XCOM 2
Asset Class
50 Comments
Ludwig, Shadow Protogen 20 Mar, 2019 @ 9:49pm 
Will this be in WotC?
Thalita's Seatprint 2 Feb, 2019 @ 1:12am 
@Favid I'm not sure if you still respond here, firstly thank you for your efforts toward the modded community. I wanted to ask, since the Shinobi class is tied with the packs, would you consider this class be the like-alternative to the shinobi?
James 6 May, 2018 @ 2:26pm 
Second the calls for a WOTC update!
кят Jambo 17 Sep, 2017 @ 4:00am 
Please update for wotc
Favid  [author] 14 May, 2017 @ 2:35pm 
Sure, anyone can use my code freely.

This mod currently isn't compatible with LW2. I'll probably remake a LW2 version in the future from the ground up.
Zamster 9 Apr, 2017 @ 2:26am 
@Favid, would it be OK for me to use some of your abilities in my project if I give you credit? Currently want to try and make some gameplay changes around Momentum.
James 15 Mar, 2017 @ 7:46am 
Are there any plans to update this class for LW2? I'm currently playing with a version of it that I've updated the ClassData config file myself to add the third perk tree and extra promotion and it's one of my favourite classes. All I've done is move a few Shinobi stealth skills and a few Ranger shooting skills into that central branch but given the perks you've created for this class I'd love to see what you could do yourself.
tlshina 15 Mar, 2017 @ 2:25am 
Conflict with the LW2 mod?
Shadowkeeper now considered a utility item = will not show up in pistol slot = unequippable in utility slot since only 1 pistol is allowed per soldier
=[NK]= Col. Jack O'Neil 30 Oct, 2016 @ 8:10pm 
Any update on resolving the conflict with aim rolls?
Xeraphale 21 Jun, 2016 @ 11:43am 
Just realised I meant the lieutenant rank. I got so used to seeing the Hit & Run talent at Tech Seargent rank in Long War that I have sergeant on the brain!
Xeraphale 21 Jun, 2016 @ 4:47am 
Actually, I just noticed that the ordering of skills has changed a bit since the initial images, though I think this class would benefit from having hit and run as a sergeant perk.
Xeraphale 21 Jun, 2016 @ 4:44am 
Hi Favid, I find that the lack of offensive early perks makes this class difficult to level up, especially in games which are modded to last a long time with a slowed xp gain and/or fatigue. Perhaps you could make the skills on the major rank the sergeant rank skills? ITZ is only really that powerful with a big gun and if you're using just an SMG then it can be a liability early in the campaign when you're relying on crits to kill opponents.
Favid  [author] 15 Jun, 2016 @ 4:32am 
The only popular mod conflict I know of is EU Aim Rolls. I'll probably update it to be compatible in the future, but I don't have the time now.

For anyone wondering about mod compability with a specific mod, you may want to try the Alternative Mod Launcher. It does a pretty good job of spotting issues for you. Link: https://www.reddit.com/r/xcom2mods/comments/4ak5cv/alternative_mod_launcher/
Ser Lancelot 13 Jun, 2016 @ 8:07am 
This looks like a great spin on the Long War Scout...a must try-out! Nice work.

Question, though...in regards to the Class Override...have you run into any major conflicts with that to date?
Favid  [author] 14 May, 2016 @ 4:57pm 
I've just updated the mod to reflect changes made in the latest official patch. If you're still having issues, try deleting XComEngine.ini and XComClassData.ini from:

C:\Users\yourname\Documents\My Games\XCOM2\XComGame\Config

This will force those files to be rebuilt based on the defaults in case it doesn't do it automatically.
The Great Garrus 14 May, 2016 @ 11:45am 
is there an easy way fix it to allow us to equip armor after they been promotoed to squaddie...no armors can be equipped
Kanan 13 May, 2016 @ 5:22am 
Thanks a lot, cant wait for the changes to be able to use this class again on my new campaign.
Favid  [author] 13 May, 2016 @ 4:15am 
Enemies marked by Spot can still be seen even if they aren't in sight. The most common application is having a stealth Asset ahead of the rest of the group Spotting enemies. Since this lets you see their health bars and their line of sight icons, you can use that to determine where you can move your other guys without "activating" the Spotted enemies.

I agree that the description isn't as clear as it could be. I plan on updating the mod to work with the latest patch some time on Saturday, so I'll take another look at the wording of Spot's description then.
Kanan 12 May, 2016 @ 5:01pm 
I really enjoyed this class, it is quite versatile and usefull, a real no brainer addition to almost any squad.

i just feel Spot could use a reword, I didnt quite get what its effect is. Do you mark enemies and still see them if they scamper out of sight? Do you mark enemies and allow them to be squadsight hit by soldiers that dont have squad sight? A bit more of a clear info on the ability, or even maybe a preview video showing off each perk would be great.
Favid  [author] 7 Apr, 2016 @ 1:50pm 
Correct.
Ser Lancelot 7 Apr, 2016 @ 10:28am 
This ADDS to the existing classes, not a replacement right?
Favid  [author] 5 Apr, 2016 @ 7:29pm 
Probably not going to make any more for the time being. Seems like other modders are already covering the things I've been thinking about, and I'm finally starting to get a little burnt out on the game. I'll probably end up doing something more eventually, though.
Tsuaegha 2 Apr, 2016 @ 3:18pm 
sweet thanks Favid! i would love to have this mod! its pretty cool! like the idea man! you making anymore?
Favid  [author] 2 Apr, 2016 @ 4:08am 
Thanks Tsuaegah, looks like you're right, Firaxis didn't fully implement the Low Profile effect. I've implemented a fix which will be included in the next update.
Tsuaegha 1 Apr, 2016 @ 7:16pm 
already the first skill. low profile doesnt work. i have the perfect information mod so i can see when a trooper shoots at a soldier in full cover they have 25% chance of hitting. when they shoot at a soldier in half cover with low profile they have a 45% chance to hit. so uninstalling untill fixes can be made. ive tested it many times. and still problems. to bad..
Theobald 30 Mar, 2016 @ 5:18am 
5- That's what I was hoping for ^^


Expose Weakness: seems alright, but may need balance as to lose a soldier for firepower a turn.

Concentration: so cool now

Droping True Shot: all for it, especially for the damage-if-moved thing.


Keep up the good work !
Theobald 30 Mar, 2016 @ 5:11am 
4- You may be right, but it would still be a team of SMGs, though :p
And you can make teams of grenadiers for far more abuse anyway. ^^
Theobald 30 Mar, 2016 @ 5:09am 
3- In LW there was this choice because the Scout could be a mobile sniper, to Zone a pod from the side or after a grenadier took their cover away. Here, you have SMGs. Doesn't work. On the other hand, making a class that could have both the refunds but with a weak gun would make an interesting adaptive skirmisher/finisher.
Theobald 30 Mar, 2016 @ 5:02am 
2-
About Ambush: yeah I forgot that - made too much changes in my own game (I play with a Guerilla Against a Superior Enemy Feel choice of mods, including Concealed Overwatch firing on moving enemies, enemies patrolling even when seen, Re-concealment when no contact for one turn, but enemies being a lot stronger and with more of them). Basically Ambushing everytime.

About Maim: yeah, that's how I understood it, but when you reach vanilla colonels, that's far from a good perk, the priority targets aren't going for cover anyway. So making it lower in the tree is good.
T.E.R.R.A_M.O.T.H 29 Mar, 2016 @ 11:44pm 
Unfortunately my knowledge of English is not sufficient to make transfers: /
Favid  [author] 29 Mar, 2016 @ 9:14pm 
My current thoughts that haven't been discussed so far include:
- Expose Weakness no longer breaks concealment or alerts enemy pods. However, it now ends the user's turn and only lasts for 2 turns. This lets the Asset contribute offensively while staying concealed.

- Concentration now lets the Asset ignore ignore armor when flanking, in addition to its current effect. Undodgeable shots just haven't been very useful, since so few enemies have worthwhile Dodge, that it doesn't feel right to have it takes up a perk on its own.

- Drop True Shot entirely. One idea for a replacement is three-shot Rapid Fire, but instead of an Aim malus, make it unable to Crit. This synergizes well with armor-piercing, though it would need to be moved up in the tree. Or maybe replace it with a passive that gives bonus Damage after moving.

Nothing set in stone. I'm going to need to think on this for a few days.
Favid  [author] 29 Mar, 2016 @ 9:13pm 
3. I really wanted Hit and Run and In the Zone to be on the same level, because I enjoyed making that choice with the Long War Scout, and I think that having access to two AP-refund skills would be overkill. If I do anything with these, I think I would get rid of In the Zone, and move Hit and Run to the Vanguard side.

4. I think I like where Hide is at at the moment, though lowering the cooldown by 1 turn would be alright. Any more and I feel like it'd make going into Concealment too much of a no-brainer. I really like the stealth when out of sight idea, but I think that would be far too easy to abuse, especially if you bring multiple Assets with it into battle.

5. I agree on Sneak Tactics, it isn't turning out to be as useful as I'd hoped. Increased damage from Concealment would be a nice bonus that could put it in line with an improved Concentration. Having to choose between bonus damage from concealment, or armor piercing from flanking.
Favid  [author] 29 Mar, 2016 @ 9:12pm 
2. I think you may be missing something about Ambush in that it allows you to engage an enemy on their turn. On your turn while you have squad concealment, you can set your squad to concealed overwatch while the Asset uses Ambush. When the enemy pod starts patrolling, Ambush will activate and your entire squad will open fire. The enemy pod then uses its own turn to scamper to cover, and you then get a full turn to clean them up. I feel that this definitely warrants Colonel level, especially considering that Firaxis took this feature away from Kill Zone because they thought it was too good.
Now that I think about it, Maim belongs more of the Recon side. With Maim, you can have the rest of your squad stay just far enough back to trigger an enemy pod, Hide with the Asset, Maim a high priority target from stealth to activate them, then move the rest of your squad up to take them out. Making this an AoE would be way too overpowered, but I could see moving it down a rank or two.
Favid  [author] 29 Mar, 2016 @ 9:11pm 
Thanks for the feedback Theobald, it's definitely helping me think about things differently.

1. This class started as a collection of ideas with a similar theme, but you're right in that some synergy is missing. I think a damage bonus while moving would help the Vanguard tree, considering how underwheling SMGs are offensively. I may also improve the base Aim of the class slightly.
Theobald 29 Mar, 2016 @ 8:04pm 
5- Sneak Tactics has no REAL use right now. You don't need to get close with the other skills. And smgs already give such a perk anyway (and except if there's a melee-range attack in there...). It should give (in addition or not, your call) a similar damage bonus the revamped true Shot perk would give, something along +2/techlevel, when firing from concealment. So it synergies with the two big stealth attacks too.


In my mind it would be a very fun class to play - even with a lot of passives, because you're still micromanaging a lot.
Theobald 29 Mar, 2016 @ 8:04pm 
3- Major and Colonel ranks are both choices between perks that are for the same line of work, and both ranks have no synergy with one branch (mobility and flanking for Major, stealth for Colonel). You should swap two of them, so that you can either play it stealthily (a choice you made by taking the Hide perk) or mobile flanker-ing-ly.
4- You should lower the cooldown on Hide. I'd even go for a "go in stealth when out of sight at the end of turn" or something like that.
Theobald 29 Mar, 2016 @ 8:03pm 
What I'm getting at:
1- the critical synergies are too rare, evenmore with a smg that is both damage and crit poor - you should give another form of damage boost to the Asset, as you spoke of earlier. Ignoring armor when flanking for example goes into the flanking and mobility subsets too but without asking for another strong point from your build, that is, finding critical buffs (five is a lot). A pure damage boost when moving is a good idea too, synergizing with the Momentum perk, and with both Hit & Run and In the Zone : make your next attack gain 1 more damage per weapon tech level after a move. Including bonus moves. Is also useful against non-armored units, and the Asset class strikes me as a mook cleaner already if you don't go the debuffing way. Something like "Fire and Advance" or "On the Run Aiming". You spoke earlier of letting the critical part go - you're right on that.
2- Colonel perks are too weak, comparatively
Theobald 29 Mar, 2016 @ 8:03pm 
While entertaining and thematic, I find that the high level skills are somewhat weaker than equivalent level skills in other classes.
I think both Ambush and Maim should be AoEs to begin with (and empty your clip).

There's also a slightly lack of synergies inside the two branches.
It seems the typical Asset POI are stealth, crit, mobility, flanking and debuffing.
At Corporal it's either stealth or mobility.
At Sergent it's either debuffing or mobility (indirectly)
At Lieutenant it's either stealth or debuffing (no mitigation)
At Captain it's either debuffing or stealth + critical
At Major it's rather complicated, it's either flanking + mobility or flanking + (if high damage) mobility or more damage.
At Colonel it's either a directed overwatch that needs stealth (that's not powerful at all, or I'm missing something) or a directed debuff/control (mainly a debuff, the point is to make a unit be flanked by your pals) that needs stealth too.

Favid  [author] 29 Mar, 2016 @ 2:22pm 
Currently only available in English, because that's the only language I know. If someone would like to implement a Russian (or any other) translation, I'd be happy to include it and give credit.
T.E.R.R.A_M.O.T.H 29 Mar, 2016 @ 7:20am 
Will the translation into Russian ?
Lanford 27 Mar, 2016 @ 11:19pm 
hmm.... Well, I got a few suggestions here.

How about change "Concentration" into active ability that shoot at one target until your magazine empty? Use it when you desperately need something to die or to secure the ITZ chain. At the same time, change "True Shot" effect into the old "Concentration".

Or, just change "True Shot" into a new skill that buff self with +mobility, +aim, +1Action Point, and/or grant armor piercing for maximum ITZ positioning. While also give a penalty such as -def, -will, and/or -mobility immediately or on the following turn. To balance the risk/reward for committing to ITZ killing sphree.
Favid  [author] 27 Mar, 2016 @ 7:12am 
I do like the idea of flanking attacks ignoring some armor. I think I want to shy away from focusing on crit, because that seems to be the Ranger's expertise. The only thing that worries me is that having too many passives on the Vanguard side might make them boring. I'll have to think about it.
Lanford 27 Mar, 2016 @ 1:27am 
@Favid: How about make True Shot into "When flanking, the attack will pierce X armors. Passive" So, it will helps offset the SMG's low damage, encourages flanking which will synergy with ITZ. IMO, it should pierce about 2-3 armors.

Or, if you want to keep it as active and has the same ability, make it into "Attack that has increase crit chance and +crit damage" So, it won't be a waste even when you flanking and already has a high crit chance.
Favid  [author] 26 Mar, 2016 @ 5:21pm 
Non-hostile civilians will turn red and be spotted, while Faceless civilians will always turn. My thought was that this would help players track them as they ran around, and remember which ones they've already checked as Faceless, but I guess I can see how that could be misleading.

A round-about way to tell if it's an enemy or civilian is if their health bar is displayed when they're spotted. I believe only an enemy's health bar will appear.
imminence 26 Mar, 2016 @ 4:56pm 
I tried "spot" during a retaliation mission. A faceless immediately transformed when it was spotted.

But then I used it on a normal citizen, but he became red and was marked as "spotted".

When I moved someone into his circle, he just ran away as it should be for a non-hostile person.

A bit confusing, because I thought he is an enemy and was about to throw a grenade. Did I miss some descriptions of the perk?
Arkan 26 Mar, 2016 @ 1:31pm 
Very Nice! :CSAT:
Favid  [author] 26 Mar, 2016 @ 1:10pm 
@Lanford: Spot - It's ranged circular AoE (think Gremlin AoE abilities). It does not light up the area in the same way as the Battlescanner, but it will make any enemies in the area glow until they die.

Concentration - This is a passive that applies to all shots taken by the Asset. I will make which abilities are passives more clear in the next update.

Expose Weakness - Correct. It breaks concealment. I wanted the user to remain concealed initially, but this causes a lot of weird issues with activating pods, because the game still sees the effect as damage-dealing.

Maim - Correct.

True Shot - I'll admit, this ability is the black sheep of the group. I personally feel like it's the most underwhelming, since you're already pretty likely to crit if you're attacking from concealment and have a good angle. Any ideas for a replacement, or a way to make it more fitting?
Favid  [author] 26 Mar, 2016 @ 1:09pm 
@ashton0.fenix: This was something I'm on the fence about, but I'm going to give it some time to see how it plays out first. If I change it, I think I'll make it bound to weapon tier (so convential weapons gives +1, plasma gives +3) even though it doesn't make sense in-world. I'll update the description to detail which abilties are available through the AWC.
Lanford 26 Mar, 2016 @ 11:24am 
Some questions.

Spot - Is it work like battle scanner but with cone targeting?

Concentration - is it guarantee hit shot or just a normal shot that enemy can't "DODGE:GRAZE"

Expose weakness - I take it that it's only applied the +3 debuff without any initial damage, unlike Rapture, right? and can it use in concealment without breaking the conceal?

Maim - enemy can still shoot back at you, right? Just cannot do anything regarding movement.

First thought for this class. True shot seems weird being on Vanguard side. As Vanguard's perk seems to focused on flanking and not much in conceal. Putting it on Vanguard just doesn't feel right. Will test this class more after current campaign.
ashton0.fenix 26 Mar, 2016 @ 9:45am 
Expose Weakness seems a little too strong with the +3 damage, at the level you get it at. Also, are any/all of these skills available to other soldiers via the AWC?