XCOM 2
Sniper Specialist
26 Comments
sherder 3 Jun, 2016 @ 5:27pm 
Can't use Spider Suit for this class. Must add +AllowedArmors="soldier" to .ini.
Daimond  [author] 8 May, 2016 @ 6:03pm 
My mod should do nothing with the pistol. All I did was add it to inventory, the rest of the code looks at original code, I litteraly just added 2 words like every other modder. I have not ajusted the pistal code in anyway. There must be some odd ball code relating to pistol you installed some where.
bjorgulf.oyhus 6 May, 2016 @ 4:09pm 
My pistol checks for ammo and it wont work. had this with classes using pistol after innstalling this mod
Daimond  [author] 9 Mar, 2016 @ 5:53pm 
Yes the EV is the defualt one, and it went off same as other guys. Durring testing had 4 different classes with EV and when one went off they all seemed too. None of them worked when I tryed to change it, till i changed it back to defualt, then worked again.
ENigmusSS 9 Mar, 2016 @ 10:59am 
Did you shure that EV works w/ sniper rifles? Looks like it has no effect on me
Arkan 8 Mar, 2016 @ 5:33pm 
@Daimond,
Dear Daimond, you are right. Perhaps, installing too many new class mods all together may produce some bugs since lots of those new classes do share the exact same name on the class catalog (officer, assassin, rogue, frontliner, scout). All those classes mencioned have double mods with different perks made by different modders. Class images, class insignias and class icons are overlapping each others references. That may be the cause. I have installed all the classes avaliable on x-com 2 steam workshop. Nice gameplay and enjoying leveling up all those soldiers with a so diverse classes spectrum. However, some of those mods are still incomplete and being implemented. :shockjockey:
Daimond  [author] 8 Mar, 2016 @ 5:26pm 
hmmm, Not sure why that would be happening. I do not have any custom icone or textures in my mod yet. If the defualts are showing mine should be showing. There has to be some mod you have installed that must overrite the vanillia files that the mods are trying to look at. If you send me a list of your mods installed I can see if I can find the problem.

Just hard to source out the problem, when I dont know what direction to go in if it happens to be on my end. If anything I could lest post a possable conflict resolve on the page.
Arkan 8 Mar, 2016 @ 4:48pm 
I'm enjoying you mod during my gameplay and campaign. However, i don't quite understand why class names, class descriptions, class symbols and class images are blank when we are selecting and choosing a class for a rookie. The in-game default classes do appear normal. All of them. Only x-com 2 mod classes are having this bug. :ccknight:
Daimond  [author] 8 Mar, 2016 @ 7:31am 
@EnigmusSS Yes thought of that my self after I made the statement. But then thought about trying to make a condition to use it only when not concealed. Currently cant get it to trigger anyway :)
ENigmusSS 8 Mar, 2016 @ 7:13am 
@daimond oversight on EV will comepletely ruin starting ambush by everytime shots at first enemy turn
Daimond  [author] 7 Mar, 2016 @ 10:24pm 
Well the new ability Run & Hide is working. I am just trying to make it hide at end of move instead of start of move. But looks like might have to create my own event listener to do so.
I also seen the ever vigilant listener that I can remake to put into OverSight instead of OverWatch, that I think fits class better.
Daimond  [author] 7 Mar, 2016 @ 5:35pm 
@ pjgary
Well in theory of what I seen in the code, that kind of thing should be possable with a combination of abilities, such as after each kill instead of getting an extra move turn, you would re-conceal. But would be a bit OP with other skills, unless putting in some - to aims or long cool down times, or such. There should always be a negative to a possative to ballance things out.
pjgary88 7 Mar, 2016 @ 1:35pm 
@daimond would take over dead eye if you could reliably conceal. also a stretch would be to see if you can keep concealed if you one shot someone. most likely impossible but it sounds cool. awesome class and great concept again.
Daimond  [author] 7 Mar, 2016 @ 7:08am 
@ pjgary
Yes I have been re-looking at all the skill trees for all my classes. One was moving and changing the ability where shadow strike is. What I came up with but not finished yet is re-working run & gun to take that spot and make it after moving to go into conceal, instead of giving free move, so will change name as well. Still looking into where to put shadow strike, may even make it part of another skill, not sure yet.
pjgary88 7 Mar, 2016 @ 6:57am 
wont lie, love the concept of a sniper who can utilize stealth to set up shots. only problem i have is that you can not take conceal and shadow strike. i feel like they should be in the same line as they work well together. i would take that over dead eye. also an idea to address is the real life situation where a sniper should move out of his position for fear of being over-run. maybe change conceal to reapply stealth after moving. something like a hunker down. so you would spend your turn finding a new spot and moving to stealth before popping with a shadow strike shot. seems it would fit the semi mobile sniper who can not afford to stay in one spot.
Daimond  [author] 6 Mar, 2016 @ 2:53pm 
@: EnigmusSS
Thanks, I am always open to suggestions. Will look at the layout.
The idea behind the current layout, that is planed for more tweaking, as I learn the coding more. The idea for the layout was to be hard choises, and simular skills at each level. That way could not compound them to much to make a OP character in the beginning or end to much.

Such as you start with conceal, and the next level you can take either a boost to aim and crit when shot from conceal, or instead beable to conceal again instead. Its by no means perfect, and I am always looking at improving the abilities. trying best not to move them around if possable, so people dont have to remake the class.

I have tones of ideas and limited skill with UE3. A few of the more basic questions to help me I have posted, but weeks gone by and no responses to the problems. Although I think I have found the solution to one earlyer today. But time to take break today, well for now :)
ENigmusSS 6 Mar, 2016 @ 2:26pm 
I found it one of the best class mods (one of some that is not junk), but this skilltree is a little bit.. unlogical? So i played a bit with its config, and here what i make: both aim skills (steady hands and HDAim) i placed to the core (squaddie), and two subclasses is "DeathFromNowhere" ( on corporal cheapshot from the Rogue class mod providing killing blows to not ruin consealment, on sergeant shadowstrike, on leut conseal, on capt deadeye, on maj deathfromabove and serial on col) and "Sniper covering" with covering fire, sentinel, evervigilant, chainshot, suppress (to pindown like in old good WW2 films) and KillZone. I am not good in modding (or just too lazy to learn how, who knows) and will not create my own, so if you found something in my ideas you can use it
Arkan 3 Mar, 2016 @ 5:52am 
Dear Daimond, we are eager to see your next ideas & drafts for a possible next new class you are willing to do later on! Very good Mod. Nice work! :dwayneelf:
Daimond  [author] 3 Mar, 2016 @ 5:46am 
Yes the stealth was basicaly for getting from spot to spot. Would be nice if I could find a way to make overwatch work as normal with stealth on, or a way to manualy cancel stealth.

I will look into that, but if anyones got any indeas how speak up :)
Arctic 2 Mar, 2016 @ 9:00pm 
Definately more of a scout sniper. I'm not personally a fan of phantom on a sniper as it has a tendencey to screw me out of potential overwatch shots. It is handy for getting in position though. Balance is ok too. Yeah if you play them at range they'll blow a Sharpshooter out of the water at Colonel. I play them in combo with anothe rmod class,"Lookout" and I have them using the DMR Mod. They compliment eachother nicely. The skill choices I love I don't have to rely on AWC as much.

PS:This class+deadeye+chainshot(AWC)+serial is brutal, especially on holo targeted enemies.:steamhappy:
Daimond  [author] 1 Mar, 2016 @ 6:30pm 
Thanks.

I can change in game class name and name shown on steam, cant change the mod name you see on load screen with out screwing things :)
Arkan 1 Mar, 2016 @ 3:12pm 
Very Nice! Thank you! :DarkOphelia:
Xeraphale 1 Mar, 2016 @ 10:16am 
Well, if you are going to change it, best to do it early before to any people subscribe. The angry mob will only be bigger! :)
Daimond  [author] 1 Mar, 2016 @ 6:12am 
When I first started making him, he did have a gremlin. But as I looked at the skills to choses from, non of the gremlin skills fit. But alot of the gun skills I would rather add instead.

If enough people like, the name can be changed, ingame and on workshop. Best not to change the mod name as that would rear the rather ugly of Xcoms head of missing mod cant load :(
Fuzzyballs01 ꦙ 1 Mar, 2016 @ 5:32am 
this isn't really a sniper specialist though
snipers don't need to be hidden, they just need to be out of range
this is more of scout class
Xeraphale 1 Mar, 2016 @ 4:57am 
When I read sniper specialist, I thought it would include a gremlin. Maybe slightly ambiguous under the circumstances?