XCOM 2
Revamped Gunslinger (Sharpshooter)
28 Comments
Primus 17 Feb, 2017 @ 4:17pm 
Also character is unavailable to use kevlar armor above armors, the armors seem to be unavailable.
Primus 16 Feb, 2017 @ 1:08pm 
I've noticed that the character cannot get benifit from the researched pistols of LW2, it doesn't recognize them as secondary weapon.
Fenrisudo 27 Jun, 2016 @ 9:38am 
Still waiting for you to rename the abilities :(
Pestiferius  [author] 27 Feb, 2016 @ 5:38pm 
MOD including all my classes now working and can be found under:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=634171069&searchtext=
Pestiferius  [author] 27 Feb, 2016 @ 7:26am 
Eah only bad part is you cant usw it after moving. The action point cost of that skill isnt tied to a sniper rifles restrictions but to the skill itself
Kazoot 27 Feb, 2016 @ 4:52am 
I like these changes. Killzone with a pistol is actually a pretty damn good idea since you don't have to worry about ammo.
Pestiferius  [author] 26 Feb, 2016 @ 5:01pm 
Ok a nother update (hopefully last one for some time ^^) Gunslinger is now totally focused on single target shots with several shots copied from grenadier but as pistol version (those work with shredder! you can take faceoff or killzone from commissar/aoe tree but shredder wont work on those be warned ! ) Commissar remains support BUT he no longer a healer. making him always wear the medkit was kinda crap cause you NEEEED special ammo to make pistols dealing good dmg so he was set in stone to wear a warden armor. now he can go WAR or spider suit aswell since not neccessarily needed 2 inv slots all time!

Hope you lik it, enjoy!
Pestiferius  [author] 26 Feb, 2016 @ 1:07pm 
id really like to replace the phantom with a skill providing 5% bonus on lo cover / 10% bonus on high cover but i cant figure how to create own skills and no guide for that...
Pestiferius  [author] 26 Feb, 2016 @ 2:47am 
Hm you must send your gunslinger to retrain then all squaddie skils work again and lightning hands is back. The blademaste is problmatic, it seems in its original design ammo ( special dmg adding ammo like dragon rounds) never interferd with the skill since swords dont benefit from ammo. But pistols do and there is whre blademaster sometimes get buggy and adds +2dmg to that aswell. ( for example shooting fanfire httin all can mean + 6dmg x2. 3 hits 3 times ammo)
julian.lee.hausman 26 Feb, 2016 @ 1:13am 
Pestiferius, I don't like the recent changes. Phantom is not a skill I envisaged a Gunslinger/Duelist using. Without Blademaster (+2 Secondary Weapon Damage) the character is almost useless mid to late game. I should mention that Armour is the reason why. Primary Weapons use one big hit to get through multiple pips of armour, but the Duelist relies on multiple shots, Losing Blademaster makes them useless, and I've lost Lightening Hands too. I have two of these guys in my current Legendary game. The highest just hit Captain, and with this recent change his viability went out the window. I guess it's a plat style thing. What I want is a class that dual wields pistols, but hey, you can't have everything. I really like the idea of the Commissar, but haven't used one yet. Kinda surprised nobady has done a "Peaked Cap" mod. Long Coat mod would be good too. As it surrently stands i'll be Unsubscibing from this mod when my current play through is finished, sorry.
Pestiferius  [author] 25 Feb, 2016 @ 2:18pm 
phantom is in, blademaster is out. more strategic useable as scout this way ^^
Pestiferius  [author] 25 Feb, 2016 @ 11:24am 
ah yeah the squaddie skills seem no need retraining sometimes to correctly update but i cant change that im afraid
Kazoot 25 Feb, 2016 @ 11:22am 
The more I think about it, Blademaster's just fine for those who want more bang for their buck. I just respec'd for inspire so that'll come in handy. I also had to retrain my gunslinger to get Lightning Hands, it didn't show up for some reason after you udpated. Maybe putting Conceal over Phantom just so the gunslinger can enter stealth at a later time if need be.
Pestiferius  [author] 25 Feb, 2016 @ 10:42am 
hm maybe adding a "Phantom" to this build would add nother potential scout to the squad hmmmmm...
Kazoot 25 Feb, 2016 @ 10:35am 
It might just be the way I play that that combo doesn't work out for me. My pistols are base game so maybe I'm just getting lucky shots off.
Pestiferius  [author] 25 Feb, 2016 @ 10:29am 
also if you use normal pistol shot and kill at start of turn you ll have movment+action point left for further usage (actually was worried more but quickdraw+implaceable beeing OP then blademaster)
Pestiferius  [author] 25 Feb, 2016 @ 10:24am 
as for the implaceable. i mainly use it to get in better positio for next turn alrdy so i can make better use of quickdraw
Pestiferius  [author] 25 Feb, 2016 @ 10:20am 
lightning hands is a base ability ^^ and i ve oneshotted sectopods with blueS rounds and fan fire before without the blademaster. the rounds are just very strong with that skill vs mechs (its 15 dmg ignoring armor if all shots hit only from the rounds. and sectopod only got slightly more hp depending on difficulty) Do you use any pistol mods buffing pistols ?
Kazoot 25 Feb, 2016 @ 10:13am 
I know you wanted to make it stronger too, but Blademaster buffing pistols like that is overpowered as all hell. I packed bluescreen rounds and killed a full health Sectopod on Commander difficulty in one Fan Fire. Don't get me wrong, it was hilarious but pretty broken. It's pretty strong, but perhaps placing Covering Fire there could work out. It'd give the Duelist here a hell of a place as an early game mobile sentry. That's all I can think of for now.
Kazoot 25 Feb, 2016 @ 10:13am 
Time to pop in here since the Gunslinger is easily my favorite spec in the entire game, even more so than Psi op. I left the right side of the tree alone since, for me, the Gunslinger's all about getting up in the enemies' face and firing as many rounds as possible. While Implacable sounds like it would work great with that reasoning, I rarely find myself in a position to use it most effectively since I only fire from safe(ish) positions. I think it'd be better to put Lightning Hands there so the gunslinger can get off another shot since you changed up the tree.

I do like that they have Rupture now, an activated ability like that for the primary weapon is pretty great so it can debuff enemies for allies.
Pestiferius  [author] 23 Feb, 2016 @ 11:46pm 
So Feedback time. Cmon guys any complains, found bugs, improvement ideas ?
Akio Adewalle 19 Feb, 2016 @ 6:40am 
I'll shoot you donations friend me so we can talk. Have some custom ideas.
Akio Adewalle 19 Feb, 2016 @ 6:39am 
Loving what I see so far! Nice. Do you have a Ranger version? I'll look just logged in and saw your great work.
Pestiferius  [author] 18 Feb, 2016 @ 11:04am 
will make new class (added that to description ^^)
Skyfall 18 Feb, 2016 @ 10:15am 
Really like the look of this soldier. Will it overright my sniper class or make a new class?
Skyfall 18 Feb, 2016 @ 10:14am 
@ouroboros. The assasin custom class has "Snapshot" and if you get the pick your perk AWC mod you can pick it from the AWC list, or simple switch it out in the ini. file so it's a standard choice for your Sniper. Also the DMR sniper rifle mod trades dmg for the ability to move and shoot. I'll link them for you

Assassin
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=619045526&searchtext=snapshot

AWC pick perk
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=625272665&searchtext=awc

DMR rifle
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=619603227&searchtext=dmr
Ouroboros 18 Feb, 2016 @ 5:49am 
what I really miss about the sniper/sharpshooter is the GODAMN SNAPSHOT