Are you still balancing the LW perk pack?

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Hjarr
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Are you still balancing the LW perk pack?

Post by Hjarr » Mon Oct 10, 2016 8:15 pm

Are you going to balance the LW Perk Pack anymore or will it be left in its current state? And is this the best place to give feedback to your XCom mods or is there some other forum you visit where you're more active?

The original Long War mod had lengthy discussions about stuff but this place seems totally dead.

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johnnylump
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Re: Are you still balancing the LW perk pack?

Post by johnnylump » Tue Oct 11, 2016 3:49 am

We're here and I keep a closer eye on these forums than I do the tiresome Steam interface.

To answer your question, we don't have any perk pack updates in the works right now, as its pretty stable and we're working long days on our final mod. At this point, I'd have to ask what we'd be balancing the perkpack against? It wasn't particularly balanced for vanilla.

Hjarr
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Re: Are you still balancing the LW perk pack?

Post by Hjarr » Tue Oct 11, 2016 10:27 am

Balancing the perks against each other. At the moment there are just so many non-choices within the classes. One perk clearly outshadowing the other 2 when you level up. This takes away a lot of the fun that was in the original LW classes where almost every choice was really viable.

At this moment my thread on comparison between the perks is slightly out of date since you've updated some of them. But about 80% of it still holds true. It doesn't mean that you have to agree with everything I write but I'm not sure if you've taken a look at the thread.

http://www.longwarstudios.com/phpBB3/vi ... =12&t=6408

DjAci
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Re: Are you still balancing the LW perk pack?

Post by DjAci » Wed Oct 12, 2016 3:22 pm

I agree that LW perk pack is now more of a content mod vs gameplay mod as original LW was. I do hope that after the final mod is complete that the team will focus on fine balance of all LW mods.

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johnnylump
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Re: Are you still balancing the LW perk pack?

Post by johnnylump » Sat Oct 15, 2016 3:36 pm

I have read the feedback on the PP, yes.

One of the problems with updating the trees -- like to, say, move CCS down -- is that it changes every active campaign that uses the mod. We have learned people really complain about that.

Hjarr
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Re: Are you still balancing the LW perk pack?

Post by Hjarr » Sun Oct 16, 2016 1:16 am

If you know people are gonna complain (which they will). When you change something might as well change a lot so you don't have to keep doing it again so many times (not really a fan of huge changes but what else can you do?). I just feel like another balance pass towards the Perk Pack is truly needed to make it something special.

Now if you are talking about Close Combat Specialist on Assault then yes, maybe it could stand to be further down. But on the other hand it's not nearly as useful as in Long War EW. It's probably cause there are less damage sponges in the game than LW. There you really needed that extra damage to take stuff down.

In X2 I usually take Formidable instead for that extra survival which allows for riskier plays. Risky play survival for when things go wrong is more valuable in X2 than it was in LW. Because of time limits you are kinda forced into risky play at times so Formidable has saved my soldiers more times than I can count.

Toosdey
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Re: Are you still balancing the LW perk pack?

Post by Toosdey » Sat Dec 24, 2016 2:25 am

Would it be possible to upload patches to Nexus for us to manually install in the event you don't want to risk auto updating everyone?

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Re: Are you still balancing the LW perk pack?

Post by johnnylump » Wed Dec 28, 2016 2:40 pm

Hrm, probably not, don't want to get versions out of sync. It's easy enough to mod perk trees yourself in classdata.ini.

trihero
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Re: Are you still balancing the LW perk pack?

Post by trihero » Wed Jan 04, 2017 7:04 am

I like most of the choices, but there is one choice that is amazingly bad which is the grenadier's volatile mix. Currently as far as I can tell and have tested, it simply increases grenade radius by 1. This is not worthy of a brigadier perk; grenades have plenty of radius by the time you get advanced grenade launcher and plasma grenades.

IMO it should do what it does in the base game - add 2 damage to grenades. This allows grenades to "keep up" with perks like Lethal (+2 main weapon damage).

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