@dave: Here you go. Berserker Feedback Thematically, she's the brute. A mass of rage and muscle that takes punches well and punches harder. Being a 'noisy' unit with no stealth capability fits well, as do only single movement melee strikes; the Chryssalid is the fast little bugger, the Berserker is the bulldozer that charges right at you. Performance wise, the current implementation is very... inconsistent. Sometimes cursor melee targeting works, and sometimes I'm forced to move beside a unit and activate Punch manually; I have screenshots of this happening within the same turn. Terrain destruction is also wonky; trees tend to explode about 5 or so tiles away from her path. I will refrain from mentioning the animation issues since I believe you are already aware. Balance wise, she's rather awkward. Early on, she is weak; not enough mobility and bulk to utilize her in direct combat (which is supposed to be her job). At her peak, she turns into an unstoppable stunbot that can tank multiple shots from anything short of Sectopods. I suggest giving her more stats early on (more bulk is almost mandatory; she simply can't survive doing her job early) and tuning down the stun power and scaling up her damage to balance. Skill wise, while I know she's currently incomplete, is still in need of a patch job. First, the fire skills. The fire breath is way too weak for being a capstone skill. Compare it to Viper's spit or Andro's acid bomb to see how its effects are sub par for its range, targeting and rank. Next, the fire trail is a fun idea, but impractical in use. She is incapable of stealth, and her main use is charging right in from the front... leaving a trail of fire to block her own squad's path. With unit pathing being what it is, it can't be used to reliably control terrain without literally using way points to run a ring around someone. Not to mention, AI avoids hazardous terrain. For those, I suggest moving the fire breath to near the beginning of the skill tree, if not as a default class skill by itself (since it seems weird to have a mandatory Maw of Hell weapon without actually having the skill yet). The fire trail should be removed or reworked significantly as it is detrimental to have in its current state. If the purpose is to 'set things on fire automatically', perhaps a fire explosion skill instead? AoE fire bomb centered on the Berserker when she is damaged as a specialized anti melee skill. The auto counterattack skill is also inconsistent. I've had it activate once a mission, multiple times a mission, or not at all, with no noticeable pattern to its rules. It's a great idea, though. To differentiate her more from 'fast' melee units (Chryssalids, vanilla Rangers), I suggest not having the Implacable and Untouchable skills; the Berserker punches your face and stays there to punch your friends' faces, not run away to hide or dodge like a boy (...Muton). On a side note, I currently run my Berserker with an Overdrive Serum (with rework mod to make it per mission instead of one use only), which works all kinds of magic. 30+ HP, 10+ armor, and single move that can rival other units' double move turns her into a rampaging god for 2 turns only. Watching enemies crit her for 1 damage does not get old. As I highly doubt that alien units are meant to utilize such items (oh GOD the animation), perhaps consider using Overdrive Serum effects as the basis for a new skill? They're derived from Berserkers, after all, so it checks out thematically. To summarize, the Berserker needs more early stats, less stun power, and skills that have better synergy with her role. A little more damage won't hurt, either. Feedback end. ------ I should mention that I really enjoy using her despite her current flaws, though. This game needs more punching, and vanilla Berserkers are way too disappointing. Anyway, that's my analysis of the Berserker. If you'd like me to do any for the other units, feel free to ask. I'm just biased and like her the most! ------ PS: is she supposed to actually break through walls? It's amazing and I love it, but it deviates from vanilla Berserker behavior, and I suspect it's why Andro and Berserker can't stealth right now. Quite a few comments on Steam are complaining about it, but it's also a useful, if niche, tactical option. Maybe work it into the skill tree so people can choose whether they want a Berserker that can move in concealment or a noisy wrecking ball of rage?