XCOM 2
Skirmisher Heavy Class
63 Comments
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?
Martian Patriot 19 Oct, 2024 @ 6:31pm 
Is anybody getting ripjack tech not showing up for them with this mod?
Ehlookatthat! (She/Her) 25 May, 2024 @ 4:47pm 
Y'know... Considering Multiple Faction Soldier Classes and Shen's Last Gift, shouldn't there be Skirmisher MECs? They were Hybrids before transitioning itno robots so shouldn't they have skirmished to the Skirmished, back into XCOM as smarter but not as cuustomizable as SPARKS, like an inbetween of the SPARK and MEC Trooper of EU/EW (or of the Mec Trooper XCOM 2 mod).
grammarsalad 10 Dec, 2023 @ 8:48pm 
@Vicen That is interesting. I was thinking of giving them a cannon to go with their g launcher to really emphasize the "heavy"
Vicen 7 Jul, 2022 @ 4:42pm 
On my personal setting, I have upgrade the Skirmisher Heavy with some skill from:
Immolator + Chemthrower Abilities

I have pick the most interesting perk from the 4 suggested specialisation to do one Chemthrower specialisation to complete this Skirmisher Heavy.
Sodium Chloride 9 Apr, 2022 @ 7:50am 
nvm i found it
Sodium Chloride 9 Apr, 2022 @ 7:45am 
where is the .ini file?
ObviouslyEvil 10 Dec, 2021 @ 9:50am 
Ok thanks!
Nero 10 Dec, 2021 @ 12:46am 
@ObviouslyEvil multiple faction soldier classes prefers the use of new classes, go to the MFSC config, XcomFactionSoldierClasses.ini and set the FavorNewClasses from True (resulting in more custom hero classes) to False (completely randomized)
ObviouslyEvil 4 Dec, 2021 @ 10:08pm 
Also it seems that ALL Skirmishers I obtain be that through recruitment or otherwise seem to always be this class despite the description saying "Newly created Skirmishers will have a random chance to be a Skirmisher Heavy instead." where do I change the percentage chance that in the config? It also doesn't seem to allow me to build upgraded armor and weapons for Skirmishers since the "Skirmisher Heavy" does not count as a "Skirmisher". This will always leave the Skirmisher Heavy at a massive disadvantage mid to late game.
ObviouslyEvil 3 Dec, 2021 @ 7:14pm 
This seems to break covert actions that require a skirmisher, since the game does not count the skirmisher heavy as an actual skirmisher, and they're the only skirmishers I have.
Mustang0524 2 Jul, 2021 @ 7:13am 
Is this and reaper scythe able to be used with RPGO?
Deso 11 Jan, 2020 @ 2:38pm 
Wouldn't a primary grenade launcher + less colldowns on ripjack make it more interesting.
yes_commander 13 Nov, 2019 @ 9:07pm 
Turned one of these guys into a rocketeer (using Iridar's Rocket Launchers). Very fun.
[SsT] Paradigmed 8 Oct, 2019 @ 9:19am 
I've actually seen Colo's issue as well - I rebuild the class when this happens though, without a problem. I've seen it happen with Reaper Scythes as well.
Colo 7 Sep, 2019 @ 10:05pm 
Same issue as Eddie Smurphy. My second Skirmisher has the "Heavy" abilities, but it's flagged and named as a regular Skirmisher. I already have a heavy so I'd actually prefer the ability part to be fixed instead of the loadout. So, same issue as Eddie, I just want the end result to be the opposite of him, ha.
Mirahael 17 Aug, 2019 @ 6:42am 
Some suggestions, given the Skirmisher 'Heavy' is for all situational purposes (or was), a heavy weapons specialist of ADVENT, perhaps giving them the ability to also utilise Canons and basic Rifles (which, if combined with Iridar's Underbarrel attachments, could make the Skirmisher Heavy even more diverse in weaponry) as Primary optional weapons.
What's An Airport? 2 Jun, 2019 @ 6:29pm 
I'm playing RPGO and the Skirmisher Heavy I got spawned with the Ripjack and the ability to grapple at squaddie. What do I do?
silverleaf1 25 May, 2019 @ 5:04am 
Skirmisher heavies do not seem to count as skirmishers for covert operations.
TauShasla 28 Feb, 2019 @ 7:24am 
same problem as smurphy
Eddie Smurphy 20 Feb, 2019 @ 7:56am 
Hi. I'm not sure that you are still maintaining this mod, but i have a serious problem regarding the heavy class. The skirmisher doesn´t have a Grenade Launcher as a loadout option which, i think, is affecting the ingame. When i press the grenade launching ability on a mission, i can´t point the grenade area anywhere else than to the skirmisher it self. So i can only throw the grenades regularly. Do you think it might be due to another mod interfering with this one or?
overworked melancholy 9 Nov, 2018 @ 10:58pm 
Doubtful, but would you have any idea what could be at fault?
PZ  [author] 9 Nov, 2018 @ 3:49pm 
It works fine for me. You must have a misbehaving mod.
overworked melancholy 9 Nov, 2018 @ 2:56am 
Err, the explosives do like no damage at all. Is this a bug of the sorts?
Udaya 27 Jul, 2018 @ 10:01pm 
@Smilodonka The blaster bomb as a whole doesn't proc for explosive immunties. It has the damage type "Projectile_BeamXCom" like other plasma weapons. It was technically correct to leave it as a non-explosive. If you do change it though, make them both explosives.
Smilodonka 1 Jul, 2018 @ 7:15pm 
Thank you for a quick fix! I'll keep an eye out for any other bugs and make sure to report them as detailed as possible.
PZ  [author] 1 Jul, 2018 @ 12:55pm 
The damage type wasn't being properly recognized as explosive. I'm not quite sure how that happened but it's fixed now.
Smilodonka 1 Jul, 2018 @ 2:59am 
Hey! Willing to report a minor bug (or perhaps a feature I dont quite get): Chosen Shell-Shocked weakness does not proc for Blaster Strike. Grenades work perfectly fine. I have a screenshot showing Blaster Strike didnt proc the weakness while grenade did, will upload if necessary. Is this intended?
PZ  [author] 30 Jun, 2018 @ 9:42pm 
@Flamingcheesepie
steamapps\workshop\content\268500\1373823499\Config\XComFactionClasses.ini

You want to change the FavorNewClasses line to:
FavorNewClasses=false
Flamingcheesepie 26 Jun, 2018 @ 10:13am 
Where exactly is the ini to stop favoring the new classes? Sorry, I'm relatively new to editing XCom.
buchanan.johnd 18 Jun, 2018 @ 12:25am 
Thanks, I'll try it!
PZ  [author] 17 Jun, 2018 @ 8:11pm 
@buchanan.johnd
There's an ini option which is enabled by default to strongly favor the new classes. You can turn that off and you'll get an even split.
buchanan.johnd 17 Jun, 2018 @ 7:47pm 
Does this disable vanilla skirmishers? I have enabled this and the psion and the extra reaper one but it seems like every time i'm getting the new classes. RNG or are other people seeing that?
PZ  [author] 13 Jun, 2018 @ 4:11pm 
@Whiskey144
Sorry for the slow response, I've been busy lately. Anyway, the Skirmisher Heavy pulls from its own unique pool of abilities that won't conflict with the XCOM pool.
Whiskey144 4 Jun, 2018 @ 4:33pm 
Does the Skirmisher Heavy use the same pool of XCOM bonus abilities as the regular Skirmisher, or does it pull from a different, unique pool? Considering that three of the skills the Heavy gets by nature would end up duplicated by the XCOM pool the regular Skirmisher has, how has the bonus ability pool been changed for the Skirmisher Heavy?
Hopalongtom 22 May, 2018 @ 8:18am 
Already used a console command to spawn a normal Skirmisher, but I've added the command, should be able to see if it works on my next campaign!
PZ  [author] 21 May, 2018 @ 8:26pm 
@Hopalongtom
Add UnrestrictRipjack=true to XComFactionClasses.ini and it will remove the class restrictions on upgrading the Ripjack.
Hopalongtom 21 May, 2018 @ 2:12pm 
Could you add Skirmisher Heavy to the presequence for upgrading the Ripjack? For when you don't roll a normal Skirmisher, but still use Ripjacks though the Utility slot Gear mod!
ShunBrokuSatsu 16 May, 2018 @ 7:07pm 
Ahhh ok for some reason I thought they still had the ripjack in one of their slots. Nevermind then :P.
PZ  [author] 16 May, 2018 @ 2:42pm 
@JM001
The ripjack slot is the secondary slot and for a Skirmisher Heavy is used by the grenade launcher. They don't have a "wasted" slot as such.
ShunBrokuSatsu 16 May, 2018 @ 8:44am 
@PZ have you thought of possibly giving them a rocket launcher as a weapon to use in the slot where their Ripjack would be? I think this would fit them a little better as and it would help with the wasted weapon slot. Would be like a more powerful version of the Advent Demolistionist from A Better Advent.
PZ  [author] 14 May, 2018 @ 4:50pm 
@Ackerlight
Yes. The Skirmisher Heavy's fake Ripjack is a weapon, because a Ripjack has to be a weapon. I put it into the Septenary (7th) weapon slot because nothing in the game normally uses that slot... but Utility Slot Sidearms does, in order to give you your utility slot sidearms. You can get around this problem by instead using my Utility Slot Sidearms Extended mod, which is admittedly not quite as feature-rich as USS, but it won't have an issue. Or just work around the problem with bare arms.
Ackerlight 14 May, 2018 @ 4:45pm 
I just double checked and yes I am using Utility Slot Sidearms. Is that doing it?
PZ  [author] 14 May, 2018 @ 4:36pm 
@VertigoJockey
Yeah, Claus's stuff is probably class-locked to the "Skirmisher" class. I unlocked the normal game's Skirmisher helmets but I can't support every mod. You can do it yourself by editing the ini files though: just edit Claus's XComContent.ini and remove the ReqClass="Skirmisher" parts of the BodyPartTemplateConfig lines. As for the upper face prop thing, I'll have to delve more into that; right now I don't know.

@Ackerlight
That part of the model for the arms with sleeves is missing because it's normally covered by the Ripjack so it's just never seen. The Skirmisher Heavy is supposed to get a nonfunctional fake Ripjack to cover the arms as well, as you can see in the screenshots. If yours has gone missing, something isn't working right. Are you using Utility Slot Sidearms? (Also, for the moment, you can work around the problem by using bare arms, which don't have gaps)

Ackerlight 13 May, 2018 @ 11:38pm 
The model in-game for me is missing their forearms. Any idea how to correct this? The wrap shows up, but the underlying model does not. It;s just invisible. Regular skirmisher looks fine.
VertigoJockey 13 May, 2018 @ 5:38pm 
Admittedly its stuff from another mod - Claus' Skirmisher Helmets. And once againm the enteriety of the Upper Face Prop option is missing. So there's only helmets and lower face.
PZ  [author] 13 May, 2018 @ 11:41am 
@VertigoJockey
Like what? It may be that some of the cosmetics are class-locked to the "Skirmisher" class (which a Skirmisher Heavy is not) and that is causing the problem. If you can tell me the specific items I can look into it.
VertigoJockey 13 May, 2018 @ 9:57am 
So I'm not sure if its a bug or something weird going on, but for some strange reason the Skirmisher Heavy doesn't seem to have an upper face prop option and a number of cosmetics normally available to regular skirmishers are missing.
Skarsatai 2.0 11 May, 2018 @ 4:17am 
my first SHC was Pratal Mox :-) funny to see him in a different class right from the beginning.
Paradox Law 6 May, 2018 @ 6:26pm 
Thanks for the quick reply. After going thru my mod list, the only one I think could affect this is RealityMachina's Skimisher Rebalance mod. Opinion?