XCOM 2
Knox's Proficiency Plugin: Reaper Scout
25 Comments
KnoxAHHHHHHHHHH  [author] 2 Dec, 2024 @ 2:40pm 
@AVIS This is an issue that (as far as I know) can't be fixed, so for those running Covert Infil or any other mod that allows double GTS recruitment get to enjoy 2 of the specialty classes since the code only checks if you have the class in the barracks to prevent recruitment.
AVIS 2 Dec, 2024 @ 4:24am 
I am running a covert infiltration campaign and since that mod reworks the GTS facility and has 2 slots to train recruits. I hope this is a feature but, if i train a rookie into lets say a reaper scout on slot 1 of the GTS facility and when I tried to train another recruit I noticed that the option to train reaper scout was still there. And now I have 2 scout reapers!

I am not really complaining or anything, I just thought that you should know about this.

I really appreciate your effort and hard work and Hope that you would create more proficiency classes.
KnoxAHHHHHHHHHH  [author] 25 Sep, 2024 @ 9:35am 
Unusual, I might need to check MOCX to see if there is some effect that applies a mobility bonus, as I currently do not know.
Soul 25 Sep, 2024 @ 9:34am 
Oh aight,yeah they moved like 5 tiles,not as much as they'd usually do for sure
KnoxAHHHHHHHHHH  [author] 25 Sep, 2024 @ 9:32am 
@Soul It depends on how much they moved, as the code behind Immobilizing Shot has a natural bug that can remove all mobility except ones provided by bonuses (ex: Travel Light provides +1 Mobility and cannot be removed with the current code). If they moved a short distance then this is why. If not, then I need more details to know why.
Soul 25 Sep, 2024 @ 8:38am 
Hey man,I been using this class for a LOT of hours,and its great,but just wanna report something I never used,but felt like trying on this one, and didn't seem to work,the immobilizing shot.
I used it on a MOCX unit and it did say immobilize,but they could move no problem on their turn.
GameAcc 18 Apr, 2024 @ 1:34am 
@KnoxAHHHHHHHHHH - thanks! Subscribed :)
KnoxAHHHHHHHHHH  [author] 17 Apr, 2024 @ 11:26am 
After investigating, I can confirm that it does not require the Community Perk Plugin.
KnoxAHHHHHHHHHH  [author] 16 Apr, 2024 @ 8:38am 
@GameAcc I believe you are right, it is a redundant dependency. The only thing that Community Perk Plugin does is add new AWC perks to all Prof Classes (excluding Templar), so I don't believe it truly requires Proficiency Reaper.

I'm going to do a bit of investigating to make sure that Community Perk Plugin is not required and if so, I'll change the requirements. Thanks for bringing this to my attention, I completely missed this during the patch.
GameAcc 16 Apr, 2024 @ 3:54am 
@KnoxAHHHHHHHHHH - it seems you've updated other heroes and now we can use them without dependency on the "proficiency hero classes" but this one still has the dependency on "proficiency perk plugin" which in turn has dependency on proficiency hero classes. Are you planning to fix it or is it a redundant dependency? I can read and I see: [b(As of 4/1/24 now no longer requires Proficiency Reaper)[/b] but what does it mean?
KnoxAHHHHHHHHHH  [author] 6 Nov, 2023 @ 3:54pm 
@solvius90 I'm currently working on updating my current projects before moving to some new ideas. I have considering doing a port of Akimbo, but haven't because it doesn't fit the previous criteria* I made. I plan to make 1 new hero-style class and 1 new class, but those haven't passed through planning.


(*The criteria was a class that is no longer being actively updated or the owner does not mind if a Prof version is made of their mod. Warden and Pharmacist had the first criteria, and Rocketeer had the second).
solvius90 6 Nov, 2023 @ 3:47pm 
Grate design and balance. I don't like original Proficiency class - too weak, like lw class. But your vision of balance I'd like 😆
Any plans on Proficiency class? Maybe Akimbo, Stormrider or maybe you want to modify "unusual" classes (exvent, post hunan).
Kinsect 3 Oct, 2023 @ 3:48pm 
can this work with the Proficiency Plugin: Full Class Decks instead of the community perks version?
small loan of a million dollars 8 Sep, 2023 @ 10:30pm 
no worries, i think i figured it out. i used "disable any class GTS redux". it allowed me to disable getting the class from promotions and keep it GTS trainable. i just started my playthrough, and havent got one from promotions yet. anyways, thanks for the mod man
KnoxAHHHHHHHHHH  [author] 7 Sep, 2023 @ 3:13pm 
After you acquire one from any of the methods, they are no longer acquirable from promotions. There might be a way to do it, but I currently do not know how. If I figure it out in the future I will provide such information.
small loan of a million dollars 7 Sep, 2023 @ 2:52am 
hello, is there a way to disable getting one from a promotion?
silverleaf1 18 Mar, 2023 @ 4:00pm 
@Knox I was also able to train two of these at the same time. I was not able to train a third commander.
KnoxAHHHHHHHHHH  [author] 17 Jan, 2023 @ 10:59am 
Glad you see it that way; when I originally developed these classes, I had an idea of making strong hero-like units that you could only own one of. This personally was the favorite of the 3 base game hero classes I made.
silverleaf1 17 Jan, 2023 @ 4:24am 
@Knox This is a must class for me. The additional firepower compared to the regular Proficiency Class Reaper makes this class very able to fight from concealment. I like the limit of one at a time per campaign. This class is a first choice for important missions.
Haite 5 Aug, 2022 @ 11:41pm 
@Knox no, no, man, it's YOUR mod, do whatever you feel like, thanks for sharing your work!
I just wanted to point out a different perspective in case it gave some inspiration, if you're open to, of course. Your reasoning seems very fair, admittedly, I haven't tried it out, I just guessed by glance, so I may be very wrong.
Thank you also for sharing your thoughts and be open for comments!
KnoxAHHHHHHHHHH  [author] 5 Aug, 2022 @ 5:00pm 
In the end, I appreciate your comment, it allowed me to go over why I see the class good as it is, I hope you understand why I think it is a strong class that is worthy of being only 1 (at a time) in a campaign.
KnoxAHHHHHHHHHH  [author] 5 Aug, 2022 @ 4:59pm 
Each of the AWC Perks improve how I meant this class to be played, I kept "Face Off" as one of the random perks (5-7) incase someone did find the moment to do their kick ass "uncloak and provide everyone Rupture" with "Undermine." But incase they don't get the choice to do it, each of the other AWC Perks (Especially 5-7) provide perks that greatly improve how the class is played. Bandolier allows an Ammo Slot to counter not having Bloodlet, Opportunist let you do more Crit Damage, Impulse (or Momentum in the code) gives you bonus Crit Chance and Hit Chance upon moving. High Caliber lets you do more damage at the cost of ammo, and Parkour to allow the Reaper Scout to be able to get to high ground when their Grapple isn't up. These play important roles for improving how the class is played, all fit within atleast one of the Categories.
KnoxAHHHHHHHHHH  [author] 5 Aug, 2022 @ 4:51pm 
Secondly, this class WAS made to be mainly passives, there are only 7 unlockable abilities, the rest are passives that buff you, this was made to fit in more with the normal Reaper's already high Crit, but this allowed me to give the Reaper Scout more Mobility and Detection Range in Shadow, making it a stronger stealth character.
KnoxAHHHHHHHHHH  [author] 5 Aug, 2022 @ 4:51pm 
Each of the final abilities are technically meant to be that "Ultimate" ability with one not truly fitting that category (Will likely switch Infiltrator and Anatomy). With Hunter "Salt in the Wound" allows the Reaper Stalker to do more damage with every attack if they picked up the "Bloodlet" Perk, with Scout: It gives the Reaper Scout Pierce and Crit Chance to do big damage to enemies and Infiltrator to make them the ultimate Stealth/Hacking class, and the most important path is Stalker, Undermine is the essential "Ultimate Ability," picking it up with any of the pistol perks, including Fan Fire will be the main source of damage besides flanking with your Reaper Scout, "Undermine" allows you to attack enemies from Shadow without revealing yourself as long as you have 1 Shadow Stack and Rupturing them, "Undermine" is the insanely good ability at Colonel that doesn't seem flashy, but is the main high damage attack they have.
Haite 5 Aug, 2022 @ 12:50pm 
Switching the vector rifle for a shotgun seems to me like a nice move, he must feel like an ambusher now.
The one thing though, he seems like a class based on stats and passives. He doesn't seem very flashy (I know it's a stealth class, but still). It would be cool to get like an "ultimate ability" around Colonel rank for at least one of the branches.