XCOM 2
The Shocktrooper Class
Hupfstrudel 28 Jul, 2016 @ 12:34pm
Update for the Shocktrooper
This is by far my favorite custom class, but it has not been upadet for a while. Thus I decided to mess with the inis myself. To update this class to work with the LW Perk Pack and the new DLC, just post the following in XcomClassData.ini in the mods config folder:

[XComGame.X2SoldierClass_DefaultClasses]
+SoldierClasses=Shocktrooper

[Shocktrooper X2SoldierClassTemplate]
+bMultiplayerOnly = 0
+ClassPoints=4
+IconImage="img:///UILibrary_ShocktrooperClass.class_shocktrooper"
+NumInForcedDeck=1
+NumInDeck=4
+KillAssistsPerKill=4
+SquaddieLoadout="SquaddieShocktrooper"
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="customflame")
+AllowedArmors=soldier
+bAllowAWCAbilities=1

; squaddie
+SoldierRanks=( aAbilityTree=( (AbilityName="Momentum"), \\
(AbilityName="FlameBurst", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="Tackle", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1)),\\
)
; corporal
+SoldierRanks=( aAbilityTree=( (AbilityName="PenetratingBurst", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="Preparedness"), \\
(AbilityName="RunAndGun_LW") \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)),\\
)
; sergeant
+SoldierRanks=( aAbilityTree=( (AbilityName="Adrenaline", ApplyToWeaponSlot=eInvSlot_Unknown), \\
(AbilityName="FireStarter", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="LightningReflexes_LW", ApplyToWeaponSlot=eInvSlot_Unknown) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)),\\
)
; lieutenant
+SoldierRanks=( aAbilityTree=( (AbilityName="TakeThemDown", ApplyToWeaponSlot=eInvSlot_Unknown), \\
(AbilityName="SprayAndPrey", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="Flashbanger", ApplyToWeaponSlot=eInvSlot_Unknown), \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)),\\
)
; captain
+SoldierRanks=( aAbilityTree=( (AbilityName="Aggression", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="RapidFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="HardTarget", ApplyToWeaponSlot=eInvSlot_Unknown) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)),\\
)
; major
+SoldierRanks=( aAbilityTree=( (AbilityName="FocusedAim", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="Napalm", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="CloseEncounters", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)),\\
)
; colonel
+SoldierRanks=( aAbilityTree=( (AbilityName="BulletTime", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="BurnItAll", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="CloseAndPersonal", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)),\\
)
; brigadier
+SoldierRanks=( aAbilityTree=( (AbilityName="BulletShred", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="CenterMass", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
(AbilityName="Untouchable") \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)) \\
)
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Showing 1-3 of 3 comments
Hupfstrudel 28 Jul, 2016 @ 12:35pm 
If you try this out, I would appreciate any feedback or suggestions to further improve this. I am not the most creative guy, thus I just patched this together with certain skills I could find that seemed to fit the idea of this class.
tjvelcro 6 Aug, 2016 @ 8:08pm 
Cool that you did this, after the LW mods with the 3rd skill column its hard to use classes with only 2. Was is alot of work to convert it? Guerilla class and Grimy's Anarchist class are others I would like this done to.
ShotgunSoul 12 Aug, 2016 @ 9:17pm 
@Hupfstrudel

I've been thinking about this class recently as well, as it is one that had potential.

Here's some ideas I had. There's a few new skills; I don't know if you may be able to implement them. A few ideas were taken from other class mods.

Three trees, SMG, Tanking and Pyromaniac.

Squaddie Defaults:
-Immune to fire damage (NEW)
-Receives a dodge boost after moving (SAME)
-Flame burst skill (SAME)

SMG TREE
CPL: Penetrating Burst
SAME

SGT:
Fire Runner
Run & Gun w/ automatic multiple-shot overwatch when turn ends
3T cooldown

LT:
Cardio Sessions (Passive)
+2 mobility
+3 HP

CPT:
Take Them Down
SAME

MAJ:
Raptor Rounds (Passive)
Free ammo, overrides any ammo item
Adds Crit Damage +3
Aim 5
Flank/Exposed +15% crit chance
NOTE THIS IS THE GTS PERK; I believe these are removed in LWP classes?

COL:
SMG Expert (Passive)
+2 damage w/ SMG

BRIG:
Bullet Time
SAME


TANK TREE
CPL:
Preparedness
SAME

SGT:
Adrenaline
SAME

LT:
Get Attention
(From Draw Fire talent on Grimy Bruiser mod; slight change)
Decrease DEF 10 for 2 turns
Increase Armor 2 for 2 turns
Increase ally DEF 10 for 2 turns (25 tiles)
Add: Returns fire BEFORE enemy shoots (another talent also in Grimy's Bruiser)
3 turn cooldown

CPT:
Firewatch (Passive)
Shocktrooper increases dodge 25 and DEF 5, and attacks enemies with flamer if they get within 8 tiles
Does not miss
Can attack multiple times in enemy’s turn
Can make enemies panic
3 turn cooldown

MAJ:
Tackle
SAME

COL:
Walk It Off
Heals 2 HP for 3 turns

BRIG:
Phoenix Burst
Detonates a last-resort air fuel bomb on suicide vest, so powerful it sucks oxygen out of area and melts steel
7-12 damage w/ burning damage over time and disorientation for 2 rounds
50% chance to stun enemies
Shreds 2 armor
Radius size of tier 1 grenade launcher shot
1 charge per mission
Shocktrooper suffers 3-6 HP damage, 1 armor loss and is stunned for 1 round
Special Effects: fire explosion with flashbang mix, but no residual fires

PYROMANIAC TREE
CPL:
Incendiary Grenade
1 free fire grenade added

SGT:
Room Clearer
SAME BUT
Now destroys cover

LT:
White Phosphorous
Adds a modified flashbang that causes disorientation, 3 damage with 1 burning damage over 2 rounds

CPT:
Flamer Improvements (Passive)
Adds crit damage to fire
Adds 2 damage to flamer attacks
Cooldown on Room Clearer, Flame Burst and Set the World on Fire decreased by 1 and range/width increased by 3 tiles

MAJ:
Modified Tracers (Passive)
Free ammo, overrides any ammo item
Similar to Dragon rounds (+1 damage and damage over time fire) but also add 10 aim

COL:
Set The World On Fire
SAME BUT
Now destroys cover

BRIG:
Liquid Elerium (Passive)
Adds 2 fire damage, 1 poison damage, extra damage over time and 1 armor shredding to Firewatch, Room Clearer, Flame Burst and Set the World on Fire

Shared Perks with other classes through Advanced Warfare Center:
Fire Runner, Preparedness
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