XCOM 2
[WOTC] Not Enough Skirmishing
165 Comments
Bawkdragon 27 Jan @ 9:55pm 
How balanced are skirmisher skills with this mod and critical skirmisher.
T'erissk 24 Dec, 2024 @ 11:34pm 
Has anyone made a Skirmisher mod, where they jump off a ledge, and land on their feet like Advent troops do?
We go together 11 Dec, 2024 @ 10:31am 
@NotSoLoneWolf: I had an idea.
"Not Enough Reaping"

Some concepts, different class.
PanMops 23 Sep, 2024 @ 2:10pm 
does this mod work mid campaign? or will it break something
weiwentg 15 Feb, 2024 @ 9:55am 
I really like the concept behind this mod. This nicely buffs Skirmishers, but it doesn't leave them OP. I have one minor problem: at least on my setup with all the mods I have, Whiplash doesn't have the 4 turn cooldown. I like the concept of the 4-turn cooldown. Anyway, I have just tried using the honor system with Whiplash.
Bardagh 2 Feb, 2024 @ 5:01pm 
I changed Whiplash to cost 1 AP in the config ini, but it still costs 0.
Daywalker 14 Nov, 2023 @ 9:11pm 
Always when doing whiplash I have a game crash
Daywalker 14 Nov, 2023 @ 9:10pm 
always causing this bug:: [12131.34] Warning: USkeletalMeshComponent::InitArticulated : No PhysicsAsset defined for Plot_ABN_Gather_Waterfront_TLE.TheWorld:PersistentLevel.XComWeapon_2492.SkeletalMeshComponent_45453 with skeletalmesh FX_Weapons_Shared.Weapon_Dummy
huntersorce20 14 Jun, 2023 @ 6:04am 
Is this mod compatible with whiplash aim fix?
kishkuma 16 May, 2023 @ 9:15pm 
@philmakerguy Did you ever figure out what was causing that bug? I am having the same problem. I've never run this mod, but this is the ONLY google search result I've found with someone describing the same issue. I also turned off all my mods that changed the skirmisher abilities, so, I would love it if you had any insight into this.
AlexisR 21 Aug, 2022 @ 6:21pm 
@philmakerguy It is not this mod. My Whiplash is doing ~6 damage to non-robotic units with the mod. If it only started doing this since you installed the mod and you have other mods, it might possibly be a mod conflict?
Zaku II (Alias WatcherZigzagoon) 11 Apr, 2022 @ 9:01am 
if you ask me, reapers and templars NEED to be nerfed. but this is fine.
philmakerguy 6 Apr, 2022 @ 3:11am 
So whiplash is doing about 12 to 15 damage on non-robotic units and 22 to 28 damage to robotic units which is causing crashes. Does anyone know what is causing this? It has only started doing this since installing this mod.
Moisesjns 3 Apr, 2022 @ 8:45pm 
Wow i will actually use my Skirmisher as A Skirmisher now. :) Thank you so much for this Author!
Riekopo 19 Dec, 2021 @ 1:19am 
Can you upload a separate mod that just fixes the Battlelord bug? Thank you for your work.
[JoD] Jewoine 10 Dec, 2021 @ 4:28pm 
whats that armor, its tight
XpanD 26 Aug, 2021 @ 11:37am 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for making this.
SummerSky_Phoenix 25 Aug, 2021 @ 4:54pm 
Best mod! thank you
Mikxealba 17 May, 2021 @ 9:54am 
This is a great mod, but it's missing the tags: war of the chosen, soldier class. I feel the world should know about it.
Dragon32 25 Mar, 2021 @ 10:59am 
@Nxamaya
I'm using this mod: Custom Effects Percentages WOTC + TLP for that.
Nxamaya 25 Mar, 2021 @ 10:48am 
I've been using this mod lately and it's amazing, I can only recommend it to anyone looking to rebalance skirmishers, it doesn't make them feel op at all, just more competent.

I still think that something could be done about the ripjack upgrade though, I love the 25% stun and sucks to have it gone by t3.

Also, use Pencey's fix to stop having to end your turn when you haven't used whiplash.

"just open this mod's XComCooldownSkirmisher.ini file and set WHIPLASH_AP = 1."
Dragon32 24 Mar, 2021 @ 11:51am 
@Pence
Thanks dude, that had been bugging me for a while.
Pencey 24 Mar, 2021 @ 10:10am 
To fix the bug where Whiplash is still usable after the Skirmisher's AP is gone--which means that while it is available, a turn will never end unless you click 'end turn'--just open this mod's XComCooldownSkirmisher.ini file and set WHIPLASH_AP = 1.

This will make modified Whiplash behave like every other Free Action in game except for Extract: it is free action but requires an AP available to activate.
mumhustlar 21 Nov, 2020 @ 3:37am 
Are you able to release the Battlelord fix separately?
I want to leave the rest of the skills as vanilla / and use as charges.
Haos51 16 Sep, 2020 @ 7:44pm 
mvmlego That would be nice
Koohan 16 Sep, 2020 @ 2:45pm 
Great mod by the way. It's the only one that seems to not make the skirmisher too OP in my eyes
Koohan 16 Sep, 2020 @ 2:42pm 
Is there a way to stop whiplash from always being there if you dont use it? It didnt have that problem before ans its tiring to always have to hit end turns forcing you to play skirmisher last.
ZiggyTouyeul 20 Jul, 2020 @ 9:07pm 
I think it will work mid-campaign but only on new Skirmishers, not any Skirmishers you already have in your save.
chand3123k 23 May, 2020 @ 1:14pm 
Hmmm, This mod doesn't seem to be working mid-campaign. Do I need to activate it upon a new campaign?
GigaSmoot 18 May, 2020 @ 7:04pm 
I don't think it's only needed because of "I might need it later" syndrome; the Skirmisher class is simply underpowered due to its lack of synergy. A big problem is the dissonance between Manual Override and the class's charged abilities. You solved that problem without overhauling the class, which I appreciate.

That said, there are two other tweaks that I'd like your thoughts on. The first solves another anti-synergy issue: the bullpup's short range encourages getting in close, but Marauder and Zero In discourage repositioning. A potential solution is to soften the gun's range penalty, a-la the Arashi.

Secondly, while I agree that Parkour needed to be changed, what about changing it to give a bonus action point, rather than a bonus move? It would be like having a hair trigger, but it's proc'd by moving rather than shooting.

I'm not saying that you should add/should've added these changes. I'm just curious about your thoughts on them. I certainly appreciate the mod as it is.
Kintaro 28 Apr, 2020 @ 3:29am 
wonderful mod, works fine so far!
Shavy 5 Apr, 2020 @ 6:25pm 
LWOTC?
Blaze 23 Mar, 2020 @ 2:41am 
So, quick question... this mod doesn't touch the damage from the Whiplash ability, does it? I've noticed in my current campaign that it's doing *stupid* crazy amounts of damage, and there are *several* mods that might be doing it, but I have no idea which one it might be; this is just one of the possible contenders. Like, it's doing somewhere in the area of 12-15 damage on normal targets, with a listed *30* damage against a mechanical enemy in my most recent mission...
HeavyBones 29 Dec, 2019 @ 12:15am 
This mod makes Skirmishers ridiculously useful and an easy choice for surgical sitrep. It's a must have for me.
Roomba King 13 Aug, 2019 @ 5:42pm 
I still love this mod, especially the name of it.

Plus I love all the Starcraft references. Lol
SupremeMorpheus 13 Aug, 2019 @ 10:50am 
@Earendil I don't use RPGO myself, but from what I understand it doesn't allow you to alter the hero classes in any way. Sorry
Elric 7 Jul, 2019 @ 11:28am 
This mod doesn't appear to be working with RPGO... problem must be on my end, because RPGO doesn't change the Skirmisher class at all. Any suggestions?
Karzon 1 Jul, 2019 @ 3:05pm 
Thank you for making skirmishers' skirmishing skirmishier, maybe even the skirmishiest.
Cyber Angel Rowan 14 Mar, 2019 @ 11:46pm 
I really appreciate this mod. Now I can put less effort into my boy Pratal Mox for even more effectiveness and cohesion with my homegirl Outrider.
Controcetica 9 Dec, 2018 @ 6:57am 
Thanks for this mod. It makes the Skirmisher a lot more useful and actually makes them competitive with the other Hero classes. I appreciate the fact you included a buff for the Plasma Bullpup as part of the mod. I agree the damage progression was stupid!
Shade Shaadent 14 Nov, 2018 @ 8:51am 
yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaassss, give me better advent trators any day :D (now if only we can get some purifiers)
NotSoLoneWolf  [author] 29 Oct, 2018 @ 1:04pm 
From the RPGO mod description:
"What about Faction Heros, SPARKS, Psi Soldiers?
They are not touched by this mod and should work normally"
yes_commander 29 Oct, 2018 @ 6:19am 
I AGREE -- NOT ENOUGH WHIPLASH! ;)

@NotSoLoneWolf, I took a chance on running this with RPGO, expecting that it may not work, but I had to try. What I'm curious about though, is whether it might actually be working as intended, just with the original perk descriptions? I'll experiment with my skirmisher, try to see if I get the cooldown on Whiplash, but I wanted to see if you could vouch for RPGO (in)compatibility because it could be a week or so before I can get leveled up enough to check.
Tayron 2 Oct, 2018 @ 8:48pm 
is it possible to have all of this but not the reflex change?
Lifeguard Fish 14 Jun, 2018 @ 2:16am 
I'm glad you made this mod. The vanilla skirmisher was a rather weak character to be put in the front lines, having no survivability or actual damage. This should make him a bit more interesting.
Roomba King 5 Jan, 2018 @ 9:43pm 
Yay! Thank you very much!
NotSoLoneWolf  [author] 27 Dec, 2017 @ 5:54pm 
HAPPY HOLIDAYS TO ALL!

Santa Skirmisher is here to bring everyone a new update to the mod, out now!

1. Reflex can now trigger infinite times per mission, where previously it only worked once.

2. The Skirmisher's GTS perk, Parkour, has be overhauled. Instead of giving a 5% chance for an extra action each turn, it now lowers the cooldown on the Grapple ability by one (from three turns to two turns).
花兔 27 Nov, 2017 @ 5:19pm 
Will this MOD accelerate the animation?
Roomba King 5 Nov, 2017 @ 5:41pm 
Hey, so, I was curious what is the current state of this mod is, like about Reflex and Parkour changes?
Tal'Raziid 2 Nov, 2017 @ 10:52am 
Any known conflicts with this mod? Because whiplash still only has a single charge