XCOM 2
The Cowboy Class
26 Comments
Captain Ben 5 Jan @ 2:25pm 
Awesome, thanks!
Jokerke  [author] 5 Jan @ 5:47am 
In Mitzruti's Perk Pack's files go in the config folder, open the ini file called "XComMZPerkPack", close to the top you'll see this line: "AllowCrossClassAbilities=true". Change the "true" to "false". Now none of the perks are gonna get added to a class's random AWC perks.
Captain Ben 4 Jan @ 6:53pm 
I'm a big fan of having cowboys around, but I don't really want all 650 additional perks that come in Mitzruti's pack. Is there some way to disable the others, and just keep "I Meant To Do That"?
kadra, oh..... 28 Apr, 2024 @ 8:06am 
@jokerke this class is fine and all. but lately i been getting this odd but absolutely funny glitch where the cowboy holding a pistol like 0114 or raptor x would just go FULL AUTO on the enemy. hilarious
Jokerke  [author] 27 Jan, 2024 @ 7:24am 
I've never tried running this without Pistol Expert, but since the class's config file calls directly for that ability, instead of Return Fire, I assume it wouldn't replace it. It's probably just gonna be an empty slot on the ability screen.
Vanzgars 26 Jan, 2024 @ 9:46am 
If I try to install this *without* the Pistol Expert Ability mod, will the class have Return Fire instead (since the PEA mod replace the Sharpshooter's Return Fire ability), or will the class just not work at all?
Jokerke  [author] 23 May, 2023 @ 5:07am 
I changed absolutely nothing.
Haywire 22 May, 2023 @ 10:32pm 
Has something changed in this? I suddenly keep getting a CTD when I use any of the grappling hook skills, but it's only on this class not skirmishers.
YOUR FAMOUS GAY DAD 29 Mar, 2023 @ 1:42pm 
Can confirm no nicknames are autogenerated for soldiers in the Cowboy class, which is the best part. However, I assumed the author had forgotten about it and I (foolishly) came up with a bunch of nicknames. So, in the spirit of wastin' no part of the buffalo:

The Kid / Slim / Deadeye / Holliday / Doc / Shorty / Wrangler / Cassidy /
Butch / Slue-Foot / Rootin / Sheriff / Hopalong / Rawhide / Tootin / Auger / Ballyhoo / Yank /
Buscadero / Cookie / Moonshine / Snake Oil / Huckster / Night Hawk / Piebald / Calico / Pilgrim / Reckoner / Sagebrush / Sawbones / Sawdust / Simon Pure / Slicker / Dandy/
Tanglefoot / Guttersnipe / Helter-Skelter / Higgledy-Piggledy / Hither-n-Yon / Hook-or-Crook / Hoosegow / Knee-High / Fandango / Cisco Kid / Rattlesnake / Buffalo / Longhair /
Sundance / Bittercreek / Soapy / Poncho / Pancho / Red Buck / Calamity / Dutch / Oakley / Rustler / Pickett / Bandit
Jokerke  [author] 27 Mar, 2023 @ 8:20am 
I always give my soldiers nicknames myself, so I have no idea if it is a bug or not. Unfortunately, I can't do anything about it until late next week.
Rasa 27 Mar, 2023 @ 6:15am 
I love this class, really fun.

I noticed that they dont get nicknames, letting you know incase you forgot about that or its a bug
Kingofgames5 11 Mar, 2023 @ 5:36pm 
i think i sent them out on a covert ops. i hadn't made contact with the skirmishers so i rushed ahead to check and that must have been why i couldnt re-equip since i didnt "have it unlocked" seems to be working fine now. thanks!
Jokerke  [author] 11 Mar, 2023 @ 4:31pm 
Uhh... I'm not sure if the unequipping is an issue with this mod. Did the Cowboy get wounded or go on a covert op with no ambush risk? Soldiers usually unequip their stuff when that happens. There is a mod that stops your soldiers from auto-unequipping their weapons when they go on wounded vacations or covert ops.

As for the other one: If you haven't contacted the Skirmishers yet, then it's possible that the game doesn't think you're supposed to have Ripjacks yet, so there's technically none in your Avenger's storage despite the class getting one automatically upon promoting from Rookie. I think you should get access to ripjacks after contacting the Skirmishers if this is indeed the issue

I'm really new to this whole modding thing, so I'm not really sure what's causing the issue, but these are my only guesses.
Kingofgames5 11 Mar, 2023 @ 3:53pm 
im having an issue where it completely un-equipped all items from the unit and for whatever reason it de-equipped the ripjack. wont let me re-equip it
SuzillaKong2018 4 Mar, 2023 @ 6:55pm 
while while wet
Swanky 2 Feb, 2023 @ 4:38am 
So I've made a local copy of the mod and fiddled around with the skill tree a bit more.
Changed how some perks are handled and mixed in a few new ones.

Squaddie
Grapple, Reckoning (the 5 turn CD is just meh), Pistol Shot

Corporal
Pistol Expert (Veehementia), Justice

Sgt
Quickdraw, Wrath

Lt
Zero In, Lightning Hands

Cpt
Stiletto Rounds (Extended Perk pack, +2 Armor pen passive), Lash

Major
Flatline (Extended Perk Pack, +2 Dmg & Rupture shot), Retribution

Col
FanFire, Shootout (Mitzruti's Perk Pack)

Feels like a more natural progression overall and makes forces some decisions also regarding the ammo economy. Would have liked to include Return Fire but I'm not sure where I would have put it especially given it's requirements.
Either way, good class mod, will keep. <3
Osrio 29 Jan, 2023 @ 12:35pm 
I'll try testing this with normal Primary Secondaries, as several mods I have don't seem to play nice with TPS.
Frozium 28 Jan, 2023 @ 6:08pm 
Aye, I'll give it a shot
Jokerke  [author] 28 Jan, 2023 @ 2:38pm 
@Frozium I added Mitzruti's "Skirmisher Abilities For Soldiers Animation Patch" as a requirement to fix the broken animations. Just downlaod that mod to fix the issue.
Jokerke  [author] 28 Jan, 2023 @ 1:28pm 
I thought I fixed that. I'mma look into it.
Frozium 28 Jan, 2023 @ 12:36pm 
The Justice perk animation seems to appear bugged on the Cowboy. When activated the soldier just does some weird t-pose, takes several seconds still and then actually attacks.
Could there be some kind of incompatiblity with another mod?
Jokerke  [author] 28 Jan, 2023 @ 11:49am 
Return Fire is not a bad perk, but it requires getting shot at to trigger, which makes it useless if you play right. So, if I made it optional, it would basically be a waste of a slot because almost everyone would skip out on it. So I just made it a basic perk. It's there if you happen to get shot at and it doesn't waste a perk slot.

Thank you for the advice, but for now I think I'll leave the perk order as it is. Though I'm not entirely satisfied with it either. I'm not happy that Reckoning and Retribution are so late in the order, but I felt like everything else was more important to get earlier on, so I had to put them there by default.

I hope you'll enjoy the class if you end up using it.
Jokerke  [author] 28 Jan, 2023 @ 11:49am 
@Swanky I put Quickdraw much earlier compared to the Sharpshooter precisely to counteract the weakness of the Pistol. I find this better because, as you said, Pistol Expert scales with tech level, and it doesn't give as much of a boost for T1 Pistols IMO. I put Pistol Expert in the Buckaroo tree because if you've been choosing those perks exclusively, you'd have a soldier with barely anything to do damage with when all their other abilities are on cooldown, and Pistol Expert somewhat mitigates that.

I made Grapple optional because of the class's theme. A cowboy grabbing someone with a lasso and dragging them closer fits better thematically. I originally didn't even want to give the Cowboy Grapple, but I had a free slot to fill. (Though the Grapple fits if you think of this class more as an Indiana Jones type of class: pistol + whip.) Not to mention Justice being a basic perk also helps mitigate the Pistol's low damage.
Swanky 28 Jan, 2023 @ 10:43am 
Grapple and Justice should be switched in my opinion to give all Cowboys access to grappling which is a huge boost in mobility and in many cases a no-brainer compared to Return Fire.
With the above mentioned switch it would also be a more concious decision between pistol expert and melee focus of the class.

Mind you, I'm currently setting up a new campaign and haven't played with it yet but it jumped my eye looking through its class data.
Swanky 28 Jan, 2023 @ 10:43am 
Looks like a good idea but the perk distribution could be a little better imho.
For one, Veehementia's Pistol Expert Ability is scaling to the weapon tier used, meaning it provides less bonus to T1 pistols than T3 ones. Without it, the class is loosing out on a lot of potential early on. It helps them counter their inherent weakness with pistols doing less damage early on AND having a range penalty.
Because of this, I'd put this ability into corporal rank and put Lightning Hands below Zero In, so you'd have to decide whether you have a free shot or a better second.
zoro4661 28 Jan, 2023 @ 5:58am 
The aliens have yee'd their last haw
Seriously this sounds great, love it