XCOM 2
LW Dragoon
38 Comments
Pneulemen 10 Oct, 2017 @ 4:08am 
I'd like to add my voice to updating this stand alone class forward to being WOTC compatibility.
Miss this class.
xylthixlm  [author] 29 Aug, 2017 @ 4:36pm 
I'd like to do an update, but it's going to be a lot of work, and I have other projects that are higher priority. Maybe in a few months, but no promises.
Rakirian 29 Aug, 2017 @ 9:37am 
Any chance for an WotC update for this awesome class mod? ^^
Kazraan 8 Apr, 2017 @ 10:12am 
Question, does Grace stack with Hard Target? (5 dodge per enemy visible, max of 50)
xylthixlm  [author] 16 Feb, 2017 @ 4:38pm 
@Rakirian, the Dragoon ini file.
Rakirian 16 Feb, 2017 @ 3:29pm 
@xylthixlm Ah ok thank you for the quick reply! Just to be certain: is it the ini file in LW2 or the Dragoon ini file that the line needs to be added? I am a rookie when it comes to ini editing xD
xylthixlm  [author] 16 Feb, 2017 @ 3:04pm 
@Rakirian you need to add a line to the ini for any non-LW2 class you're using in LW2 to enable heavy weapons:

+AllowedWeapons=(SlotType=eInvSlot_HeavyWeapon, WeaponType="heavy")
Rakirian 16 Feb, 2017 @ 1:53pm 
I seem to be having a bug with my Dragoons in LW2 when they wear an EXO-suit. Their heavy weapon slot is forced empty and any heavy weapon type/choice is unable to be equipped. Is there a fix for this perhaps? Was really hoping to have a shredder gun on my main Dragoon.
Mokona 2 Feb, 2017 @ 4:58pm 
A request from you as well if you take those. I would love a class that focuses on squad defense similar to this class. I would like to see this unit have the shieldbearers shielding abilty under the captian rank that shields all allies in range for 4 hp shield once per mission and breaks concealment for all it hits. In the brigadier rank it will have the option to double that shield. It should also have in the squaddie rank given the ability throw a high cover grenade once per mission and in the corporal rank able to throw it twice a mission if you are able to program that. Dense smoke abilty would also be nice to have under lieutenant but I dont think consealed smoke should be added or it would make the class to over powered. Well those are just the base abilities I would like to see hard to come up with other things to balance out the choices.
Mokona 2 Feb, 2017 @ 4:44pm 
I might be wrong but ill say what Im thinking from what I see. Take this unit and this unit alone on an evac a vip mission. Take vanish so you are stealthed at start of mission and stealth protocol so vip is stealthed. Mission complete with no resistence. Seems a little over powered to me.
Twixell 30 Jan, 2017 @ 1:35pm 
Thanks for reply. ECM seemed like a weak choice so i decided to try it out with a team consisting of 2 SpecOPs, a ghost packed Rogue, a marksman Hunter and 2 Dragoons. I was going to go with double Vanish, Stealth Protocol and ECM, but I couldn't give up some of the other choices with the second Dragoon. Even though ECM probably only drops one tile in radius it seemed worthwhile since the other chose Shields Up. BTW, in another game my Brigadier Dragoon with Supercharge had 3 uses of Renewal Protocol though, by description, it should've only had 2.
xylthixlm  [author] 30 Jan, 2017 @ 12:03pm 
@Shao Fu, Aegis only affects that specific Dragoon's Shield Protocol. ECM does stack but if you abuse it I'm going to have to nerf it. :)
Twixell 30 Jan, 2017 @ 10:14am 
Love this class but a couple of questions. I noticed that Shields Up does not stack but does Aegis effect all Dragoons on the field or does each need to have Aegis for their specific Shield Protocol's to reduce incoming damage? Also, does ECM stack or does it work like Shields Up?
xylthixlm  [author] 26 Jan, 2017 @ 7:38pm 
@falloutguy2999 The individual class mods (like this one) should work with LW2, except the Infantry which needs a few ini changes to handle the pistol becoming a utility item.
falloutguy2999 26 Jan, 2017 @ 7:08pm 
@xylthixlm are your mods Compatible with LW2? i ask because the mod we uploaded before LW2 came out so i kind of curious if thay are working
Belhedler 12 Jan, 2017 @ 1:36pm 
I must say, after tenths of hours of play so far, that I can't go on mission without on Dragoon in the team. It gets all my Leader skills. It can handle many tasks, decent aim, decent hack, heal, stealth, shield, auras, destroy cover (which pack a punch on ennemies in sight), stasis. I'm seriously in love with this class.
Vullcan 3 Jan, 2017 @ 3:17pm 
You are absolutely right ! Value at Squaddie Rank was =0.
I've changed that, recompiled mod and now a new Shinobi has first slot available too. The old one seems bugged and still locked. Thanks for helping Me xylthixlm !
xylthixlm  [author] 3 Jan, 2017 @ 2:54pm 
@Vullcan, if you're using a modified classes.ini that explains it. Each class needs "(StatType=eStat_CombatSims,StatAmount=1)" in the stat bonuses at squaddie rank to unlock PCSes.
Vullcan 3 Jan, 2017 @ 2:43pm 
Thx for fast reply !
My modified Shinobi has some perks borrowed from LW Dragoon Mod and with his Corporal Rank BOTH slots are Locked. Rest of class soldiers has first slot available and works well.
Seems sth goes wrong then i put your perks from LW Dragoon into another class tree.
xylthixlm  [author] 3 Jan, 2017 @ 2:09pm 
@Vullcan, you should be getting 1 slot to install combat sims on all soldiers starting at squaddie. If some of your soldiers are getting 2 and some 0, maybe you have some other mod that is messing things up?

You can't disable the combat sim UI changes because they're necessary for the Digital Warfare GTS unlock which gives all Dragoons an extra combat sim slot.
Vullcan 3 Jan, 2017 @ 12:54pm 
I've installed you mod and encountered strange PCS UI. Now my soldiers have 2 slots to install PCS (normally you can install one) and i cant install any PCS on my Shinobi. Both slots are "Locked" despite of fact that they should be available at ROOKIE and SQADDIE ranks. I am using yours classes and LWPP classes. My soldiers are Corporal rank now. Disabling this mod back to vanilla PCS configuration. I love using your mod but lack of using PCS disqualify using it. Can you give me any tip to disable this functionality and keep active class and perks only ?
Niveksirrah 19 Dec, 2016 @ 3:16pm 
Anyway we can get a none LW version of this?
MantLemon 30 Nov, 2016 @ 12:15am 
Holy... the moment I read your comment I remembered that I've seen this when translating ABA. Thanks!
xylthixlm  [author] 29 Nov, 2016 @ 11:56pm 
@MantLemon, Electronic Counter-Measures.
MantLemon 29 Nov, 2016 @ 10:03pm 
May I ask what ECM stands for? There seems to be many sensible interpretations for this single perk, and I didn't find any detailed info in the skill description...
xylthixlm  [author] 10 Nov, 2016 @ 12:04pm 
There's no specific incentive for using the rifle any more. It's still an option so you can equip special weapons like the SMG or Boltcaster.
Lago 10 Nov, 2016 @ 6:27am 
I'm not clear on the incentive to use the rifle this time around. Am I missing something?
xylthixlm  [author] 8 Nov, 2016 @ 8:26pm 
I find that the current mechanic actually plays pretty well. Placing shields immediately at the start of the mission is possible, but since you have limited shield uses it pays to wait until you know which units need the shield.
Lago 8 Nov, 2016 @ 1:39pm 
2/2 The way I'd resolve it personally is to have all shields decay by one hit point per turn regardless of source. This incentivises using the shield to react to imminent hits rather than shielding well before the engagement and gives the player visual feedback on the longevity of the shield. It's also less punishing than a "wait x rounds then drop completely" shield if you anticipate incorrectly.

It also adds a new tactical consideration: while a permanent shield simply blocks a set number of hit points and cares nothing for where they come from a decaying shield is at its most effective when it's taken down in one turn: the fewer rounds it lasts for the fewer points of shield are lost to disappation. Getting the most out of your shields then involves predicting which unit is likely to take a full shield of damage /then/ rather than anticipating which unit will be hit at some point.
Lago 8 Nov, 2016 @ 1:38pm 
1/2 An interesting question and I take the broader point: whichever system one chooses it's still not immediately apparent to the player how a permanent and temporary shield or two temporary shields of different duration react.

I believe that handling time delay by decay rather than Shieldbearer-esque outright expiration would resolve both, although without an effect to stop the decay at the permanent shield value if damage is taken the permanent shield would be effectively lost first.
xylthixlm  [author] 8 Nov, 2016 @ 12:58pm 
Take a unit with a 5-point permanent shield with 2 points remaining, so it's at 2/5 shield. Add a 3 point temporary shield, so now it's at 5/8 shield. Assuming it doesn't take more damage, what happens when the temporary shield expires? Does it go back to 2/5, or is it at 5/5? How about if it took 1 point of damage? Does it go to 1/5, or 2/5, or 4/5?
Lago 8 Nov, 2016 @ 11:17am 
I see your point on remembering expirations for shields. A potential solution to that there would be to achieve limited duration by having the shields decay: they lose a percentage of their hit points each turn making the remaining shield a visual indicator for how long is left. I'm not certain I understand the issue with placing a shield on a unit with a depleted shield already: can't this already arise with permanent shields?
xylthixlm  [author] 8 Nov, 2016 @ 2:16am 
@Lago: Temporary shields have some issues with what happens if a partially-depleted shield expires while another shield is ongoing on the same unit. I also tend to prefer effects that have either unlimited duration (Shield Protocol, Mark, Bullseye, Puppet Protocol, Fade) or last one turn (Adrenaline Surge, Stasis Field, Last Stand) - in-between durations add more mental burden on the player to remember when they'll expire.
DON 6 Nov, 2016 @ 5:53am 
Awesome :)
Nitewolf 6 Nov, 2016 @ 5:08am 
Dragoon is love, Dragoon is life.
Lago 6 Nov, 2016 @ 4:21am 
Did you ever experiment with the shields not being permanent? Shield Protocol works as a sort of preemptive healing: you anticipate them being shot and shield them. If the shield drops after two turns then it plays into this quite nicely.

That sort of approach might also work quite well for Shields Up: it could shield the entire squad at full Shield Protocol strength but only last one alien turn. There are a lot of uses for such an ability.
Medieval 5 Nov, 2016 @ 6:45pm 
TY I love these classes, but can't stand replacing all of the classes. This is great :)
=[NK]= Col. Jack O'Neil 5 Nov, 2016 @ 6:06pm 
Awesome! :)