XCOM 2
[WotC] Richards Classes Redux (Plus LW Weapons) [Old, Unsupported]
258 Comments
Malakie 30 Jun, 2022 @ 8:34pm 
These all say old and unsupported. Are there updated versions because I like these classes.
Inaire 6 Apr, 2022 @ 3:26pm 
"This also disables the Vanilla WotC classes so please check the contents to find out how to re-enable them in the config." ooof
lolcatjunior 17 Feb, 2021 @ 3:24pm 
If anyone wants to use the perks in this game only and use LWOTC you can just go to LWOTC discord and search for B&T LWOTC class pool redux.
endersblade 22 Oct, 2020 @ 8:55pm 
@Cato until it's compatible with RPGO, not worth my time.
Cato 30 Nov, 2019 @ 3:04pm 
Chimera Classes is in public Beta - it's been an intense dev road getting it this far.

10 Classes, with Long War, Richard and Mitzruti perks, along with Musashi Primary Secondaries and Primary Melee.
HornedFairy 25 Oct, 2019 @ 9:54am 
Added you.
MrMister 23 Oct, 2019 @ 1:49pm 
Well, count me in.
Cato 23 Oct, 2019 @ 1:19pm 
Change of heart, I am now actively working on an overhaul port of this mod.

CWG Classes - currently in closed Alpha. Anyone is welcome to add me to gain early access to it and have an input on development.

Based on previous projects, timeline for public release will be 2 - 6 weeks.
Cato 20 Oct, 2019 @ 4:02pm 
I've patched Primary Secondaries for RCR - currently running a Desert Eagle Support medic which feels really good. The Sentinel could now double-pistol and become a Gun-Kata cleric.
MrMister 20 Oct, 2019 @ 12:44pm 
@Cato Heresy Well, if yoou can fix Fast Hands, I'd be happy.

And supporting Iridar's Rocket Launchers? Yes please.

Something else I'd like you to rework is to make SMGs a different weapon type from assault rifles and spread weapon types more evenly across all classes, so that when you upgrade a primary weapon type you are upgrading about the same number of classes no matter which weapon type you upgrade (sniper rifles excepted maybe).
Cato 20 Oct, 2019 @ 8:37am 
Made an RCR patch for ISky Big Name mod . Details pasted into the Lyrae discussion above.
Cato 20 Oct, 2019 @ 5:11am 
I *might* pick up and rework this mod one day for my own game play collection. CWG classes would support Rockets, Primary Secondaries, Lyrae's Nicknames and a few other things straight out of the box.

I just do not have time at present.

Is there anything you would like to see if that happens? For example bring back the holo Scout, nerfing the Sentinel etc.
MrMister 30 Sep, 2019 @ 5:09am 
Kinda wierd though, as it's a very simple perk code-wise - it just gives you two other, vanilla perks.
Cato 29 Sep, 2019 @ 10:12am 
Yes, it has not worked for me for quite some time.

Unfortunately, Richard is no longer supporting these class packs.
MrMister 29 Sep, 2019 @ 9:08am 
Fast Hands (Sentinel perk that combines Quickdraw and Return Fire) doesn't work. It's wierd because I remember it working in a previous campaign.

It shows up in the barracks' active abilities list in the strategy layer, but not in the tactical layer (netiher on the lower left corner of the screen nor in the F1 menu from that mod).

Using the GiveAbility FastHandsRS command (on the tactical layer) doesn't work either (perk isn't added), though using GiveAbility Quickdraw and GiveAbility ReturnFire does, and is a temporal workaround.

I've tested it on a new campaign with no mods besides this, the highlander, LW2 secondaries and new promo screen by default (all dependencies of this, directly or indirectly), and it doesn't work either.
silverleaf1 11 Jul, 2019 @ 1:23am 
The sentinel is very strong on missions without a timer.
Cato 27 May, 2019 @ 8:11am 
It was a rework of the original Long War classes.
CmdrCritic 27 May, 2019 @ 8:08am 
were you inspired by TF2 for this mod, cause all these classes seem purpose built for the characters in TF2?
Teoderico 30 Mar, 2019 @ 6:44am 
Newbie for XCOM 2 WotC, I had a look on many Soldiers Class mods, and this mod looks the mostly matching my playthrough idea.
By the way I would like to know if, disabling Mage class, it is compatible with Psionic Class Mod?
PFCAtomic 27 Feb, 2019 @ 5:13am 
hey is there a spy class still im trying to make the tf2 spy and i just neeed a class that is expienage/ asssassin
Iceberg 9 Feb, 2019 @ 10:54pm 
same with demolitions. support is fine
Iceberg 9 Feb, 2019 @ 10:47pm 
technician brigadier perks are the same as squaddie
kombibeach 14 Jan, 2019 @ 8:37pm 
All of my soldiers are also stuck at 4 heath no matter mow many times they get promoted
kombibeach 14 Jan, 2019 @ 6:05am 
The demolisions class only has access to rifles but not shotguns for me.
Richard  [author] 4 Jan, 2019 @ 7:23am 
Its the same as codex teleport if that helpa. It uses a charge of stillness and requires squadsight i think. Doesnt grant conealment and i think it doesnt break concealment its been a while since I played
Prester 3 Jan, 2019 @ 7:06am 
hi. how does vanish for sentinels work (mechanically)? do they kind of teleport?
Richard  [author] 1 Nov, 2018 @ 4:29am 
@ravaldez2 I think it's just the way the Gauntlet is, often it doesn't even emit fire properly.
nontoxicRV 31 Oct, 2018 @ 5:23pm 
Meant the pyrotechnic class is disabled by default, not the gauntlet shooting a rocket animation being disabled. Sorry!
nontoxicRV 31 Oct, 2018 @ 12:25am 
I know it's disabled by default, but the rocket animation when firing from the Pyrotechnic doesn't show a rocket being fired. Is that cuz of this mod, or would it be from something else?
HATERADE 28 Oct, 2018 @ 3:01pm 
Anyone else have the bug where after teching to Magnetic Tier the sawed-offs are bugged out on the classes that natively equip them (ie, LW Ranger, RS Gunner)? I've only seen it on those two classes.
Darkfireslide 22 Oct, 2018 @ 4:54am 
I don't know that giving additional weapon options to existing classes makes them overpowered or super soldiers. The Commando wouldn't have squadsight and giving him sniper rifles would make him have an option to be like the Assassin from the original 12 perk pack and adds another way for him to succeed in his primary role of dealing damage. While giving the Technician a Cannon doesn't make as much sense admittedly, the class also lacks a lot of abilities that would make the fact that he has a cannon not really be all that much of a game changer, and the assault rifle would still be viable for both Commando and Technician because of the increased ammo capacity.

Those are my thoughts anyway. I know I can mod the ini itself but I wanted to give this feedback because it's something I always notice when I use class mods.
Darkfireslide 22 Oct, 2018 @ 4:54am 
@Richard @Cato I am thinking largely from a balance perspective when it comes to what everyone can wield. The game's economy is largely based around each upgrade affecting about 25% of the available classes, which makes the expensive upgrades make sense. But when only one class can use sniper rifles or cannons, it makes researching and purchasing those upgrades less attractive, especially on Legendary where it's so expensive and time-consuming. The Gunner especially suffers in this regard because it isn't as mobile or versatile in terms of its combat role compared to everything the Sentinel can do. And this is after acknowledging that the Reaper has essentially replaced the scout type role pretty much regardless of which mods you're using.
Richard  [author] 22 Oct, 2018 @ 2:23am 
@Darkfireslide while I do agree with Cato you do always have the option to edit the ini config yourself, you can swap out any weapons/perks and what not. We all have our own tastes. I prefer the taste of healing darts myself, especially from a shotgun from sniping distance, mmm nutritious!
Cato 22 Oct, 2018 @ 1:29am 
But if you expand weapon availability, you blur the lines and we end up closer towards vanilla super-power classes. For example the Infantry is a front-line movement class, why would they get the long-range sniper which they have no perks and training for? Brains and Brawn don't usually mix, so why would a technician get ripped and start hefting around a huge cannon?

Technicians are very useful IMO. Besides being essential for many objective missions, they come with many tools, Combat Protocol is a real saver against armored mechs & drones, Burn Protocol hard-counters melee units.
Darkfireslide 21 Oct, 2018 @ 9:01pm 
@Richard After reviewing the trees and class roles, if you wanted to expand the weapon availability, I would expand sniper rifles (maybe include snap shot somewhere) to include Commando because of their bonus to mobility and bonus damage to flanked targets, while I would add LMG/Cannon to Technician since they have some raw firepower boosts in their skill tree that would make them worth bringing beyond just hacking.
Richard  [author] 21 Oct, 2018 @ 4:20pm 
@rlb986 I don't manage the RPGO version of this, perhaps you should let the mod author know. If there's anything I can do on my end I'll do it. I don't really use RPGO myself though.
rlb986 21 Oct, 2018 @ 3:49pm 
I'm playing with RPGO so don't know with should warn you. "Pistolier" or "GunslingerRS"is not working.
Richard  [author] 21 Oct, 2018 @ 2:08pm 
@Darkfireslide thanks! I will consider the weapon allocation a little more going forward but condensing it from 12 was probably the best thing i've done 8(9) is much better especially with them having unique secondaries.
Darkfireslide 20 Oct, 2018 @ 10:55pm 
Hey man, as someone who has been using your class mods for a while, I have to say that I think this is possibly your best incarnation yet, even in the WiP state. The classes aren't too specialized but feel much more distinct than vanilla's classes at the same time. Lowering the number of overall classes down makes it easier to get Technicians to hack things, meaning you don't need to activate Specialists in order to get a better chance of naturally occurring hackers. While I do think it's unfortunate that only one class gets the Sniper Rifle, and only one class gets the LMG, making those upgrades a bit less useful, overall this is a fantastic redux that fixes pretty much every issue I ever had with your mods. Thanks, and great job!
mondomau 19 Oct, 2018 @ 8:39am 
Doh! I've been playing with Musashi's RPGO for too long. Thanks man, love the mod!
Richard  [author] 19 Oct, 2018 @ 5:53am 
@mondomau there already is 3 options per rank (you need the new promotion screen mod) but if you mean like able to get more than 1 ability you need the training centre to spend AP.
mondomau 19 Oct, 2018 @ 5:31am 
Hi, is there a way (ini edit maybe) to enable 3 perks per level for this version of your mod? Much prefer this version to the older versions, but would really like to be able to unlock more than one choice per rank if possible.
Richard  [author] 18 Oct, 2018 @ 6:15pm 
@Gabriel I doubt it they are assigned to the secondary weapon for starters and its finnicky as it is. You could try it but I don't think it will work.
Gabriel Cooper 18 Oct, 2018 @ 5:16pm 
@Richard i meant things that work for the flametrower gauntlet,like the smoke cloud that you leave on use,chance to panic,etc.
Richard  [author] 18 Oct, 2018 @ 2:30pm 
@Gabriel I have no idea if the LW perks will work with that. Anything that affects the primary weapon stats should work but I don't think it can use abilities like rupture or rapid fire.
Gabriel Cooper 17 Oct, 2018 @ 11:06am 
hey there! just wanted to know if i used the advent purifier flamethrower mod with the pyromaniac will the weapon attack count for the bonuses?
Cato 15 Oct, 2018 @ 2:02pm 
A chance for wildcard elemental mage abilities sounds pretty rad.

Pyro: 1) Combust: Set a single target on fire with light damage
2) Inferno: Set an area ablaze with medium damage (Inferno Grenade mechanic)

Ice: 1) Chill: Freeze a single target (Viper King Armor mechanic)
2) Blizzard: Encase an area in ice with light damage (Freeze Grenade mechanic)

Storm: 1) Thunder: Stun a single target with light damage
2) Tempest: Strike an area with electrical damage (Gremlin Overload mechanic)
Gabriel Cooper 15 Oct, 2018 @ 9:14am 
@Richard oh i think i knwo what you are talking about,yeah i have that mod,unfortuantly the gun isn't useble and i have no idea how to even make it ususable. i might have to dig it around to try to find a way to do so,if that's even possible
Gabriel Cooper 15 Oct, 2018 @ 9:13am 
@Richard that sounds awesome! i will defenetly check it out,my problem with adding other class mods is that soemtimes one mod is more powerful than the others so having other classes become a liability. still it does sound soemthing i would get a kick out of,thanks for the reply :)
Richard  [author] 15 Oct, 2018 @ 9:08am 
@Gabriel Cooper originally I wanted to make more elemental abilities for the mage such as a freeze. I do think the element is really underused though and I'll have a think about how I could utilize it. Derbk has a better dlc mod that adds a variant of the purifier that has a freezing gun if your interested in that.