I LOVE this mod, such a fun and useful class! One request though, please make a version of this class that uses shotguns instead of SMGs. And uhh, please also make it compatible with Mecrutio's Flamer Mod http://www.nexusmods.com/xcom2/mods/436/? So I guess two requests technically. Sorry! Great class, just think it would be fun to play with shotguns and more powerful flamethrowers ^__^
This is one of the best custom classes, hands down; giving one of your soldiers a flamethrower early game is genius. Thanks for making the skills easy to tweak!
Hi, been using your mod for a bit, and I'm wondering how much you playtested it and if you plan on balancing it any further?
I ask because it seems very lackluster in comparison to the original 4 starting classes.
The SMG as it's primary, just doesn't seem up to par when it requires 2-3 turns to kill a single sectoid, and having to use it in order to shorten the distance to enemies to use the Shock Troopers flamethrower abilities makes it a near requirement it seems.
The Flamethrower is another issue I've been having, the Shock Trooper requires close range in order to make full use of it, as well as flanking, due to the flamethrower not going through cover. And when you are flanked, it does only 2-5 damage, with a chance to disorientate for 1-2 turns.
Compare this to a Grenadier who can lob 2-3 grenades from complete safety that do nearly the same amount of damage and also destroy cover.
It's possible I'm not using the class correctly, which is why I am asking about it, but do you actually think it stands up to classes like the Ranger or Grenadier?
I'm rather enjoying this class. Although I'm using SMGs mainly on my rangers. For scouting purposes. I think it'd suit the shock trooper to be more of a close combat type unit, with the flamer and all. Let's say I wanted to make my shock troopers be able to use shotguns? I'd mainly use this class for breaching and hit n' run attacks. I assume this can be edited in the XComClassData-file? And presumably one of the +AllowedWeapons= categories? Not sure how to edit that in though I've been thinking about trying with;
I really like this mod, however I think that the firestarter is kinda underpowered, I mean, it doesn't go through cover and neither it has long range, would appreciate if someone could enlight on me how to properly use the firestarter
You can change all of that yourself in the mods config file. Just look for the "pierce" stat and change it to 1 to make it go through cover for example.
Hey, as Skitkjell says you can beef it up numbers wise quite easily if you want to.
The weapons selling point however is meant to be in the conditions it applies, burning and panicking your enemies to make them less effective. If this isn't happening enough for your liking the chances for these effects to occur for all three firestarter abilities can be found in the shocktrooperabilities config file.
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https://www.nexusmods.com/xcom2/mods/386?tab=files&file_id=1026
So I guess two requests technically. Sorry! Great class, just think it would be fun to play with shotguns and more powerful flamethrowers ^__^
Check out my playthrough with not only this but a whole bunch of other mods:
https://www.youtube.com/watch?v=HLNO7qKBksg&list=PLm1nrxZ64S1AwBhttPpMwSclq4lhTW7H6
I can only have the kevlar resistance one equipped for this class.
+AllowedArmors=soldier
+bAllowAWCAbilities=1
I ask because it seems very lackluster in comparison to the original 4 starting classes.
The SMG as it's primary, just doesn't seem up to par when it requires 2-3 turns to kill a single sectoid, and having to use it in order to shorten the distance to enemies to use the Shock Troopers flamethrower abilities makes it a near requirement it seems.
The Flamethrower is another issue I've been having, the Shock Trooper requires close range in order to make full use of it, as well as flanking, due to the flamethrower not going through cover. And when you are flanked, it does only 2-5 damage, with a chance to disorientate for 1-2 turns.
Compare this to a Grenadier who can lob 2-3 grenades from complete safety that do nearly the same amount of damage and also destroy cover.
It's possible I'm not using the class correctly, which is why I am asking about it, but do you actually think it stands up to classes like the Ranger or Grenadier?
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun")
for the purpose of an all-round class.
Is it that simple, and would it work to have both? sorry for bothering, but I just don't want to mess anything up xD
The weapons selling point however is meant to be in the conditions it applies, burning and panicking your enemies to make them less effective. If this isn't happening enough for your liking the chances for these effects to occur for all three firestarter abilities can be found in the shocktrooperabilities config file.