(September 6th, 2017, 00:43)Dp101 Wrote: Firstly, you have a small typo, you accidentally listed Mardoc as the soldier needing 9 days to heal instead of me in the paragraph under the post mission screen. Secondly, now that you have tried all of them a little, what do you think of the balance of the new classes? Personally, I think it goes Reaper > Templar > Skirmisher when not revealed, and afterwards Templar > Skirmisher > Reaper, with skirmisher below templar because of their gun having the same range penalties/bonuses as shotguns, but I'm curious what you think.
Fixed, thanks.
I think that order is broadly right, but let me sumarise my thoughts on each rather than try to compare:
I've had most experience with the Reaper and I am reasonably certain that I don't know how to use her correctly yet. The extra movement while concealed is very nice for Scouting, but I don't seem to have gone into an encounter yet where I feel confident enough to leave her concealed and fight using just the rest of the squad. Partially I think that has been our squad size verses the missions I've taken her on - primarily involving Lost - that mean we have higher enemy : XCOM ratios. Next mission I use her on I hope will be non-Lost and I can see how she works in the shadows.
Also, I keep expecting her to have Squadsight like a regular Sniper (but she doesn't) and then remembering that I can move her before firing. Her gun is crap, and I absolutely loath the screen overlay that makes everything more difficult to see. Oh, and the lack of an item slot is annoying (although coming back from playing LW2 where everyone has 2 item slots as default, I find everyone's limitations on that score to be annoying)
The Skirmisher seems like a pretty well-rounded class so far. The Grapple to add mobility is nice (I still question their decision to make Grappling a Free Action). It seems odd that he can only use the Melee attack as part of the Grapple pull - and to be honest that it is an integrated part of the Grapple pull. As I've said before, IMO the power of that move is in pulling the victim out of cover and leaving it exposed to other troops. I would separate the two components - reduce the cooldown on Justice to compensate - and then to stop them becoming another melee class, only allow us of Ripjack as an action against an adjacent target - i.e. no charge attack, you would have to be standing next to an enemy with an action in hand.
The Templar <sheesh>. The base damage on Rend is probably 2 higher than it should be; at 5-6 it's a guaranteed kill on basic Troopers which means it doesn't need any set-up to start building focus. Of course that will change as the enemies get their upgrades, but by then I presume the Templar will have her own upgrades. Either that, or I just gained access to her waaay before I was supposed to - if she's supposed to come online around 6HP Troopers then a 50/50 chance on a basic enemy makes sense. I guess there are other skills, but TBH I was never in a situation where a guaranteed melee kill and retreat to high cover seemed like a bad option.
But there's a lot of extra development to go through, so my summary at this stage of the game:
Reaper - seems good, but I haven't figured out how to use yet
Skirmisher - solid all-rounder (could do with tweaking)
Templar - OMG Melee kills FTW