[General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

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Saph7
Long War 2 Crew
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[General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by Saph7 »

So just finishing up my Commander campaign . . . it was started in 1.1 but most of the campaign has been in 1.2. Technically the campaign isn't over but I'm pulling in 2,500 supply income a month, the Avatar project is sitting at exactly one pip, and the only thing stopping me from running through the rest of the Golden Path missions is that the Shadow Chamber takes forever to build, so I think we can call this one.

Overall

Still very much enjoying the game! One thing I'm noticing that I don't think was true in the previous games (even LW1) is that LW2 is really much more of a strategy game than a tactical one. Last campaign I played on Veteran and struggled, this time I've been playing on Commander and it's easy. I don't think I've been playing the tactical layer all that differently, the big change is that I've been watching a bunch of streams and now I understand how the strategic layer works. It really does feel as though if you get the strategy layer right the tactical battles just get easier and easier. I'll probably try Legend next and see just how big the step up in difficulty is.

Class Balance

So back in my first thread I ranked Gunners and Grenadiers as sitting on top of the pack out of the base eight classes, and Rangers and Technicals towards the bottom. This campaign, as luck would have it, I got very few Gunners and Grenadiers (and the ones I did have kept getting wounded) while the Black Market gave me a ton of Rangers and Technicals, so I got a lot of opportunity to practice with them.

With Technicals, I've come to see them as the 'early game carry' class. If you're patient enough to pull off flamethrower ambushes they really are very effective, but I still think they fall off pretty hard as the game continues. Still, given that the campaign's usually going to be won or lost by then, I guess that's not the worst thing in the world. I just wish you could give then extra rockets so that a Rocketeer build could be more than a one-shot wonder.

Rangers have the opposite problem – they're godlike once they hit Gunnery Sergeant and can do the Rapid Reaction OW build, but they're kind of meh until then. They're not useless, it just feels that Gunners do everything better. One thing that I think really holds them back is magazine size – one of the reasons Gunners are so good is that they have a base magazine of 5, meaning they can use their special skills and still have plenty of ammo for regular shots. Rangers, on the other hand, have 3 shots and a base ability (Light 'em Up) which conflicts with reloading. So I kept finding that my Rangers would get to shoot twice on turn 1, but then would spend the rest of the battle shooting once a turn at best. If they had a bit more ammo they'd be a lot more useful – as it is they're really dependent on high-cap mags, which is a problem because everyone else ALSO wants the high cap mags.

On the whole, though, the balance of the base eight classes is pretty good, so I don't think this needs to be a priority. (Yeah, I think you can guess why I keep saying 'base eight classes' instead of 'all classes' – we'll get to that later.)

Missions

In the early game I sent teams of 4-6 to do everything. By early-midgame, though, I was dividing missions into two categories:

Troop Column, Supply Raid, Network Tower, Headquarters – Combat missions. Send as large a squad as possible with snipers. Kill everything.
Jailbreak, Hack Chest, Hack Workstation, Rescue VIP, Escort VIP, Kill VIP, Sabotage Facility, Blacksite, Forge – Stealth missions. Send 1-2 soldiers with SMGs. If you have to fire the SMGs, something's gone wrong.

A lot of people have complained about how LW2 seems to force you into stealth, and looking at that list, they might have a point – there were periods in the midgame where I was doing three stealth missions for every one combat mission. The thing is, the way the game's set up at the moment, you kind of don't have a choice. The reason I say that is that there were two mission types I played 'normally', ie sending a 4-6 man squad – Destroy Relay and Neutralise VIP (where I was going for a kidnap). And guess what? Every single time, these missions were the most dangerous and the ones where my soldiers were most likely to be wounded/killed. The reinforcement mechanic and the timers just make it REALLY punishing to fight your way across a map, especially a big map.

I do enjoy the odd Shinobi-Specialist stealth op, but at the moment I agree that there are too many of them. I wouldn't mind if there were a few more missions which could be realistically done with small squads (since small squad combats are a lot of fun).

Research/Proving Ground

I'm starting to think that most of the 'side-path' technologies and projects just aren't very good. Due to a fluke of RNG, I got absolutely no scientists from mission rewards in the first three months of the campaign (seriously, I got 7 engineers and zero scientists. That's ridiculously unlikely). This meant my research was really slow, so I had to skip all the autopsies and non-essential techs, and focused on weapons/armour. And you know what? I didn't miss the side techs at all.

As for the Proving Grounds, you need it for the Skulljack, but the more I look at them, the more I start to think that most of the Proving Grounds projects are 'trap options', which look nice but sucker you into wasting money which could be more profitably spent on weapons, armour, or strategy level stuff such as Resistance Comms and Radio Relays. Grenade, ammo, and weapon mod projects eat up cores (which are a very limited resource) and consume a LOT of supply. When you look at the numbers, it just doesn't make sense to spend 100 supply on Battlefield Medicine, or to collect 3 basic suppressors and 3 advanced suppressors and pay 90 supply just for the privilege of paying another 20 supply to manufacture more advanced suppressors that you'd probably already have if you hadn't used them up in the project. Why are these projects so expensive? It doesn't make sense.

Psi

Okay, so I was just going to skip Psi this campaign, but JL asked if people could give the new 1.2 psions a try and see whether the changes have helped. So here's my feedback.

1.2 Psi Ops are terrible. They are really, really bad. Even with the lowered training times, they actually feel worse to me than they did in 1.1, because with the other eight classes I've been learning how to make good use of their skills to make them more effective. With Psi Ops, though, I can't make them effective because there's nothing to work with. They are worse than every other class in the game by a wide margin.

My experiences with Psi in this campaign: two out of my four starting Psis came out of the tank with Mind Merge, Insanity, and Fortress. I sent them off on missions in the vain hope they might do something useful. Their Insanity attacks had a 50-60% chance to hit – this wasn't against high-level aliens, this was against basic ADVENT. And if they hit, you got a one-round Disorient. The other two starting Psis got Soulfire. This meant that an average of once per mission they could do 5ish damage to finish off an enemy. In other words, my starting Psis were somewhat worse than a rookie with a Flashbang and a Plasma Grenade.

After a lot of work, babying, and powerlevelling, I managed to get a couple of my Psis to mid-high level. My best Psi has Soulfire, Stasis, and Null Lance. By contrast, my best Gunner has Hail of Bullets, Chain Shot, and Saturation Fire. Have a guess which one I'm going to be bringing on tough missions. Oh, and due to pre-reqs, it turns out that my Psi is never going to get Fuse or Domination because he doesn't have Mind Merge. So that's fun.

It's not the randomness of the Psi skills that's the problem. AWC abilities are random, too, but no-one complains about those because they're extras added on to a base chassis that's already strong. Psi Ops have three big problems:

• Their powers are too weak – I already broke down the problems with the Psi class in an earlier thread, but the TLDR is that half of their power list is mediocre to awful. If you're going to have an entire class based around semi-random abilities, they need to be GOOD semi-random abilities.
• They're too slow – With a standard tech path, your Psi Ops are going to start coming online in early summer – May if you rush it, June if you're slower. This is far too slow. The cell time bottleneck means that Psis take forever to level, meaning that it's virtually impossible to get them to high rank before the autumn. By this point your regular soldiers are hitting Master Sergeant and the Psis just can't compete. A Psi who gets critically wounded might as well be dead, because by the time he's recovered and caught up on training time the campaign will be over.
• They're too expensive – Getting Psi Ops costs you the Psionics tech (30 Supply, 2 Cores, 1 Sectoid), a Psi Chamber (150 Supply, 1 Core, 3 Power), and a scientist if you want them trained anytime this year (call it another 150 supply or so). That is a huge resource investment, especially early in the game. There needs to be an appropriate return on it.

To make Psis as good as regular soldiers (not better, just somewhere near competitive) you'll need to fix at least one and probably two of these problems. Possible solutions:

Improve the weaker Psi powers – I already came up with a list of suggestions for this, so here it is again.
Spoiler: show
Insanity: Make Insanity work like the Arc Thrower with the Electroshock perk. On a success, have it inflict a disabling condition (maybe 25% Stun, 50% Panic, 25% Mind Control, or something like that). On a failure, have it disorient the target for 1 turn instead. (Reasoning: Insanity is just really unreliable at the moment, since alien and ADVENT will scales quite strongly and Psi Offence boosts are hard to come by. This adds some dependability so that even if you fail your roll, you don't completely waste your action and your cooldown.)

Schism: Have Schism additionally reduce the cooldown of Insanity by 1 turn. (This is in line with the Soul Merge perk and fits with the 'upgrade' theme.)

Soul Healing: Have Soul Healing additionally reduce the cooldown of Soulfire by 1 turn. (Same reasoning as Schism.)

Sustain: Also reduces wound recovery time, in a similar manner to Field Surgeon but affecting the Psi Ops only – maybe bump them up one wound category, so that 'gravely wounded' becomes 'wounded', 'wounded' becomes 'lightly wounded', and 'lightly wounded' becomes uninjured. (While Sustain is an interesting and unique effect, it has the problem of only being applicable in a really, REALLY bad situation that you want to avoid at all costs. So make it also do something in a non-disaster. This makes a 'tank' Psi Ops with Soul Healing slightly more viable.)

Mind Merge: Have Mind Merge additionally remove the Disoriented and Panicked conditions from the target. (This fits thematically with what Mind Merge is supposed to do, and lets a 'support' Psi Ops actually be useful.)

Soul Merge: Have Mind Merge additionally remove the Disoriented, Panicked, Unconscious, and Stunned conditions from the target. (Note that even with all these buffs, this is still probably worse that the Specialist's Revival Protocol.)

Stasis Shield: Have Stasis Shield additionally reduce the cooldown of Stasis by 1 turn. (Stasis is strong enough that I think this is enough of a buff.)
Make Psi available early – As in, REALLY early. Like from the start of the game. Make the Psi Lab available as your first building, as an alternative to the GTS and the AWC, for 150 supply, 3 power, and a Sectoid corpse. Then make the Psionics tech unlock the upgraded Psi Amp. This would let the Psi Ops come online at a time when they might actually be useful.

Without a really major buff along these lines, Psi is going to remain another of the 'trap options' where it actually makes XCOM weaker than if you'd avoided building it in the first place.

Finishing Up

The complaints about Psi probably sounded kind of negative, so I should say again that I'm really enjoying the mod. 1.2 is definitely better than 1.1, and I'm looking forward to the new mission type you guys are introducing for 1.3. Keep up the good work!
gimrah
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by gimrah »

Looks like a good list of suggestions. I like pretty much all your psi suggestions (I also wanted psi to be available very early but as a power now vs later trade-off).

I think you need to go even further though, buffing damaging powers (soulfire damage/effect, null lance width), and soulsteal needs even more than that to make it not suck.

One thing though - mind/soul merge don't need to cure mental effects if solace worked; even if solace can't be fixed then you still have a power that's doing very different things: removing mental effects and granting ablative hp (as opposed to healing). So as not to overlap with specialist abilities I'd probably prefer it if these abilities were simply buffed to grant more ablative hp.
Saph7
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by Saph7 »

gimrah wrote:One thing though - mind/soul merge don't need to cure mental effects if solace worked; even if solace can't be fixed then you still have a power that's doing very different things: removing mental effects and granting ablative hp (as opposed to healing). So as not to overlap with specialist abilities I'd probably prefer it if these abilities were simply buffed to grant more ablative hp.
It's a fair point – the trouble with ablative HP is that it depends on the aliens being cooperative and shooting the correct target. But honestly, at the moment mind merge is just so terrible that I'd be happy with it doing SOMETHING, even if it overlaps. It really shouldn't end your turn either, given that medikits/Revival/Aid Protocol also doesn't.

Soul Healing with one less cooldown would still be pretty weak, yeah, but if you combo'ed it with the wound recovery reduction from Sustain then it might be useful. Maybe. You could probably bump the cooldown down by two and it still wouldn't be overpowered.
LeaderEnemyBoss
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by LeaderEnemyBoss »

On your Psi feedback:

As I mentioned, I am working on a Psi-Overhaul mod. I will take into consideration some of your suggestions, but not all of them. In general i think that Psions need a new identity, not just numerical buffs. This identity could build on what skills like bastion, solace (if it works), and mind merge do: providing buffs and protection for your whole team like no other class can while still being asble to deal out a bit reliable damage. I dont think psiops should come earlier or cheaper. Rushing them should be desirable option, but it should be costly and with weight.

What i plan to change:
Early game:
Insanity: I will probably just incorporate your suggestion, its a good one.

Mind Merge: I'd rather not buff that one too much, since i have different plans with it. In my current version, using Mind Merge doesnt end your turn anymore.

Two additional early game skills:
Reinvigorate: Reduce the cooldowns of the selected soldier by 1. Doesnt end turn.

???: Still brainstorming here, any suggestions for a unique early game skill?

PsiOps will also get one additional early game ability for free.

Mid/Lategame:
Soul Merge: Mind Merge now lasts 2 full turns (2 alien turns)

Three additional lategame skills:
Mind Collective: Cast a slightly weaker version of Mind Merge on ALL Teammates (no line of sight needed). Combos with Soul Merge. Will have a very high cooldown.

Share the Gift: Soul Steal now also heals all Teammates (not sure if too strong, may reduce the healing on teammates or make it a large radius instead of global).

Null Spear: Reduce the cooldown of Null lance. Maybe increase AoE width.

Psi Ops will be able to gain one or two additional ranks if they meet the xp requirement.
With Mind Collective and Share the gift, the PsiOp has the ability to just keep your team going in prolonged firefights. I honestly fear that this combo may actually be too strong, but since they are so weak atm, a bit offerbuffing in my first release isnt the end of the world. Want to get people to actually use them, can nerf in later releases ;).
Saph7
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by Saph7 »

LeaderEnemyBoss wrote:I dont think psiops should come earlier or cheaper. Rushing them should be desirable option, but it should be costly and with weight.
I actually think it'd be a lot of fun to get to use psis from March onwards. The LW2 guys seem to be committed to the idea of requiring psis to be trained up on missions; well, if you're going to do that, it makes sense to start early. Right now, training Initiate-level psis in June is just painful. As things stand, I'm not going to use psi for my next campaign, because I'm sick and tired of dragging along a bunch of sparkly purple millstones.
LeaderEnemyBoss
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by LeaderEnemyBoss »

I dont know, I find that you can get them reasonably early after getting the initial early stuff (lasers+armor tech and plasmas). Im in late summer now and still have no issue with dragging along newcomers in easy missions (of which there are still enough). The issue at the moment is: psi ops just dont "feel worth" the effort. Fix that, and the investment isnt such a big deal anymore - more a strategic choice ;).
Saph7
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by Saph7 »

LeaderEnemyBoss wrote:I dont know, I find that you can get them reasonably early after getting the initial early stuff (lasers+armor tech and plasmas). Im in late summer now and still have no issue with dragging along newcomers in easy missions (of which there are still enough).
But that's the point. You don't bring them along because they're good; you bring them along because they're so weak that the only time you can afford to use them is when you were going to win the mission anyway.
LeaderEnemyBoss
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by LeaderEnemyBoss »

Saph7 wrote:
LeaderEnemyBoss wrote:I dont know, I find that you can get them reasonably early after getting the initial early stuff (lasers+armor tech and plasmas). Im in late summer now and still have no issue with dragging along newcomers in easy missions (of which there are still enough).
But that's the point. You don't bring them along because they're good; you bring them along because they're so weak that the only time you can afford to use them is when you were going to win the mission anyway.
But if they would actually get good eventually, this investment would be worth it. Your argument basically applies to every new soldier from june onward. Do you never level up new troops in the summer?
Saph7
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by Saph7 »

LeaderEnemyBoss wrote:But if they would actually get good eventually, this investment would be worth it. Your argument basically applies to every new soldier from june onward. Do you never level up new troops in the summer?
The thing is, you only need to level up most classes once or twice before they start pulling their weight. I've brought Lance Corporal Snipers and Gunners to late game Invasions and Retaliations and they've worked just fine. But Psis not only take far more levels to get good, but also take longer to level – a Squaddie can go on 3 missions and get 3 promotions in the time it takes for a Psi to level up once.
Thrombozyt
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by Thrombozyt »

LeaderEnemyBoss wrote: ???: Still brainstorming here, any suggestions for a unique early game skill?
You could have a skill that restores all ablative armor of an ally (Repair - 5 turn CD), one that greatly increases the chances of a bleed out instead of a kill and increases bleed out timer (Perseverance - passive), a skill that heals 1 HP and reduces wound time accordingly (Regeneration - 2 charges) or a skill that reloads an ally's weapon (Helping hand - 3 turns CD).

Just a few suggestions.
LeaderEnemyBoss
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by LeaderEnemyBoss »

@Saph thats why I want to make them more worthy of the time investment ;). Lets settle this with "we agree to disagree".

@Thrombozyt while I dont want any more healing abilities (already have aoe soulsteal, dont want to replace healing specialists), i really like your helping hands idea. Will probably combine it with another skill (if I manage to code it properly ^^).
Sorbicol
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by Sorbicol »

That's good feedback and I agree with everything you have posted there, especially about eh Psi-ops. I'm in a pretty similar position to yourself (late game, got all the armours, basic plasma weapons, pretty much all the proving ground projects are done except building weapon modules because I have vulture, which makes building any a complete waste of money. I just buy modules I need now from the Blackmarket. Cheaper in the long run) I'm currently on the golden path missions - done the blacksite, infiltrating the forge right now and gearing up for the Psi-gate - having got the shadow chamber up and runing a while a back.

Psi-Op are far too expensive to set up and, at the stage in the game most people are in a position to do so are criminally under-powered against even the most basic Advent trooper you'll be up against. I have mid(ish) level Psi-Op with soulfire, mindmerge and insanity I took on a column ambush with about 100 Psi offensive power and an advanced Psi-Amp, only have a "best" insanity chance against a "basic" elite trooper of 50%. Against the more useful advent (gunners / rockeeters / grenadiers) it was less than 30% and was down in single digit percentages against officers and the like. It's just not worth the risk, and although you can use AWC abilities to help make them a little more effective, other classes and builds outshine them much earlier in the game. At the moment Psi-Ops fall well short of the cost/benefit ratio games like XCOM 2 require you to consider when using resources to do things with, for me at least.

The other two observations I would add is the difficultly in unlocking some of the high tier weaponry (things like fusion blades. the advanced grenade launcher, type 3 gremlins etc) due to the extreme randomness of needing specific alien types on specific mission types in order to be able to collect the corpses for research / building material. A good combat "slicy-dicy" shinobi needs a fusion blade to be effective late game. The arc blade, while a lot easier to build, is chronically under-powered against the M3 level advent - there is no point rushing in and fleching a target if you can't guarantee the kill. And flanking Crit shot shinobis, while a lot more viable, really can'r do that job as well as a good assault build. I've not even had an Andromedon to unlock advanced grenades / grenade launcher etc so far this campaign (I've seen 3 andromedons in over 100 missions, 2 of which were jailbreaks and about 5 archons mostly on stealth hack missions) Too many game mechanics like that are severely limiting the usefulness of some of the classes at the late game stage (don't get me started on assaults rushing in on high priority targets, standing in an adjacent square in a flanking position, only to have a % to hit of under 50% thanks to defense & tactical sense. When you factor in dodge and graze banding most of time you'll only graze in any case even if you do hit them)

Finally, repair times for SPARKS needs to be looked at too. I have 3 SPARKS (mostly because I like them rather than any pressing need to use them) but I sent out 3 recently on 2 troop ambush missions and 1 retaliation and all 3 came back badly damaged because they are bullet sponges - it's kinda what you take them with you for. The repair times were 24 days, 27 days and 25 days respectively. That's 76 days to repair them all, because you can only repair them one at a time. I know that's a vanilla game mechanic but it really makes building them (and the equipment required to keep them effective late game) not really worth the cost to benefit ratio. I'd like to see being able to assign engineers to repair more than one at a time at the least, and maybe being able to cannibilise Advent MEC/Drone corpses to reduce the repair time too.

Again, I know that all sounds very critical. Let me assure everyone reading this that I love this mod - I think I might actually "beat" it too which I never managed with LW1 - and what you have done with the strategic level is a marvel. Please please keep up the good work developing it further. I hope everything here is taken as the constructive criticism it is intended to be rather than having a big moan.

With everything I have learnt playing this mod though, I do think it's time to finally return to the vanilla game and attempt a legend/ironman playthrough.
gimrah
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by gimrah »

On psi, I agree it would be good to have the option very early. If not 1st building, then 2nd. It would be a big opportunity cost to delay AWC, plus you have the research time, so wouldn't necessarily be unbalanced (indeed psi would have to be tuned up quite a lot before it was even).

To make that viable, then as well as making psi worth having, you might have to get rid of the sectoid corpse requirement for psi, and tone down the elerium core requirements for the research and the lab.
Ravenholme
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by Ravenholme »

I have to say that I agree with all of this, especially regarding Psi.
Napalm292
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by Napalm292 »

I don't understand why psi soldiers have to retrain in the tube for skills. Let them learn skills at advancement just like other soldiers. Then a mix of combat or support skills can be mixed in with the psi skills. Also increase the xp bonus they get, so they can catch up to higher ranked soldiers at the end.
Saph7
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by Saph7 »

Napalm292 wrote:I don't understand why psi soldiers have to retrain in the tube for skills. Let them learn skills at advancement just like other soldiers. Then a mix of combat or support skills can be mixed in with the psi skills. Also increase the xp bonus they get, so they can catch up to higher ranked soldiers at the end.
Holdover from vanilla, I guess. The problem is that it isn't very fun or interesting, and it means your psi spends more time in the tank then he does going on missions.
Solomani
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by Solomani »

What if PSI was treated like an AWC perk rather than a separate class? You would train your shinobi rather than a rookie. There could be some eligibility requirement like high will our something else.
seananigans
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Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi

Post by seananigans »

Solomani wrote:What if PSI was treated like an AWC perk rather than a separate class? You would train your shinobi rather than a rookie. There could be some eligibility requirement like high will our something else.
This is how LW1 (from EW expansion PSI additions) worked. It wasn't a bad system, but with PSI already existing at the game's base implementation and as its own class, I think keeping it as its own class, but just tuning it as necessary would be the best plan. We already have a slew of extra stuff going on globally with soldiers (AWC extras, AWC pistol, Officer).

Sidenote: With the strange accelerated time-line of "Long" War 2, the absurd tube times on most things, especially PSI, and some of the pistol perks, L3 AWC perks, and ALL of the officer tree are just... terrible. If Pavonis doesn't address them in some way, I can always edit the ini's, but that feels somewhat dirty. Ideally I'd like to see some serious review of these sideline times. Officership especially should not require such a ridiculous cumulative period out of combat, for multiple reasons, but the most glaring one that comes to mind is the fact that it directly competes with the point of having officers and squads: their subordinates' boni from going on missions with them. Inevitably you have to sub in another officer to lead the squad on upwards of 3-4 missions while your mid to high ranking officer spends more than a week just to train ONE perk/rank in the officer tree.

I think if I had my way, Officership would have an initial tube time for first-rank (LCPL), and then anything after that would either come free with the soldier XP upgrade, or at a VERY nominal tube-time cost (like 1-2 days max). Alternatively, it would operate like PSI in that removal from the tube does not reset progress, but still with a global reduction of ~30% of the current timers for each rank.

Sorry for the Officer derail, I agreed with the majority of the PSI feedback, so ended up just throwing in comments on similar mechanics (TUBE TIME OMG).
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