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Aside from the class mods here which all have better versions available, the other mods mostly work. Though Commander's Choice doesn't really work well standalone, the mod Second Wave Plus just came out and appears to include a working version.
I don't know why/if Disable Any Classes has LW2 issues but that mod has no recent updates.
More specific to the next steps for this, it'll probably get rolled into an AWC and Subclass overhaul and compatibility mod. Current recruit page is this link but after a release there will be new threads:
https://www.reddit.com/r/xcom2mods/comments/5otk9q/call_for_collaborators_newbies_ok_for_eweubureau/
the problem is that mod is not working in LW2 game. Option to disable some LW2 classes or enable vanilla ones is nowhere to be found (I was trying on the savegame after Gatecrasher).
IMHO allowing both old and new classess would be a stop-gap solution (i'd get rid of technical and enable old ranger).
It goes without saying that incorporating sidearm to old classes woudl be great, but option to have BOTH old and new classes in a game would do the trick.
Maybe, but just maybe sidearms could be incorporated if these could somehow be linked with relevant AWC perk. I don't know if its realistic. I'd love to contribute in some more meaningful way, but I'm completely lost where it comes to mod-making (If i'd have some eureka moment, i'd let you know)
If you've got solutions for how to keep Vanilla classes balanced and viable next to the LW2 ones (which you can disable) I'm all ears. But LW2 sidearms are a big part of their classes that won't have comparable balance for a while. At minimum, I think Cadre having some stat bonus in LW2 to make up for less versatile skills is part of it.
I wonder if using Disable Classes can shorten the list and let them pop up? It doesn't mess with already active members but instead just makes sure they don't spawn in the "Decks" the game uses to hand out random classes. Something to try.
I'll keep any of this feedback in mind for this mod's likely update (or new version) after Long War 2 comes out (soon).
Maybe a screenlistener to hide it from non-Rocketeer equipment lists would work. Since Escalation's current version is two months old I'll see what I can whip up.
To be clear, you just mean the two utility-slot rocket types but not the Rocket Launcher secondary weapon, right?
The renaming all seems to be working fine so far though :)