist inventory.
Hey! Over Here!: gain one free Mimic Beacon at the start of a mission.
Psi Abilities:
Scapegoat: high level Psi ability. Cause an enemy to take a shot against a friendly.
Temptation: mid level Psi ability. Cause an enemy to attack the caster. Hit or miss, the enemy suffers penalties after the attack.
Transfusion: mid level Psi ability. Sacrifice a small bit of caster's health to give other soldier(s) a boost. (Can be health recovery or stat boost).
Please the Void: high level Psi ability. Scoring a kill will lower the cooldown of the caster's abilities by 1.
- Breaching Round is basically the vanilla Demolition: You target an enemy's cover instead of the enemy
- Area Demolition freely targets an area and cleans it up.
- Breach first tries to hit the enemy itself, only when it misses it will wreck the cover as a consolation prize.
I am considering removing Breaching Round from the Operative pool, though. The vanilla Demolition never was all that great.
Another brain storm of perks, and I will stop here, I promise (at least for a month or 2)!
First part is class base, second parts are more ideas to improve vest.
As you said previously you want to see more use of vest, my idea is since it will take up an utility slot, that slot needs to be better. Making perks for it will help, but this in turns mean spending 1 perk point ( or abilities points) and 1 slot, so it needs to give some siginificant buff.
My thought was if we are spending two resources for it, it should worth the two resrouces spend.
===
Class base:
-Ranger:
Pump Action - Shotgun only, Single Reload then shoot the closest enemy. Cannot use with run and gun. Long CD
Annihilation - Cannon only, Shoot at target with 50% or less health until out of ammo or target is dead. Erase have -20Aim and cost 2 actions.
- Grenadier:
Smoke Expert - +20 aim when standing in smoke or shooting a traget standing in smoke.
Fire Starter - Missed shot have a chance to roll graze, grazed shot will burn enemy.
- Infantry
Even ground - shots with primary weapon ignore ground elevation penalty
Mow the Lost - Always critical against lost
- Saboteur:
AED - Use your ARC thrower to Revive adjecent unconciousness Ally. 1 charge.
Shocking Truth - Fire your Arc thrower to cause living target panic.
Electorcute - Fire your Arc thrower to burn living target.
- Scout:
Marked - Any Target Marked by TargetPainter remain permaently visible.
Seek and hide - Gain a free movement with half mobility after revealing a new pod
Nimble - cannot be critical hit when flanked. Hit while in cover always grazed.
- Sharpshooter:
Roulette - Fire 6 shots with your pistol at a target with a fixed 50% hit and 100% crit.
Take two - grant a free pistol shot after shooting with shot gun
Double tap - If you did not move last turn, pistol shot will fire twice.
Rapid Advnace - standard pistol shot always fire twice after movement
- Specialist:
Overclock Protocal - Target mechanical unit gain +3mobility and -20defense. Can target Ally or Enemy.
Underclock Protocal - Target mechanical unit have -1 action point on the next turn.
Sustain protocol - expand a medkit, give a 2 turn regenerate buff to every ally for 1/2/3 hp
Abalative protocol - grimling gratns you 1/2/3 ablative point at the start of mission
Combat Engineer - Shot against mechanical unit ignore armor.
- Agent:
Double Agent - +6 Aim +6 Crit when using looted weapon.
Toxic Stab - Coat the Knife with poison, causing target to be poisoned. Reset Run and Slice.
Torturer - Knife attack deal +1 damage against status effected enemy.
===
Vest Perk:
Light material - +2 mobility +20 dodge when wearing vest
Camouflage Pattern - +10 defense +20 dodge when wearing vest
Civilian Pattern - Gain Conceal and Phantom when wearing vest
Hazmat Layer - Completely resistant to any environmental hazards like fire, acid or poison when wearing vest
Deep Pocket - Gain an extra use of utility item and heavy item when wearing vest
Hecate Layer - Gain Solace passive ability, +20/40 Psi Offense and reduces feedback damage by 50/100% when wearing vest (base on armor tech)
(Hecate Layer was meant to be a weaker version of PsiArmor in ABB but this gives flexibility for other armor use. This will effectively make whatever armor wearing -1 slot and loses Fortress as a tradeoff)
Witch Hunter — any time an enemy attempts to use a psionic ability, make a free reaction shot against it with Covering Fire and Cool Under Pressure bonuses applied. The amount of free shots is only limited by your ammo reserves.