XCOM 2
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Revamped Ranger
   
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16.472 MB
17 Feb, 2016 @ 6:47am
25 Feb, 2016 @ 1:52pm
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Revamped Ranger

Description
DOES NOT REPLACE standart ranger!

DO NOT play with sword mods or this class will be OP as ♥♥♥♥ on all difficultys (is alrdy very strong on lower difficultys without sword mod!)

UPDATE(02/23/2016): Chyssalid Slash now does better dmg then aslash and poisons the enmy but is less likely to spawn cocoons (at least i i hope i got it working wright)

UPDATE(02/23/2016): Remodelt trees again. One sword tree and one tree for stealth/rapid fire. Shotguns can b used again and i also added sniper rifles. seemed logical choice for stealthing scout class. Both Alien Attacks wich scale with Sowrd dmg added to melee tree though Chyssalid Slash is a bit critical it might be TOO STRONG to be used in any balanced build (will test it a little more and maybe replace it again)

UPDATE(02/24/2016) Removed Chyssalid Slash, turned out to be way OP (snowballing chyssalids...) Reworked both trees again. Bladestorm remains base skill. was just not cool enough totally focusing on shotguns on one tree ^^

UPDATE(02/25/2016): Both Tree now got an aoe ability, Ninja is more stealthy ("conceal") You can still grap 2 aoes but both at a more balanced cost of losing the alternativ skill. REAPER is back in the tree (stronger due Devastating Punch combo though)

The Revamped Ranger:
You get "GateKeeperOpen" (alien skill. does enable a sort of offensive stance. only important for Immortal Samurai. NO USE for Banefull Ninja) "SwordSlice" (basic) and "Bladestorm" (basic)

LEFT SKILL TREE(Immortal Samurai):
T1: Gatekeeper Close (alien skill. adds 3 armor and defense. disables use of ulti skill. can be opened/closed without any action point cost) This skill is a huge nerf to former "Retract" since if you use ulti skill you ll lose armor/defense for a whole alien turn not only first attack hitting you and proccing Retract. Will be renamed "Defensive Stance"
T2: "Devastating Punch" (alien skill, now scaling with sword!) Deals sword dmg+x, cant be moved after dashing. Stronger version of Sword slash but lower range. (not sure if the stated stun/disorient is working but its even great without it)
T3:"Implaceable" (basic)
T4: "Faceoff" (basic but uses sword)
T5: "Untouchable" (basic) moved it to Samurai since beeing full melee just required this skill. to much downtime due wounds in campaign otherwise.
T6: "Reaper" (basic) but its actually stronger since you can use Devastating Punch with it!
Play this tree with a arc blade even if you researched fusion (just believe me ^^) He can punch out really good ammounts of damage and is VERY hard to kill thanks to his high armor and lifeleech.


RIGHT SKILL TREE(Banefull Ninja):
T1: "Phantom" (basic)
T2: Get Over Here (alien skill from Viper. Charges enemy then pulls him back to starting location if it hits. Triggers Bladestorm on enemy. Does not end turn. no cooldown) will be renamed "Charge and Grap" i had this on T5 in old build but it turned out to be nice but not too many enemys are actually grapable and it misses a lot vs targets in cover. So i massivly demoted it from former T5 to T2 ! )
T3: "Conceal" (basic)
T4: "Bind" (basic) Same as viper. stuns target and deals increasing dmg per turn. Only works on Humanoids and autoapplies after "GetOverHere" Sneaky ♥♥♥♥♥♥♥ like skill thats why i moved it to Ninja.
BUGWARNING: if you use "GetOverHere" and hit it appears from graphic your char is at the place where target was. HE ISNT. He is where he pulled enemy and as soon you release the "Bind" or target dies your location is shown correctly again !
T5: "Saturation Fire" (basic) moved to T5 since i like the skill but found it not good enough for ulti skill.
T6: "Rapid Fire" (basic)

Hope a enjoyable alternative version of the classic rapid fire build. "GetOverHere"+"Bind" gives HUGE utility skill versus humanoids! Your choice if you take the AOE skills and have BIIIIG punch in arsenal or implaceable/untouchable for mobility/survivability.

BUGWARNING: On any Evac Mission game will not end after all soldiers are evaced if any spawned minions are alive. you ll have to play down to Turn Zero with pressing RETURN button . Mission WILL SUCCED though, its just few times pressing RETURN button. Cant fix that (yet)



Im totally new to modding in x-com and still have some minor problems. But i spend a whole week of my holiday on getting into it and testing/balancing and i hope you enjoy the mods i made.

If anyone could give me advise how to customize skill names and buttons = help would be appreciated!

MOD including all my classes now working and can be found under:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=634171069&searchtext=

Feel free to give feedback.
If you like the mod tell others! I need as many testers as possible!!!
Also check my other class mods there are 6 revamped versions.
If you LOVE the mod donations are welcome (i swear i spend a fortune on smokes and energy drinks while creating/testing this stuff... and on the restaurant dinner with my wife as apology for beeing "abscent" for a while xD)

===> https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=L437DHEY8K7H4
60 Comments
howevah 11 Jun, 2016 @ 7:14am 
Since hunter dlc u can't use any armor on this class, would be nice if u fixed that :)
Colonel Mustache 16 May, 2016 @ 2:11am 
Also, didn't the new DLC add some kind of super punch as an ability on one of the new armors? It'd be thematically appropriate if Devastating Punch used that animation instead of just a regular sword swing. Or, if not that, you could use the animation for kicking down a door. Would make it more badass, in my opinion.
Colonel Mustache 16 May, 2016 @ 12:53am 
Is this class supposed to be unable to equip any kind of armor, or is that just a limitation of the mod? That's my only real gripe so far, though I haven't gotten my RV Ranger very high level yet.
ArroktheBlind 14 Apr, 2016 @ 7:58pm 
Pestiferius, its possible that one of the mods I'm using alters damage or armor in some way that I'm not aware of. So if I'm troubble shooting do you think mods that alter how damage or armor works would be a good place to start?
Pestiferius  [author] 14 Apr, 2016 @ 7:39am 
Heya ArroktheBlind, sorry was out of country (work not vacation =( ) Just tested it on my game it is working ?! do you have any dmg/armor alteration mods active that might interfere ??
ArroktheBlind 3 Apr, 2016 @ 8:21pm 
Cool mods, makes the game sigificantly more interesting not using the same classes over and over. One thing I'm running into with the RV ranger is that close shell doesn't seem to be applying the armor properly, or something. I'll start off with only open shell, open then close and the hud will show three armor on the ranger but when it gets hit by an attack the armor doesn't negate any of the damage. If you have any insight into why this might happen that would be great. I have a bunch of mods installed so if you happen to know of any compatability issues off hand that would help immensely.
Pestiferius  [author] 7 Mar, 2016 @ 11:14pm 
Kk accepted your inv. Mag me when im on
Ser Lancelot 7 Mar, 2016 @ 7:56am 
Can you help me out figure why the swap isn't working? I just want the Implacable/Run n' Gun swap so I checked your code and made the changes where appropriate. It doesn't work?

It's going to be easier to do this by PM. If you don't mind...
Pestiferius  [author] 6 Mar, 2016 @ 10:28am 
Is there a was to download the mod as a mod file if your the owner? That way i could usw the current file to edit the current Version stead trying to fix the current one on my Computer.
Pestiferius  [author] 6 Mar, 2016 @ 10:26am 
Heya. Is really messed up the shocktroopers file somehow. Steam wont let me update the file saying tbere is no file to update but wont allow me to upload the file as new mod the same time... But the revamped ranger is anyway pretty the same (after balancing the shocktrooper ans adding alienskills)