Комментарии:
A great series to watch.
If you weren't so far along in your current run I'd put in a character, maybe next run!
I gonna watch the RPGO run now then get started on your current one. :)
Cheers!
i'm curious, why didn't you give your soldiers extra abilities? like you had 100 points left over, i feel like you could have fully kitted out at least one non-faction guy lol.
ОтветитьA little information on the Assault: If you use Shiremct's own Weapon and Item Overhaul in combination with his Proficiency Class Pack, Bullpup gives +2 Mobility. Therefore I think the Bullpup is intendet to be the ranged outfit for a Melee-Assault (sadly a combat knife does not do the same for a Shotgun-Assault.)
ОтветитьProficiency reapers have kills from concealment not revealing them as a base ability, that's why you couldn't find it in the promotions. You lose 1 shadow stack on a pistol kill or 2 on a rifle kill and, as long as they have at least 1 more shadow stack left, they stay concealed. Shots that don't kill always reveal, but as you said, they can re-conceal.
For the templars, parry got a big nerf, yes, but it was way overpowered in the base game. Have them move into cover, instead of trying to tank shots, and they work much better. Also, with the mod Psionics Ex Machina, you can add psi powers to their gauntlets. (But, PExM is a big psionics overhaul, the templar gauntlets is more a side effect.)
I'm also a fan of Rusty's Psionics as a replacement for the base game PsiOps. They gain exp and level like other units, so you actually use them, instead of having them sit in training for multiple months.
Great series. :)
ОтветитьGlad that there are more people messing around with the proficiency class mods! I started using them and they are super fun. They 100% seem to smooth out the early game but make the late game more difficult.
I have to totally disagree with your analysis on Prep for Entry for the Assault class however; it is actually broken because it combos with mimic beacons and support grenades, especially in the early game before you have special ammunition. If you run and gun in, throw a mimic beacon, and then shoot, you get stupid good action economy on that one pivotal turn that happens on many missions where it is do or die. I sometimes also take the +1 flash bang talent later on with extra AP, because the radius of the flash bang is so large and you are in close anyways. Regular grenades suck with that ability, but support grenades sync well.
Re: For vanilla Reapers (since RPGO doesn't affect hero units and I'm not sure how Proficiency works with RPGO) there's a mod that removes the charges for Shadow and makes it a cooldown.
ОтветитьNice vid mate.
ОтветитьLost appear on vanilla ambushes, especially since my usual "ambush team" include a soldier w/Claymore and a Proximity Mine weapon. (You can equip Claymores in RPGO on non-Reaper soldiers.) Current playthrough have thrown in a Sectoid Abductor w/ADVENT Trooper escorts and not the usual w/the Purifier so the explosions aren't as big.
Haven't played the Covert Infiltration versions so don't know if they appear in those. I have had double Andromedons on vanilla ambushes.