XCOM 2
Recon Class
54 Comments
Peidymac 7 Jun, 2022 @ 8:08am 
Please add to wotc
Sir Mr. Goodfellow 7 Oct, 2020 @ 4:40am 
This class is so awesome!! We need in in WOTC!
True_Gritt 23 May, 2020 @ 6:23am 
Does this Recon mod work with WotC? Crashes my game, but I'm trying to determine if that's because it's not WotC-compatible or if it's conflicting with some other mod.
SuperDigga 2 May, 2020 @ 12:55am 
This mod class cant equip any of the higher tier marksman rifles besides the basic. Anyone knows a fix?
SuperDigga 20 Apr, 2020 @ 3:30am 
Hey there, great class mod. Quick question, where can i find the ini names for the recon perks?
VS-lockon 9 Jul, 2019 @ 2:19pm 
update
tims4given 14 Jun, 2019 @ 9:14pm 
Love the mod. Reminds of the "scouts" from EU. However, I've built magnetic weapons, and advanced magnetic weapons and no mag carbine or marksman rifle. HELP!!!
Conefed 2 Jun, 2019 @ 6:12pm 
Good class with something interesting every level. One of my favorite stealth classes, if not #1.
Malikyte 10 Dec, 2018 @ 1:59am 
I have the Long War promotion screen mod enabled and I'm having some issues with this class. There's a third column to the perk tree, but I still only get two perk options per rank. Furthermore, the rank of Brigadier shows up, but there's nothing to select, meaning my Recon Operator is in a perpetual state of "Please promote me" without the ability to actually select a perk to promote him into. So far this is the only class - vanilla or modded - that has this issue. Help?
Warmach1ne32 12 Nov, 2017 @ 1:07am 
Is there away to edit the Carbine and Marksman's rifle's damage? and maybe add suppression on the Carbine?
Blade45 30 Aug, 2017 @ 11:48am 
Any chance this might get an update for WOTC?
BMarsh2.0 14 Aug, 2017 @ 6:18pm 
Oh and pauloel, using a mod like "Extra Weapon Upgrade Slot" SHOULD work with the Marksman and Carbine I think. Haven't actually tried it yet though. Here's the link for that mod:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=621236774
BMarsh2.0 14 Aug, 2017 @ 6:06pm 
Question for you. Would it be possible to add a mobility bonus to the shotgun through the ini files such as you did with the Carbine?

@pauloel7: You can change all the damage and range values yourself through the ini files. Go into your mods folder then open up the Recon class, then config, then open the XComGameData_WeaponData.ini file. You can open it with Notepad or Notepad++. Make the changes you want, click File on the bar up at the top left and hit Save. Bam, custom changes made. Just be aware that any custom changes get overwritten if the mod updates. Apparently auto updates can be prevented if you create a Mod folder in the C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XComGame folder and move all mods there. Don't know if they'll still work with saved games or not then though.
pauloel7 13 Aug, 2017 @ 12:05pm 
Just an encouragement note, for updating consideration: would be great if made fixes to the marksman rifle, currently way nurfed, specifically to allow same damage and aim range buff as for sniper rifles, and three upgrade slots as well. Without that marksman rifles are way underpowered and useless for ambushes.
Farakill 25 May, 2017 @ 8:12pm 
yes please update for lw2, especially with the weapon tiers.
☠Мрачный Типϟ 18 May, 2017 @ 3:24am 
plzz update for lw2 !!!:Rivals:
Nijugo-Cinq 13 May, 2017 @ 5:19pm 
What exactly does speculative fire do?
Nijugo-Cinq 8 May, 2017 @ 4:39pm 
Any chance of a way to remove pistol secondary when playing Lw2
Kevin Flemming 17 Mar, 2017 @ 1:40pm 
I second that. Any chance of separating the class and weapons at all? I wouldn't mind normally, but I'm already running far too much custom content lol.
Enemy Infant Tree 14 Feb, 2017 @ 4:49pm 
Is there any to remove the new weapons added and just have the class mod?
I'm already running the Battle Rifle pack and would like to avoid confusing clutter.
Pain 14 Jan, 2017 @ 3:02pm 
what is the difference between double shot and rapid fire? What is the difference between rifleman and light em up? thanks
dmc32 18 Dec, 2016 @ 2:33am 
Awesome class dude, thanks. Use this class alot, situational awareness and return fire...brilliant.
=[NK]= Col. Jack O'Neil 17 Dec, 2016 @ 8:36am 
Do you mean get rid of the 2 weapons??
Queen Victoria's Top Guy 17 Dec, 2016 @ 7:20am 
Can we hide the carbine and marksman rifle weapons per chance?
mystermask 5 Oct, 2016 @ 7:18pm 
Hello! How can I change the number of upgrade slots?
Oblivious Naga 3 Sep, 2016 @ 6:37am 
Appologies if I didnt see it but is the Carbine and Marksmen rifle grimy loot compatible?
8feet 29 Aug, 2016 @ 6:07pm 
Is this compatible for Training Roulette?
=[NK]= Col. Jack O'Neil 18 Aug, 2016 @ 5:30pm 
Yeah, +1 for name changes :)
Lago 18 Aug, 2016 @ 1:24pm 
There are a few ability names it might be worth changing: Return Fire's a vanilla Sharpshooter ability so it might be worth renaming it to something else. Survivor's also an ability name that appears in a lot of mods (usually functioning similarly to Sustain) so if you wanted to make it more distinct you could potentially rename it to Second Wind.

Finally, have you considered putting a cap on the bonus Fighting Spirit gives? If you activate a lot of pods it stacks like crazy. It might be worth limiting it to three or four stacks or making it grant dodge instead of damage.
Lago 18 Aug, 2016 @ 1:21pm 
A few thoughts:

If you wanted to make a version of the Recon Operator compatible with the various custom weapon mods you do so fairly easily by disabling the extra weapons and replacing Marksman with Squadsight. The only functional difference between a Squadsight RO with an Assault Rifle and a Marksman RO with a Marksman Rifle is the range profile and if you've got this Battle Rifle pack you'll have long range weapons to equip them with anyway.

On Speculative Fire, if you were ever inclined to replace it have you considered replacing it with Double Shot? It acts as a nice counterpart to Speculative Fire and is probably better suited to the Force Recon anyway. The gap left in the Recon Sniper tree could be filled by Conceal, an ability it could really do with anyway.
BionicCinamun 17 Aug, 2016 @ 7:21am 
Hey just a quick question, apologies if this was answered already:
Are the weapons added by this mod Grimy's Loot enabled, that is they will appear in loot boxes?
Otherwise I guess it's still good because it does add new weapon upgrades I could apply to them.
Sugar 16 Aug, 2016 @ 12:26pm 
Great! all we need is the Ghost Recon mask! and/or outfits.
B0atsMcG0ats 10 Aug, 2016 @ 11:22pm 
That's fair. Maybe I'll suggest to the Battle Rifle pack guy that he should add support for you :D

Also, I tried to add a Marksman Rifle to a Sharpshooter, and it gave me the Assault Rifle model. Any ideas?
Sgt. Nutcracker  [author] 10 Aug, 2016 @ 7:46am 
@Boats McGoats: I'd love to, unfortunately I lack the tools and the talent to edit the 3D models. Perhaps one day...
B0atsMcG0ats 9 Aug, 2016 @ 12:35am 
I subbed this ,and immediately got a Recon out of one of my rookies. It's a really well put-together class, and io love the additional weapons. With the Battle Rifle pack, I can now have members of the same class even specializing in different weapons, and I always have at least one Rookie with an MR.

One thing though, any plans to replace the Carbine model? As it stands, it doesn't look all that carbiney. Maybe shorten the barrel, or kitbash it together with something else?
Wet Dog Squad 4 Aug, 2016 @ 1:07pm 
Awesome~ No rush, I was just curious if it was possible ^^
Sgt. Nutcracker  [author] 4 Aug, 2016 @ 6:37am 
@Korbis: quite possible, I'll take a look when I get the chance.
Wet Dog Squad 3 Aug, 2016 @ 11:22am 
I'm kind of with Ultimentra. Is there any chance we'll see a version that is compatible with the Battle Rifles pack and its weapons? The reason I ask is because it has better compatibility with other mods, like the Long War Laser Pack and other weapon tier mods.
Arkan 2 Aug, 2016 @ 3:35pm 
Amazing! Nice Mod. But we need to check out and verify if there is another class mod with exact same name Recon. If i find one, i will post it here to avoid possible conflicts and bugs. Your mod is very good and very specific so i believe it won't overwrite other recon class mod. :scarecrow:
Lago 2 Aug, 2016 @ 5:53am 
Someone didn't read the description. Or even look at the screenshots for that matter.

I'm not sure how much more obvious the author could make the fact that this is Perk Park compatible short of a flashing neon sign.
Felix Fictus 1 Aug, 2016 @ 12:08pm 
only 2 choices per lvl? come on mate, we can do better now!
not that you HAVE TOO but... well... you could add another option per lvl if you want too (you put in the work to make it, put in the work to make it perfect)
Lago 1 Aug, 2016 @ 11:19am 
I'm not certain Situational Awareness triggering on all scampers would be unbalanced at all, it's one shot per pod that you'll get anyway if you keep the RO at the front. It's still to your advantage to keep them at the front anyway but it adds a little more flexibility to it.

As for a counterpart to Concealed Shot, I'd personally recommend moving Double Shot to that slot: the aim penalty is more conducive to close range combat anyway. I'd then give the Recon Sniper an ability that lets them reconceal somehow in the slot opposite Return Fire given how many of their abilities play off concealment.

Speaking of Return Fire, is it meant to have the same name as the Gunslinger ability? Retaliation Fire is a potential alternative name for it (or just Retaliate) if you wanted their names to be different.
Sgt. Nutcracker  [author] 1 Aug, 2016 @ 10:02am 
(continued)
The Speculative Fire is kind of a counterpart for the Concealed Shot. I thought it would be a nice way to flush out enemies from a safe distance (ie. "I bet there's a pod right behind that corner, can't be elsewhere, setting up an overwatch trap and triggering it"). Granted, it's probably not a favorite for many but it does have its uses. I've only used it a couple of times, when I wanted to play safe. I do admit that I had thoughts of swapping it for something else, and I still may if I figure out a good balanced ability.
Sgt. Nutcracker  [author] 1 Aug, 2016 @ 10:01am 
The reason why Situational Awareness triggers on the Recon Operator only is mostly balance. It's a Force Recon ability and the class is meant to do, as the name implies, recon. The operator doesn't need to make the first shot, it can be triggered by getting spotted from movement as well, and later on that's pretty much the main triggering mechanism as the operator isn't concealed anymore. It's the Force Recon's job to be the scout, hence the ability applies when the operator does its job.
ultimentra 1 Aug, 2016 @ 9:58am 
I really like this, but I am afraid your new weapons might conflict with this mod-
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=732321325&searchtext=

As it also includes a "Marksman Rifle".
Lago 1 Aug, 2016 @ 8:09am 
A couple of further questions on Situational Awareness and Speculative Fire:

What's the design rationale for requiring Situational Awareness to have its scampers triggered by the RO? What would be the downside to having it trigger on all scampers? That'd allow it to trigger on reinforcement drops too as well as diversifying its use in ambushes (currently the RO has to make the first shot to get its free reaction shot).

The second is what is Speculative Fire actually for? It sounds like a skill for activating pods that are out of sight, but surely that's something you'd usually want to avoid?
Lago 1 Aug, 2016 @ 7:51am 
Another solution to any potential imbalance in Fighting Spirit (because you could still fight a ton of enemies at once even with normal pod activation) is what the Rogue class mod does with its stacks: the bonus has a maximum. For example, you could make Fighting Spirit cap at +3 damage and +30 critical chance.
Sgt. Nutcracker  [author] 1 Aug, 2016 @ 7:07am 
(further continued)

All feedback is appreciated! I've only playtested this myself and played the class to Colonel level. At times it felt very powerful, at times it didn't. I think some balancing effort is still needed - I don't want it to be OP but I don't want to gimp it either. I'd like to compare this class to the Sharpshooter / Gunslinger class, similarly this class can sometimes feel OP. But I'm just a peasant that plays on Veteran, so what do I know ;)
Sgt. Nutcracker  [author] 1 Aug, 2016 @ 7:07am 
(continued)

I honestly don't know how All Pods Active interacts with the class but it seems quite obvious that pod/spawn related abilities aren't going to be much of use with it. The Fighting Spirit is configurable if you feel it's too OP: you can set the RECON_BRINGEMON_ENEMIES_PER_BONUS_STEP variable in XComGameDate_SoldierSkills.ini to a higher value (by default it's 2) so that more enemies are needed to be in the soldier's sight to add the bonus. Most of the ability values are configurable via the INI files if you feel that you need to do some balancing (note that some of the description texts will still show the old values as they're hardcoded into the descriptions).
Sgt. Nutcracker  [author] 1 Aug, 2016 @ 7:07am 
@Lago:

I'm unfamiliar how All Pods Active works - however the mechanic of the Situational Awareness ability is fairly simple: when a pod scampers in the game, an event gets broadcasted. The ability catches that event, checks who caused the scampering and if it was a unit with Situational Awareness, it grants the unit a free overwatch shot against the pod it triggered. Also only one overwatch shot per turn is granted, no matter how many pods were activated. So yeah, in this case the skill is somewhat useless - and it's one of the staple skills of the class, so this can't be helped. It just relies heavily on the core game mechanics. As for Speculative Fire, that too seems kind of useless. Reconnoiter and Concealed Shot are still very useful replacements for them. Fighting Spirit might get too overpowered if you're facing the whole horde at the same time.

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