XCOM 2
Revamped PsiOperative
43 Comments
Newt 18 Nov, 2016 @ 7:16pm 
new bug. when you reach predator armor the psi cant wear none armor no kevlar no predator unvailable
UATUU 6 Jul, 2016 @ 10:28am 
I have a maxed out Mind reaver, but when I open shell, I do not see Gateway in battle.
Dark_Ansem 2 Jul, 2016 @ 2:17am 
bug: there "Gatekeeper Open" skill is available.
Can you make a standalone version which works like the PSI Operative?
Pestiferius  [author] 27 Mar, 2016 @ 5:33am 
Available from statt ;)
GUA 25 Mar, 2016 @ 11:36pm 
RV Psi op. do I have to wait until Guerilla tactics is built?
Pestiferius  [author] 25 Mar, 2016 @ 11:38am 
The normal psi op or the rv psiop?
GUA 24 Mar, 2016 @ 7:40pm 
I may have missed this, but how do I unlock the Psi-op class? Started a new play through and can't find where to unlock the psi op?
Pestiferius  [author] 7 Mar, 2016 @ 11:16pm 
Nope only rank i dann currently edit multiple extra skills is squaddie. You d had to choose between shell/others skills if it was on a higher rank unfortunatly
Pestiferius  [author] 29 Feb, 2016 @ 7:09pm 
I am not yet rly any good in creating own skills (can hardly find any guide/info bout that) but i keep experimentating though i also currently do a vet/ironman run using all my 6 classes for testing. Should be done tomorrow.
Glad you like the PsiOp he s really a lifesaver, just had him ressurrect 5 Zombis at once with ulti saved me from havin dead soldiers xD
All my class mods can also be used from single Mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=634171069&searchtext=
CoolRat 29 Feb, 2016 @ 4:23pm 
I know another Class mod (Necromancer) that has the same issue as this with evac and turn-timer missions. Maybe the two of you could work together to find a fix for it?

In my opinion a pretty cool revamp to the Psi Op class :) Will be checking out the rest of you RV as well and hoping they are as much fun :D
Pestiferius  [author] 29 Feb, 2016 @ 10:16am 
i ll upload the ALL CLASSES REVAMPED to the nexus (there the PsiOp included)
voodoov 29 Feb, 2016 @ 9:42am 
mind uploading on nexus?
Pestiferius  [author] 27 Feb, 2016 @ 5:36pm 
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 @ 1:46pm 
in my opinion if you make a class too good it just takes away the fun. im currently running a base 6 squad setup (with 1 of my classes each) and if my squad runs into mechs sure the PsiOp sucks but thats why i got the RV Specialist Tech Priest with me ^^
Pestiferius  [author] 25 Feb, 2016 @ 1:44pm 
yeah with the latest changes both trees are really weak now vs mechanical units. you might dissagree but having an weakness occurs to be an attractive feature of balancing a class ^^
Kazoot 25 Feb, 2016 @ 1:37pm 
So I just looked at the table and I might urge to reconsider replacing voidrift with Null Lance. That way the class can still heavily damage mechanical units like the Sectopod. It's still more balanced than the base game Psi op lol
Pestiferius  [author] 25 Feb, 2016 @ 12:49pm 
I tried it out and gatekeeper open can be implemented without close (does actually nothing then but you can cast the ulti) added the gateway BUT i took teleport and mind controle out sorry m8. both were just too strong, fun but OP ! ^^
Kazoot 25 Feb, 2016 @ 12:40pm 
Nvm since that's required. Gatekeeper open/close would be overpowered on the psi op. I guess Void Rift will have to do unless you somehow work schism into there.
Pestiferius  [author] 25 Feb, 2016 @ 11:39am 
the gatekeepers aoe is uber nice but then id also have to add gatekeeper open/close skill (its required to be opened to be used) +3 armor for free might really be a bit over the top not sure. and wich ability to replace ?? hmmm
Kazoot 25 Feb, 2016 @ 11:27am 
Okay then if that's the case, I guess I have one more suggestion. It might require reworking the tree, but what about the Gatekeeper's Rift or whatever it's called? It does damage immediately and revives any dead enemies as psi zombies would would still fall in line with the class. You could swap it and teleport since I see a skill like that being immensely overpowered on the side of the player lol.
Pestiferius  [author] 25 Feb, 2016 @ 8:12am 
ffs im so unlucky with the rnd ability atm. just got kill zone on my rv ranger dismissed him and got guardian on the 2nd... i hate rng sometimes xD
Pestiferius  [author] 25 Feb, 2016 @ 8:06am 
i got the psi bomb on my tech-priest tree f the specialist. its nice for the disable but enemys will move out its radius 99% of the time so not really dmg ability. i wanna have the mind reaver minion/controle based anyway ^^ the ultimate rift skill from avatar isnt working (at least couldnt figure it out yet) i can make it place the aoe but it wont detonate. i would anyway place that skill in a rvamped PsiOp 2.0 anyway where im going to target one tree on pure dmg (but aint got a thought on 2nd tree for that since we got controle and support heal+tank alrdy) any ideas ? ^^
Kazoot 25 Feb, 2016 @ 8:01am 
Observation time. Mind Control is pretty awesome and balanced with the high cooldown. I daresa it's about even with Domination now considering missions timers and what not. Teleport is hilariously broken in a good way since you can move without triggering overwatch. Voidrift is okay without the extra Schism damage, but have you considered replacing it with either the Psionic Bomb the Codex has or the Rift ability the Commander Avatar gets in the last mission? The latter hits for damage at first then explodes the next turn for more, allowing you to set up traps. Psionic Bomb is great because it disables enemy weapons and can allow for more control on the field, even disabling Sectopod weapons for a turn. Or so I think, I used it with a Dominated Codex in the final mission and the two Sectopods just moved the next turn.
Kazoot 24 Feb, 2016 @ 7:49am 
I have an observation here. Sadly you can't use psi skills on enemies at squadsight range otherwise this would be overpowered as hell haha. I think it might be better to put either schism (for damage on insanity as well as bonus damage on void rift) in the place of squadsight or perhaps suppression since that's just an awesome skill.

Do you think you might be able to fit the actual skill mind control in there somewhere? It'd be pretty cool to have a reusable mind control for multiple enemies in case things go wrong either rather than, or alongside Domination. I hate that Mind Control is only accessible on the Avatar during the very last mission. It'd definitely help to differentiate this class from the base psi operative as well. Perhaps replacing Saturation Fire with Mind Control would be great, choosing between that and Domination would definitely be a tough choice. Saturation Fire is okay, but Mind Control has SO much potential. Just my two cents, this class is great overall.
Pestiferius  [author] 23 Feb, 2016 @ 11:46pm 
So Feedback time. Cmon guys any complains, found bugs, improvement ideas ?
MrShadow 18 Feb, 2016 @ 12:30pm 
Thank you sir
Pestiferius  [author] 18 Feb, 2016 @ 12:26pm 
no problem. if i come up with a solution for your requested modification i ll let you know.
MrShadow 18 Feb, 2016 @ 12:21pm 
Maybe I'll just stick with the current psi in he game. I just hate that they have to sit on the Avanger and train in the psi lab rather than getting XP in battle. Feels cheap to me. But thanks for all he help bud :)
Pestiferius  [author] 18 Feb, 2016 @ 12:16pm 
you can simply try it out by start using the revamped psiOp as soon you get the psilab. youll see he ll never be max rank especially if the regular psi op gets lucky and draw 2 high tier ability in first 2 training sessions like dominate void rift or null lance.
MrShadow 18 Feb, 2016 @ 12:10pm 
Ok
Pestiferius  [author] 18 Feb, 2016 @ 11:59am 
yeah i thought of that too but on a test playthrough with modbuddy tool i realised if you get the revamped psi op via psi lab he ll be stronger till rank 3-4 and then regular psi op will start to have more abilitys and you pretty much never have rank up the revamped psiOp any further.
MrShadow 18 Feb, 2016 @ 11:50am 
Not a problem. If it would be manageable to at least require the psi lab and level up needing to gain XP by fighting like others. Than I can handle hat and deal with having to pick skills as they level up.
Pestiferius  [author] 18 Feb, 2016 @ 11:25am 
uff atm i heave no idea how i should manage to do that. making it unlocked via psi lab yes and needing him to lvl up yeah sure. but on standard char class data for experience gain it was never intended to be able to pick all skills. that would totally need a new method (and i dont talk config files guess that must be made from start) i started modding like 10 days ago and though i work a lot with/for computers (damn PC slavemachine ! xD ) im no programmer. that request is out of my league sorry dude.
MrShadow 18 Feb, 2016 @ 11:20am 
I know but I would like to still NEED the psi lab to unlock psi troops and for them to still be able to get skills at random and still be able to eventually unlock ALL skills as they do now. Not just get psi troops from the very start.
Pestiferius  [author] 18 Feb, 2016 @ 10:46am 
Ehm acutally that was my idea too so i made the revamped psi op ^^ wasnt clear will correct it in description but the revamped psi op is not out of the psi lab its a trained squaddie. you have to gain exp in order to lvl up and besides from gettin stasis AND inspire as baseline you always have to pick left/right perk.
MrShadow 18 Feb, 2016 @ 9:52am 
Just would like that after you get the psi lab, and you train them for the first time they get their skill like normal. But after that you need to have them in battle gaining XP like all other soldiers to level up and gain new skills. Maybe make it that they get the one free skill in he lab but after that, as they gain XP and level up (in battle) they'll unlock 2 skills with every level?

I just really hate how I have to sit them in the psi lab to train up. I'd much rather have them fight and gain XP like everyone else.
Nasarog 18 Feb, 2016 @ 9:38am 
No clue. I'm not a modder by any means, but let me ask around.
Pestiferius  [author] 18 Feb, 2016 @ 9:22am 
Uhm the mod request isnt that explicit. Could you ne more precise what your psi trooper should ne capable off?
Pestiferius  [author] 18 Feb, 2016 @ 9:17am 
Shadow79 i ll look into that should ne doable.
Pestiferius  [author] 18 Feb, 2016 @ 9:16am 
Nasarog i tried that but couldnt get it working yet. Added all 6 mods in a all classmod project and the build succeded and debugged but in the end it die not upload. Only first mod in project upped to steam . Any ideas?
MrShadow 18 Feb, 2016 @ 8:07am 
I have a request if you could do a mod for me for the psi trooper?

http://forums.2k.com/showthread.php?4224886-Is-the-psi-trooper-s-way-to-skill-up-feel-cheep-to-you
Nasarog 18 Feb, 2016 @ 7:20am 
Have you considered making a combined mod of your five revamped mods?