XCOM 2
Engineer Class [Old, Unsupported]
107 Comments
Richard  [author] 13 Jul, 2017 @ 6:38pm 
I won't delete them, I've just changed the titles on them all to say they are not supported.
Stealth Bison 13 Jul, 2017 @ 5:49pm 
I still use it a lot actually. I love the Gunner and Engineers.
Richard  [author] 13 Jul, 2017 @ 6:17am 
Is anyone still using this? I am considering deleting it when War of the Chosen comes out. I will make a new version if there is enough request but it will be a class pack (its easier for me to maange and you can just unselect which ones you don't want)
Galhamon 19 Jan, 2017 @ 1:22pm 
Yeah I really want to check them out but again I really don't want to deal with Visual Studio.
Richard  [author] 19 Jan, 2017 @ 1:18pm 
The developer tools aren't perfect thats for sure. They're alright for what they are.
Galhamon 19 Jan, 2017 @ 1:16pm 
Fair enough to be sure, I have had a class idea brewing in my head lately but found out that apparently the developer tools for XCOM 2 require vicual studio to work and after my last near-on nightmare with that program I refuse to use it.
Richard  [author] 19 Jan, 2017 @ 12:56pm 
I was working along the lines of "Combat Engineer" but eventually I give up on it.
Galhamon 19 Jan, 2017 @ 12:45pm 
i don't intend to be super pedantic and/or cynical here considering I haven't tried this mod at all but nothing about this class says engineer what-so-ever. The class however seems like an interesting idea and more so if you were to split the Grenadier and the Heavy Weapons into seperate classes, which I have seen in other mods.
soriku1989 26 Oct, 2016 @ 9:54am 
There is a deployable turret mod that would be awesome to use maybe the engineer could repair sparks in combat, resupply your squads ammo, drop a sheild generator to protect allies and mess with enemy tech. to be honest I would go with a smg and gremin combo plus it would fit the theme quite well.
TARDNUTS 1 Oct, 2016 @ 9:05am 
Would be cool if someone could make it to where this class could build a sentry turret once per mission or something. That's a lot of coding and stuff I don't know about. Maybe one day.
Conefed 18 Sep, 2016 @ 7:04pm 
WARNING: Pulse Rounds do NOT work on Sectopods.
Double_A 4 Sep, 2016 @ 8:47am 
So is this and your other class mods good for Shen's Last Gift?
Conefed 3 Sep, 2016 @ 3:14pm 
As a class, it's good and plays well. As an ENGINEER class, it fails a bit, not fitting the theme. Seems like engineers would build, repair, and hack.
Like name the two branches Construction / Demolition
Jhones 14 Jul, 2016 @ 2:22pm 
No problem, was just curious :)
Richard  [author] 14 Jul, 2016 @ 12:35pm 
I'm not doing compatibility with that mod sorry.
Jhones 14 Jul, 2016 @ 11:13am 
Are you planning on updating to be compatible with the LW Perk Pack and grant a 3rd selection of perks?
Richard  [author] 3 Jul, 2016 @ 11:43am 
Okay, well let me know if anything is wrong with it, thanks.
xCrazyDragonx1 2 Jul, 2016 @ 5:50pm 
i found out what was wrong it was delete from the update so reinstalled it and that fixed it
Richard  [author] 1 Jul, 2016 @ 2:19pm 
Why, whats wrong with it?
xCrazyDragonx1 1 Jul, 2016 @ 7:53am 
when will the mod update
Mr.Shafto 11 Jun, 2016 @ 1:19pm 
Any chance for an ini at some point?
dmc32 5 Jun, 2016 @ 7:26am 
Just started using this class, really like this Engineer. Breaching thru doors is the way to make an entrance, Hello!
Richard  [author] 25 May, 2016 @ 2:47am 
NP. I just like splitting up the vanilla classes :)
Lovecraft 24 May, 2016 @ 9:04pm 
ever since your mod came out i have been using an engineer in nearly every squad, that's how valuable he's been to me. thx for this mod.
Richard  [author] 21 May, 2016 @ 2:48am 
Thanks, I've never been too sure how to tag things. I read a tutorial but it didn't make much sense at the time. I'll have a look on the nexus to see if theres a better one.
irishmafia2020 20 May, 2016 @ 10:43pm 
This is just a random comment to let the author know how awesome I think this soldier class has been... My first soldier to a hundred kills was an engineer named "Rambo" with the Sylvester Stallone voicepack... that was a good time! Thank you for your only slightly OP class of super soldier! This is one of the best custom classes out right now! You should tag it with "soldier class" so that it comes up when you tick that box while searching - currently this mod is hard to find...
空.明 16 May, 2016 @ 6:39am 
I actually like the new perks better. Esp the breaching charge, makes the engineer more focused demolition type of class as it now has 5 shots at removing cover instead of just 3 grenades. This makes it possible to switch out 2 damage grenades out for Frost Bomb under the current Rulers environment. In fact, this made the enginner even more indispensible in my squad now... damn, think I need to groom a backup engineer just in case my primary one goes down.
Richard  [author] 15 May, 2016 @ 4:01pm 
Thats how you end up with your own :P
Gallum 15 May, 2016 @ 1:25pm 
I might if I don't like the new perks, but honestly why download a class mod if you're just gonna switch out all the perks?
Richard  [author] 15 May, 2016 @ 1:23pm 
you can easily swap them out, it honestly doesnt take much effort :) If not get chooseable AWC Perks mod to add them on top.
Gallum 15 May, 2016 @ 1:15pm 
Honestly, my engineer always had run & gun and shredder, but I haven't played in a while and I'm probably gonna try out the new perks before I form an opinion on whether or not I like them. It's your mod and if you think those are the perks it needs, I'm not gonna second guess it.
Richard  [author] 15 May, 2016 @ 11:27am 
Use AWC or over-ride the XComClassData, I think Nanobots still exists in the mod data somewhere for anyone who wants to revive that skill.
Gallum 15 May, 2016 @ 4:50am 
and also run and gun
Gallum 15 May, 2016 @ 4:49am 
Rip shredder
Richard  [author] 15 May, 2016 @ 12:07am 
In the XComClassData in the config folder of the mod you can change the skills if you dont like them.
DPK[???_????] 14 May, 2016 @ 9:24pm 
why are you changing this.......
Richard  [author] 14 May, 2016 @ 5:47am 
Updated.
Lightning Reflexes dropped.
Second choice is now Flak Vest (+3HP) vs Blast Padding
Breaching Rounds added [New] (variant of demolition)
Swapped Shredder for Chain shot, 4th choice is now same as grenadiers 4th choice
Swapped Run and Gun for Ever Vigilant so a Close-Quarters type can move around to pin enemies.
Richard  [author] 13 May, 2016 @ 2:03am 
I did try "smoke and mirrors" effect from another class but it broke the grenade launcher item slot. I'll have a look around at some other classes again and see what I can get from that.
General Hawk 12 May, 2016 @ 9:52pm 
love my Engies!! Thx for all the work!!
Syntax 12 May, 2016 @ 6:48pm 
love this class!
Deadalus 12 May, 2016 @ 6:02pm 
guys the class cant wear armors anymore ?!?!??!?! fixxxxxxxxxxxx
Kanan 12 May, 2016 @ 5:51pm 
Id suggest maybe perks that add on to utility items, like flash grenades and smoke grenades. Not giving the unit those, but adding effects to them. The explosive side of the perks is great, its a grenadier wielding a shotgun, but still gives us an option for a CQC grenadier. But shredder and run and gun just feel too off, as they mainly make you a variant to the ranger with one of the best perks in game for late game, shredder. You have a hard hitting weapon, with shredder and can get really close for range bonuses using Run and Gun, along with the last skills that deal some serious damage. Shredder should be a skill to be received eventually on a AWC basis, to make it really unique. You should add in abilities that give the class more of a utility feel, like most engineers on most games, while having the shotgun as a hard hitting alternative if you are too deep in the battle.
xf100t 12 May, 2016 @ 4:30pm 
Cool, I'll go mess around with it to play test. It may be that it's more balanced to only give like 1 mobility as you had previously, or the mobility bonus and nothing else. Normally 10% crit isn't a huge deal, but when you're dealing with shotguns having over 100% may be a bit much.
Richard  [author] 12 May, 2016 @ 2:37pm 
Updated.
Richard  [author] 12 May, 2016 @ 2:12pm 
I've gotta re-upload them in a bit anyway so I'll swap that around see how it works.
xf100t 12 May, 2016 @ 2:10pm 
Other than that I really like this class as is, it's a mainstay for me.
xf100t 12 May, 2016 @ 2:09pm 
Kind of a nitpick thing, but I feel like CQB training and Duck and Cover! should be modified. You should make one offensive and one defensive. Maybe make CQB training +3 mobility and +10% crit and the other one +10 dodge and +10 defense. The problem is that it's just really hard to choose CQB training because the +3 mobility boost is so good, especially early game. Putting both defense options on the same side might cause me to reflect on whether I want to build a shotgun in your face class or a tougher longer range grenade lobber. Right now I feel like it's like having return fire on one side of the tree: you always pick Duck and Cover! unless you have NCE and have a high move soldier already.
Richard  [author] 12 May, 2016 @ 1:58pm 
I am currently working on my classes (to update them for the DLC) and I have been making the others I have less vanilla. What perks would you suggest and in place of what and why? By Logic I picked Salvo v run and gun because they are sort of opposites and Shredder vs volatile mix due to speciality. The new patch allows you to disable what the AWC dictates as skills for your class so hopefully it wont inherit shredder for example when it already has it.
Kanan 12 May, 2016 @ 1:51pm 
Any chance you might expand a little more on this class? I like how its an alternative Grenadier, with a more of CQC style, but I feel like Shredder and Run and Gun could be changed a bit in order to give us more of a option than we currently have with Grenadiers, maybe even bring in perks like the Engineer class on Long War. Otherwise great job, I really enjoy having both a grenadier and an engineer available in my barracks as they fit in well for different occasions, and sometimes are great when used together.