XCOM 2
[Deprecated]Proficiency Class Plugin: Combat Engineer 1.91
101 Comments
MrCloista  [author] 21 Feb @ 9:49am 
@GrimTrigger that largely depends how lwotc defines the gauntlet weapon category etc. Short answer is no idea as never tried it as proficiency as a whole.is not balanced for lwotc so this class isn't.
GrimTrigger 21 Feb @ 8:52am 
Should this work without LW2 secondary weapons if I have LWOTC enabled?
MrCloista  [author] 29 Dec, 2024 @ 4:25am 
@Ishlav iirc it gives extra rocket charges instead due to the gauntlet secondary.
Ishlav 28 Dec, 2024 @ 9:54pm 
Hello is there a reason why after receiving a Heavy Weapon slot due to Minaturized Munitions, I don't get a choice to select anything? There are options but it just says unavailable without giving me a chance to select them.
MrCloista  [author] 4 Jun, 2024 @ 2:29pm 
@Landar486 if you already get one from somewhere else like exotic suit, you won't get another one.
Landar486 4 Jun, 2024 @ 10:18am 
just noticed something, sometimes the miniaturized munitions perk does not confer a heavy weapon slot to the soldier.
Ozymandias 4 Nov, 2023 @ 5:10am 
It's just a small text issue, but it seems the detailed info on Chemical Mixtures (in Localization) has a couple misplaced new lines (the br/ token or whatever it's called). So instead of the empty lines before Level 2 and Level 3, they're before the previous ability IIRC.
grammarsalad 9 Jul, 2023 @ 11:36pm 
This is probably my favorite prof class. They seem to have a solution for just about any problem that pops up. Very fun to play. Thank you for making this!
vampirecosmonaut 15 Dec, 2022 @ 4:36pm 
To get rid of the mines, I ended up throwing this into my WSR config:
+WEAPONS_TO_HIDE_KEEP_SCHEMATIC=WOTC_APA_DefensiveMineItem
This makes them not show up in my inventory and the skill still works.
R4nD0mI3z 18 Nov, 2022 @ 8:14am 
thanks, everything works now :) great mod!
BTW I also got defensive mines showing in inventory in late game but ignoring them seems to be best solution and nothing broke so far.
vampirecosmonaut 17 Nov, 2022 @ 6:57pm 
I can just equip it on rookies and dismiss them I guess. A modding solution is out of my depth.
MrCloista  [author] 17 Nov, 2022 @ 6:24pm 
I've no control over the items as they're granted by the perk and only supposed to show up in tactical, so can't make them sellable as far as i know
vampirecosmonaut 17 Nov, 2022 @ 6:21pm 
It’s only happened 3 times so far on my current campaign which is in endgame. I’m just wondering if there’s some easy way to remove the mines and not really worry why I’m getting them. Maybe make them sellable or something?
MrCloista  [author] 17 Nov, 2022 @ 5:15pm 
@vampirecosmonaut I've never experienced that behaviour personally, but I have heard about it happening before with the Sapper. No idea what the fix was unfortunately.
vampirecosmonaut 17 Nov, 2022 @ 4:13pm 
I keep getting Defensive mines added to my inventory. It seems like has something to do with my combat engineers and different combinations of utility items. When unequipping them after a mission, the game cannot decide which one is a grenade and replaces one of the items with a defensive mine. How can I remove these items from my inventory? Console commands?
Nerrons 16 Nov, 2022 @ 10:44am 
@MrCloista Thank you
MrCloista  [author] 15 Nov, 2022 @ 7:07pm 
@Nerrons @R4nDOmI3z - fix uploaded, the code for the proficiency perk had some errors in it which i have now fixed.
MrCloista  [author] 15 Nov, 2022 @ 5:38pm 
I'm also noticing the issue in my current stream run, I'm investigating a possible fix.
R4nD0mI3z 15 Nov, 2022 @ 1:22pm 
Actually spark ability that causes panic is called Nightmare Fuel, not Napalm-X, my bad.
R4nD0mI3z 15 Nov, 2022 @ 1:11pm 
Same here, ATSR config is present, quickburn does not work (and my Colonel could use one for Firestorm ;)). I also have a small suspicion that not only quickburn does not work but also napalm x - I use flamethrower quite a lot and frankly don't recall panic being triggered even once.
I am playing with same mod set as Odd in season 7 so with modded sparks panic triggers on spark chemtrower (canister attacks), but not flamethrower due to Napalm-X ability.
I started to wonder if it would be possible to workaround the Quickburn ability somehow and just remove the gauntlet requirement so it can be used always?
Nerrons 2 Nov, 2022 @ 11:57am 
Great work, amazing mod but i have a problem with the quickburn ability not being compatible with the lw gauntlet, i have the ATSR config but it is still incompatible
Cubic_C333 19 Oct, 2022 @ 8:02pm 
Welp, I had downloaded the secondaries mod, but not activated it... whoops. Problem fixed now. You can mark that one down as user error. Thanks!
MrCloista  [author] 19 Oct, 2022 @ 7:48pm 
make sure you have lw2 secondaries installed, it is a requirement for proficiency class pack so i didn't feel the need to list it in this mod's requirements as well before, but i will do now.
Cubic_C333 19 Oct, 2022 @ 5:58pm 
I just started a playthrough with this, but do not see the Gauntlet as a secondary item to equip. Am I missing another necessary mod? The only other mod I see is required is the base proficiency class mod, which I have installed
CANADA 14 Oct, 2022 @ 1:03pm 
Thanks for the information!
MrCloista  [author] 14 Oct, 2022 @ 12:54pm 
@Canada it's purely due to lower numindeck as Dragon32 says, they should promote fine they will just be rarer.
Dragon32 14 Oct, 2022 @ 10:59am 
@CANADA
Looks like it'll be a lower chance than the other Proficiency classes. This has
+NumInForcedDeck=1
+NumInDeck=2

They have
+NumInForcedDeck=1
+NumInDeck=4

I can't recall quite how the deck building goes for class selection but these are there, just at lower probability.
CANADA 14 Oct, 2022 @ 10:34am 
Might have been asked already but any idea why none of my rookies are becoming Combat Engineers? (I have the mod that gives me a select choice of 3 each time, even tried disabling all but combat engineer + 2 other classes). Is this class only through the GTS? Thanks!!
EvilBob22 22 Sep, 2022 @ 10:47am 
LocPromotionPopupText = "<font color='#CA7200'>LEVEL I</font> (gained at <Ability:RANKNAME1/> rank [1])<br/><Bullet/> Gain the Heavy Armaments ability - Allows use of the Gauntlet, a combination flamethrower and mini-rocket launcher.<br/><Bullet/> Gain Blast Padding.<br/><Bullet/> Gain +2 Ablative (Shield) HP.<br/><br/><font color='#CA7200'>LEVEL II</font> (gained at <Ability:RANKNAME3/> rank [3])<br/><Bullet/> Napalm-X - Your Flamethrower can now disorient or panic enemies.<br/><Bullet/> Gain +2 Ablative (Shield) HP (4 total).<br/><br/><font color='#CA7200'>LEVEL III</font> (gained at <Ability:RANKNAME6/> rank [6])<br/><Bullet/> Gain Fire & Steel - Attacks with your gauntlet, and fires set by gauntlet weapons, do +1 damage.<br/><Bullet/> Gain Quickburn - Activate so your next use of the flamethrower will not cost an action.<br/><Bullet/> Gain +2 Ablative (Shield) HP (6 total).<br/>"
EvilBob22 22 Sep, 2022 @ 10:46am 
There are some misplaced line breaks in the help popup for Chemical Mixtures. This version will fix it (I didn't change anything but the line breaks).

(Fix in a second comment because of character limit.)
MrCloista  [author] 12 Aug, 2022 @ 5:04pm 
1.8b - Added ATSR config file in attempt to ward off any 'weapon incompatible' issues as has been reported. - Try forcing the mod to update n hopefully the new ATSR config i've added will fix the issue.
Tacoaloto 12 Aug, 2022 @ 7:38am 
No just primary shotgun/ secondary gauntlet. I've never had an issue before until this newest campaign. I'll look into the config files and see if something screwed up
MrCloista  [author] 11 Aug, 2022 @ 5:41pm 
Tacoaloto are you trying to use Quickburn with the primary flamer/chemthrower having given the weapon to the CE? There is a reason CEs dont have chemthrowers by default. Quickburn ONLY affects the Gauntlet flamer.
Tacoaloto 11 Aug, 2022 @ 7:55am 
Anybody ever have an issue with quick fire showing up as "weapon incompatible?" I can't find anything that would cause issues other than I do have the new proficiency alchemist enabled
wolfboyrota79 28 Jun, 2022 @ 4:37am 
Thanks that helps a lot.
MrCloista  [author] 27 Jun, 2022 @ 4:36pm 
That's probably the shadowops one. There is a new mod shadowops begone that prevents it showing up
wolfboyrota79 27 Jun, 2022 @ 7:54am 
Hey I'm having an issue where a non proficiency based combat engineer class is showing up how do I fix that? If it's from another mod can you tell me?
MrCloista  [author] 11 Jun, 2022 @ 10:39am 
And vice versa.
MrCloista  [author] 11 Jun, 2022 @ 10:35am 
Nothing except people get confused that upgrades/perks for the Immolator ARE NOT compatible with the Gauntlet.
Jess 11 Jun, 2022 @ 9:07am 
What exactly makes it incompatible with Immolator Overhaul?
MrCloista  [author] 28 Mar, 2022 @ 4:36am 
Class mods are config edits mostly, aside from the custom perks which this has 2 of. None of which will be causing crashes
Sugarjunky 27 Mar, 2022 @ 11:45pm 
game keeps crashing on launch due to this mod. any idea how i could fix it? really want to play with your class mods and this one is mandatory
MrCloista  [author] 21 Mar, 2022 @ 5:11pm 
The way chemthrowers are written that isn't possible.
minecraft with gadget 21 Mar, 2022 @ 5:10pm 
Any chance you could add compatibility for the Immolators mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2237137501
It works, it just doesn't benefit from CE's flamethrower buffs. Personally I've also given Immolators a mobility penalty for balance.
Uber_Scorpion 16 Mar, 2022 @ 6:11am 
aahhh ok I see. So only the rocket launcher can be re-armed then.
MrCloista  [author] 15 Mar, 2022 @ 6:38pm 
that's because rockets are for iridar's rocket launcher, not the gauntlet.
Uber_Scorpion 15 Mar, 2022 @ 1:47pm 
I can't re-arm the gauntlet when carrying multiple rockets?
MrCloista  [author] 7 Feb, 2022 @ 9:33am 
Mobility bonuses are for position for optimal flamethrower use.
Def boost is for survivability, it's not a 'taunt tank' ala Phalanx. Minituarized Munitions is there to allow other heavy weapon usage and also gives an extra use to base flamer/rocket as they use the heavy weapon template, whereas the abilities do not. The -30% dmg is a balance to ALL these extra charges.
Crazyduck 7 Feb, 2022 @ 4:58am 
Leaving my personal feedback on balance after the campaign. I really like the idea behind the class and it also nicely fills the void that is sleft with base prof classes for gauntlet. Overall class balance doesnt stand out and fits in base prof class mod, except few cases in my opinion:
- Combat engineer get too much mobility and defense on promotions, only sources of boosting it otherwise are covert ops or PCSs, maybe mobility was done to offset the initial penalty of cannon, but then its better to be flat 2 mobility on squaddie, defense on the other hand makes engineer less likely to be targetted by aliens, so his bonus shield and defense sort of counteract each other. Personally I just tweaked the ini to remove both bonuses.
- Minituarized munitions interacts oddly with gauntlet, especially if you equip HW flamethrower, because it doesnt interact with flame perks. I personally removed the perk and subbed it for High pressure from random deck, which has similar purpose.
Haywire 6 Feb, 2022 @ 4:05am 
@MrCloista Thank you sir! ;-)