XCOM 2
Playable Aliens - (Not LW Compatible)
Viper Feedback & Suggestions
Note: Please, note that this is my personal experience and thoughts, of the mod, and if you have something to say, stay cvil. Also yes, my spelling is ♥♥♥♥

Hello Eveyone!

So, I've finally got around playing XCOM 2 and the first Mod I Installed was this, in result I so I've play-tested each alien and I'll provide infomaiton and feedback on the following.

Today we'll be talking about the Viper.

-------------------------------------------------------------------------------------------------------------------------------------------

Feedback: So overall, I'm in love with the Viper Class and I find her overall the best Alien, both in-game & this Mod. While she is great overall, she is far from perfect. So I suggest a few small changes overall.

Weapon: Her weapon is perfect as it is, well fitting for her and works perfect for her, the model is nice, and so is the art-model on the solider's icon, Well done for that.

However I think it whuold be cool if we where able to have a choice to use her Plasma Boltcaster. On top of being able to use a Plasma Rifle. (2 Unquie weapons for the Viper)

Powers: Overall I do not think her powers do need changeing, However to make her end-game viable, an rework is ideal.

Pre-Powers: Endannced Spit/Tougepull & Untouchable. (Powers are added right away, without the need of ranking)

Anaconda Tree: heaviest and one of the longest known extant snake species.

1. Boltor Prime: The Bolt-Caster deals 40% more damage to its target, and the Viper is able to carry 3 rounds, over 1. Chance to stun is also boosted.

2. Hardened Sacles: (Blast Padding)

3. Shed: Remove all fire, poison, acid effects

4. Frostbite: Viper King power

5. Choke-Out: Bind & Crush, now has a 50% chance to outright send its target unconscious

6. Fury: (Overdrive Serum, casting animation is like the Viper King, Psi-Portal)

Black Mamba: fastest land snake in the world

1. Plasma Hunter: Plasma Rifle deals 40% more damage and has a built-in Rapid Fire & Run and Gun.
2. Viral Toxin: Toxic/Spit damage is 50% stronger and lasts longer. Has a chane to painc.

3. Blend In: reskin of "conceal" ability to go back into concealed status

4. Slither: Adds a lot to mobility and dodge for four turns, cooldown four turns

5. Lightning Reflexes: Adds untouchable/implacable & old xcom lighting Reflexes:

6. Psi-Gateway: Allows the Viper, to open up a rift and attempt to escape. (Glorefied Evca)


Overall: This will make the Viper, alot more flexabile in build wise, she can be a fast hitter, and a small tank.








< >
Showing 1-7 of 7 comments
Lady Steelheart 21 Dec, 2016 @ 9:10am 
Fun. I find it surprising that you didn't make any suggestion to have her deal more damage for the bind ability in the Anaconda tree, seeing as that's what the breed is known for: Crushing its prey to death with powerful coils.

Since I have been using the Long War Perk Pack, I used the skills and rebuilt the Viper as a 'hero' unit, making her the only alien available, and only through the mission. No clones.

Her skills ended up looking like this:
Base skills: Slither, Tongue Grab, Viper Spit, Molt, Phantom, Light 'Em Up
Rank 1: Enhanced Spit, Covert
Rank 2: Center Mass, Low Profile
Rank 3: Precision Shot, Blend In
Rank 4: Steady Weapon, Implacable
Rank 5: Untouchable, Shadow Step
Rank 6: Lethal, Hit and Run

It can make her pretty nasty early on in the game, but I wait until Mutons are out and about before acquiring her. I may also replace some of the abilities to make her more lethal from concealment, and rearrange the tree again. I probably wouldn't give her the Light 'Em Up if she wasn't the Only Alien I had, but I think Phantom should be mandatory for the smaller aliens, like the Sectoid and Viper
Gixcaririxen 22 Dec, 2016 @ 1:08am 
well the my only suggestion for the viper is find the way to lock the secret weapon that block the poison split because is not compatible with reset equipment that leave that weapon.
Lady Steelheart 22 Dec, 2016 @ 10:26pm 
Originally posted by Legion Prime:

How did you do this?
For the class, I opened up the XCOMClassData.ini for both the Longwar Mod and the Playable enemies mod, then replaced the abilities in the Viper tree with abilities for the longwar mod. Note, however, that you must keep the formatting identical to the Playable Aliens mod for all ranks after squadie or it won't work. I tried to set it up like the Long War mod, and the second and third ability didn't appear in the tree in game.

To get multiple abilities at Squadie, I set it up like this:

+SoldierRanks=( aAbilityTree=( (AbilityName="GetOverHere", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="PA_ViperSlither", ApplyToWeaponSlot=eInvSlot_Unknown), \\
(AbilityName="PA_ViperMolt", ApplyToWeaponSlot=eInvSlot_Unknown), \\
(AbilityName="Phantom"), \\
(AbilityName="LightEmUp", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
), \\

For making it so that only the Viper could appear from the mission and could not be cloned, I opened XCOMPlayableAdvent.ini and set all other aliens to 0 chance and the Viper to 100, then set Proving_Alien on all of the aliens to False.
Nano 4 Feb, 2017 @ 3:55pm 
For one this sounds quite impressive and has a lot of potential.

However, I think there should be an increased range of utility with the Viper race. Let's also not count out Sidewinders. Unless you want to go with the idea that Sidewinders are essentially modified Vipers, and thus a Viper can "become" a Sidewinder - or variant thereof - via tech tree.

For one, certain abilities must be restricted for Rookie level Vipers. Assuming these Vipers were not bred for battle and are just as green as any human would be on their first day of combat. Abilities like Molt, Tongue Grab, and Light Em' Up would have to be earned through experience on the battlefield and/or training.

The key here is adding additional utility, and henceforth versatility. Consider also what abilities Vipers could have that they already do not. Consider the usefulness of lethality (weapons), critical chance (flanks), proximity (aim/stealth), technicality/utility (poison/psionics/technology/other), and other things unique to this particular alien race.

The fans love Vipers. That much is known. Now is the time to make Vipers into something truly amazing.
Nano 4 Feb, 2017 @ 4:02pm 
Also, let me suggest consolidating certain abilities into groups. Namely groups focused on core roles, such as Recon (stealth), Sharpshooters (targeting/aim), Grenadiers (poison/damage), and Technicians (alien tech). The more advanced Psi abilities should be unlockable with XCOM training, or less advanced ones can be unlocked naturally - without training.
Last edited by Nano; 4 Feb, 2017 @ 4:05pm
I for one wish for customizable skins
add a 2nd viper called the hunter viper which require 1 viper corpse and advent trooper
< >
Showing 1-7 of 7 comments
Per page: 1530 50