XCOM 2
Long War Perk Pack
DjAci Jul 15, 2016 @ 3:44am
LW Perk Pack balance FEEDBACK - all classes
I did a detailed balance feedback on LWS forums. Didn't post it here because of large spoiler tags that cant be use nicely in this forum so I am posting a link.

http://www.longwarstudios.com/phpBB3/viewtopic.php?f=12&t=6402

Feel free to comment, and if people will want it I will post my huge post here.
Last edited by DjAci; Jul 15, 2016 @ 4:50am
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Showing 1-5 of 5 comments
GhostMessiah Jul 15, 2016 @ 3:07pm 
Love the feedback, agree with most of it. LEU and Traverse Fire tend towards OP. I gave my Ranger an Aim PCS, throw him on High Cover and he almost has a 100% to hit Gatekeepers. He is my fallback plan, if I can't level other dudes by giving them kills he can almost guaranteed mop up.

Also: Shinobi renamed to Commando sounds good. It is literally jarring to read: Ranger, Assault, Specialist, Sharpshooter, Shinobi....
The name is cool, but it isn't XCOM.
tfC. PownUnoobs Jul 26, 2016 @ 10:34am 
I wonder if Grazing Fire should behave maybe as a free stock. Have it scale to weapon level, so that normal guns grant 1 damage on miss, 2 for magnetic and laser weapons, and 3 for plasma. But rather than a roll (though in my experience it seems to trigger 100% of the time anyways), have it auto trigger on miss. It would be significantly less powerful to the point of not being OP. It might need minor adjustment to fit at its slot, but otherwise it would still be worth taking. And you could even take an actual stock to further augment the damage, but that would obviously come at the cost of an upgrade slot.
Phobos Jul 27, 2016 @ 1:48am 
I have noticed that the Mark ability on the advent officers is terribly unbalanced with the LW Perk mod on. I´ve tried this on several ocasions with and without the mod , and i can surely say that with the mod on the ability causes sure death to a soldier even in full cover. It has even happened that a soldier died with full cover and hunker down on.

You should definitely look into this one , as it is a bit of a game breaker.

On another note, some classes have pistols that do seem a bit out of place.

Finaly with this mod on some weapon mods dont work, or just work with rookies. Once they go into a class they stop being able to be selected even thought it is a class permited weapon.

Thanks
texasgoldrush Aug 12, 2016 @ 5:47pm 
However, even with this Mod, and even with all the OP skills, my Specialist with a Bolt Caster gets most of the early to game kills, with him falling off a bit once other classes get to the last two levels.

Also, the Alien Pack balances things a bit.
texasgoldrush Aug 14, 2016 @ 4:49pm 
Originally posted by GhostMessiah:
Love the feedback, agree with most of it. LEU and Traverse Fire tend towards OP. I gave my Ranger an Aim PCS, throw him on High Cover and he almost has a 100% to hit Gatekeepers. He is my fallback plan, if I can't level other dudes by giving them kills he can almost guaranteed mop up.

Also: Shinobi renamed to Commando sounds good. It is literally jarring to read: Ranger, Assault, Specialist, Sharpshooter, Shinobi....
The name is cool, but it isn't XCOM.

Traverse fire is not really OP at base because gunners have lower accuracy weapons at range and Grendiers have assault rifles. Not exactly a sniper.

Shinobis should be called Phantoms or better yet, Shadows, like the Cerberus and N7 units in ME3 respectively.

And take away Light Em Up or even nerf it and the Ranger class is useless. The Alien Pack balances him out.

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