Proficiency Class Pack Tier List : XCOM 2 WotC Mod Discussion

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Rather Incoherent

Rather Incoherent

Күн бұрын

Пікірлер: 9
@Plaine
@Plaine Жыл бұрын
Essay Alert! Read with caution! All the busted nonsense I saw in this campaign reminds me of my most recent campaign where I used only the buildable units from the respective mod(intented for LWOTC but I think useable outside). A research path was added to allow them to scale, and... if you though Fiber Giant's punching ability was overpowered, watching these incredibly cheap robots use *their* metal fists might make your head explode. They get many abilities, but the main ones are overdrive, lightning strike, and hidden reserves(reset all cooldowns once per mission). With this combo, they can pop overdrive, punch, punch, lightning strike, hidden reserves, lightning strike again, overdrive again, punch, punch, move. 6 punches in a single turn for every mec. I took squads of these mecs, activated super punchy mode on all of them, and wiped out entire maps in one turn. The capstone research gives them an ability called brutalize protocol. Never heard of it? Neither did I until I used these units, as far as I know, only this mod contains this ability. When I say this ability is the most absolutely unhinged, most busted, overpowered ability I have ever used in my entire xcom career across all mods I have ever used, you may need proof to support this statement, so allow me to describe this ability. It is a point-and-click instant kill punch on any organic unit. This already makes in comparable to base game banish, currently the king of all abilities, in fact, this alone could arguably make it even better because there is no aim roll and risk of missing banish shots, its always guaranteed no matter what. But that's only the tip of the iceberg. It makes all other organic enemies in vision of the target panic. No chance, no will check, everyone panics. The entire battlefield is frozen with just one action. Just delete a gatekeeper and freeze everyone else. The only way I can accurately describe this ability: it banished banish. Among these already ridiculous abilities, these mecs also get other insane abilities, like supernova(oh yeah did I mention they also have supernova?) I should also say that depending on the type of mec, each punch does anywhere from 14 to 19 damage each. So imagine Fiber Giant punching 6 times with the first version of the kinetic strike module. Also, the strongest mec in that mod, the military assaut mec, gets 7 ablative, 7 armor, and 32 hp by the end of the scaling, with a shotgun that does 15-20 damage on a flank(not including crit damage), and a gatling gun that shreds 4 armor and can be fired twice. So believe me, you have not seen true robot gods yet. Edit: oh yeah, and the military assault mec takes 1 assault mec wreck and 60 supplies to build, thats it)
@commanderfmj5896
@commanderfmj5896 Жыл бұрын
I can agree with your opinion with the reaper cause holy crap, a rebalanced hero who can not only be a full on gunslinger to make it more effective in out of stealth combat, and also straight up jumpscare any alien like FNAF and go back into the shadows can be pretty good. heck, I would give them a them a shadowkeeper just to commit mild acts of tomfoolery. Man, I think they made the right call full redesigning and overhauling the reaper!
@Not_that_Brian_Jones
@Not_that_Brian_Jones Жыл бұрын
Okay, I think I found a 'solution' for the medic. Figured I would share in case you are interested. There is a perk "Jolt Awake" in Mitzruti's Perk Pack. It allows you to use the arc thrower to remove certain status effects, and to revive soldiers (I believe) from a distance. It isn't a perfect solution, but it seems to fit with the theme of the class, while improving them somewhat. I'm just going to give it to them at squaddie level. I'm also giving them Applied Knowledge at squaddie level. I'm sure that's contraversial, but I think it's fine and fits (i.e. they should be somewhat better at criting given that they are soldiers, and their knowledge of anatomy should allow that. I don't even think this will move the class up to B tier, but certainly it'll be a higher C tier class. I'll find out.
@commanderfmj5896
@commanderfmj5896 Жыл бұрын
I can understand your concern about the state of assault infantries in your campaign. I mean having to worry about getting close and unintentionally activating a additional pod is the worst thing any player can do, but I think it's a good idea to improve their survivability through either through health, defense, or dodge.
@demetriousramirez
@demetriousramirez Жыл бұрын
I wish we had gotten to see a bio tank, especially late game with the hive armor and such
@Not_that_Brian_Jones
@Not_that_Brian_Jones Жыл бұрын
Have you checked out the mocx proficiency classes? The 'dark' specialist in particular has a number of abilities that would work well with a redesigned medic (i.e. that used a gremlin as a secondary rather than that shock pistol). Idk, I am planning to pretty massively change up some of the weaker proficiency classes.
@phixidelta
@phixidelta 5 ай бұрын
35:00 says Tactical Rigging gives +1 charge to all utilities. But the valilla wiki and the mod's documentation says Tactical Rigging gives a utility slot, not any extra charges. How do you get the video's version? Im trynna make a personal use class and maximize how many smoke grenades i can have.
@kawapatch
@kawapatch 4 ай бұрын
It's from a mod called [WOTC] Hero Armor Equality by Udaya, which gives hero faction units the usual utility slot upgrades from armours that standard soldiers get. As a result, it also changes tactigal rigging to give extra utility charges since it would've become obsolete/(overpowered?) otherwise.
@phixidelta
@phixidelta 4 ай бұрын
@@kawapatch thanks 😀
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