XCOM 2
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[WOTC] Proficiency Class Pack
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17.090 MB
2018. jan. 10., 17:33
2022. nov. 5., 13:50
55 változásjegyzék ( megnézés )
Ennek az elemnek a használatához DLC szükséges.

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[WOTC] Proficiency Class Pack

1 shiremct készítette gyűjteményben
Proficiency Class Pack Suggested Mods Collection
94 elem
Leírás
Proficiency Class Pack for WOTC

About the Mod

This mod contains 6 new soldier classes for XCOM 2 War of the Chosen that have some built-in proficiencies based around their core function or role that grow automatically as they gain experience and ranks. These classes can replace all core functions of the 4 base-game classes.

Classes Included
Click on each class link to go to the discussion page with details on their abilities or check out the GoogleDoc Here[docs.google.com].
  • Assault Infantry - A dominating force in close quarters combat, the resilient and aggressive Assault Infantry specializes in taking and holding ground.

  • Field Medic - A quick and versatile support unit, the Field Medic is equipped to provide the medical assistance needed to keep your squad on their feet.

  • Marine - The backbone of XCOM's military forces, the Marines are mobile infantry skilled in the use of automatic weapons and bounding maneuvers.

  • Marksman - Stealthy and precise, the Marksman excels in reconnaissance and priority target elimination.

  • Sapper - The Sapper provides long-range explosive support and is adept at disrupting enemy formations and fortifications.

  • Tech. Specialist - The Tech. Specialist embraces the most advanced technology, using an array of high-tech utilities to disrupt their enemies and support their allies.

Overview and Design Philosophy

A unique feature of this class pack is that each class has some built-in capabilities related to their role that grow with them based on their rank (Class Proficiency skills), either granting them role-related bonuses or increasing the potency of role-related skills that they can learn as they gain experience. For example, you don't have to spend all your level-ups purchasing healing-related abilities on the Field Medic to make them a competent healer - They get better at fulfilling their basic role as they rank up built right into their kit. This concept is inspired by RPG games and gives a lot more flexibility in the skill trees for these classes.

The classes are also designed to give more tactical options early on. The skills that grant new actions or open up new plays will be available earlier in the tree, where they are needed most (before all the interesting options from gear start to come online, when you have nothing, rather than both gear and skills coming online at the same time mid-game). To counter-balance this, the power of high-rank or powerful skills will typically be less pronounced than you may be used to (no Serial or Bladestorm, etc.) and custom costs (more expensive) have been setup for purchasing all abilities through the Training Center, based on the power and synergy of the abilities at that rank.

The class abilities are highly configurable. Almost all values are hooked up to .ini config variables and all configurable variables will be updated in ability descriptions accordingly. Anywhere you see a colored value in a description, that value can be adjusted. The custom AP costs for abilities can also be adjusted. By default they are intentionally pretty high, but if you don't like it, you can change it.


Dependencies and Suggested Mods

The following mods are required for things to work properly:

The classes were designed around the following mods - they (or something similar) are highly recommended, but are not required:

The following mods are completely optional, but I believe they bring features or functionality that compliment this mod and are worth checking out:


Thanks and Credits
I've learned much from MANY members of the community, but I'd especially like to thank Pavonis/LW2, robojumper, Musashi, and xylthixlm - their assistance with my questions and their mods as assets and examples have been crucial in getting this to release!

I'd also like to thank .vhs for kindly contributing some ability icons and Erazil for the French translation of the Field Medic class and abilities (which is, unfortunately, now out of date).

Known Issues and Incompatibilities
  • PZ's Skirmisher Heavy Class - Some abilities that refund action points (Rapid Deployment, Prep for Entry) will not work correctly with this mod installed (incompatibility with XModBase functions I am using).


Revision History and Update Info
Find full change notes and info on upcoming updates and future plans Here.

2.2.5:
  • See Changelog...
Please let me know what you think of the mod, I've put an absolutely massive amount of work into this and I hope you enjoy it!
Népszerű témák Összes megnézése (21)
192
2023. nov. 26., 20:28
Balance Feedback and Suggestions
shiremct
4
2024. dec. 19., 7:05
Marine doesn't have a fire button for the sawed-off shotgun.
luci5r
13
2024. jún. 11., 6:27
Adapting to LWOTC
General Disarray
1 781 megjegyzés
Dragon32 nov. 24., 8:09 
@Dawnminated
Pretty sure this disables the vanilla classes by default.
Dawnminated nov. 23., 22:19 
Should I disable the base classes for the intended experience? And how well does this fit with the port of lwotc's classes to standard wotc?
EvilBob22 nov. 22., 22:41 
They work together, but the Proficiency classes get overwhelmed by Amalgamation. There are 6 Proficiency classes and hundreds of Amalgamation ones (each Amal combo is treated as an individual class). So, almost all of your soldiers will be Amal, with maybe one or two Proficiency ones.
terhun11 nov. 22., 21:47 
Would this and its optionals/recommendeds be compatible with Amalgamation Classes mod?
shiremct  [készítő] nov. 20., 14:08 
Should be compatible with most smoke mods. Field Medics have much better action economy compared to specialists, and can reduce wound times providing a strategic benefit.

Ranged healing is easier, but also less interesting from a gameplay perspective in my opinion.
RedDobe nov. 19., 8:11 
I would say none. Specialist make the healing much easier.
ScriptGenius12 nov. 19., 5:05 
What advantages do Field Medics have over Specialists which can heal at range?
Fee Fie Foe Fum nov. 18., 20:38 
Hi do you think that this mod could conflict with smoke grenade mods that add concealment and stuff? Just wondering since I want to make use of the medics extra smoke grenade perk with mods that improve the smoke grenade itself lol.
Ikrani nov. 16., 15:53 
Just to double-check, but when I ran this with Long War of the Chosen, it said that running LW2 Secondary Weapons was incompatible. So, I had to disable it. No visible issues yet, but has anyone reported issues running this mod in LWOTC without the LW2 Secondaries mod?
BBB nov. 11., 2:26 
Thank you for solving my problem; this mod is indeed very interesting.:steamhappy: