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Reshuffled Soldier Abilities


khamura

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Good evening esteemed gentlemen!

 

I've been extremely pleased to learn that your hard work scanning the UPKs has revealed way to shuffle Perks around and build new Ability Trees. Now I come to you with a question. Before I get my feet wet doing my own modding, I wanted to ask you opinion on the viability -- both in-game and on the modding side -- of the following modifications. I've marked shuffled abilities with the class they are originally from, and the original rank (if changed).

 

My most pressing questions:

  • Does "In The Zone" work with weapons other than the Sniper Rifle?
  • Is the SHIV's "Hardened" perk a viable addition to the Soldier ability tree? I.e., can it be done easily?
  • Is the reshuffled Support class more/less/as useful?

 

Any insights are most welcome.

 

	Assault Abilties
Run & Gun 		Squaddie 	Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
Aggression 		Corporal 	Confers +10% critical chance per enemy in sight (max +30%).
<Spt>Sprinter 		Corporal 	Allows the support to move 3 additional tiles.
Close & Personal 	Sergeant 	Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
Lightning Reflexes 	Sergeant 	Forces the first reaction shot against this unit each turn to miss.
Rapid Fire 		Lieutenant 	Take two shots against a single target at -15 Aim.
<Snp>Executioner 	<Cpt>Lieutenant	+10% Aim against targets with less than 50% Health.
Bring 'Em On 		Captain 	Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Close Combat Specialist Captain 	Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
<New>Hardened		<New>Major	Enemies suffer a -60% chance to inflict critical hits.
Killer Instinct 	Colonel 	Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
<Snp>In The Zone 	Colonel 	Killing a flanked or uncovered target does not cost an action.

Heavy Abilities
Fire Rocket 		Squaddie 	Fire a rocket using an equipped launcher. Can not be used after moving, once per mission.
Bullet Swarm 		Corporal 	Firing the primary weapon as the first action no longer ends the turn.
<Ass>Tactical Sense 	Corporal 	Confers +5 Defense per enemy in sight (max +20).
Shredder Rocket 	Sergeant 	All enemies hit take +33% damage for the next 4 turns. Weaker than standard rocket.
Grenadier 		Sergeant 	Allows to carry 2 grenades in a single inventory slot.
HEAT Ammo 		Lieutenant	+100% to damage against robotic enemies.
Rapid Reaction 		Lieutenant 	Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
<Ass>Extra Conditioning <Mjr>Captain 	Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Mayhem 			<Cln>Captain 	Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.
Danger Zone 		<Cpt>Major	Increases hit area of rockets and suppression by 2 tiles.
<Ass>Resilience 	Colonel 	Confers immunity to critical hits.
Rocketeer 		Colonel 	Allows 1 additional standard rocket to be fired per battle.

Sniper Abilities
Squad Sight	 	<Cor>Squaddie 	Allows firing at targets in any ally's sight radius.
Headshot 		<Sqd>Corporal 	+30% critical chance and extra damage on critical hits based on tech level. 2 turn cooldown.
Snap Shot 		Corporal 	Removes the sniper rifle's restriction on firing/Overwatch after moving. Shots taken suffer -20 Aim.
Damn Good Ground 	Sergeant 	+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
Gunslinger 		Sergeant 	Confers 2 bonus damage with pistols.
Disabling Shot 		Lieutenant 	Causes target's main weapon to malfunction; may Reload to fix. Cannot crit. 2 turn cooldown, -10 Aim.
<Spt>Covering Fire 	<Crp>Captain 	Allows Overwatch to trigger on enemy attacks, not just movement.
Opportunist 		Captain 	Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Low Profile 		Major 		Makes partial cover count as full.
<Spt>Sentinel 		Colonel 	Allows two reaction shots during Overwatch, instead of only one.
Double Tap 		Colonel 	Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down.


Support Abilities
Smoke Grenade 		Squaddie 	Deploy a smoke grenade once per mission for +20 defense to all units, not just allies, during enemy turn.
<Hvy>Holo-Targeting 	Corporal 	Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
Smoke and Mirrors 	<Srg>Corporal 	Allows 1 additional use of Smoke Grenade each mission.
Field Medic 		Sergeant 	Allows medikits to be used 3 times per battle instead of once.
<Ass>Flush		<Ltn>Sergeant 	Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
Revive 			Lieutenant 	Allows Medikits to revive Soldiers at 33% of maximum health instead of just stabilizing them.
<Snp>Battle Scanner	Lieutenant 	Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
Combat Drugs 		Captain 	Smoke Grenades now grant +20 Will and +10% Critical Chance for all units in the cloud.
Dense Smoke 		Captain 	Smoke Grenades have increased area of effect and further increase units' Defense by 20.
<Hvy>Will to Survive 	Major 		Reduces all normal damage taken by 2 if in cover and not flanked.
Savior 			Colonel 	Medikits restore 4 more health per use.
<New>Command		<New>Colonel	Give a free move to any squadmate that has ended their turn.

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