The Deceptor machine gun is awful

New skill “Jumpshot”!:+1:

I have another one:
“Quickjump” for 1 AP / ?? WP and reduced distance (maybe half = 10 tiles?), this would make a heavy very mobile and he can use what he want after this short jump.

Edit: Should only be used once or maximum twice per turn to not get too mobile :wink:

And they most definitely don’t quickly raise their rifle, fire without aiming, and jerk the gun violently while doing all that :smiley: The animation looks more like it fits a Sniper Rage Burst!

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Not sure swapping a skill that kinda works for something new would fly with the devs :wink:

Also, though an interesting idea, it’s perhaps a bit limited (for example, Brawler being a damage buff, is very flexible - you can use it for a Jet Packing basher, or ditch the HA completely and go for a fast melee fighter). The Jump Shot would only work with a specific armor that only does one thing. I think there might be only 2 other skills that are as limited as this - the Tech field medic and the Infiltrator Spider Drone pack.

Don’t mean to shoot your Jump Shot down, but I have to say I have never seen the devs anything approaching receptive to ideas for replacing skills :slightly_smiling_face:

EDIT: tbh I don’t see them wanting to do something like Stability Stance for HA either. First they have to be convinced that there is an issue that needs addressing, and second that it won’t be taken care of by other changes.

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Yep, the hot cartridge goes right down the inside the front of his/her armour!:joy:

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Actually I have done this with my starting Heavy because he has Close Quarter AND Reckless as personal skills. I crossclass him to Assault, gave him the OP Synedrion bionic body augmetnation (for 1 AP melee attacks) and because Brawler also buffs melee attacks this guy just simply go rampage with RC, pretty OP.

But now he is no longer a ‘Heavy’ and it feels a bit weird.

Brawler should be a skill for Berserker but not for a Heavy. For me it seems that it is only there to give the Heavy something useful do do after a jump …
I always thought that these first level skills from Berserker and Heavy should be switched. Armor Break fits more in role for a Heavy and Brawler more for a Berserker in my opinion.

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Yeah, I agree. But Berserker is not a melee oriented class by design. I used to wonder why don’t they just must make Armor Break, Bloodlust and Adrenaline Rush work with melee weapons only - that would make sense thematically and stop the meta-TBs that rely on these skills. But that would run contrary to the idea that all skills must be useful for all clases…

I mean, we are talking here about Heavies and whether it fits our expectation of what a Heavy should be, but what about Berserkers? Does that fit somebody’s expectations of Berserkers? :slightly_smiling_face:

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Only a bit, but not really, in fact I mostly simply don’t use them.
I would always prefer an Assault for a melee specialist, even without the Close Quarter personal perk or Reckless. With the bionic melee torso plus dual classed to Infiltrator they simply outperform any Berserker melee build I know, thanks to double damage and RC-magic-AP-gain. With a Berserker you can only have one of these two, usually you will take Assault for RC and then you will never get the same damagebuff as an Assault with Infiltrators double damage (Bloodlust + Close Quarter + Reckless = max +90% vs Sneak Attack without any personal perk and self-mutilation = +100%, with the same personal perks = +140%).
And I also don’t like Bloodlust at all, a skill that makes you more powerful when you lose HP … feels weird and not right for me, everyone should get weaker and not stronger when they got hard hits.
Also it is pretty easy to abuse by ‘accidental friendly fire’ :wink:

Something like the Brawler perk for the Berserker would change this into an almost equal choice.
Or nerf the damagebuff from Sneak Attack, personally I think +50% would be good enough even for a level 7 skill.

And here again, RC should be toned down. For me, this is the starting point for almost every TB that I know.

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Yes, the “Ninja” build :slightly_smiling_face:

There is one conceivable advantage for choosing Berserker over Infiltrator and that’s the extra mobility from Bloodlust. The last time I tried first-turn kill-all TBs was with Cthulhu, and the main bottleneck there was Speed after the nerf to 20 and to Dash. You really want Bloodlust and Frenzy to increase Speed by 100%.

As I said, weird science of the TBs… :wink:

I agree that Rapid Clearance is the main culprit here, but once something is done about it other issues will pop up as well. For example, Bloodlust and Adrenaline Rush even without RC are OP, and I really wonder what solution the devs will come up with that fits their design criteria.

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I don’t like multiclass. I think the idea is not so well and impossible to balance. Frax X-Com done this way better with 2 options. A class is a class… why would a heavy trained soldier wanna be sniper later? Or is it possible anyway?

When we are discussing different balancing matters here, multi-class always ruins it at the end. I can’t have a great heavy because sniper multiclass makes it op… same for every combination. So you will throw the balance and play like there is no terminators OR something should be change.

Imagine a modder delete all the multiclassing but gave great special skills to the classes we have. I think it will be so great.

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It would be a different game, but that’s what mods are for. I for one hope that there will be many mods for PX, also like this.

However, I also like multiclassing and the sandbox system, because it allows for unique builds. My preferred solution to the problem would be to make multiclassing and LVL7 skills mutually exclusive. So if you want Rapid Clearance, you have to stay in Assault.

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This is an awesome idea too! I did not think that but this can solve many problems. But again some lvl 7 skills should be changed. Assault and Heavy skills are great. To be honest the only part when Deceptor is good that you just use rage burst. But the sniper is meh compared them. I don’t say it’s bad. Just having one in a group is enough.

That is true, but I almost just simple use teamwork with another Assault spending Onslaught to let the chain going on. With full speed armor, Frenzy and 2 Dashes the assistant Assault can reach almost any point on the maps (maybe except the really big ones like Lairs) to get in range for an Onslaught to the chain killer. And this Assault has often also a RC-TB build (mostly weaker, but as described above, there is no need for a special personal perk to get it, 100% from Sneak Attack is almost enough), so that I’m able to do another chain on the other side of the map.

And that is also a bit of my personal problem. On one side I really like these TB builds just to go rampage, it is fun for me. But on the other side it gets boring after a while and there is no real challenge with the exception to get the right start and flow for a chain kill.
And of course, I can see how much OP they are and that the Pandorans have no real chance against such tactics.

This could be a good starter.
But with this you will maybe not kill all of the TB possibilities that are out there. For instance at least my above described Heavy/Assault melee TB chainkill build has no need for Rage Burst (sure, it is a nice addition, but not necessary), he only needs Brawler, Rapid Clearance and 1 or 2 of the personal skills that give damage bonus on melee. Thanks to the last one of the new ancient melee weapon even these personal skills are not absolute necessary, i mean 300 base damage and then also with AoE effect … yeah, lets go :wink:
But you will definitely kill all Infiltrator and Berserker TB builds because they rely basically on both level 7 skills.

I’m more on the side to tone down RC and the other to strong skills (like Sneak Attack) and let the sandbox as open as we can. It is one of the fun things for me in the game.

You are thinking of a different option - where if you multiclass you only keep the LVL7 skill of the original class.

What I’m saying is if you multiclass, you don’t get to have any LVL7 skills.

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Ouch, OK, that would be hard. Maybe to hard in my opinion.

But fair, I think the same as @VOLAND

I played like this for my Danforth playthrough and I liked it. I think new players wouldn’t raise an eyebrow at this, because one expects multiclassing to come with constraints. However, I agree that it would make many current players unhappy.

Still, it’s an option. Could be a second wave or a difficulty thing?

Now that the devs have taken that first step of giving less SPs on Legendary, the cat is out of the bag and more variations to gameplay depending on difficulty level are possible…

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This game is not only for hard core players :slight_smile: this pandorans evolve pretty quickly, so I do not think we should tone down “overpowered” abilities without enhancing underpowered ones.

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I’d like something like the Pilum single shot AT Rifle from BF2142

d6bgsm4-3341a50b-79e5-4407-8c58-eb56684bb062

Accurate, high penetration, high damage, but slow RoF and huge ammo hog.
Put that on a heavy to use for the clutch shots and use an AR or PDW, or Shotgun (depending upon their bonus skills) and that would rock.

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kinda agree… i dont understand why Heavy cannot have longer range direct fire weapons… especially with fast pandoran evolution, where they bring quite powerful weapons that outclass anything player will ever get (Arthron MG with 50x6 damage…)

(Destiny III doesnt count, its a niche late game “launcher”…)