i tried to create 2 new classes (psionic and pointman) that i think would be interesting to play, in regard of the various tactical options they provide (firepower being already done by assault / sniper / heavy)
i tried to use as many already existing skills that i could to make it easier
assault :
able to equip assault rifle and shotgun in main and secodary weapon slot, so they trully are the "all out" soldiers (i mean, heavy can carry both a LMG and rocket launcher...)
pointman
able to use assault rifle
same stat as support
3 more tiles of moves, 3 additional LOS tiles
[1] holo targeting
[2] sprinter <> climbing gears
[3] flush[/color] <> lightning reflexes
[4] battle scanner[/color] <> flashbang grenade
[5] low profile[/color] <> damn good ground
[6] cloaking device
[7] expose <> battle awareness
climbing gear : same as skeleton armor
flashbang grenade : ennemy have same LOS as when using "hunker down" and loose turn, same AOE than frag grenade, carry 2
cloaking device : same as ghost armor, 4 uses
expose : holotargeting make ennemy count as flanked for allies
battle awareness : the pointman cant be flanked
a rifleman that move in the battlefield with ease, he can be very usefull for his team (flush, battlescanner, holo targeting) or a pain to the ennemy (flashbang grenades, lightning relexes wasting overwatch, expose), best friend of the sniper
also a very usefull team member when you have to be quick, bomb defusal and civilian rescue comes in mind.
psionic
only have pistol as weapon
same stat as sniper, exept low aim
[1] mindray
[2] psy inspiration <> psy panic
[3] psy barrier <> telekinesis
[4] strong mind <> focus
[5] 6th sense <> hide presence
[6] telekinetic field <> mind control
[7] rift
psy barrier : create a 2 tile 'heavy cover' for 1 turn, 1 turn CD
telekinesis : move 1 alien of 1 tile, difficulty improving as the alien get heavier, 1 turn CD (get them in the open, then shoot them)
blink : teleport the psionic up to move range, ignore terrain and height, count as move, 2 turn CD
hide prescence : same as ghost armor, 1 turn CD
6th sense : see ennemy throu walls, 1 turn CD
focus : reduce CD by 1 turn (making most abilities usable each turn)
strong mind : able to use 2 abilities per turn provided the psionic does'nt move
devastating but frail, usefull trick up his sleeve, but cant do everything or anytime, and very weak at lower rank.
could be a basic class like the others or replace existing class once psychic gift is discovered.
so, tell me what you think of these, i dont feel like any of those proposition would be gamebreaking, and that it will provide some refreshing options to fight the alien scums.
Edited by captainkitty, 20 October 2012 - 05:53 PM.



Sign In
Create Account
Back to top








