XCOM 2
73 arvostelua
[WOTC] Mechanic Class
   
Palkinto
Lisää suosikkeihin
Lisätty suosikkeihin
Poista suosikeista
Tiedostokoko
Julkaistu
Päivitetty
244.834 KB
25.2.2022 klo 22.26
27.2.2022 klo 20.53
3 muutosilmoitusta ( näytä )
Tarvitset lisäosan käyttääksesi tätä esinettä.

Tilaa ladataksesi
[WOTC] Mechanic Class

1 kokoelmassa, tekijä Cerebralcloud92
Rise Of The Machines (WIP)
20 luomusta
Kuvaus
The Mechanic serves as a heavily versatile soldier built not for direct combat, but more so for supporting those who can engage with those hostile heavyweights. Wielding a Primary Pistol and a Spark BIT as their Secondary, the Mechanic stands ready to keep our machines in top condition, whilst also taking the hostile bots down a peg.

IMPORTANT NOTE :
Whilst I'm not 100% on it, it's entirely possible that you only need the Mechatronic Warfare Perk Pack and not the entire mod to make use of the Mechanic.

Unique Skills:
  • Supplication Protocol: Gives 3 Shield HP to an ally, but gives 6 Shield HP on Robotic allies.
  • Eradication Protocol: Gives 2 Damage and 3 Crit Damage to one ally.
  • Optimisation Protocol: Gives 20 Aim and 10% Crit Chance to one target.
  • Resident Virus: Reduce an enemy's Damage by 3 and Crit Damage by 4. Doubles reductions on Robotic enemies.
  • Rootkit Virus: Reduces an enemy's Mobility by 9 and Tech Strength by 60. Only targets Robotics.
  • Fatal Exception Exploit: Domination, but only on Robotics.
  • Halt and Catch Fire Exploit: Stun for 3 Turns, remove 30 Defense, shred 2 Armor, and apply Rupture on one Robotic enemy.

All other skills used in the Skill Tree are sourced from the Required Mods mentioned.

COMPATIBILITY
There's nothing that's not glaringly obvious as to what this mod would be incompatible with, but you never know.

Credit
Credit where credit is due, there's a large handful of people I have to thank for making this Class even possible.

RustyDios: Major Coding on every part, basically.
GameBreaker: Class Icon and Mod Thumbnail
Mr Danger Dude: Fixing Holo-Targeting not applying on Pistol Shots.
Iridar: His patience with me in addressing me and my buggy code.

XCOM 2 Modding Discord: General knowledge and suggestions
MEME Discord: General feedback and small fixes
Suositut keskustelut Näytä kaikki (1)
0
1.6.2024 klo 7.11
翻译
Comrade Class
28 kommenttia
Epic Dovahkiin 8.10.2024 klo 6.52 
though on a related note it would be cool to have a smg variant of this mod (the pistol thing doesn't bother me though)
Epic Dovahkiin 8.10.2024 klo 6.50 
you just won't be able to use the pistol skills (and there won't be any combat skills to work with the smgs)
Epic Dovahkiin 8.10.2024 klo 6.48 
btw Mid Favila if you are still using the mod a quick ini edit can change it to a smg just add or change the line to +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="Bullpup")

or if you have the long war smg pack +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle") (as LW2 is designed for vanilla xcom 2 and not WOTC they are classed as assault rifles and not the skirmishers bullpups)
Epic Dovahkiin 8.10.2024 klo 6.40 
i'm pretty sure that's just a quirk of the ability to slot reassignment mod i've noticed a LOT of modded classes have this issue when running it (and i'm pretty sure it has to be fixed on a per class basis)
Nipukka 16.6.2024 klo 15.58 
The corporal rank perk "Quickdraw" has a description of "Firing your SPARK BIT with your first action no longer ends your turn" which I doubt is quite correct.

I have all dependencies installed. I'm just not quite sure why this perk is trying to use the secondary weapon specifically. In the mission prep screen the tooltip for the perk says "Firing your secondary weapon with your first action no longer ends your turn".

But another modded class called the Infiltrator has a perk with the exact same name and icon, except its description has a blank space in lieu of "secondary weapon". And the perk works correctly on that class.
RustyDios  [tekijä] 9.4.2023 klo 17.34 
This will most likely be because you have not done the Shens Last Gift story mission or the Mechanized Warfare project. Either of these two events "unlock" the SPARKBit as a normal item in XCOM's inventory.
Rampager 9.4.2023 klo 17.28 
interesting bug?
If you unequip the spark for a gremlin, you lose access to equip the spark again
Stolas 31.3.2023 klo 11.21 
Personally I find the Mechanic to be a fun Perk to play around with if you like to have an army of SPARKs or other kinds of machines to lead a force-ten gail all over ADVENT. Now if only we'd get either robots with treads, ride-able walkers like in Star Wars without having them look like a clone lol, or any kind of unique Faction Hero who's got the intentions of let's say...D.A.Rs from Killing Floor or any kind of build-able robot that's not from Star Wars. =P
[Dragunov37] 31.3.2023 klo 8.58 
Okay, I'll keep that information in mind next time I play. Thank you for your reply and sorry for my over-intrusiveness.
Cerebralcloud92  [tekijä] 31.3.2023 klo 8.50 
Sorry. On a secondary note, the Mechanic is designed around playing with a Spark BIT, which itself comes with a Heavy Weapon, which can be be a flamethrower, rocket, or any other high powered weapon.