XCOM 2
Grimy's Bruiser Class
172 Comments
Zippy Frack 20 Feb, 2018 @ 7:27pm 
Thanks. It seems like the Bruiser cannot equip pistols as a utility item. And the Bruiser's skillset is geared to having that pistol as a secondary weapon. So they are stuck with the basic revolver. I guess the class is broken for LW2 unless there is some way to fix it.
Pokefire 14 Feb, 2018 @ 9:10pm 
Your best bet is to switch the secondary pistol with something else like the arc thrower.
Pokefire 14 Feb, 2018 @ 9:10pm 
@Zippy Frack

In Long War 2, pistols are now utility items, not secondaries, so you can't upgrade them.
Zippy Frack 28 Jan, 2018 @ 10:06am 
Running this with long war 2 and it won't allow me to upgrade the Bruiser's pistol? He can only use the starting pistol but not laser or mag pistol. Is there a fix for this? Also like others have stated you can't fire the pistol after using Gunpoint.
RagingBlizzard 12 Dec, 2017 @ 6:48am 
i downloaded lots of mods and when i tried launching it kept saying the same crash msg and then i tried removing the mods i thought wer the cause,when i finally have the remaining mods i used bfore the lots of mods downloaded it stil giving the same bullcrap only by deselecting all the wotc mods was i able 2 launch the game,i xit selected my usual mods and it gave me the same shit so i finally decided 2 uninstal and then installing it again if this doesnt work goodbye wotc 4 the rest of my life!
Greasy Pete 12 Sep, 2017 @ 5:06am 
Is this going to be updated for WoTC?
Guardsman Pius 21 Aug, 2017 @ 6:00am 
I am really hoping for a Long War 2 update. I've been having to use a different class for one of my saved soldiers who was awesome with the class. it just isnt the same.
Kyle'Thuzad 12 Jun, 2017 @ 7:18am 
Hoping for a LW2 update for my favorite class. Using it now precludes the pistol shot after Gunpoint, which effectively castrates thw class :(
SerenityNow 25 Apr, 2017 @ 9:53am 
@GrimyBunyip I really hope you update this mod for LW2 / LW2 Perk Pack. I don't look forward to the early game without my bruiser carrying my ass.
DaddyHammer 16 Mar, 2017 @ 7:27am 
hi can u make this class as Long war 2 with 3 perks
Abaddon the Unholy 25 Feb, 2017 @ 9:22pm 
Thats hilarious! A knife shooting knife!
Samedi 25 Feb, 2017 @ 9:12pm 
I put the combat knife from the spec ops mod on my bruiser once, and he used it like a pistol. Even shot a projectile. Actually made me want a gunblade.
Abaddon the Unholy 24 Feb, 2017 @ 8:07pm 
you could just add the slash ability either through ini modifying or mods that allow you to add abilities to soldiers in game. then he gets a pistol and a sword!
Pokefire 24 Feb, 2017 @ 6:52pm 
Does anyone know if you switch the pistol for a secondary weapon for a sword as an example; would that crash the game, or will they just have the sword and not be able to use it?
Pokefire 24 Feb, 2017 @ 6:51pm 
I know the fix for the heavy weapon, the thing is heavy weapons themselves classify as a code like this: +AllowedWeapons=(SlotType=eInvSlot_HeavyWeapon, WeaponType="heavy") So in theory, adding this to the XComClassData.ini of the bruiser or any other modded class should fix it.
Abaddon the Unholy 21 Feb, 2017 @ 2:39pm 
i tried to put a bruiser in an exo suit but the game says i cannot equip any of the heavy weapons? btw i am using lw2.
Fleshypatch 26 Jan, 2017 @ 8:22am 
you can use different pistols if you have grimys loot mod, the pistols from those lockboxes can be put into secondary weapon slots.
Samedi 25 Jan, 2017 @ 4:19pm 
I got around that by adding another secondary weapon to the classdata.ini
Wolfen 25 Jan, 2017 @ 11:08am 
LW2 also breaks the Bruiser's ability to use pistols beyond the default one. You can't swap out the standard pistol from your loadout and its existence in your default loadout prevents you from equipping an upgraded one in your utility items.
Samedi 23 Jan, 2017 @ 7:52am 
Is there a way I can fix this LW2 bug myself? The brusier can't fire his pistol after gunpoint in LW2.
nekojusan 23 Jan, 2017 @ 4:55am 
in my last playthrough i really enjoyed your class mods, this one especially, im wondering if you plan on updating these classes for LW2? (im guessing im not the only one asking)
friendly skeleton 4 Dec, 2016 @ 6:31am 
Return Fire is incredibly inconsistent as to what it actually activates on; while I have multiple exampels over the last month of playing, in this one turn I had a Mark Target fail to activate it (it has in the past), two standard shots from troopers fail to activate it. All in all my bruiser was shot by five different enemies and return fire activated only once.
Conefed 16 Oct, 2016 @ 7:19pm 
Only a few ranks in and am already liking the feel of this class - Good job!
Chaon 19 Sep, 2016 @ 2:10am 
What activates return fire? I'm a bit confused because the bruiser seems to only return fire half the time when shot at, with no regard as to whether he is hit or not.
Lago 19 Aug, 2016 @ 2:53pm 
He answered that a few comments down.
Brother Pain 17 Aug, 2016 @ 12:15pm 
love the class but just started using LW perks and wanted to know if your be updating this to work with it ?
The Gunslinger 9 Aug, 2016 @ 12:27am 
This work with Long War Mods? I have all 6 popualr Long War Mods installed.
james.caron 7 Aug, 2016 @ 12:35pm 
@Grimy...without a doubt one of the funnest classes I've played in my campaigns so far.
mR.MaG0o 3 Aug, 2016 @ 7:49pm 
@Grimy, I have been editing INI files for awhile now and never had any issue until I tried editing "flashbangs" damage array.
For some reason I have no success imputing dmg to it although I code so on the weapondata.ini!
Since I know you made it work on this class mod, I wonder if you have any idea of what am I possibly missing or if it's just not possible to do it just by INI editing.

Thanks a lot, man. Sorry to bother you again... :steamsad:
Waves 30 Jul, 2016 @ 1:07pm 
GrimyBunyip  [author] 29 Jul, 2016 @ 2:26pm 
@ObelixDK
maybe, but it's a tremendous around of work.

updating all the 4 vanilla classes and my 4 classes would take 72 new perks.

and i'd probably want to re-release a version of LW perk mod without any of the unnecessary features.
ObelixDk 28 Jul, 2016 @ 3:04am 
Will you make a version that will support the LWPerk mod?
Julian Skies 12 Jul, 2016 @ 4:49pm 
Did the comment thread just... Die? Or was there never any comments here?
Either way i've been playing around with this class and I actually really love it. In particular because it does one thing very amazingly: It takes people out of the fight for a turn, and that is so deeply invaluable. Plus it can hold down a bad position pretty well.
Xeraphale 11 Jul, 2016 @ 1:29am 
Hi Grimy, will there be a version of this class which takes advantage of the new LWS mod, even if the third column is just standard perks?
SOMEGUY 10 Jul, 2016 @ 10:56pm 
"Bruiser may now Return fire up to once per enemy per turn, gaining 1 armor for 2 turns when doing so."
What's this mean exactly?
GrimyBunyip  [author] 8 Jul, 2016 @ 7:49pm 
sweet! add me on steam and link me the translation :)
Gonanda  [author] 8 Jul, 2016 @ 7:15pm 
@GrimyBunyip, I translated this your mod on russian language, and second mod almost done - Head Hunter class. Also I working on Loot mod.:B1:
Zeritol 8 Jul, 2016 @ 3:29pm 
Is there a trick to getting enrage to proc? Ive had a guy be injured and it not activate. Is it a passive effect or is it a free action that only shows up when your hurt? Also if the soldier gets healed does the effect go away or not?
Cornelian 8 Jul, 2016 @ 9:29am 
Trying to use this funny but dangerous class at the moment Grimy, and there are no name and no description for the Intimidation icon, i guess.

100% chance to stun? Hopefully there is an ini config file! ;-)
Let's say 90% to see.
mR.MaG0o 7 Jul, 2016 @ 5:41pm 
@GrimyBunyip
didn't know that. new to xcom2. thanks a lot!
GrimyBunyip  [author] 7 Jul, 2016 @ 5:37pm 
@BigBoss
sectoids take +3 damage from melee attacks
mR.MaG0o 7 Jul, 2016 @ 5:32pm 
Hey grimy, nice class concept, man.
Quick question:
I was trying out with a bunch other mods and during a playthrough I used gunpoint and it says 5 damage. Skill says 2, your code says 2, but still it hit for 5.
In your code I saw a comment saying AVERAGE of 2.
Why is that?
Which other values aggregate on this damage equation for gunpoint skill?
GrimyBunyip  [author] 7 Jul, 2016 @ 9:21am 
@The Gunslinger
they shouldn't
except maybe the anarchist, since that adds a new weapon type.
If you do run the anarchist on a new campaign, you may need to add the micro grenade launchers via console command.
The Gunslinger 6 Jul, 2016 @ 4:01pm 
These Class mods need a new campaign?
GrimyBunyip  [author] 6 Jul, 2016 @ 6:34am 
@Xeraphale
Bulwark perk was already the same one as the one I currently use. If your spark got killed, the cover would likely persist too, they both use the x2effect_generate cover effect.

The cover shouldn't persist forever after death anyways, it's just for like a turn.
Xeraphale 6 Jul, 2016 @ 4:48am 
It may make it harder to kill, but then again why would you want to kill your meat shield on the same turn anyway?
Xeraphale 6 Jul, 2016 @ 4:47am 
Hi Grimy, given that the high cover bonus still persists after the death of the meat shield, could you get around it by temporarily giving it the new SPARK Bulwark perk?
GrimyBunyip  [author] 4 Jul, 2016 @ 9:21am 
@Stenchfury
nah, I like the symmetry current set. 2 classes for each weapon type.
If I think of any new abilities, I'll probably implement them in a way that doesn't involve these classes.
Stenchfury 4 Jul, 2016 @ 12:54am 
Love your Class mods mate; plans on making more? :D
Xeraphale 21 Jun, 2016 @ 4:36pm 
Ah, your deceptive description tricked me. Sneaky, sneaky. :) I managed to get draw fire on a different sniper. It makes life interesting.