XCOM 2
Stormtrooper For LWOTC
68 Comments
worldsoul15  [author] 20 Feb @ 3:29pm 
you can copy the mod files and use the text editor of your choice to add the perks back to the tree and the pistol slot back in, but it's been long enough I forget the exact process for doing so.
xDreadbloodx 20 Feb @ 9:53am 
is there anyway to add the pistol slot and perks myself just curious
ADVENT Testiculator 11 Sep, 2024 @ 11:17pm 
This guy for me is like a human skirmisher, barring the grapple, but you can get him one later. I appreciate them a lot
worldsoul15  [author] 12 Dec, 2023 @ 4:37pm 
@123nick the Stormtrooper deliberately does not have access to a pistol because they have a very high action economy, and the addition of a pistol to the mix feels like it could tip their damage potential into potentially dangerous territory.
123nick 4 Dec, 2023 @ 8:19pm 
The class doesnt have a pistol slot or any pistol perks- is that intentional? basically every class has a pistol slot / pistol perks as apart of it, the only ones that dont are like, weird ones (akimbo, ones that have a primary meleee weapon sometimes, etc other weird stuff). So stormtrooper not having a pistol slot or pistol perks seems weird, but it could just be that its intentional and for a good reason i dont know yet.
tommy 22 Aug, 2023 @ 12:36am 
it is a great mod ! thanks !
worldsoul15  [author] 4 Jun, 2023 @ 5:39pm 
@Mann with a Pann I have heard all the jokes, I assure you.
Mann with a Pann 2 Jun, 2023 @ 4:55pm 
I see "Stormtrooper" class and immediately think it would be a hilarious gimmick to give them some aim penalty or like just give them a slight chance to "miss" a shot they would have hit.
worldsoul15  [author] 5 Dec, 2022 @ 5:12pm 
@M07 I would try looking at the weapon skin replacer mod. You'll want to be replacing the "Bullpup" category of weapons with the skins for the blasters. Beyond that, I can't help you.
M07 4 Dec, 2022 @ 5:37am 
I love the fact that the Stormtrooper Class cannot take weapons from the Star Wars Blaster mods present in the Workshop.

Is there any way to change it? Even by myself on the mods folder?
worldsoul15  [author] 16 Nov, 2022 @ 4:12pm 
@Sarcasm that's a known quirk of how the game's action economy works. Move-only actions are consumed by actions that end the turn. You can see the same thing happen if you have a Shinobi with whirlwind slash(not fleche) an adjacent enemy, then shoot their primary. It does feel kinda sucky at times, but I do like how it encourages you to keep moving.
Sarcasm 16 Nov, 2022 @ 6:08am 
My favorite lwotc class, however there is a major problem with how Hit & Run and Implacable interact. If you shoot once and get a kill, you trigger implacable. If you shoot again, your turn ends and you lose the implacable action. If you trigger implacable and move with one of your two remaining actions, you won't be able to shoot with your third action, i.e., the action granted by implacable is always the last one you take. Feels very scuffed in an otherwise great class as implacable doesn't work as advertised most of the time.

The way I thought it would work was Move -> Shoot twice -> kill -> move again with implacable but it never works that way.
worldsoul15  [author] 19 Jun, 2022 @ 5:26pm 
@rboy3 sorry, I thought the [WOTC] shaodw ops perk pack was, well, a perk pack, not a class and perk pack
RustyDios 18 Jun, 2022 @ 7:11pm 
For what you desire either method would work.. Commenting out lines 2-9 with might be better, as it will allow you to easily revert later if you wish (without needing to redownload)

it's possible, unlikely but possible, the ini might have settings for other stuff in it.
I haven't looked at it.
rboy3 18 Jun, 2022 @ 6:46pm 
I know it has that file because I looked at the config files and found the classes listed in it. In my op I mention that I could edit it. At first I was thinking to just comment out the classes which are lines 2-9 but I think just deleting the file may work better.
RustyDios 18 Jun, 2022 @ 6:03pm 
That's cool too.. I'll be honest I went to look at the Perk Pack mod.. and was a bit confused as I thought it should just be the perks.. lol.. hence its name ... and was surprised to see it mention all the classes!

If the Perk Pack mod doesn't have any XComClassData.ini, then it doesn't introduce the classes themselves, and is just the perks.

~ Good Luck. Hope it all goes well :)
rboy3 18 Jun, 2022 @ 5:35pm 
@RustyDios. Thanks. I will do that.
rboy3 18 Jun, 2022 @ 5:33pm 
I am now reading the older comments which did not show on my Steam interface because of their age. It seems that Decado said (Jan 26) that the [WOTC} Shadow Ops Perk Pack is just the perk pack and does not enable the classes. SO it seems the description under that mod is wrong.
RustyDios 18 Jun, 2022 @ 5:33pm 
The easiest method to remove the ShadowOps classes is to remove the XComClassData.ini in the Perk Pack mod :)

This should return you to just using the LWotC classes, but still allow mods like this one to use the perks from the "Perk Pack" .. without the classes getting in the way
rboy3 18 Jun, 2022 @ 5:26pm 
@worldsoul15 Thanks for replying. What am I missing? One of the requirements for this mod is [WOTC} Shadow Ops Perk Pack. And in the description for that mod, it states "By default, this mod will disable the eight WOTC LW2 classes, replacing them with the Combat Engineer, Dragoon, Hunter, Infantry, Juggernaut, Recon, Scrapper, and Survivalist from the Shadow Ops mods." So I am confused.
worldsoul15  [author] 18 Jun, 2022 @ 9:01am 
@rboy3 this doesn't require the shadow ops classes.
rboy3 16 Jun, 2022 @ 12:44pm 
I really like this class. But I don't really like the Shadow Ops 8 classes. Do you know of an easy way to disable those 8 and keep the default for LWOTC? I may try to experiment by editing the XComClassData.ini for Shadow Ops perk pack. Thanks
RatboyW 13 Apr, 2022 @ 2:44pm 
Mobile? Shooty AND grenade support options? USES A BULLPUP?!
Oh yeah. It's all coming together.
worldsoul15  [author] 10 Apr, 2022 @ 7:03am 
the stormtrooper is deliberately aping the skirmisher, and the lack of a grapple is intentional, as once you get to the higher ranks(like GSGT), the stormtrooper can do some really dumb things with their action economy.
Violen 9 Apr, 2022 @ 3:32pm 
[using Mod jam] Since the balance is in question, My thoughts so far:
Mid way through a campaign(Small sample size) Went with a evasive flanker build: Seems kinds weak to me, It plays alot like a skirmisher.. but doesn't have a free grapple hook.
Maybe it gets to be more unique and decent in the later ranks?
worldsoul15  [author] 19 Mar, 2022 @ 5:13pm 
Also, I find it incredibly strange that you think replacing Close Encounters with Tactical Sense is sensible, as Tactical Sense would be a dead pick in that row, as Total Combat and Marauder are definitively better than Tactical Sense. While I am not entirely certain of your experiences, the Stormtrooper is designed around a specific modded environment with a fairly high difficulty. That said, if you're willing to point out specific perks and/or builds you felts were especially overpowered and suggest some replacements, I'm willing to entertain your ideas.
worldsoul15  [author] 19 Mar, 2022 @ 5:13pm 
@[SsT] Paradigmed, I understand your opinions on possibly removing Total Combat, but then I've also been working on this class for a bit, and balancing it around the Mod jam environment, which you may not be playing in. There is definitely a lot of action economy in the Stormtrooper, but unless you grab First Strike the damage is honestly quite poor. I'll admit the grenade tree may be a bit overtuned, but the Stormtrooper has already been the subject of a few nerfs(they used to have Forward Operator, but that was axed). On the Flashpoint skill, I can see an argument for it, but I think you're missing that the Stormtrooper isn't flashbang-exclusive. They're meant to be carrying a mix of classes. Besides, I don't really like the idea of flashbangs doing damage.
[SsT] Paradigmed 19 Mar, 2022 @ 1:40pm 
Added this for my most recent run as a core class, where I've got a highly bespoke class pool that mirrors the blood & tears emergent gameplay approach.

Enjoying the class - but I do think it's OP. There's just too many ways to get extra actions and movement. Backing out a few things like close encounters (I swapped for Tactical Sense) and maybe total combat and thousands to go - gets you to a really cool class. I moved in Grimy's Flashpoint skill which feels REALLY good with the flashbang front line theme.

A few revisions and this could easily become a staple class. Pretty cool - good work.
Cypress, Master Spy of IKEA 4 Feb, 2022 @ 12:03pm 
@Jestimac: If you go to the Long War of the Chosen Discord and look for Blood & Tear, you will find a collection of tweaks and edits that bridge various mods with Long War of the Chosen. Ism's Rogue Class is one of the classes that have been covered by this.

I would strongly recommend getting that, and overwriting the configs of the mod with the ones provided by Blood & Tears.
Jestimac 4 Feb, 2022 @ 7:52am 
Worldsoul15. Noted. My point was however that I think stormtroopers are a class where several together pack a real punch. I'm not sure this is true of all classes. Don't change it too much. Like Bridget Jones, we like them just as they are.... :)
Rgds
worldsoul15  [author] 4 Feb, 2022 @ 7:25am 
@Jestimac, indeed, the Stormtrooper is a bit busted, which is why I'm making a change to it, replacing Shadowstep with Moving Target, which means stormtroopers will have to brave overwatch Fire, though they'll be less vulnerable to it that other classes
Jestimac 2 Feb, 2022 @ 12:04pm 
@ Cypress, Master Spy of IKEA. Hello. I did not know one can get the rogue class (ISMS right ?) in LWOTC ?
Jestimac 2 Feb, 2022 @ 12:01pm 
@ Worldsoul15. Hello. I did say I would report after a few missions. This is indeed a nice class, and it does not need a pistol.
I'm running one LWOTC squad with four stormtroopers, 1 sniper for long range cover, 1 specialist for medic and gremlin duties, and 1 optional Recon (marking the targets for the sniper).
Advent does not like this squad. It can stay reasonably quiet, waiting for the right moment to strike. And it does strike hard when it strikes.
Cypress, Master Spy of IKEA 30 Jan, 2022 @ 8:20am 
@Aryen: You can edit the INIs to allow for assault rifles if that's what you want. Under Stormtrooper's INIs, XComClassData.ini, beneath "+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="bullpup")"

Add

"+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")". You can also add another line for "smg" if you want those available as well. I do agree that it goes against the theme of Stormtrooper, but I personally believe in being able to make personal tweaks and edits as one sees fit to get the most enjoyment out of their game.

I hope this helps.
worldsoul15  [author] 30 Jan, 2022 @ 7:14am 
@DoomFlavored this is a completely different mod from what you likely remember.
worldsoul15  [author] 29 Jan, 2022 @ 8:16pm 
@Cypress, Master Spy of IKEA thank you! I've been hearing a lot of great things about the Stormtrooper, but it's always nice to hear that it's appreciated.
worldsoul15  [author] 29 Jan, 2022 @ 8:14pm 
@Aryen unfortunately, no. I don't want to give the Stormtrooper anything but the lightest equipment, to fit their mobile theme.
Cypress, Master Spy of IKEA 26 Jan, 2022 @ 6:44am 
@DoomFlavored: Decado's right. I run this and still have the LWOTC classes I didn't disable myself still around. Shadow Ops Perk Pack is just the perks, no new classes are added, none are cut. In-fact, you can grab Shadow Ops Perk Pack for LWOTC by Kiruka if you want to have all of the classes together. LWOTC & Shadow Ops.
Decado 25 Jan, 2022 @ 10:29pm 
That is just the perk pack. You need another mod to actually enable the classes.
DoomFlavored 23 Jan, 2022 @ 6:59am 
I think I remember playing this back in legacy vanilla, without long war or chosen.
I'd love to give it another try, yet I'm very hesitant with one of the dependent mods.
The Shadow OPs mod says that it replaces all of the classes that I'd have in LWotC.

I'm not sure if I'm willing to replace all the original classes in order to bring in a new class to try.
Cypress, Master Spy of IKEA 22 Jan, 2022 @ 7:30am 
So having played more of this class:

A) This is one of my new favorite classes for LWOTC. It, Rogue and Shinobi are the holy trinity in my eyes.

B) I think the decision not to have a secondary or a pistol slot is a solid choice. As the class is already quite powerful and fills the role it has quite nicely. I especially love the grenade abilities later down the tree, allowing for a good deal of battlefield control through buffed flashbangs and other grenades such as Gas or Bitterfrost Grenades.

So beyond balancing factors, it fits what the class is going for, I'd leave it the way it is, personally speaking.
Aryen 22 Jan, 2022 @ 6:51am 
Hi ! ( Sorry just a feedback idea ! ) Can we just add an ordinary assaut riffle on this class !? We could use the 'Iridar underbarel' mod and put some small underbarel grenade .40mm on the secondary slot instead of empty... Could be a perfect fit with all the grenade perks, if they work with the 'underbarel' mod. I don't even know..., could be very great to test !!

I try 'remember youre trainig' mod but it dooen't work..., all i can equip is the bullpup and nothing on the secondary. I have instal all the LWOTC, ModJam and you're needed mods...

Thank you ! Cool class !!
[CN]突击队队员 19 Jan, 2022 @ 6:43pm 
LWOTC already have pistol slot for all class whatever it need or not.
4rrakis 17 Jan, 2022 @ 1:43am 
That would be good!
worldsoul15  [author] 16 Jan, 2022 @ 4:20pm 
@4rrakis I might end up putting the pistol as a possible secondary weapon, but that's a random thought.
Jestimac 16 Jan, 2022 @ 9:41am 
@ Noah.andrulis. I did two missions with one Stormtrooper. Of course, they are still at the beginning of the development perk tree.
I think I start to agree on the idea that the pistol is not really needed, even if it can obviously be a small additional benefit. I'm not sure a pistol would make a big difference in fact, except for the free shot you get from one of the perks.
What makes the stormtrooper strong is speed. Anything that reduces mobility is negative. Of course this is true for all classes, but especially this one.
To be continued.
4rrakis 15 Jan, 2022 @ 12:44pm 
For what it's worth I would like to add my vote to the "add pistol please" camp, either for a pistol slot or the as of now empty secondary slot.
worldsoul15  [author] 15 Jan, 2022 @ 11:08am 
cool. I am going to be pushing an update sometime soon that will be removing Forward Operator from the standard class tree, though it will appear in the Xcom deck, as it is really that powerful. Instead I'll give the Stormtrooper Marauder(the Skirmisher version of Light 'Em Up).

I'm not certain if this means I'll let the Stormtrooper get pistols, but I don't think so
Jestimac 15 Jan, 2022 @ 9:03am 
Noah.andrulis. Thank you for your answer. Yes, I understand your point. It seems clear that understanding each perk is important, and that one does not want a class to be too powerful. I'm going to incorporate the stormtrooper class in the new campaign I just launched. I'll provide feedback later if you are interested.
worldsoul15  [author] 15 Jan, 2022 @ 5:56am 
@Jestimac. Actually, there's a very good reason why I didn't include the pistol tree, beyond just balance.

the Forward Operator perk.

See, with Forward Operator, you bust your action economy wide open if you have any non-turn-ending ability you can use multiple times in a turn, which is why it's up against Total Combat.

Too say nothing else of the action economy other perks the Stormtrooper has access to.

All in all, I think you won't really notice the lack of a pistol, unless you put a pistol on every class, and even then, Autoloaders exist for a reason