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Raidey

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  1. raidey
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    Minor Update

    -The mod should now be compatible with the latest XCOM2 patch. Emphasis on SHOULD. I don't actually have time to test it at the moment.
    -Switched the places of Return Fire and Fire Pistol in the Assassin skill tree. Fire Pistol is now a base skill for the assassin class.
  2. ixuzcc
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    Loved the mod but I wanted to offer some feedback. Keep in mind, I'm going strictly from what I experienced and I do have other mods installed so there is a risk that another mod could affect what I experienced.

    - The Assassin was hard to get going with. Without many of the key pistol skills that you get later, early game Assassin was hard to use. Without Squadsight, Sniper Rifle usage was odd, because you were either too far away to get a shot off, or too close to get a good hit percentage (due to Snipers getting a hit reduction the closer you are). Also, it felt almost mandatory to pick up Fire Pistol since my Assassin rarely had any damage at all without it. Perhaps give Assassins Fire Pistol baseline? It's not a gamebreaking skill, since Fire Pistol does so little damage and I would've loved to have had Implacable (which is on the same tier).

    - I think Medics should get Medical Protocol earlier. Considering how fragile the class is, you can't really afford to bring it into the mix and having to wait until Captain for a ranged heal didn't feel all that good. Yes, you can argue that I should move my frontline units back to get healed, but that only makes the gameplay slower and clunkier in my opinion.

    - Juggernauts and Sappers suffer from the same "problems" that the Grenadier class suffers from in basegame - grenades are just way too strong. I would suggest you add in Grenades Damage Falloff (http://www.nexusmods.com/xcom2/mods/206/?) as a recommended mod. It balances out grenades much more, making them useful as cover clearers, armor shredders and the occasional damage spike.

    Otherwise, it was a great mod to use! Almost all of the classes felt fun to play, even the Assassin became a murdering machine later on. Keep up the good work!
    1. raidey
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      1. Yes, totally, Fire Pistol should be a baseline skill. That is a major oversight on my part. Gonna work on that now.

      2. My reasoning for doing medical protocol later on was because of the other powerful skills the Medic starts with. I would think making medical protocol come in earlier would make the class extremely powerful at beginning to mid game. Do you not agree? Thoughts?

      3. Sounds great, I'll add that as a recommended mod.

      Thank you very much for the criticism!
  3. JoeFallout
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    Hey man, I did some editing of the INI files for this mod.

    It is basically my version of your mod. Just in case you were wondering. What I changed were the abilities and classes.

    RAIDER - Now a class that gets all up in the enemies face. Utilises Run & Gun with Shadowstep and Rapid Fire. (Teleport as option for Dead Pool character (Also Regen) Would only make one soldier with Teleport and regen as it would ruin the game. (Dead Pool though) (Moderate Health)

    SAPPER - All out explosives + Saturation Fire (Moderate health)

    JUGGERNAUT - Some explosives abilities but limited. Uses Cannons and can shred armour. Good Overwatch abilities. (High Health)

    ASSASSIN - Great Cover abilities and great overwatch abilities. Gets Rupture Shot and Deadeye + Cover based bonuses. (Basically a good high damage ability/support/sniper class.) (Camper) More bonuses for staying up high and in one place. (Removed Sword) (Reduced Health)

    MEDIC - All heal abilities. Run & Gun + Shadow step. For those last ditch heals. (Slightly less combat abilities) Removed Energy Shield (Moderate Health)

    ENGINEER - Full Hacker (Increased hack abilities) - A few abilities such as Return Fire for self defence. Has Shred ability for taking out armour.

    TLR - I made the classes unique so they fulfil one basic role each. (Small variations in terms of ability choice) Some characters may seem slightly op in regards to combo of abilities but I myself only run with squads of 4.

    Reason I am posting is, with your permission if anyone wants this edited ini file then I will happily give them it.

    It makes the game a lot different and the way you treat soldiers for their class. In my opinion it's more organised. Unlike this post haha.
    1. raidey
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      Yes! Absolutely, go for it!
  4. raidey
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    A LESS IMPORTANT UPDATE

    Changes:
    -Sappers now use Shotguns instead of assault rifles.
    -Outlaws have been renamed to Gunmen
    -Gunmen use Assault Rifles
    -Replaced the 'movement' perks from the Gunman skill tree and replaced them with overwatch fire perks (hopefully, this makes it more clear that Gunmen are intended to be a standard infantry/gunner class.
    -Replaced the 'overwatch fire' perks in the Hitman tree with 'aim' perks.

    EDIT: 5:02 PM Mountain Time

    Okay, one LAST update. Promise.

    -Replaced Engineer's Heavy Ordnance with Salvo.
  5. raidey
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    IMPORTANT UPDATE

    This update makes major changes to the organization and the way the mod functions, and also included important fixes for the Sapper and Medic classes. Therefore, I would recommend deleting the old version, installing this version, and making a new game.

    -The mod no longer replaces the vanilla classes. Instead, it just disables them. They can be re-enabled by deleting some lines from the config.

    -Fixed Sapper and Medic classes. I lied and said that I had I given them more PCS slots - that was false, as it's actually way more complicated to do that than I initially thought. NOW, Sappers and Medics start with bonus abilities.

    -Sappers start with Biggest Booms, giving grenades chance to crit.

    -Medics start with Mark Target and Energy Shield. Because these skills are powerful and obtained so early, Medics have even lower stats than before. Medics should be protected, kept out of danger, and avoid front-line combat as much as possible.

    -Juggernaut's Rapid Fire has been replaced by Regeneration.

    -Overwrote some lines in the localization file so that in-game text better reflects these changes.

  6. DigitalRot
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    Hello!Maybe it would be a good idea to have the possibility to add them as 8 separate classes instead of replacing vanilla ones.
    This of course won't apply to everyone but it's just an idea.For people like me who are on their 3rd or 4th play-through I've already have 15 total classes that are more or less balanced and also serve a specific role.

    Cheers!
    1. raidey
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      Heh, you're the second person to recommend that. I'm gonna make standalone versions for each of them and update the files page with new downloads when I can.