XCOM 2
Viper's Proficiency Heavy Gunner Class
34 kommentarer
adoport2 1. apr. kl. 18:18 
is this compatible with lwotc?
Dęąth Viper  [ophavsmand] 30. mar. kl. 11:48 
whats that?
YDH 0112 30. mar. kl. 2:37 
@death viper, can you make the Cybernetics tech?
Dęąth Viper  [ophavsmand] 18. mar. kl. 16:42 
CONFIRMED! It is working! Please update any mods from me. I had a lot of new knowledge coming in and applied this to all my classes... they wont be receiving anymore updates unless we find bugs!
jndmr282 18. mar. kl. 16:08 
Hi Viper, Heavy weapon mastery rank 1 said it give area suppression, but it doesn't show up during combat. Can you confirm that its work? Thanks you
Dęąth Viper  [ophavsmand] 17. mar. kl. 18:09 
Update! Completely reworked from the ground up with my new skill for making classes :D

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.
Dęąth Viper  [ophavsmand] 13. mar. kl. 8:40 
Yes... We are talking :)
grammarsalad 13. mar. kl. 7:42 
"To do: find the proper icons for some of my 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
Dęąth Viper  [ophavsmand] 11. mar. kl. 23:53 
Yes. Sorry about that. Latest update fixes this. Will need to rebuild soldiers or use console commands to refresh the trees. Suppressing fire ability was broken and has been replaced.
Tacocat 11. mar. kl. 23:43 
Been playing with this class a lot and I am finding one issue. It seems centered around suppression, but the class doesn't give that ability except in the first level perk that you shoot and then suppress someone.

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?
Nero 7. feb. kl. 7:41 
@reddsbaron just reenable them
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
Dęąth Viper  [ophavsmand] 28. jan. kl. 14:05 
no
Wrath 28. jan. kl. 14:05 
Maybe a noob question but, is it compatible with RPGO?
Dęąth Viper  [ophavsmand] 27. jan. kl. 9:45 
UPDATE: GTS mastery perks now have a proper supply cost and rank requirement. NO MORE FREEBIES.

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!)
reddsbaron 20. jan. kl. 8:11 
is there anyway to not remove other classes unless they are conflicts with your mods?
Dęąth Viper  [ophavsmand] 17. jan. kl. 0:31 
UPDATED SKILL TREE HERE .

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.
grammarsalad 16. jan. kl. 21:14 
Sweet, so requiring the multiple hero classes mod or whatever it's called. Can't wait to see what you cook up
Dęąth Viper  [ophavsmand] 15. jan. kl. 10:07 
And I am going to create 2 new hero classes for each faction... Ill do those after the next 2... They should be fun.
Dęąth Viper  [ophavsmand] 15. jan. kl. 10:07 
18 total classes ORIGINALLY planned, but I think I am going to try for only 8 - 12. So this is 5/12 done.
reddsbaron 14. jan. kl. 14:11 
how many more are you making since i keep adding them to my current campaign and with the super soldiers getting redone im rocking and rolling
reddsbaron 14. jan. kl. 14:10 
man these pics of your soldiers is FIYAH!!!!!!!!!!!!!!!
Dęąth Viper  [ophavsmand] 13. jan. kl. 19:59 
Yes.. Works with all class mods
MonkeyDCooper 13. jan. kl. 19:40 
will this work with super solders mod?
Dęąth Viper  [ophavsmand] 13. jan. kl. 17:34 
I added you so we can talk without flooding the comment section xD
Dęąth Viper  [ophavsmand] 13. jan. kl. 17:33 
A scripting method
Zarkrai 13. jan. kl. 17:28 
@Death Viper What's OPTC?
Dęąth Viper  [ophavsmand] 13. jan. kl. 17:15 
And yes... You if other classes want to use the armor they can easily add compat by adding in the allowed armors in classdata
Dęąth Viper  [ophavsmand] 13. jan. kl. 17:14 
Don't want to give too many spoilers cuz its a lot to explain BUT.... I plan to remove ALL vanilla armors from the game, the starting stuff AND proving grounds stuff....

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
Zarkrai 13. jan. kl. 17:07 
@Death Viper What do you mean by "armor overhaul mod"? Are you planning on adding those outfits in the cover image of these classes or is it some kind of fix related to faction soldiers or something similar?
grammarsalad 13. jan. kl. 12:08 
Note: :steamthumbsup:
Dęąth Viper  [ophavsmand] 13. jan. kl. 11:31 
haha sorry. I was working on an armor overhaul mod. Paused it to make these for my friends current playthrough
Nazuluhis 13. jan. kl. 11:26 
Bro puts out a new class the day after I beat the game with his other three 😭
Dęąth Viper  [ophavsmand] 13. jan. kl. 10:35 
I like notes :(
grammarsalad 13. jan. kl. 10:09 
A+, no notes