Devon_v wrote:3tamatulg wrote:I'm waiting for 1.2 to come out before I start a new run.
I hope there's some serious balance changes in there, because otherwise next run I'm skipping Psi, skipping technicals and making half my team hail of bullets gunners.
You mean other than Hail requiring five ammo and Psis being reworked?
Technicals are a matter of playstyle. They work fine as rocketeers for me, and xwynns is a burnination master.
5 ammo is irrelevant - Autoloaders and Expanded Mags, plus many situations where it's part of an alpha strike (i.e. the reload happens with n ayys active) still make it a perk which I see as so dominant that I can't see myself not taking it. Grenades shred and are a guaranteed hit.
Worked on Psi Tree to 1) add more pre-reqs, with the effect of reducing the number of high-level perks that take an eternity to train appearing so early 2) ensure at least one perk from the top two levels can be trained if pre-reqs are fulfilled and 3) reduce training time overall. This is an issue we'll continue gathering feedback on and may make further changes for 1.3.
Psi I still feel like it's a massive investment and not worth it at all. For the cost (3 cores + 200 supplies for psi lab) and training time (sacrificing a scientist's time is a big opportunity cost too), they come out being able to do what, a single-target flashbang, an amount of guaranteed damage worse than Hail, an AoE just a little better than the basic grenade, a hack for organics (when hack is free on specialists) etc? Like trihero said, I think if they came out of 40 days in the psi chamber with every psi ability unlocked instead of just one, they'd still be not worth the investment or opportunity cost.
Are any of the high level players using Psi in any of their playthroughs?
Can you explain to me why you would make Techs over Grenadiers? The rocket scatter is terrible. If you want to burn stuff take a flame grenade and you're guaranteed to actually burn them, without cover getting in the way. Not saying you're wrong - maybe I'm doing something wrong? I know that I probably should have paid more attention to having higher aim on them, but I feel like high aim soldiers are priority Sharpshooters and Rangers. If you get a 78 aim recruit would you make him a Tech?