XCOM 2
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Grimy's Class Rebalance
   
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29 May, 2016 @ 6:37am
21 Jan, 2017 @ 1:59pm
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Grimy's Class Rebalance

In 3 collections by GrimyBunyip
Companion Mods for Grimy's Loot Mod
19 items
Grimy's Class Mods
5 items
Grimy's Modular Overhaul
52 items
Description
Description
This is a balance mod focused on the 5 vanilla soldier classes.

There's a lot of balance mods, and players can do a lot of balancing on their own.
So this mod is less about being a complete rebalancing package and more about introducing new abilities and features that the typical user couldn't really do on their own.

It's also worth noting that this balance mod is geared towards my other content mods.

Every feature in this mod should be adjustable in the INI.

More Starting Abilities
Early game xcom is really frustrating due to lack of options.
As a result I've added a number of starting abilities:

Sneak
Pod activation is very nasty, and playing around it discourages positional and flanking gameplay.
This ability is designed as a tool to play around pod activation.
Gain Stealth for half a turn.
Does NOT count towards shadowstrike.
4 turn cooldown

Gun Smack
Melee attack that deals 1 damage
50% chance to stun organic enemies

Suppression
Now provided by default to cannons and rifles

Tile Snapping
disables tile snapping on all vanilla abilities

Tile Effect Abilities
Grenades that apply tile effects, and flamethrowers now make the target immune to the effect briefly.
This is done so enemies will walk through tile effects during their scamper, and not stand still.

Flush
Now provided by default to rifles, cannons, shotguns, and sniper rifles
+30 Aim, -50% Damage
Attacks force the target to move, even if this attack misses
Costs 2 ammo

GTS Changes
Hunter's Instinct
Damage bonus reduced to 2
Damage bonus affects melee attacks
Bugfix: Crit chance bonus applies correctly to melee attacks.
Melee Crit Chance Bonus reduced to 0 (but it will apply correctly to melee weapons if you change it in the INI)
Blademaster aim bonus reduced to 0

Deadshot
No longer provides +10% Crit Chance
Pistols gain +1 damage vs unflankable enemies
Sniper rifles gain +3 damge vs unflankable enemies

Cool Under Pressure
Overwatch Damage is increased by 1
Vanilla bonuses still apply

Stay With Me
Base bleedout chance increased, so even rookies have ~5% chance to bleedout.
Bonus increased from 2x to 3x.

Class Changes: Psi Operative
Now capped at 7 abilities, instead of the full 14 ability tree.

Class Changes: Ranger
Deep Cover removed and replaced with:
Close Combat Specialist
Take a free overwatch shot on any enemy that approaches within 4 tiles.
Aim diminishes by 15% per shot taken.

Class Changes: Sharpshooter
Sniper rifle overwatch now only costs 1 action point, and thus can be used after moving.

Return Fire removed and replaced with:
Coordinate Fire
Allies within 25 tiles gain covering primary weapon return fire for 1 turn
4 turn cooldown

Aim removed and replaced with:
Situational Awareness
Increases turn time by 15 seconds. (See Mission Timers Mod)

Class Changes: Grenadier
Demolition is now a guaranteed hit
Volatile Mix no longer affects burning, poison, and acid burning

Suppression removed and replaced with:
Mayhem
Improve suppression to deal 2 damage.

Class Changes: Specialist
Medical Protocol removed and replaced with:
Supply Protocol
First use of aid protocol each mission restores 4 reserve ammo. (See: Attrition Mode)
Gremlins can now be used to grab loot

Revival Protocol removed and replaced with:
Triage Protocol
Provides Medical and Revival Protocol abilities
Aid protocol now provides 3 points of shields

Ever Vigilant now activates even if you didn't spend all your action points moving.
Restoration now clears injury timers

Pricing Changes
I made more than I care to put in a description page, but here's the important stuff:
Shotgun and grenade launcher schematic prices increased substantially
Psi Amp prices aren't cheaper on legendary anymore (Why were they in the first place?)
A bunch of other minor pricing tweaks
Prices on less useful utility items reduced substantially.

Miscellaneous
Alien rulers no longer trigger off standard movement
108 Comments
Emcee Lucas 12 Aug, 2018 @ 5:15pm 
Looks like this doesn't launch with WotC, tried it as the only mod enabled.

Damn shame, I'll miss this one.
Drakyn Lóng 19 Jan, 2017 @ 11:10pm 
There seems to be an issue where my Attack ability with the Sniper class gets replaced by Flush for some reason. It got really infuriating as I try to use a normal shot to deal additional damage and the likes unless this was intended?

I am not sure but could use some understanding and insight as to what is possibly going on please! :o
GrimyBunyip  [author] 3 Nov, 2016 @ 11:31am 
@Insufferable Smartypants
no idea, maybe one of the psionics was created before you added this mod or something?

@I am a beautiful duwang
flush uses the AI movement trees.
An AI mod could change how panic movement works, ie change it so aliens can not move when panic moving.
Insufferable Smartypants 23 Sep, 2016 @ 12:02am 
Had a funny issue come up with a Psionic. I changed the Psi cap to 16 from 7. One psionic, after training for about nine months, now has all of the powers. My other has 10 and cannot train any longer. I have zero ideas on what might have caused this. I'm training a third and fourth psion now that have passed 10 powers.

Any theories?
Robot Autism 20 Sep, 2016 @ 11:22am 
Flush rarely (if ever) makes enemies move, is that normal?
Tyrant 18 Aug, 2016 @ 2:02am 
Hey Grimy, the Long War Team released an ability mod and I was curious what you thought of it.

In fact, I'm curious to know what mods that you didn't make that you use, as well as what mods you made that you no longer use (but keep maintained for the people that still use them).
Pencey 9 Aug, 2016 @ 6:44pm 
Have you considered spinning 'sneak' off as a standalone mod? I imagine you have much better things to do with your time, but it makes the pod activation mechanic SO MUCH BETTER, I think it would be pretty popular on its own.
harlequin565 23 Jul, 2016 @ 4:28am 
Hi there,
I wondered if I could pinch your Flush perk for a class rebalance I'm working on. Will provide accreditation.
GrimyBunyip  [author] 16 Jul, 2016 @ 7:04am 
@StormReavan
if you're using my hotkey mod, look at the xcominput and xcomhotkeys files in the workshop folder for that mod
StormReavan 16 Jul, 2016 @ 6:36am 
@GryimyBunyip
Just plugged it in. I can finally overwatch!
I'm a bit of a scrub when it comes to modding, where does the INI for Hotkeys reside so I can tinker if something comes up?