List of what do you want to see so much

saroscycler
Posts: 51
Joined: Thu Jan 26, 2017 5:45 pm

List of what do you want to see so much

Post by saroscycler »

Let's see if there's something everyone wants.

Here's what I want to see:
*Early/conventional mines and Technicians reworked into minelayer role
*Hack-boosting ability or perk for Specialist
*Starting bonuses just like in LW1
*Region-specific bonuses for both ADVENT and resistance
Solitas
Posts: 17
Joined: Mon Jan 30, 2017 11:21 am

Re: List of what do you want to see so much

Post by Solitas »

Would love to see starting region bonuses, just nice being able to pick our plot on the map really haha
Your technical mine layer idea interests me and I wish to know more
sentinel
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Joined: Thu Jan 26, 2017 9:29 am

Re: List of what do you want to see so much

Post by sentinel »

native Implementations of:
- Perfect Information https://steamcommunity.com/sharedfiles/ ... =625737801
- Additional Icons https://steamcommunity.com/sharedfiles/ ... =646244015
- Cost based ability colors https://steamcommunity.com/sharedfiles/ ... =651306416
- Show enemies on mission planning https://steamcommunity.com/sharedfiles/ ... =635257372
- Upgrade reminder https://steamcommunity.com/sharedfiles/ ... =624726628
- Tactical UI Kill Counter https://steamcommunity.com/sharedfiles/ ... =749138678
- Gotcha (Flank Preview Evolved) https://steamcommunity.com/sharedfiles/ ... =629910798
- Evac All https://steamcommunity.com/sharedfiles/ ... =618669868
- Overwatch All https://steamcommunity.com/sharedfiles/ ... =621695447

To have some quality of life added

more unique maps also is never bad to conceal the repetition of missions a little bit better.

Fix for the painful animation problem where Soldiers in cover step through the obstacle to shoot.
On a rooftop this can lead to floating soldiers and shooting through a heavy stone with a laser without destroying the cover also looks a bit wrong.
Last edited by sentinel on Fri Mar 03, 2017 7:31 am, edited 1 time in total.
saroscycler
Posts: 51
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Re: List of what do you want to see so much

Post by saroscycler »

Solitas wrote:Would love to see starting region bonuses, just nice being able to pick our plot on the map really haha
Your technical mine layer idea interests me and I wish to know more
This thread
sentinal wrote:more maps never hurt.
If they add more maps then I hope they add more underground and above-ground levels like ruins, tunnels, skyscrapers, bridges, alien bases from the first war and like.
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NoDebate
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Re: List of what do you want to see so much

Post by NoDebate »

If conventional mines became a thing,
I don't believe the Technical should be the one to gain the relevant skills. Technical, as is, could use some tweaks to Concussion Rocket and the ability to gain additional rocket / flamer charges. Beyond that, the class is solid. Adding in mine relevant skills would require gutting the middle tree which, sans Suppression, has many useful "fillers."

Give the mine skills to the Ranger or, better yet, make a new class that focuses on mines / traps, scavenging, and hit and runs. A real rough and tumble guerilla.
Icreatedthisforyou
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Re: List of what do you want to see so much

Post by Icreatedthisforyou »

I think just giving the technical a mine slot would fix a lot of their issues and certainly open possibilities in game play. And it would be pretty easy to role the mines into existing perks so they have different advantages going more rocket oriented or flame thrower oriented.


Rework of shaped charge. It is now places, it takes one action point, but goes off at the end of your turn. This would make it more useful and interesting to use as a distraction. Or you could tie it into the technical if you gave them mines, so an option is to take a shaped charge. This would provide incentive to take a technical on stealth missions.


Changes to assault danger long I love assaults. I would like to see the assault tree shifted around A LOT. I think the tree started with good ideas then just kinda sputtered out and lost cohesion.
  • Tier 1: slug shot/arc pulsar/lightning reflexes.
    Reasoning. Slug shot is good with decent aim otherwise you 100% take electroshock that is bad. Why LR an OW with a chance to get hit, when you can just remove it with arc thrower. Electroshock is one of the strongest perks in the tree it is ALWAYS useful it needs to be up against other strong perks. Arc pulsar is a great alternative replacement to slug shot it provides functionality early on that you are interested in taking, but it is undeniably weaker than electroshock. This makes LR a consideration, you want an in your face assault, you don't really need slug shot for that, and early OW clear is nice, and it will get some use later.
  • Tier 2: trench gun/stun gunner/close and personal. Do you want to do aoe damage, be a more disruptive control assault, or an in your face I don't care what you are I will kill you assault. I think these are all pretty comparable, stun gunner makes the stun, way more reliable slightly earlier and it scales very well later in the game. Other two are pretty self explanatory.
  • Tier 3: Extra conditioning/electroshock/formidable. The mobility and versatility of more run and guns is pretty huge, at this point you don't need the crit damage on run and gun criss already kill things, what you need is the ability to get in range to kill things. Electroshock is electroshock if you are going arc thrower you take it 100% of the time, and that has a cost in the damage of less run and guns or... durability. Having formidable come earlier is huge for assaults it means you actually can bring them early because they can shrug off damage.
  • Tier 4: aggression/dead to rights/will to survive. Do you want to do more damage. Do you want to be a tank? This is a 2 edged sword fortify is effectively 20% to not take a hit, but they may not shoot at you at all, but you are an assault and in their face and you want them to shoot at you. More likely to take wounds but generally better at shrugging off damage. And I guess lightning assaults should get some damage. Dead to rights: unload your weapon on a stunned target, basically standard shots, potentially a lot of them against a stunned target.
  • Tier 5: rapid fire/some clever name/close encounters: hit and run is garbage most the time close encounters will do the same thing but better because you can still run and gun after it. The middle perk would make it so arc throwers don't end your turn. This tier gives double attacks, this effectively gives the assault a second action, if you are going arc thrower build I've taken out a lot of their damage they are effectively moving into a more supportive role so now this opens up using support items or if the assault has decent aim they can take a shot, or move or take another action like say...dead to rights
  • Tier 6: killer instinct/close combat specialist/untouchable. Do you want to do lots of run and gun damage so long as you crit, ccs, or not die? It looks awkward tier for arc thrower build, but that build is already pretty strong and there are definitely solid options here, in particular when you remember dead to rights, stun next turn run and gun and deal what is potentially the most possible damage in the game, but it requires a lot of set up and multiple actives and realistically having a flank or being point blank.
  • Tier 7: street sweeper/chain lightning/Bring em on. Aoe, arc thrower, single target.
It is important to recognize that while you can look at this and go "whoa you gave them a ton of damage" I actually kept the damage fairly similar with a couple exceptions. And I basically eliminated taking damage perks with two straight builds. I gave flexibility to pick up a little defense but doing so does give other things up. The biggest thing is just smoothing out the perk tree, removing mediocre perks (fortify is awesome but to me it doesn't fit the flavor of assaults).


Here are the over all effects of the changes:

Single target build glass cannon build, you get to run and gun more. You lost either street sweeper or you lost 2 damage (4 with rapid fire). This is fine they already had the highest single target damage combo in the game, they don't NEED that much damage, what they really needed was the ability to fire shot guns into advents faces more. This let's them do that.

More aoe centric build, this build picks up crit and more run and guns, they lost damage on their crits. Again more shooting things in the face with a shot gun, alternatively you can sacrifice that crit and mobility and fill the role of a tank. This makes it easier to fit into missions with less risk.

Arc thrower build, you gain versatility AND a pretty sweet combo so you will want to be up and in the thick of things. Down side, you don't get to pick up a lot of the side stuff you could before, most notably formidable, but trench gun and bring em on are certainly in that mix, without forgoing a decent chunk of power.

Plus now you can actually build a tank to soak damage (effectively 3 armour with predator? Yes please) which is actually huge because it means you might actually take some med kits on missions occasionally. But it also means they are not doing a lot of damage.


My point is I can find multiple builds where I can get everything I would want, but I visibly recognize I am giving up or missing out on something that is going to make me want to build another assault.

No matter what squad I build I can find a role for assault and not feel like I am putting myself at a disadvantage, while still retaining the unique flavors of the class, AND one build can't do it all (gunners looking at you), which adds variety to the game and helps with replayability.
Jacke
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Re: List of what do you want to see so much

Post by Jacke »

sentinel wrote:native Implementations of:
- Gotcha (Flank Preview Evolved) https://steamcommunity.com/sharedfiles/ ... =629910798
There's a recent fork of that mod, Gotcha Again, that's currently supported.

- Gotcha Again https://steamcommunity.com/sharedfiles/ ... =866874504

I could make a lot of suggestions about mods that should be incorporated into LW2. However, I think the devs are busy trying to balance and polish the changes in their creation, which is important.

But if they had any spare time, I'd like to see more utility from the Avenger Workshop room. One of the things I really like about Grimy's Moral Mod is that it gives a function to the Bar, helping to recover soldiers Willpower after the battering of combat.
RXTXK
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Re: List of what do you want to see so much

Post by RXTXK »

A rework of the mission difficulty scaling so that it does't just add more enemies, perhaps give each tier a chance to either add an enemy, add hp, add armor, add aim.
With the change to add enemies being high at lower alert level but the chance to add hp/armour/aim increases at higher difficulties.

I'm all for the occasional 50 enemy brawl, but would like a hard mission where you can move and shoot rather than it being wave-com.

Maybe have a few mission types that favour adding enemies and a few mission types like supply raid that favour adding hp/aim/armour.
Fictitious1267
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Re: List of what do you want to see so much

Post by Fictitious1267 »

Removal of all Bradford voiceovers.
Popup window at the beginning of each mission being a 1 time thing, rather than every single mission.
Commander's Choice in options.
Ranger buff to critical chance.
Significantly less missions that start in concealment.
Pause on Recruit on by default, or made standard and the button removed (does anyone actually ever want this off?)

I know that you can mod and edit some of these, I just think the game would be better across the board if all of this was standard.
sentinel
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Re: List of what do you want to see so much

Post by sentinel »

Jacke wrote: I could make a lot of suggestions about mods that should be incorporated into LW2. However, I think the devs are busy trying to balance and polish the changes in their creation, which is important.
The topic seems to be about more than just balancing. Having features of common mods in this gets rid of interoperability issues and it is not diffrent to new classes and other suggested things
Jacke
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Re: List of what do you want to see so much

Post by Jacke »

All non-Rookie soldiers should get Ammo pouches, maybe also Grenade pouches, as done with the mod Tactical Rigging: Ammo and Grenades, along with fixes from mod Ammo Pocket Fix and TONS of Utility Items (note this last mod needs a minor config adjustment for LW2 described in its Steam Workshop page).

Life's short and XCOM has plenty of stuff for its troops to use, give the pockets to carry them. They already have unlimited ammo, let them change its type. By default they will all still add weight and cut into Mobility.

And maybe the different ammos shouldn't add any extra Mobility penalty. A soldier can only carry one type and it would just be substituting for their regular ammo.
sentinel wrote:
Jacke wrote: I could make a lot of suggestions about mods that should be incorporated into LW2. However, I think the devs are busy trying to balance and polish the changes in their creation, which is important.
The topic seems to be about more than just balancing. Having features of common mods in this gets rid of interoperability issues and it is not diffrent to new classes and other suggested things
Good point. Most of the mods suggested here appear to be well behaved and don't cause interoperability issues, but there are some that do.
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3tamatulg
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Re: List of what do you want to see so much

Post by 3tamatulg »

Proving Grounds weapon mod project rebalance.

Massive, gargantuan buff to Psi.

As suggested in Postmaster's rather long post here, "GTS combat tactics purchases that greatly reduce infiltration time for low ranking soldiers."

Make the crashed alien ship mission actually appear once per campaign. I've never seen it in 200 hours.
Manifest
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Re: List of what do you want to see so much

Post by Manifest »

Make supply raids much less frequent/take less time.

I don't care what else is done to change/nerf supply raids/corpse collecting, but I hate starting up LW2 and seeing a supply raid pop because I know I'll have to spend all my available free time playing just that mission. More than half of my gameplay time is spent in supply raids, it's exhausting.
SouthpawHare
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Re: List of what do you want to see so much

Post by SouthpawHare »

Fictitious1267 wrote:Removal of all Bradford voiceovers.
Man, Bradford sure gets a lot of hate. Am I the only one who actually enjoys his character and the VA's performance of it in XCOM 2?

I think he single-handedly makes this game epic as hell with his badass radio chatter.
Solomani
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Re: List of what do you want to see so much

Post by Solomani »

Haven citizens fighting back rather than standing in the open and getting shot on retaliation missions.

Some random non-xcom resistance skirmishes that we can drop into and help out.
regloh70
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Re: List of what do you want to see so much

Post by regloh70 »

SouthpawHare wrote:
Fictitious1267 wrote:Removal of all Bradford voiceovers.
Man, Bradford sure gets a lot of hate. Am I the only one who actually enjoys his character and the VA's performance of it in XCOM 2?

I think he single-handedly makes this game epic as hell with his badass radio chatter.
Bradford can be annoying at times, but i would not have his voiceover removed.
And i like watching Marbozir and how he make snarky comments when Bradford makes one of his speeches.:P
JulianSkies
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Re: List of what do you want to see so much

Post by JulianSkies »

The thing about asking this, though... Is that LW2 is a mod in and of itself, I could understand wanting that in vanilla but, when as a modder you can rely on the rest of the modding community to do part of the job, why actually not do that?
Steve-O
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Re: List of what do you want to see so much

Post by Steve-O »

SouthpawHare wrote: Man, Bradford sure gets a lot of hate. Am I the only one who actually enjoys his character and the VA's performance of it in XCOM 2?
I think he single-handedly makes this game epic as hell with his badass radio chatter.
I think the majority of the hate stems from the change in VA from X1 to X2. Which is kinda ironic since, before I heard his new voice in X2, I always thought his voice in X1 sounded kinda douchey. Now I miss it. I mean, I don't really blame Firaxis - stuff happens and sometimes VAs need to be replaced for whatever reasons. The new VA is very good from a technical perspective, and he sounds badass as F, though I do think they could have found someone that sounds at least a little like X1 Bradford.

But life's too short to sweat things like this. (Also it's off-topic for this particular thread.)
It would be cool to see these implemented natively in LW2, although Julian does have a point. Even if the code from these mods can be copypasta'd into LW2 with no problems, Pavonis would still be taking on the responsibility of maintaining this functionality going forward. They only have so much manpower and plenty of stuff already on their plate.

I would like to see "Overwatch All" and "Overwatch Others" as icons moved up to the top-right icon bar, to keep the soldier interface clean. Potentially that mod author's problem, though :P

Things I'd like to see in LW2:
* Ability to transfer rebels from one haven to another - potentially limited to just adjacent regions, to keep the interface simple, if nothing else. You could still chain-transfer people across the globe, but it would be time consuming and fiddly, which would discourage doing it unless you really needed to.
* Icons on the Haven Management screen to flag rebels as being Faceless or being Human. I'm thinking it has three states: Faceless, Not Faceless, Unknown - default is unknown. The user could cycle the icon by clicking on it. Important: the state this icon is in has no mechanical effect whatsoever - it's just for you as a player to keep track of who you THINK is Faceless or not. I think this would be handy for tracking how likely it is that each haven is "clean" if/when you stop recruiting.
* Consistent names for the weapons at different tech levels. This was a bigger problem for me in LW1, but still present in LW2. It's a bit of a pet peeve, I suppose, but I'd prefer "Laser Shotgun," "Laser Sniper Rifle," "Laser SMG" instead of "Scatterray," "Laser Lance," "Laser Stengun." When the names of the weaps change at every tier it becomes difficult to remember what 'm building in Engineering. At least mention the base weapon type explicitly in the description, please!
darkerevent
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Re: List of what do you want to see so much

Post by darkerevent »

--Carbines and Battle Rifles with associated aim/damage/mobility tradeoffs like in LW1, as alternative weaponry for anyone who can use rifles. I adored Carbines in LW1, and I'm finding lots of times I'd love to be able to slap a Laser Carbine on my supports for a supply raid or base assault, but my only option is either a heavily upgraded SMG or a bulky rifle with nothing in between.

--Strike rifles from LW1 for sharpshooters and possibly shinobis. And/or general improvements to the Snap Shot sharpshooter style so that it feels more usable in more situations.

--The option for sharpshooters to equip SMGs (or some other light weapon) so that my Holo Target sharpshooter (who always remains concealed) can sacrifice combat options for mobility. I would literally rather her have no primary weapon at all in exchange for +3 mobility if that was possible, since she's entirely Holo (and Pistol in emergencies) for me. Being forced to load her out with a bulky sniper rifle feels awkward.
azarga
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Re: List of what do you want to see so much

Post by azarga »

More specific:
equipment
-SMG as an option for (Officer+Holo specced) Sharpshooters.
-Mines that are available starting from Conventional tier or early PG project. Preferably tied with Technical or their own class.
-Ammo should not affect encumbrance
-Option to lock soldier's equipment from being affected by "make weapons/armor available" option. Same lock option for weapon upgrades. If that is at all possible.

-Specialist perk increasing Hacking stat
-Rangers
-Way to disable active Tactical DE via assaulting a Facility or some other means.
-More Engineering produced PCSs with basic effects like +1 HP/+1 Mobility/+5 Aim etc. Maybe tied in with some research/PG project prerequisite. More advanced effects reserved for drops/rewards/black market.
-Additional Scientist slot in AWC to further reduce wound recovery timers.


More general:
-Prolonged, more drawn out campaign.
-Missions more viable for medium sized squad (as opposed to 2 current options of "1-3 men, no engagement" or "max size squad, 0% infiltration").
Stroggus
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Re: List of what do you want to see so much

Post by Stroggus »

I want a bit more strategic approach to liberating regions. Like I want to have reasons to liberate THIS particular region or THAT particular region. So player would make choice based on his strategy/preferences. Right now it is kinda limited, it really basically doesn`t matter which region you liberate.

I want every liberated region have some consequences, one way or another. So that there was battle over a specific region, where you constantly try to reduce Advent strength and they try to reinforce it. Because this particular region is important to you. But not just because game says that this is important region, but because YOU decided for yourseld that this is important for you, because it will have X consequences that you will particularly like and want, or DON`T want to happen.

I think it all ends up in various bonuses for XCOM or Advent, otherwise I don`t know what could be the motivator. May be not all regions should have these bonuses, but enough of them for you to thinks and decide which will be better to fight for in the moment. Like in Total War some regions had good iron ore or something thus better armor/weapons. We can have like +1 dmg for snipers, better heals, etc.

And Advent can have some cool bonuses while they control the region too. May be let ALL Advent units in the region have this bonus apply, and also they dispatch these upgraded units to other regions, so adjacement regions have higher chance of introducing these buffed units, and the further away the less chance is.

Also strategic bonuses for both XCOM and Advent so you would decide what exactly region do you want to liberate within your reasons.

Also may be after HQ assault give us location of DE facility to get rid of 1-2 DEs?
sentinel
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Re: List of what do you want to see so much

Post by sentinel »

Steve-O wrote: It would be cool to see these implemented natively in LW2, although Julian does have a point. Even if the code from these mods can be copypasta'd into LW2 with no problems, Pavonis would still be taking on the responsibility of maintaining this functionality going forward. They only have so much manpower and plenty of stuff already on their plate.
If you have calculations for hit, miss, graze flank and more involved having it maintained in a central place still is good idea.
Raven496
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Re: List of what do you want to see so much

Post by Raven496 »

I would like to see plating and vests (but not the chameleon suit, I don't consider it neither plating nor a vest) put as an armor upgrade, and special ammo put with the primary weapon, get them both out of the consumable slots...
Raven496
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Re: List of what do you want to see so much

Post by Raven496 »

I would also like to see an ability if a team has more than one officer for the non command officer in command range to the primary to extend command range...
JulianSkies
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Re: List of what do you want to see so much

Post by JulianSkies »

sentinel wrote:
Steve-O wrote: It would be cool to see these implemented natively in LW2, although Julian does have a point. Even if the code from these mods can be copypasta'd into LW2 with no problems, Pavonis would still be taking on the responsibility of maintaining this functionality going forward. They only have so much manpower and plenty of stuff already on their plate.
If you have calculations for hit, miss, graze flank and more involved having it maintained in a central place still is good idea.
Thankfully perfect information doesn't touch those calculations at all. It just asks the game what it calculated and tells you that. Right now the calculation is governed entirely by LW2.
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