XCOM 2
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Covert War Class Pack Redux 2.3
   
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3.552 MB
20 Feb, 2023 @ 8:29pm
24 Jul, 2024 @ 5:24pm
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Covert War Class Pack Redux 2.3

Description
This is a rework of my 2nd published mod, and is significantly bigger and more complicated than previously. Constructive criticism is most definitely welcomed.


This is my class collection, designed to be somewhere between Vanilla and LW2 classes in power. This mod is currently in a BETA state, with a view to tightening up it's balancing.

Overview
  • The 4 base classes have been expanded to 6, with Assaults & Tinkerers being added to the roster. All 6 of these classes can now equip the SMG, which has it's own weaponcat = smg (this is an optional weapon balance choice).
  • The 3 Faction classes have had the gaps in their perk trees filled out, where possible with cut content or class deck perks.
  • Rangers, Grenadiers and Skirmishers have some minor changes to the default positions of some vanilla perks.
  • The XCOM row has been rebuilt from the standard AWC/faction decks row to 2 random decks - Sidearm and Xcom, which are granted at alternate ranks.
  • The Sidearm deck is granted first at Squaddie for all standard classes and also the Skirmishers & Reaper.
  • It is the perks granted by the Sidearm that defines which weapons the classes can equip in the Sidearm Slot.
  • The Sidearm deck is granted first at Corporal for Templar (Autopistol perks are also in sidearm tree).
  • All classes will be able to equip a Travel Light 'weapon' for +1 Mobility in the Sidearm Slot.
  • Custom Class Support - Iridar's Bounty Hunters & Keepers; and Rusty's Alchemists have full Sidearm deck support if activated alongside this class set. If you have any specific requests for other modded classes to be supported, please let me know in the comments.
  • Bullpups & Vektor Rifles conventional tier are now starting items.
  • All supported classes have stat randomisation at Sergeant and Major.

Vanilla Class Changes:
  • All - Default LW2 Secondary options removed.
  • Ranger - Phantom moved to Squaddie, Shadowstrike moved to Cpl in Stealth tree, Combatives added at Sgt in Assault tree.
  • Grenadier - Suppression moved to Squaddie, SkirmisherReturnFire (primary return fire) added at Sgt. in HeavyGunner tree.
  • Skirmishers - Reckoning moved to Corporal, Blademaster added at Major in Judge tree. Forward Operator added at Major in Tactician tree.
  • Reaper - Improvised Silencer (Cpl), Shadow Rising (Maj) and Death Dealer (Col) added to Stealth Tree. Tactical Rigging Cpt in Saboteur tree and DeadEye at Sgt in Marksman tree. Ammo Pouch added at Squaddie.
  • Templar - Bladestorm added at Lt in Dynamo tree. and Iridar's Soul Shot added at Major in Sage tree.
  • Specialist & Ranger have had their option of a Shield secondary removed.

New Classes:
  • Assault - Bullpup/Shield (consider it a more tanky but more selfish Phalanx)
  • Trees : Brawler - Shield Bash; Hunter Protocol; Combat Presence; Judjment; Absorption Field; Shredder; Rapid Fire.
    Phalanx - Shield Wall; Blast Padding; Field Medic; Lightning Reflexes; Minor Kinetic Plating; Free Beacon; Cloistered Shielding.
  • GTS: Untouchable.

  • Tinkerer - Vektor/LWgauntlet (rare promotion, not GTS trainable, think of it as a rebalanced LW2 Technical)
  • Trees : Explosives - Heavy Armaments; Fire in the Hole; Remote Start; Concussion Rocket; Javelin Rockets; Biggest Booms; Bunker Buster.
    Pyrotechnics - Quickburn; Napalm-X; Burnout; Roust; Incinerator; Phosphorous; Firestorm.
  • GTS: Fire And Steel.

Custom Class Changes:
  • Keeper - Granted the Pistol in the Secondary slot, supporting perks in sidearm deck.
  • Rusty's Alchemist - Rebalanced stats so only randomisers are at Sergeant & Major ranks. Pistol available as Secondary Weapon for better compatibility with Spark Arsenal giving Auxiliary slot for Canisters


Required Mods:
Modpocalypse Perk Pack
Ballistic Shields
Dedicated Pistol Slot
Community Promotion Screen
Community Highlander
More Psi Abilities

Iridar's Perk Pack
LW2 Secondary Weapons

Companion Mods:
This mod is designed around vanilla weapon balance, but any weapon overhauls should only enhance the experience.
Reload Rework - changes the action economy of Reload by making it end turn (except for classes with Marauder), which makes sidearms more important.
Shield Rework - was in use when I balanced the Assault Class.
Bounty Hunter - class is fully supported
Rescue Denmother - class is fully supported
Rusty's Alchemist - class is fully supported
CI Chain: Rescue Resistance Leader - enabled for Tinkerer & Keeper (if installed).
[WOTC] Ripjack Abilities Cause Bleeding - brings Skirmisher further in line in power.
Psionics Ex Machina 3.2 - Fully supported for psiamp in Sidearm (dps) slot if soldiers are 'psi graded'.
Templar Shield - An alternative to regular Templar Parry

Credits
RustyDios - class/perk/gts icons, modpreview, Alchemist class.
Iridar - Keeper & BountyHunter classes and perks packs used.
Memebers of the MEME discord for their awesomeness.

Enjoy!! If you like what I do, please Buy my Cats a Bag of Treats[www.buymeacoffee.com].
Come watch me stream on Twitch[www.twitch.tv].
Popular Discussions View All (1)
14
10 Mar, 2024 @ 8:14am
Epigamesh focused feedback.
MrCloista
33 Comments
Jason 17 Aug, 2024 @ 4:52pm 
@MrCloista this solved the problem, thanks so much!
MrCloista  [author] 17 Aug, 2024 @ 11:23am 
Ohhh yea no that makes sense. You need to remove the 'unique equipment category' setting for pistol in this mod (xcomgamedata I think) I set that so that Sharpshooter can't have pistol in both secondary and sidearm slots
Jason 17 Aug, 2024 @ 10:44am 
@MrCloista yeah it doesn't make much sense to me either, I just wiped my configs and tried again to be sure and the problem is still happening. In the Akimbo's loadout pistols are locked with the message "MAX 1 UNKOWN WEAPON CATEGORY PER SOLDIER", stops happening when I disable only this mod.
MrCloista  [author] 17 Aug, 2024 @ 7:41am 
@Jason strange, this mod does nothing to create lockouts for the weapons themselves so it shouldn't touch other classes at all.
Jason 16 Aug, 2024 @ 8:11pm 
Currently, if I have just this mod + dependencies and Iridar's Akimbo + dependencies, enabling this mod makes the Akimbo unable to equip pistols.
IceLancer 18 Mar, 2024 @ 8:47am 
; Possible values for `MinComInt`
; eComInt_Standard,
; eComInt_AboveAverage,
; eComInt_Gifted,
; eComInt_Genius,
; eComInt_Savant,

; You can have more than one line here. The chain will trigger for soldier class that has not met the barracks limit defined in `Limit`
+RescueClasses = (ClassName = "CWCR_Tinkerer", Limit = 2, MinComInt = eComInt_Gifted)
+RescueClasses = (ClassName = "Keeper", Limit = 2, MinComInt = eComInt_Gifted)

What is this option?
Does that makes those classes always PSI capable?
Epigamesh 9 Mar, 2024 @ 10:18am 
@MrCloista Thank you for the update (and the mod ; this is still my favorite classpack so far)
MrCloista  [author] 7 Mar, 2024 @ 3:28pm 
@Epigamesh - bug fixed thanks for the report.
MrCloista  [author] 27 Jul, 2023 @ 1:01am 
If you have multiple Reaper overhauls active things are going to be a bit fucked up. Them having Fan Fire at squaddie is possible with how the sidearm deck works for MY Reaper, but it's entirely random. Like I said you can delete configs for anything you don't want, but consider how this is setup to use the Dedicated Pistol Slot in a wholly unique way and you'll understand why I don't recommend mixing it with any other classes I haven't already supported, it's a unique balancing method you'd not get for any other classes.
jahsinha 25 Jul, 2023 @ 6:28pm 
Okay. The issue is I want to ignore your recommendation to not mix other Prof pack lol. I tried commenting out Proficiency’s classes, disabling them, and stopped after realizing I’d have to drop all the Fearthebunnies MOCX stuff, along with having the Prof classes on missions. Too integrated into my campaign.

And…the biggest reason..,somehow ended up with your Reaper with fan fire as a squaddie perk, Remote start as a first choice. On Gate Crasher. It was four trees of terror for Advent when I finally got to the Promotion screen ( almost every OP perk just in difference places on your tree) but would’ve been too much. I had Prof Reaper, Knoxx Reaper, and Recruitable Reapers active.

Odd, because I did try these last campaign w/o issue so I’m not sure what config I *didn’t do* to result in the above. Bummer man. The Tinkerer, Assault, and Reaper would go well with my setup ( I use a lot of classes).