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Should be a bit more "normal" compared to the old heavy gunner. Still features a lot of the same perks, just better awc rolls and baseline perks.
Hey, did you see that recent post from someone offering to create icons for you? I forget exactly where, but just want to bring it up in case you missed it
I am finding that it has many references to suppression and zone suppression, but none of my heavy gunners can use either of these. Other classes have this ability. Is there a possible conflict somewhere or is this just how the class works?
create a local mod and then create an XComClassData.ini
inside, type in
[XComGame.X2SoldierClass_DefaultClasses]
+SoldierClasses = classname
insert the classes that was disabled by changing the classname into the class name of the disabled classes
then you need to add them to the pool too so you need to do stuff like
[classname X2SoldierClassTemplate]
+NumInForcedDeck=1
+NumInDeck=4
on all the disabled classes
Swapped around a few minor perks. Reverted the prof perk back to its original. AWC deck rolls slightly improved.
This class, as of now, is officially DONE. Porting it over to the Viper Class pack (coming soon!)
Did some minor changes to the skill tree because giving active abilities in the script for the proficiency is buggy as hell and I don't have an immediate fix for it.
Instead, you will be frontloaded with different kinds of armors that will have different stats / passives. They will all have 3 tiers and be usable by normal soldiers. Faction soldiers will have 3 variants of their own armor that only THEY can equip... which will in turn make them even more unique from each other and not just from classes...
The goal is to make armor a tactical choice instead of just linearly picking the next upgrade....
Trust me, its gonna be awesome, and I will be using OPTC to remove the vanilla armors and replace them with much cooler shit