XCOM 2
Revamped Ranger
60 Comments
howevah 11 Jun, 2016 @ 7:14am 
Since hunter dlc u can't use any armor on this class, would be nice if u fixed that :)
Colonel Mustache 16 May, 2016 @ 2:11am 
Also, didn't the new DLC add some kind of super punch as an ability on one of the new armors? It'd be thematically appropriate if Devastating Punch used that animation instead of just a regular sword swing. Or, if not that, you could use the animation for kicking down a door. Would make it more badass, in my opinion.
Colonel Mustache 16 May, 2016 @ 12:53am 
Is this class supposed to be unable to equip any kind of armor, or is that just a limitation of the mod? That's my only real gripe so far, though I haven't gotten my RV Ranger very high level yet.
ArroktheBlind 14 Apr, 2016 @ 7:58pm 
Pestiferius, its possible that one of the mods I'm using alters damage or armor in some way that I'm not aware of. So if I'm troubble shooting do you think mods that alter how damage or armor works would be a good place to start?
Pestiferius  [author] 14 Apr, 2016 @ 7:39am 
Heya ArroktheBlind, sorry was out of country (work not vacation =( ) Just tested it on my game it is working ?! do you have any dmg/armor alteration mods active that might interfere ??
ArroktheBlind 3 Apr, 2016 @ 8:21pm 
Cool mods, makes the game sigificantly more interesting not using the same classes over and over. One thing I'm running into with the RV ranger is that close shell doesn't seem to be applying the armor properly, or something. I'll start off with only open shell, open then close and the hud will show three armor on the ranger but when it gets hit by an attack the armor doesn't negate any of the damage. If you have any insight into why this might happen that would be great. I have a bunch of mods installed so if you happen to know of any compatability issues off hand that would help immensely.
Pestiferius  [author] 7 Mar, 2016 @ 11:14pm 
Kk accepted your inv. Mag me when im on
Ser Lancelot 7 Mar, 2016 @ 7:56am 
Can you help me out figure why the swap isn't working? I just want the Implacable/Run n' Gun swap so I checked your code and made the changes where appropriate. It doesn't work?

It's going to be easier to do this by PM. If you don't mind...
Pestiferius  [author] 6 Mar, 2016 @ 10:28am 
Is there a was to download the mod as a mod file if your the owner? That way i could usw the current file to edit the current Version stead trying to fix the current one on my Computer.
Pestiferius  [author] 6 Mar, 2016 @ 10:26am 
Heya. Is really messed up the shocktroopers file somehow. Steam wont let me update the file saying tbere is no file to update but wont allow me to upload the file as new mod the same time... But the revamped ranger is anyway pretty the same (after balancing the shocktrooper ans adding alienskills)
sraray 6 Mar, 2016 @ 1:19am 
Why is the shocktrooper not getting love anymore?
Pestiferius  [author] 27 Feb, 2016 @ 5:39pm 
MOD including all my classes now working and can be found under:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=634171069&searchtext=
Pestiferius  [author] 25 Feb, 2016 @ 2:21pm 
Overhauled the tree again. REAPER made it back to the tree anima consume is out ( i loved it critting ruptured targets 20dmg+ but without a cooldown and 50% healing recieved "maybe" too strong )
Pestiferius  [author] 25 Feb, 2016 @ 12:48pm 
ah lol ok you use true conceal+reconceal (got the prior one but not reconceal) THAT will actually screw you in combo with Zombies better save an AOE ability or grenade to kill these guys before leaving map then ^^
bbqchocobo 25 Feb, 2016 @ 12:33pm 
Right, if I wasn't using the true concealment and reconcealment combo, that'd normally work. I'm gonna just try loading it without the reconceal mod
Pestiferius  [author] 25 Feb, 2016 @ 12:32pm 
Uhm you should just use RETURN key till your turns are at zero then mission end with succed (at least that always worked for me) ?
bbqchocobo 25 Feb, 2016 @ 12:28pm 
So first off, I wanna say I'm really enjoying your classes. This ranger is a lot of fun, faceoff is ridiculously strong and makes melee builds a lot more enjoyable. I've run into a bit of a fringe case here though. I'm using true concealment and a mod that reconceals the squad when no enemies are around (3rd playthrough, I'm trying a stealth ranger/sniper combo without squad size upgrades). After using anima consume on a VIP extraction mission, the zombie stays up and keeps reconcealing so the mission never ends. Tried to find an explosive tank or something for him to melee to no avail. Is it possible to make a skill that allows the zombie to terminate? Understand if this is too much work for such a fringe case. Thanks for the new classes though!
Pestiferius  [author] 25 Feb, 2016 @ 11:46am 
hm i just realised devastating punch can be used while reaper is on thats an awsome combo but do i really want to get rid off anima consume hmmm
Pestiferius  [author] 25 Feb, 2016 @ 5:58am 
and btw about chyssalid slah: I LOVE THAT SKILL ! but if you ver seen it working youd understand HOW frickin powerfull it is. every killed enemy with poison = 1 cocoon/2 chyssalid wich on their own can poison again... you might ended up with 6 chyssalids after first mob grp and rest of mission was GG. chyssalid poison worked on EVERY enemy no immunitys vs that not even avatar! if i can rebuild this skill with its dmg+poison but without the cocoon spawning component i ll propably reintegrate it!
Pestiferius  [author] 25 Feb, 2016 @ 5:49am 
Guess you havent seen the changesnotes there ;-)
Squad sight is gone insanity/mindspin and pri reanimation all 1 rank lower. T4 is voidrift now (good skill but a lil weak for a ulti skill) on T5 there is TELEPORT and T6 is Mind Control (though i might downgrade that to dominate if it turns out to be too good)
Kazoot 25 Feb, 2016 @ 5:46am 
That's totally understandable. Enemies really don't tend to cluster up like that, I was thinking it'd more serve to destroy cover and expose the enemy if it didn't kill them. I just like my Rangers to be mobile and Devastating Blow requires some set up to be used to its full potential. Btw, did you see the small comment I made on the RV Psi Ops mod? I've been running one of those guys alongside a currently training vanilla Psi op so far and it's worked out alright.
Pestiferius  [author] 25 Feb, 2016 @ 5:37am 
as i remeber right now: scything claws story: i was on a mission for testing and there was this oil rafinery building typ. enemy advent sniper (i use a mod to have those pretty nice) is standing on top of a tower. he is shielded and my chances to kill him with the ranger with standart attack are low. i dont have devastating strike with me nor any other ability that could kill him BUT i have the claws... screw this guy he ll die from fall dmg... i claw him destryoing the floor, the tower and the whole rafinery blows up xD
Pestiferius  [author] 25 Feb, 2016 @ 5:33am 
ah and btw it worked with weaponscaling. i also tried big damn punch from the andromedon but that skill wouldnt scale with weapon dmg
Pestiferius  [author] 25 Feb, 2016 @ 5:24am 
funny you asked that i actually experimentated with that skill on my overhaul yesterday. but there were 2 problems with the skill: enemys seemed NEVER to be close enough to each other to make the cleave actually hit 2 guys. its anti structure dmg caused problems ---> if you stood on a building and used the skill you d leave a crater in front of your feet. if you got unlucky at the start of your next turn that crater collapses/gets bigger and pulls the ranger into it = fall dmg
Kazoot 25 Feb, 2016 @ 5:19am 
I see you put devastating blow back in. I actually kind of liked Chryssalid slash more for the mobtility and poison, but I have a question. Have you consdered, if it's even possible of course, adding in the Faceless's Scything Claw skill? That way the Ranger can have an AOE melee attack that can also destroy cover and even explosive containers like cars.

As long as you keep the damage under control, this could totally work in the Ranger's favor. Just a curious if you ever galnced at this particular skill or not. I'll chime back in later after testing Bind as well to see how itis.
Pestiferius  [author] 24 Feb, 2016 @ 12:24pm 
i can make the "bind" scale with sword dmg but my first tests seemed like it was Op. if you tested a lil feedback bout that would be nice
tjames91 24 Feb, 2016 @ 12:23pm 
Awesome! Love the changes. I think the focus of each tree fits better with this format.
Pestiferius  [author] 24 Feb, 2016 @ 12:21pm 
updating picture in few minutes but description is right
Pestiferius  [author] 24 Feb, 2016 @ 12:11pm 
So changes are up, what you guys think ?
tjames91 24 Feb, 2016 @ 11:47am 
didnt mean to sound impatient. just really like that ability. ;)
Pestiferius  [author] 24 Feb, 2016 @ 11:45am 
be patient overhauling/testing right now. surprise inc eta 10-15min =) You ll like it !
tjames91 24 Feb, 2016 @ 11:43am 
I think it also fits better with the Blade focused Samurai tree
tjames91 24 Feb, 2016 @ 11:39am 
Why completely get rid of Bladestorm? I personally find it a much more useful ability than implacable.
Pestiferius  [author] 24 Feb, 2016 @ 10:35am 
nah i put chyssalid slash out of the tree now. wierd thing though if i run x-cmom mod muddy and test it it works if i run x-com it doesnt no fucking idea why. momentarily working on the ranger really hard to balance...
Kazoot 24 Feb, 2016 @ 10:33am 
So I have no idea if it's just my computer or what, but whenever an enemy dies by Chryssalid poison, it crashed the game. I'm honestly chalking it up to my laptop though, I'm building a new pc in the coming weeks that I'd love to come back and test it on. I love the skill though, its damage actually makes melee worth it for sure.
Pestiferius  [author] 23 Feb, 2016 @ 11:48pm 
ah btw as soon as i can get poison spit working on range with small aoe tmpleate and acid blow (same range WITH small aoe) it will be reimplemented on t2-t3 stead of shadowstrike/conceal wich i personally only find usefull if you can deal an massive aoe blow from stealth.
Pestiferius  [author] 23 Feb, 2016 @ 11:46pm 
So Feedback time. Cmon guys any complains, found bugs, improvement ideas ?
Kazoot 23 Feb, 2016 @ 5:42am 
Poison Spit would be great with just a little more range. Inflicting a status then being able to attack might be overpowered, but this is all for fun haha. I also got acid bomb last night before you rebuilt the spec, and it actually works great. Putting that in somewhere would actually work very well with a more ranged spec.

Acid bomb actually allows the ranger to deal with armor in a way they normally can't with shotguns (at least before rapid fire), and even frees up an inventory slot if you don't want to carry a grenade. I'd like to see that return someday, perhaps replacing conceal since we already have pahntom at least. And were you unable to adjust the damage of the Stun Lance ability? I notice you replaced it with the basic slash.
Pestiferius  [author] 22 Feb, 2016 @ 12:55pm 
Currently rebuilding the specc. Poison spit does use ONE action points (characters got 1 "attack" point and one "movement" point by default) if you use it before moving it will use your "movement" point and the attack point keeps available for beeing used as attack OR movement (yellow and blue dot visualy wise dont know if we can both call em action points or if they are sepperated)
I ll build one ranger specc completly arround shotgun again. without the weapon scaling compatiblity of alien mele skills 2 sword focused tree are nonsense!
Kazoot 22 Feb, 2016 @ 12:27pm 
So does it not use an action point at all? Because if so, that's alright I guess, but if it does, it's still a REALLY RISKY move. I'm currently going through an ironman Commander run with this class, and the RV Ranger is just not working out for me. Devastating blow is great, but not worth carrying over the normal Ranger.

If poison spit had some more range, I could definitely see more use on it. Due to these issues, I had to make a small edit to your ini file for the class to use a shotgun. This helped out immensely, but now I'm essentially using a gimped ranger. 4 turns is long as hell for a cooldown on such an early ability as well, but that's just my opinion.
Pestiferius  [author] 22 Feb, 2016 @ 12:27pm 
ok your wright about the stunlance for some reason it works in my modding tool but not actual ingame...same goes for the devastating punch (though this ability is quit strong anyway)
Pestiferius  [author] 22 Feb, 2016 @ 12:23pm 
ah btw the poison spit: it has ONE reeeealy good upside. it doesnt end your turn. i basicly only use it when im in melee contact anyway then i can poison+attack same turn.
Pestiferius  [author] 22 Feb, 2016 @ 12:18pm 
hm i ll have a look into that seems wierd. testing it on tac mode with the mod buddy x-com stun lance had different dmg with arc/fusion blade ?! (always had arc o the samurai and fusion on the ninja)
Kazoot 22 Feb, 2016 @ 12:15pm 
I think I've found a problem with the Stun Lance ability. Its damage doesn't seem to change with what sword the Ranger has equipped because my damage was 6-8 with a default sword equipped; and stayed the same whenever I upgraded to the Arc Blade. Kinda makes the ability much less tame compared to Slash.

Not to mention poison spit is very redundant with the other melee abilities. The early abilities really don't compare to phantom either, open shell really does absolutely nothing until you get the later abilities. I really, really like the concept of this class, but at lower ranks, it's completely eclipsed by a normal ranger.
Felix Fictus 22 Feb, 2016 @ 11:58am 
yea i get ya.
maybe when you do the full pack then you can change the names up to make it sound more cool?
oh well, still looking forward to that pack no matter the name!
Pestiferius  [author] 22 Feb, 2016 @ 11:54am 
i mean recreating it and releasing it as new mod
Pestiferius  [author] 22 Feb, 2016 @ 11:52am 
atm the names are set in stone (when i change file name it wont find steam file to update neither allow me to upload it as a new mod) so i d have to release them as new mod. propably a way how it works but didnt figure that out yet.
Felix Fictus 22 Feb, 2016 @ 11:45am 
though can i suggest names better than RV Something?
idk, dosnt seem as badass as it could be.
how about Veteran Ranger?
Felix Fictus 22 Feb, 2016 @ 11:38am 
oh man thats GREAT!
and you got the names working too, looks like!
i will be the FIRST person to download that class pack!
Pestiferius  [author] 22 Feb, 2016 @ 11:34am 
ok i think i might have figured out how to make a working classpack. hoping to be able to deploy it soon!