XCOM 2
StormGuard Infantry Class
38 Comments
FruityBooty 5 Apr, 2024 @ 9:20am 
does it work for base game still??
ClaytonCross  [author] 6 Sep, 2017 @ 2:30am 
It has not been updated because I have not purchased WoTC at this point to figure it out and trouble shoot. Anyone wanting to update it for longwar2 or WoTC has my permission to do so. I just have other priorities right now. I may get to it at some point but not for a while anyway.
Cornflower 2 Sep, 2017 @ 6:59am 
As of now, it doesn't work for WOTC. At least not for me. Since it hasn't been updated for 13 months, my guess is that it won't be. At least not soon.
★Nacht Oberst★ 30 Aug, 2017 @ 4:00pm 
Was this updated to WoTC? Sorry for the dumb question. ><
Cornflower 26 Jul, 2017 @ 2:24am 
OK, I've spent some 342 hours on XCOM2 this year, some of it with LW2, some without. I stopped using LW2 since you had to have soo many soldiers, I felt I lost contact with them. That being said, I'm just so sad that I didn't find this mod sooner. It gives me (with the Jedi) the variety of classes that I get from LW2 but without the disadvantages. Thank you very much for this mod, it was exactly what I was missing!
reinhartalvaro 8 Jul, 2017 @ 5:38am 
Update this to LW 2 please
ClaytonCross  [author] 15 May, 2017 @ 4:24am 
Slow, been pretty buisy but I am working on it.
Araziel 14 May, 2017 @ 3:48pm 
How goes the error hunting?
Araziel 2 May, 2017 @ 4:50pm 
That's fine man, thank you very much for doing this, the Stormguard was the best feeling rifleman I had in the game, none of the LW classes feel as good as it did.
ClaytonCross  [author] 2 May, 2017 @ 3:11am 
I have mad forward progress but the build has 1 error and not error code so it may take me a bit to track down the issue and get it to publish. I will likely not get much done until this weekend though. My weeks are pretty buisy as a rule.
Araziel 1 May, 2017 @ 1:37am 
Hey mate, have you had any luck with an LW version?
Araziel 17 Apr, 2017 @ 2:35pm 
Awesome :)

Your class is by far my favouraite to use for a straight up rifleman, it's very effect and not overpowered, I look forward to what a LW2 variant will bring to the tabel.
ClaytonCross  [author] 17 Apr, 2017 @ 3:09am 
I can look into it. I had not planned to because I have not been playing XCOM 2 much lately and I didn't think there was much interest in my mod since LW2 came out with a number of classes. I will try to take some time this weekend and see what I would need to get it started. If you don't hear from me for a while you might ping me again. I get easily distracted by side projects.
Araziel 16 Apr, 2017 @ 9:43pm 
Hey mate, I love this class, but can you make a LW2 version of it?
LizardLikeWizard 1 Jul, 2016 @ 12:33am 
I am 3 hours in on a fresh campaign w/ this mod and the new dlc, no problems so far.
ClaytonCross  [author] 30 Jun, 2016 @ 11:40pm 
I have been play testing it and have not seen any issues so far. That doesn't mean someone will not find an issue. Just that nothing obvious or mod breaking seems to be affected.
LizardLikeWizard 30 Jun, 2016 @ 9:29pm 
Does this work with the New DLC?
bjorgulf.oyhus 16 Jun, 2016 @ 7:12am 
Looks very good. Gonna try this out. I took the liberty to swap blast padding for quickdraw with a little tweak though ;)
ClaytonCross  [author] 6 Jun, 2016 @ 4:43pm 
Your of course entitled to your opinion however, I have play tested it and it steams to work well, could you get more out of a ranger/grenadier well yes. But having played it I find it enjoyable as it is. 1. The insurgent tree is defense based not offense which is why defense/movement abilities come first. 2. Your Light em Up for Blast Padding is against the intent of the class tree designs. It makes no since to use Light em up to sit still on a scouting and overwatch tree designed to make you want to move. 3. Regular is more about it upgrading to a general usage unit than offense only class. That is why the first ability in the class is a defense ability not an offense. Its about early game survival not late game mid game offense. I found in my play through they are more than capable early and mid game. End game needs more testing, but it is actually my hope they are a little week. Why? The curve is real and if they were not as strong the end game maybe more engaging with this class.
SerenityNow 6 Jun, 2016 @ 5:31am 
@harcagnel I haven't tried this yet because I think this intepretation of the Infantry class is a little confusing.

#1 The overwatch tree makes sense but it takes too long to get going. I suggest moving up Covering Fire and/or Guardian so you get them earlier. #2 Replace Blast Padding with Light em Up. The infantry is currently good for nothing until he gets abilities that come later in your setup. #3 Try to make the Regular branch more about offensive utility and less about being a half-assed grenadier. I see absolutely no reason to take this infantry over another Grenadier in its current state.

Just keep it simple man, have a Defensive overwatcher / tank branch and an Offensive utility branch (suppression, rapid fire, heavy gunner skills, etc).
ClaytonCross  [author] 2 Jun, 2016 @ 1:14am 
Updated the Insurgent tree with lighting Reflexes because during play testing it became clear that creating a class that wants to move, is easily countered by overwatch. Lightning Reflexes does not make the unit immune to overwatch and allows for them to draw fire. Generally making for better game play of the class. Sorry if this causes tree problems for anyone but I do believe it is the likely the last update unless someone finds and issue. The only other change I might make is to have ever vigilant use the primary weapon instead of the pistol.
ClaytonCross  [author] 24 May, 2016 @ 4:30am 
Volatile Mix is appears to be working now. Let me know if it is still having issues. I ended up just replacing the Volatile Mix damage variable just a numeric 2.
ClaytonCross  [author] 21 May, 2016 @ 6:10pm 
I have not yet resolved the Volatile Mix damage and I am sill looking into the issue. I did fix a problem with the talent trees and they now reflect as above. This may cause some people with mixed trees to end up with talents you didn't want. Unfortunately, I can't refund talents on rebuild but lets hope the AWC can re-talent your units will a minimal of stress. Sorry for any inconvenience. (All other talents are working as listed above)
ClaytonCross  [author] 19 May, 2016 @ 3:50am 
I have confirmed the issue. I have not yet been able to figure out the fix. I am working on it and will update as soon as I resolve it.
ClaytonCross  [author] 17 May, 2016 @ 6:52pm 
They changed volatile mix in the last patch so it maybe broken from that but your the first to mention it. I would think just the radius would have been reduced but if they changed names in any way its possible that they broke mods that use it. I can't work on it right now but I will test and trouble shoot when I get a chance.
Crazy War Hero 17 May, 2016 @ 5:16pm 
Is Volatile Mix actually adding the +2 damage? I tried a frag grenade last mission and it only did three damage.
eldraco86 14 May, 2016 @ 5:41pm 
np. as i said one of my two preferred custom classes.
ClaytonCross  [author] 14 May, 2016 @ 4:43pm 
@ eldraco86 and jonathanmorrishart, thanks for catch and support!
ClaytonCross  [author] 14 May, 2016 @ 4:37pm 
Okay, armor is working now. Also, I added the shotgun as a primary weapon option. Let me know if that seems over powered but as a note:
+AllowedArmors=soldier <--- Very important line, lol
eldraco86 14 May, 2016 @ 8:15am 
np. thats good and take your time. this one of y favorite class mods so i rather it worked and have to wait for it then deal with bugs.
ClaytonCross  [author] 14 May, 2016 @ 6:57am 
I just logged in and checked via the debug and it is this mod. I am finding this at about 0100 in the morning my time. So I will rest and try and get a patch out tommarrow when I can research and program without making things worse. I hope to have a patch out in about 10 hours or so. Sorry for the inconvinance and for the lack of refinement.
eldraco86 14 May, 2016 @ 6:23am 
yeah same here and doesn't switch to predator automaticially either.
Crazy War Hero 14 May, 2016 @ 3:01am 
I can't switch the armor in my loadout for the stormguards. Anyone else having this problem? At first I thought it be an issue with Grimy's Lot Mod but it won't even let me switch to the resistance armor in the loadout.
Crazy War Hero 13 May, 2016 @ 7:17pm 
Lucubrations mod seems overpowered to me
ClaytonCross  [author] 7 May, 2016 @ 2:21pm 
Good point. I have replaced Serial with Demolition. That seems like a better contrast and loweres end game power. Which should help resist the curve as well as reflect the retro nature of the tree by adding in an "Auto-shot wall" ability in spirite anyway. Also, Return Fire should be working with the rifle instead of the pistol but I am still testing.
xf100t 7 May, 2016 @ 11:08am 
I had the same thought. Return fire vs. serial? I almost never take return fire over anything. Unless it's the squaddie skill, it's not worth your time.
Arkhangel 7 May, 2016 @ 9:59am 
@IceMaverick: and thus, Divine Lucubrations remains the best of the best for "Infantry" mods. <3 Established Defenses (believe Captain rank, gives you an Overwatch shot for each AP you have left that turn, which can make it utterly lethal when mixed with Opportunist, which you get at Corporal).
IceMaverick 7 May, 2016 @ 9:29am 
Return Fire against Serial? What an incredible auto-pick for Colonel. Return Fire is garbage against everything but melee range enemies. Why would I choose to take both the 0.7x reaction fire penalty and the pistol distance penalties, against a target in cover, all for the tiny pistol damage, when I could unload my rifle and kill multiple targets?