XCOM 2
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[WOTC] Proficiency Class Pack
 
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11.393 MB
Jan 10, 2018 @ 5:33pm
Apr 19 @ 9:21pm
14 Change Notes ( view )
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[WOTC] Proficiency Class Pack

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Description
Proficiency Class Pack for WOTC

About the Mod

This mod contains 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. I currently have 6 total classes planned to replace all core functions of the 4 base-game classes.

Classes Included
The following classes are currently 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.

  • 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.

The following classes are planned but not yet implemented:
  • Marine (Infantry/Gunner - design partially done but little implementation completed)

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
Special thanks to the authors and contributors of the required mods - without them, I would not have been able to bring this mod to WOTC at all. 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.

Known Issues and Incompatibilities
  • New implementation of the High Caliber ability will NOT work until the CHL is updated to 1.18 or higher (which is not yet released)
  • You'll have to rebuild any existing Field Medics you have in on-going campaigns due to the reworked abilities (use This )
  • 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).


Version History
(See Change Notes for full history)
    1.4.0:
    • Redesigned Field Medic and newly released Sapper!
    • Many bug fixes, balance changes, and misc. updates - see Change Notes for full list.

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!
Popular Discussions View All (6)
15
10 hours ago
Balance Feedback and Suggestions
shiremct
< >
326 Comments
dmc32 7 hours ago 
Sapper is very good with air burst grenades, hold position and return fire! Now, that is a deadly heavy artillery soldier! Well balanced and well done. Good to have heavy artillery that will actually fire back, makes sense. Very good heavy ordinance too he just needs some type of self healing, perhaps.
Xarek Apr 22 @ 7:18pm 
Hi, shiremct. Would it be possible for you to detail the bug fixes and balance changes? I update my mods manually and would like to know if it is worth updating to 1.40 and rebuilding my soldier classes for the current campaign.
Thanks for your hard work.
shiremct  [author] Apr 22 @ 8:53am 
Yes, it should. The abilities look for templates in a configurable array - I went through a bunch of workshop mods and added their respective template names as appropriate. Tier 3 Grenades was one I built in compatibility for and if you find mod-added grenade types that aren't already in these arrays (lists), you can add them in the ini files.
CascadianJigglePolice Apr 22 @ 7:13am 
I've been loving this mod and I'm happy to see it still being worked on. I've ended up playing with a lot of the abilities and using these to build my own custom classes around, which has been great fun with larger enemy counts. I ended up blending these with the LW2 classes and adding an extra rank.

One thing though - does the new sapper proficiency skill work correctly with Tier 3 grenades?
shiremct  [author] Apr 22 @ 4:25am 
@ATF, yea that's how it should work.

@Wrecker, I dont know - hopefully it won't be as long as the wait between #s 4 and 5, but I don't even have the plan fully fleshed out yet, so probably around a month at a minimum.
ATF_Coldblooded Carebear || Apr 21 @ 6:06pm 
so if i put in the +FavoredClasses=LW2_sharpshooter to the Markmen line will that mean that he gonna have a higher affinity with this class is that it?
Wrecker013 Apr 21 @ 5:47pm 
Any idea on when the marine will be finished, or just that it'll get done when it's done?
shiremct  [author] Apr 21 @ 11:18am 
Affects their compatibility for bonds, I believe.
ATF_Coldblooded Carebear || Apr 21 @ 11:14am 
always wonder what the +FavoredClasses= mean or effect in the ini file from a gameplay perspective??
Cake_Knight Apr 20 @ 4:49pm 
The SPARKs fill the role of the cover demolishing Shredder pretty well, at least with Mechatronic warfare or Richard's SPARKs. They can keep up with the proficiency classes fairly well.