[Feature request] Commander's Choice

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said46
Posts: 13
Joined: Wed Jan 25, 2017 10:01 am

Please build "Commander's Choice" option into LW2 mod

Post by said46 »

Please build "Commander's Choice" option into LW2 mod as it was in LW. The existing "Commander's Choice" mod is quite buggy, and I hate seeing my 60+ aim snipers or 13-14 mobility Shinoby/Assaults. I am pretty sure a lot of people would be happy seeing the option in LW2.
said46
Posts: 13
Joined: Wed Jan 25, 2017 10:01 am

[Feature request] Commander's Choice

Post by said46 »

Please build "Commander's Choice" option into LW2 mod as it was in LW. The existing "Commander's Choice" mod is quite buggy, and I am tired seeing my 13-14 mobility Shinobies/Assaults and 60+ aim Snipers.
Rempsv
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Joined: Fri Jan 20, 2017 6:07 pm

Re: Please build "Commander's Choice" option into LW2 mod

Post by Rempsv »

Yeah i asked for it aswell(there is a previous topic about it), in which they stated that they wouldnt be modding it in unfortunatly. :(
They said that they thought that GTS performed that roll well.
If i get really crappy combinations from the starting 8, i usually ditch them in a haven and never look back at them.
And build the GTS as soon as possible, but still i miss a working CC aswell.
Zyrrashijn
Posts: 188
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Re: Please build "Commander's Choice" option into LW2 mod

Post by Zyrrashijn »

I have little issue with the updated CC, but i'm not usin HP, either...
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warbrand2
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Re: [Feature request] Commander's Choice

Post by warbrand2 »

Am I the only one that thinks commanders choice is a bit OP as hell.
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JLtheking
Posts: 105
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Re: [Feature request] Commander's Choice

Post by JLtheking »

It is OP unless you restrict yourself. Myself, I run with character pool only characters, and each of my characters are explicitly restricted as per biography to either a select class (using CC to change), or the class decided by the dice roll. All of the LW2 devs are of course, specialists :D.

IMO LW2 provides a unique opportunity to play around with unoptimized soldiers, so at least give it a go and see if you can gain anything out of it. Man, being incentivized to spec a non-shooty sharpshooter only to realize the holotargeter is awesome as hell made me open my eyes to see how brilliantly the perk trees were designed.

OR you can turn off NCE if you really cannot stand unoptimized troopers. IIRC NCE actually sucks useful stats and places them into questionable ones like hack and Psi Offense. Of course, that may be seen as a feature so it's up to you.
moroniccinamun
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Joined: Sun Jan 22, 2017 7:18 pm

Re: [Feature request] Commander's Choice

Post by moroniccinamun »

I see no reason for Commander's Choice when you have the GTS, in fact I'm pretty sure it by default can train 2 rookies at a time now.
ORIONOX

Re: [Feature request] Commander's Choice

Post by ORIONOX »

moroniccinamun wrote:I see no reason for Commander's Choice when you have the GTS, in fact I'm pretty sure it by default can train 2 rookies at a time now.
the problem is that it can't train rookies with a pending promotion, meaning I can't avoid promoting one of the strting 8 to get them into roles they might actually be good at
sambezi
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Joined: Tue Jan 24, 2017 5:10 am

Re: [Feature request] Commander's Choice

Post by sambezi »

I just wish there was a way to change the starting 8 class, like not promoting them and switching them when gts comes around... anything literally but having a 0 hack specialist, a 60 aim sharpshooter, and a turtle shinobi... It simply isn't very fun and doesn't even make sense that the commander doesn't even have a say on the rookies roles in xcom.

Or at least give us two choices like Long war 1... that would be good enough.
wadeanthony
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Joined: Wed Jan 18, 2017 5:34 am

Re: [Feature request] Commander's Choice

Post by wadeanthony »

There is no need for commander's choice, just turn off not created equal if you are worried about having low aim snipers and slow assaults.

In fact being able to pick 4 shinobis and specialists right out the gate would be broken early game. We already have the GTS to pick classes, AWC perks (which are great), leader perks, PCS and 3 perk trees to "fix" any messed up stats on your characters. Sniper with low aim? Holo targeter, high movement? Snap shot flanker. Assault with low movement ? Crowd control stunner.
please delete my account, I know long use it.
moroniccinamun
Posts: 82
Joined: Sun Jan 22, 2017 7:18 pm

Re: [Feature request] Commander's Choice

Post by moroniccinamun »

sambezi wrote:I just wish there was a way to change the starting 8 class, like not promoting them and switching them when gts comes around... anything literally but having a 0 hack specialist, a 60 aim sharpshooter, and a turtle shinobi... It simply isn't very fun and doesn't even make sense that the commander doesn't even have a say on the rookies roles in xcom.

Or at least give us two choices like Long war 1... that would be good enough.
Okay that's fair enough, sorry if I sounded rude.

I feel that just a pure choice would be kind of OP though, I do like the old LW way of like the pick 2 or random, but that might have been too hard to implement.
Moophie
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Re: [Feature request] Commander's Choice

Post by Moophie »

wadeanthony wrote:There is no need for commander's choice, just turn off not created equal if you are worried about having low aim snipers and slow assaults.

In fact being able to pick 4 shinobis and specialists right out the gate would be broken early game. We already have the GTS to pick classes, AWC perks (which are great), leader perks, PCS and 3 perk trees to "fix" any messed up stats on your characters. Sniper with low aim? Holo targeter, high movement? Snap shot flanker. Assault with low movement ? Crowd control stunner.
I don't see the problem with it being an option. I wouldn't actually get 4 shinobis and specialists, I'd just try to make sure my soldiers have adequate classes. It just bugs me to no end when someone gets a promotion without the GTC (rookies on missions, starting soldiers, etc) and you have completely no choice in the matter. On top of that, it doesn't make a lot of sense. What if NCE gives one of my rookies really good hacking, but he doesn't become a specialist. Why would I as a commander of the resistance forces just have to be like "Welp, you're amazing at this one thing, but sure, completely ignore it to fullfill your dreams or some shit". I mean, I get it's a resistance, but it's not THAT unorganized.

And while I agree on the whole "different options for different stats in the same class", it's not always the case. Take for example the Specialist with terrible hacking (which is just straight worse) or you being forced to put a sniper rifle on your terrible aim holo-Sharpshooter.
wadeanthony
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Joined: Wed Jan 18, 2017 5:34 am

Re: [Feature request] Commander's Choice

Post by wadeanthony »

Moophie wrote:
wadeanthony wrote:snip.
I don't see the problem with it being an option. I wouldn't actually get 4 shinobis and specialists, I'd just try to make sure my soldiers have adequate classes. It just bugs me to no end when someone gets a promotion without the GTC (rookies on missions, starting soldiers, etc) and you have completely no choice in the matter. On top of that, it doesn't make a lot of sense. What if NCE gives one of my rookies really good hacking, but he doesn't become a specialist. Why would I as a commander of the resistance forces just have to be like "Welp, you're amazing at this one thing, but sure, completely ignore it to fullfill your dreams or some shit". I mean, I get it's a resistance, but it's not THAT unorganized.

And while I agree on the whole "different options for different stats in the same class", it's not always the case. Take for example the Specialist with terrible hacking (which is just straight worse) or you being forced to put a sniper rifle on your terrible aim holo-Sharpshooter.
Phantom holotargeter is great a support shapeshooter that can stay at squad sight range and debuff mobs and buff allies and make great leaders.

https://www.reddit.com/r/Xcom/comments/ ... _powerful/

Bad hacking Specialist can still go medic, overwatcher, or support. You have like 25 starting soldiers and while you can end up with that all star 85 aim sharpshooert you can also get that 11 movement assault that can be a tank. Seriously there are tons of options for any build and AWC perks make even more unique soldiers. We even get leader perks and PCS.

You can even just unlock SMGs/AR via ini edits. But I stand by what I said commander's choice would make the game way to easy and could snowball in rookie/vet. Every class can be usable no matter what their stats are. Beside it makes half GTS useless. And buyable/winnable soldiers would also become a free what ever you want.

Or just turn off not created equal.
please delete my account, I know long use it.
sambezi
Posts: 23
Joined: Tue Jan 24, 2017 5:10 am

Re: [Feature request] Commander's Choice

Post by sambezi »

wadeanthony wrote:
Moophie wrote:
wadeanthony wrote:snip.
I don't see the problem with it being an option. I wouldn't actually get 4 shinobis and specialists, I'd just try to make sure my soldiers have adequate classes. It just bugs me to no end when someone gets a promotion without the GTC (rookies on missions, starting soldiers, etc) and you have completely no choice in the matter. On top of that, it doesn't make a lot of sense. What if NCE gives one of my rookies really good hacking, but he doesn't become a specialist. Why would I as a commander of the resistance forces just have to be like "Welp, you're amazing at this one thing, but sure, completely ignore it to fullfill your dreams or some shit". I mean, I get it's a resistance, but it's not THAT unorganized.

And while I agree on the whole "different options for different stats in the same class", it's not always the case. Take for example the Specialist with terrible hacking (which is just straight worse) or you being forced to put a sniper rifle on your terrible aim holo-Sharpshooter.
Phantom holotargeter is great a support shapeshooter that can stay at squad sight range and debuff mobs and buff allies and make great leaders.

https://www.reddit.com/r/Xcom/comments/ ... _powerful/

Bad hacking Specialist can still go medic, overwatcher, or support. You have like 25 starting soldiers and while you can end up with that all star 85 aim sharpshooert you can also get that 11 movement assault that can be a tank. Seriously there are tons of options for any build and AWC perks make even more unique soldiers. We even get leader perks and PCS.

You can even just unlock SMGs/AR via ini edits. But I stand by what I said commander's choice would make the game way to easy and could snowball in rookie/vet. Every class can be usable no matter what their stats are. Beside it makes half GTS useless. And buyable/winnable soldiers would also become a free what ever you want.

Or just turn off not created equal.
What if we could retrain squaddies into other classes in GTS but with significantly more training time compared to rookie training? Could that be possible to code?

I mean I do plan to turn off NCE but it would be nice to have an alternative, what I was doing at first is avoiding using rookies in missions, using the starting 8 only and rushing GTS which is more of a "hotfix" than anything.

I wouldn't get 4 shinobis and 4 specialists either as poster above but the above suggestion wouldn't be possible to exploit early game while also not condeming your starting 8 to being potentially the worst soldiers of xcom stats wise. (yes they are usable, but a low hack specialist medic is still inferior to a higher hack equivalent pretty much in every way).
No1currz
Posts: 30
Joined: Tue Jan 17, 2017 8:12 pm

Re: [Feature request] Commander's Choice

Post by No1currz »

sambezi wrote: What if we could retrain squaddies into other classes in GTS but with significantly more training time compared to rookie training? Could that be possible to code?
There was a mod in vanilla that did this http://steamcommunity.com/sharedfiles/f ... =772126371 AWC Respec change class

It worked well until LW2 :( Hopefully the author will update it
Moophie
Posts: 4
Joined: Wed Jan 25, 2017 9:21 pm

Re: [Feature request] Commander's Choice

Post by Moophie »

I would love a "Change Squaddie class option" in the GTC/AWC. That way if you have a starting soldier that just has terrible luck with his class you can keep him as a squaddie and switch his class. It also stops you from completely retraining anything and anyone like winnable soldiers. And I don't really get the whole "it would be too strong" if it's a option that is turned off (as a default) in the options menu. On top of that, it's a single player game. It's not supposed to be a completely balanced affair. IIRC, the first Long War had some second wave options that made the game easier, so I don't see why it's supposed to be kept "hardcore" at all costs.

It's not so much that I don't acknowledge the different ways to train your guys, more of a "Im the Commander of this resistance, yet for some reason I can't decide how to train my soldiers" and it kinda fucks with my immersion.
ShockmasterFred
Posts: 52
Joined: Tue Jan 17, 2017 5:01 am

Re: [Feature request] Commander's Choice

Post by ShockmasterFred »

warbrand2 wrote:Am I the only one that thinks commanders choice is a bit OP as hell.
No, you are not. CC is massively OP and the devs did well to not include it. If you don't like getting a low mobility assault, just turn off Not Created Equal and and all your soldiers start the same, turn on Hidden Potential if you don't want them to be cookie cutter. Or, you know, maybe explore the different builds available and let the emergent game play that is one of the best things about the mod, build unique soldiers and stories for you.
Or you can download the CC mod that's in the workshop.
sambezi
Posts: 23
Joined: Tue Jan 24, 2017 5:10 am

Re: [Feature request] Commander's Choice

Post by sambezi »

ShockmasterFred wrote:
warbrand2 wrote:Am I the only one that thinks commanders choice is a bit OP as hell.
No, you are not. CC is massively OP and the devs did well to not include it. If you don't like getting a low mobility assault, just turn off Not Created Equal and and all your soldiers start the same, turn on Hidden Potential if you don't want them to be cookie cutter. Or, you know, maybe explore the different builds available and let the emergent game play that is one of the best things about the mod, build unique soldiers and stories for you.
Or you can download the CC mod that's in the workshop.
CC wasn't even turned on by default in LW 1 either, just god forbit we have the choice to use it (or just not use it) because it's immersion breaking that the commander can't choose to use his soldiers to their strenghts :roll:

Though I would prefer just the option to respec squaddies in GTS as said above.
ShockmasterFred
Posts: 52
Joined: Tue Jan 17, 2017 5:01 am

Re: [Feature request] Commander's Choice

Post by ShockmasterFred »

sambezi wrote:
ShockmasterFred wrote:
warbrand2 wrote:Am I the only one that thinks commanders choice is a bit OP as hell.
No, you are not. CC is massively OP and the devs did well to not include it. If you don't like getting a low mobility assault, just turn off Not Created Equal and and all your soldiers start the same, turn on Hidden Potential if you don't want them to be cookie cutter. Or, you know, maybe explore the different builds available and let the emergent game play that is one of the best things about the mod, build unique soldiers and stories for you.
Or you can download the CC mod that's in the workshop.
CC wasn't even turned on by default in LW 1 either, just god forbit we have the choice to use it (or just not use it) because it's immersion breaking that the commander can't choose to use his soldiers to their strenghts :roll:

Though I would prefer just the option to respec squaddies in GTS as said above.
You already can train rookies to be any class you want in the GTS. Do you have any idea how melodramatic you sound with the "God forbit(sic)" nonsense? If it's that important to you, make a mod. The devs have explained why they aren't including it, and it was a fair explanation. It gets to the point where anytime someone claims something is "immersion breaking" it comes out as entitled complaining. :roll:
Garthor
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Re: [Feature request] Commander's Choice

Post by Garthor »

Trouble is that the GTS doesn't come online until you've sent about twenty rookies through the tumbler.
ConradKurze
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Re: [Feature request] Commander's Choice

Post by ConradKurze »

Honestly that would make the GTS somewhat pointless. The primary benefit of the GTS early game is it lets you choose your rookies' class.

Commander's Choice was excellent in LW1 because EU/EW had nothing to allow this, whereas X2 has the GTS. I feel like Commander's Choice would just end up making your early squad even better because you could choose classes and ignore the GTS (saving some very valuable funds) for a few extra weeks.

In the end it doesn't matter too much, as its everyones own game, but personally I'd rather Pavonis fix the existing bugs rather than working on a feature like this. My current campaign had some huge set backs due to bugs (cover status not updating after a grenade destroyed enemy cover, unless I moved the soldier taking the shot, a region with 15 resistance personnel somehow turned into 0 personnel, I didn't fail or ignore any mission related to this, they just plain disappeared).
ORIONOX

Re: [Feature request] Commander's Choice

Post by ORIONOX »

Garthor wrote:Trouble is that the GTS doesn't come online until you've sent about twenty rookies through the tumbler.
I agree, I think sqauddies should be able to to go through the GTS. Kind of a "no matter your previous training, I'm gonna morph you into a soldier that we need."
ConradKurze wrote:Honestly that would make the GTS somewhat pointless. The primary benefit of the GTS early game is it lets you choose your rookies' class.

Commander's Choice was excellent in LW1 because EU/EW had nothing to allow this, whereas X2 has the GTS. I feel like Commander's Choice would just end up making your early squad even better because you could choose classes and ignore the GTS (saving some very valuable funds) for a few extra weeks.

In the end it doesn't matter too much, as its everyones own game, but personally I'd rather Pavonis fix the existing bugs rather than working on a feature like this. My current campaign had some huge set backs due to bugs (cover status not updating after a grenade destroyed enemy cover, unless I moved the soldier taking the shot, a region with 15 resistance personnel somehow turned into 0 personnel, I didn't fail or ignore any mission related to this, they just plain disappeared).
thats why some of us are advocating for an in-between step that still makes the GTS a good pick(even more so in my opinion). Allowing sqauddies to go through the GTS would fix some of the horrible stat configurations, while also not completely being unbalanced. To balance it even further you could add a fee for sqauddies to go through the GTS, representing having to buy them new gear or increase the time it takes to train a sqauddie.

if a fee couldn't be worked into the GTS, then maybe they could add a "Demote" button somewhere on the soldier panel that cost a fee to use.
wizard1200
Posts: 39
Joined: Sat Jan 28, 2017 10:22 am

Re: [Feature request] Commander's Choice

Post by wizard1200 »

Perhaps it would be an option to reduce the required time to build a GTS and the GTS could have the ability to respec the class of a soldier.
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