XCOM 2
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Alpha's Class Pack
   
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20.741 MB
23 Jan, 2023 @ 11:18am
24 Jul @ 10:41pm
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Alpha's Class Pack

Description
Overview
Hello everyone this mod is an all in one download for my main class mods. This includes a 12 whole classes, and let me tell you setting this all up was a slight pain but it is worth it I think. If you want info on each of the classes, I've made discussion tabs. This mod does not include my hero reworks, my spark rework or my psionic classes.

Also this mod disables the vanilla classes via config file in xcom class data. you can re add them by deleting/commenting out anything messing with the random decks of the vanilla classes. If you have the Den mother or akimbo mods by iridar this mod also adds an additional skill tree so the classes they are in line with the rest of the classes in this mod. The classes in this mod also work great if you are doing a Star wars campaign.

Recommended mods
Iridar's rocket launcher, I recommend this mod for the rocketeer.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1775963384

Mushashi's Ballistic Shield mod, I recommend this mod because the fuze and marauder can both use the shield effectively.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1416242202

This is my sawed off shotgun overhaul, I think it pairs nicely with my hunter class.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2876315733

Compatibility
This mod now overhauls the Akimbo and Keeper classes by iridar if its installed. I mainly just added a third skill tree to power up the classes to keep up with the ones in this mod.

Classes
1. Burner: Skilled soldiers trained in rapid assault tactics, burners are fearless frontline soldiers who are armed with portable wrist mounted flame throwers.

2. Commando: The Commando is a class that focuses on positioning, disrupting enemy forces and providing tactical bonuses to allies. Commandos primarily deal damage their foes with guns, but can occasionally face foes in melee combat with their ripjacks.

3. Drone Operator: Operating some of our most advanced equipment, Tech Operators deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty.

4. Fuze: The Fuze is a Demolitions expert, that focus on removing enemy fortifications. They also excel and inflicting damage on multiple enemy units.

5. Heavy Gunner: The Heavy Gunner is a soldier who can provide fire support and clear the path for their allies. They are armed with a heavy machine gun and a sidearm. They are one of the more durable soldiers available to our forces.

6. Hunter: Hunters are soldiers who focus on stalking and eliminating their prey. Hunters make excellent scouts and skilled Assasins. Hunters are primarily armed with vector rifles and sawed-off shotguns.

7. Marauder: Marauders are soldiers who are highly skilled in close quarter combat. They can be melee weapon experts, being excellent soldiers to deploy on the frontlines of any hostile encounters.

8. Rifleman: The Rifleman is a medium range combatant, and is able to deal consistent damage to hostile foes. They are also trained to use the Holotargeter to mark priority targets for their squamates to take down.

9. Rocketeer: Rocketeers are heavy weapons units that support their team through the application of overwhelming heavy ordnance. The wrist rockets they employ are an effective, if volatile, solution to the alien threat.

10. Sniper: Just like it sounds, our snipers engage enemy targets with pinpoint accuracy from extreme range. They're also trained in pistol marksmanship for the occasional close encounter.

11. Support: Supports serve as a vital resource for XCom. Supports specialize on aiding standard and mechanical troops on the field. In addition they are trained on how to use the Arc thrower, providing crowd control in the field.

12. Vanguard: Vanguard are an essential part of Xcom, often the first to get to the fight. Vanguard excel at medium and close range engagements, and holding the line against foes.

13. Enforcer: The Enforcer is an elite soldier trained by Central officer Bradford. These soldiers are skilled in Close range engagements, with both Guns and melee weapons.

14. Commander Class: A class made so you can make a character the Commander. The class focuses on supporting allies and is decent at fighting. Can use Almost all gun based primary weapons. Has a pistol as a secondary weapon.

Credits
Thanks to Rusty Dios for helping me with a lot of the coding for this mod.
Thanks to all the folks at the MEME and Xcom 2 modding discord.
Popular Discussions View All (16)
2
2
31 Jul @ 12:35am
简体中文翻译 Simple Chinese Translation
Tommy
5
30 Apr @ 11:06am
Balance feedback
Alpha115
124 Comments
Lanford 3 Aug @ 11:17am 
There seems to be a few bugs lingering with some perks.

The one I catch right now is Ammo Conservation on Rifleman. It didn't refund the ammo like it said in the description. Another one is Commanding Shout from Commander, it didn't give aim bonus like its advertised.

Will report if I catch more.
Alpha115  [author] 25 Jul @ 9:03am 
@IconOfEvi you can just re-enable the class to use melee as a primary via a config change for your own personal use. Its not like the mod gets update every couple of days. The only time I update it now is for bug fixes.
IconOfEvi 25 Jul @ 4:32am 
Okay looked in Balance Feedback, in your last post you did state that you changed the Marauder. I don't get it, Guerrilla Tactics hasn't allowed melee attacks for like, over a year, maybe more. It literally won't let you, it tells melee weapons don't count for activating it. And I've NEVER had bugs with the Marauder, before this was even in a pack, I don't know where you're getting it was buggy from. People got mad for changing it/taking away dual wielding because it's fine how it was! Grrrr now I'm one of those angy peoples grrrrrrr.
IconOfEvi 25 Jul @ 4:28am 
Hey Alpha, just checking in again since I noticed something, after trying to get my XC2 save unfucked for a long while - Marauder doesn't want to allow a melee weapon on weapon slot 1, when it always used. Was this an intentional change or did some other mod about dual wielding break something? Changing the Marauder again is nowhere in the patch notes. If this was done on purpose, why???? That's part of what made the whole class fun and versatile, choosing between 2 or 1 and 1. I'm really hoping its just something else messing with the classes, or a mistake.
Alpha115  [author] 28 Jun @ 9:03am 
you might also be able to train them in the gts.
Alpha115  [author] 28 Jun @ 9:02am 
@Fenrir Hel Vetr when I made the mod I made it so only one character can be the class. Now I recall if you make it so a character in your character pool has the class set up for them you can select it with commander's choice mod.
Fenrir Hel Vetr 25 Jun @ 4:54pm 
I was looking to have a specific character run as my commander and have the commander's choice mod, but the class is not appearing when I go to set it. Is this intended or is it possible to set the character as commander?
Tommy 17 Jun @ 9:18am 
I hope these classes can have 8 ranks.
Now only have 7.
Mask 31 May @ 3:31am 
Oh, I guess I still miss that class.
Alpha115  [author] 30 May @ 3:06pm 
@Mask The fuze uses a grenade launcher.