Gavinmad
Mr. Poopybutthole
Chain posts ahoy!
Want to stress how much fun Grimy's loot mod is. Weapon upgrades become much rarer, and you instead get special lockboxes that you have to unlock in the lab that give you weapons with mods already installed. Mix of vanilla upgrades and upgrades unique to the mod. So far the sickest one is the high cycle chamber, which gives you -100% crit chance in exchange for +30% damage and +5% aim. Pretty amazing on a sniper since you're rolling with the squadsight crit penalty anyway. Rare weapons are generally no better or sometimes worse than a basic unmodified weapon, but epic and legendary weapons are nuts. I have a suit of legendary warden armor that gives an extra +3 hps, +1 armor, and +3 shields. Even more fun combined with the ranger rebalance class mod that makes swords actually competitive with shotguns. With a fully upgraded epic fusion blade, I got a 22 damage crit on a sword swing.
Of the stuff I tested on this playthrough, Shock Troopers seem pretty mediocre. Too much focus on getting in close, which means you can't use their abilities half the time. Infantry, on the other hand, are amazing. Maybe even a bit op, hard to tell. The two sides of the tree are split between a focus on overwatch and a focus on mobility/taking out flanked and exposed targets. With Infantry in the mix, I'd honestly consider never building a psi lab. As strong as psi-ops are, the only mission they truly shine on is the last mission since it's so long and they have unlimited uses on their powers. Leaving out the psi-op lets you take one of each class + infantry, and then double up on something.
Steam Workshop :: Grimy's Loot Mod
Steam Workshop :: Lucubrations Infantry Class
Also, the dude who created the Zoidberg voice pack seems to think his name is Zoiberg and hasn't responded to requests to fix the name, so you won't find it searching for Zoidberg.
Steam Workshop :: Zoiberg Voice Pack
Want to stress how much fun Grimy's loot mod is. Weapon upgrades become much rarer, and you instead get special lockboxes that you have to unlock in the lab that give you weapons with mods already installed. Mix of vanilla upgrades and upgrades unique to the mod. So far the sickest one is the high cycle chamber, which gives you -100% crit chance in exchange for +30% damage and +5% aim. Pretty amazing on a sniper since you're rolling with the squadsight crit penalty anyway. Rare weapons are generally no better or sometimes worse than a basic unmodified weapon, but epic and legendary weapons are nuts. I have a suit of legendary warden armor that gives an extra +3 hps, +1 armor, and +3 shields. Even more fun combined with the ranger rebalance class mod that makes swords actually competitive with shotguns. With a fully upgraded epic fusion blade, I got a 22 damage crit on a sword swing.
Of the stuff I tested on this playthrough, Shock Troopers seem pretty mediocre. Too much focus on getting in close, which means you can't use their abilities half the time. Infantry, on the other hand, are amazing. Maybe even a bit op, hard to tell. The two sides of the tree are split between a focus on overwatch and a focus on mobility/taking out flanked and exposed targets. With Infantry in the mix, I'd honestly consider never building a psi lab. As strong as psi-ops are, the only mission they truly shine on is the last mission since it's so long and they have unlimited uses on their powers. Leaving out the psi-op lets you take one of each class + infantry, and then double up on something.
Steam Workshop :: Grimy's Loot Mod
Steam Workshop :: Lucubrations Infantry Class
Also, the dude who created the Zoidberg voice pack seems to think his name is Zoiberg and hasn't responded to requests to fix the name, so you won't find it searching for Zoidberg.
Steam Workshop :: Zoiberg Voice Pack