XCOM 2
Strategist Class [WOTC]
17 Comments
Latis 4 Oct, 2020 @ 4:53pm 
i see. Ty
Alex Nares  [author] 3 Oct, 2020 @ 9:21pm 
As I said in the description, this is a powerful "hero" class, and therefore, to balance that out, it cannot be recruited through the GTS. Some people like hero classes, but if it does not suit you, then simply don't use the mod. Or go into the INIs and change it however you like. You have options.
Latis 3 Oct, 2020 @ 6:09am 
That's bad. It's too OP having 80 aim just like that in early game
Alex Nares  [author] 16 Aug, 2020 @ 11:50pm 
I couldn't figure out anything wrong with it. It can use Vektor Rifles (for me). But I haven't looked at Commander's Choice yet (it is on my to-do list). I will try to add it in there at some point.

As far as Aim set to 80, that is built-in to the class on purpose. Normally a soldier (other than Sharpshooter) will start at 65 Aim (Rookie) and then level up to 80 Aim at max rank, which is a +15 aim difference from Level 1 to max level. This class gives you the full +15 aim immediately at Squaddie.
Latis 16 Aug, 2020 @ 11:33pm 
did yo ufix it?
Latis 4 Aug, 2020 @ 2:58pm 
ty for the feedback
Alex Nares  [author] 4 Aug, 2020 @ 1:16pm 
Thanks for reporting, I will see if I can figure out what may causing that.
Latis 4 Aug, 2020 @ 4:04am 
Also. The Aim is set to 80 when i promote a soldier
Latis 4 Aug, 2020 @ 2:30am 
2 problems: i can't use it with commanders choise and i only can use it with shotguns instead of vektor
Alex Nares  [author] 26 May, 2020 @ 4:29pm 
Valid points. Yes it does have a regressive level-up system (although, not as strong as the Generic Soldier). Strategists start with a +12 HP bonus, +21 Offense, and +21 Defense at Squaddie, which decays with each promotion until it goes down to +6 HP, +15 Offense, and 0 Defense at max rank. (about par with normal classes)
Detecuhmahfix 26 May, 2020 @ 11:04am 
Compared to most other mod classes (the ones that try to be balanced), this seems pretty par for the course. Seems like it'd be pretty hard to kill, but aside from having marauder and rupture, its damage potential isn't anything special. I also don't think its more powerful than the defaults, as it completely lacks the crowd control that other classes have. When it comes to direct damage, it'd be outclassed by the Ranger and the Sharpshooter.

These aren't criticisms. The class seems well balanced and I adore the mix of skill trees. I just don't think you need that warning.

Strategist has the regressive system too? I thought that was just for your Soldier class? If it does, then yeah, it'll be a powerhouse in the early game.
Alex Nares  [author] 25 May, 2020 @ 6:19pm 
Marauder is a good ability, so that is a contributing factor, but also the default classes have only 2 skill trees but this one has 3, So you have more flexibility in deciding which abilities you want and can build your own custom soldier easier. Not to mention, most of the abilities that are even on this class are mostly good abilities (some other abilities in the game are just fillers that have been left out here).

Not only that, it has a built-in regressive level-up system, which includes all of the stats it will ever earn, pre-packaged into Squaddie rank, plus more stats that will decay with each promotion. So even at a low rank without many abilities, it has good stats.

Once you give it a try in-game, you should be able to instantly recognize that it is more powerful than the defaults.
Detecuhmahfix 25 May, 2020 @ 1:28pm 
Why do you think this class is especially powerful? Because of Marauder?
Alex Nares  [author] 25 May, 2020 @ 12:23pm 
Yes, the game uses a "deck of cards" system to determine what classes are randomly pulled when a rookie promotes. At the start of a campaign, it shuffles a number of "cards" for each class that you have installed (normally "NumInDeck=4") and then draws a card when needed. There is a separate deck called the "ForcedDeck" that is exhausted first before the standard class deck. This is the ensure that you get at least 1 of each class before randomizing. If NumInForcedDeck is at least 1, the class also trainable in GTS. When the standard deck runs out, it re-shuffles the deck and starts fresh again, adding any newly-installed mod classes that you didn't have before.
Philadelphus 25 May, 2020 @ 6:22am 
Ah, thanks, I'll check that out!
yes_commander 25 May, 2020 @ 5:44am 
@Philadelphus
If you want more details on modifying class numbers (making them GTS-only, adding or removing them from the random pool, etc), you can find info in the comments and discussions related to K's Officer Class mod. Beyond the pretty self-explanatory uses of 0 and 1, I remember -1 having a specific purpose but I haven't tinkered with classes in quite a while so I'm rusty and don't recall exactly.
Philadelphus 25 May, 2020 @ 2:58am 
Oh, is THAT what "NumInForcedDeck" does, controls whether or not you can train soldiers into that class in the GTS? That's really interesting to know.