khamura Posted November 1, 2012 Share Posted November 1, 2012 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. Link to comment Share on other sites More sharing options...
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