XCOM 2
ALL CLASSES REVAMPED
23 Comments
BlazinHothead 25 Dec, 2020 @ 12:21pm 
I'm gonna go out on a limb and say that this isn't compatible with WotC.
dao.ism 10 Jan, 2018 @ 4:57pm 
Hiya, this looks like a cool project, I like the idea. Unfortunately, it doesn't work for me in its present state, since RV guys (Rookie to Colonel) won't equip any armor (Kevlar to W.A.R.).

Note, that this is the only mod I am running, and in a fresh game.
thinkbomb 3 Aug, 2017 @ 2:18pm 
unfortunately i'm running a lot of mods (difficulty amps + counter balancers), so i don't really know where the conflict is. Any rate, one of the abilitties in the psi-op is causing a game crash. puh. great design elsewise, tho
Nico 2 Oct, 2016 @ 1:19pm 
I think I'll stick to the LW Perk Pack. =)
Xia3341953 6 Jun, 2016 @ 9:43am 
I cannot equip predator armor with the new classes
necromaner 24 Apr, 2016 @ 1:28pm 
Der "open/close shell" skill des Ranger scheint nur Optisch zu funktionieren. Keine Schadens reduktion. keine Panzer/schadens mods installiert.
Pestiferius  [author] 27 Mar, 2016 @ 5:35am 
Jupp on gunslinger the bladestorm works with pistol :)
imminence 26 Mar, 2016 @ 3:44am 
Ok, I see the idea. Was it the same idea with your gunslinher to give her as last perk at colonel level a typical sword-perk although she can't equip a sword?
Enjinn 25 Mar, 2016 @ 3:23pm 
For what it's worth, I haven't had any further trouble with revive or hacking, well aside from the standard animation issues like people dancing on their heads, but hey - that's XCOM, baby ;)
Pestiferius  [author] 25 Mar, 2016 @ 11:47am 
Sorry for missspelling my next mobile phone will ne a xl no More xs variant
Pestiferius  [author] 25 Mar, 2016 @ 11:46am 
Ah ans i couldnt replicste the bug with revive skill...so no idea what went wrong . The open shell doess nothing except enabling the gatekeepers ultiskills wich are used as t6 skill in the psi op. Close shell in the other hand provides a plus 3 armor buff ans increases defense by 20percent/ decreases enemy hit. Chance by 20%
Pestiferius  [author] 25 Mar, 2016 @ 11:41am 
The rangers faceoff is more supposed to ne a sword throw but cant create anumations yet (really busy at work atm) the psi ops faceoff works with primary weapon. I found it odd to never actually usw a gun with them so now every 4th turn he can shoot ans cast
imminence 23 Mar, 2016 @ 11:47am 
Ok, now I saw it.... she waves with her sword and kills enemies cross the map. Funny.
imminence 23 Mar, 2016 @ 9:23am 
Maybe I understood something wrong, but I can't see the purpose of typical gunslinger skills on my ranger (rv) and the PSI-operative (rv).

The PSI gets "lightning hands" and the ranger "face off". For both I have no option to equip a pistol. So, what did I miss?
Enjinn 20 Mar, 2016 @ 11:16pm 
Grimy's loot, there are alternate Gremlins that have custom abilities. I don't think I had one equipped though, only just discovered them.
I've played some more and not run into the issue with hacking; haven't had the need to revive anybody else yet (it's only a matter of time ;)
I don't really have much to base this on but I wonder if the game stumbles when the UI has too many buttons?
Thanks for all your work, I definitely like your take on the various classes... oh, though I wonder what exactly open/close shell does, the tooltip is rather vague and toggling it doesn't seem to do anything.
Pestiferius  [author] 20 Mar, 2016 @ 10:03pm 
Uhm i never had that problem. They are both exactly the same skills like normal specialist ( except haywire should work lil better since my rv spec got little higher hacking skill) but since revi al protocl isnt hack based i guess the increased hack skill cant cause that. Both skills are gremlin based, do you have any extra mods for that.inv slot that.might interfere?
Enjinn 20 Mar, 2016 @ 12:04am 
After the patch I find that Revive and Haywire protocol on the Rv Specialist trigger and say they succeed but sometimes don't actually have any effect. The effect still fails if I reload a save.
ArroktheBlind 7 Mar, 2016 @ 3:44pm 
Cool mod, I was pleasently surprised by some of the class changes, others I am currently confused by (largely becuse I can't see the entire tree). One thing is that it seems like the game doens't assign nicknames to soldiers in these classes. If you could take a quick look into that that would be awesome
el.heizo 4 Mar, 2016 @ 12:16am 
My biggest problem is, that i can't set my Sniper in Overwatch after moving :(
el.heizo 4 Mar, 2016 @ 12:13am 
I usually use psi-reanimation as a kind of Mimic-Beacon.
Pestiferius  [author] 3 Mar, 2016 @ 9:21pm 
ok little feedback time. i ve now done 2 play throughs and tested quit thouroughly. im perfectly satisfied with the grenadier, the sniper and the ranger. on the specialst im not sure about the tech priest tree. i found to be barly using the ulti skill since i blow up my own squaddies... i think about adding phantom to the tree and getting rid of the wrath cannon. on the psi op i think about adding mind controle stead of domination but not sure how to build the tree for that.i also think about putting the psi reanimation on T1 since its a super fun skill but not really that strong. on the gunslinger im overall pretty sattisfied aswell bout i think about adding saturation fire stead of untouchable to make the right tree even more focused on aoe dmg. i also think about gettin rid of hail of bullets since this skill still kinda sucks. maybe implaceable on this slot could work.
what do you guys think ??

Greetz PEST
Pestiferius  [author] 2 Mar, 2016 @ 8:09am 
Hehe danke. Ja wenn die perks so liegen dass man am liebsten beide Seiten hätte isses genau richtig ;-) ich hasse das wenn man nen tree hat wo 99% der leute immer den rechten/linken perk nehmen weil der andre nix taugt.
el.heizo 2 Mar, 2016 @ 7:54am 
Anfänglich war ich etwas skeptisch, aber nun so midgame komme ich mit den Klassen recht klar. Nur manchmal ist die Perk-Auswahl echt fies :steammocking: