XCOM 2
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Proficiency Class Plugin: Combat Engineer 2.0 Redux
   
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Mar 30 @ 9:23am
Mar 31 @ 5:30pm
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Proficiency Class Plugin: Combat Engineer 2.0 Redux

In 1 collection by MrCloista
Modpocalypse: Beyond Legendary - streamed campaign
462 items
Description
This is my rebalanced version of my old Proficiency: Combat Engineer.
The major change is moving from tieing the flamer to the proficiency perk, to tieing the various defensive perks that the class introduced to it. The class also no longer uses shotguns.

Proficiency Class: Combat Engineer
The Combat Engineer is a battlefield control and support class who uses Cannons as their primary, and the LW2 Gauntlet as their Secondary. They have their own Proficiency Perk : Protective Equipment, and GTS perks in the style of the other main Proficiency Classes. It follows a similar stat progression to a Sapper.

Proficiency: Chemical Mixtures
  • Rank 1 - Grants Blast Padding - Your gear includes layers of extra padding and blast plates, granting a bonus point of Armor and 66% less damage from explosive attacks.
  • ----------Grants Burnout - Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus.
  • Rank 2 - Grants Minor Kinetic Plating - Adds 2 Ablative (Shield). Missed shots against this unit increases shielding by 2.
  • Rank 3 - Grants Cloistered Shielding - Projects shields around the soldier and nearby allies. The shields will collapse if this soldier is killed. This is a FREE ACTION that requires the soldier to have 2AP (so must be first action) and has 2 charges and a 5 turn cooldown.
  • Grants +2 Ablative Shield HP.

Class Trees
  • Flamer - Focuses on the Gauntlet's Flamethrower.
  • Cannon - Focuses on Battlefield control/debuffs with the Cannon.
  • Explosives - Focuses on the Gauntlet's rockets and other explosives.

Flamer
  • Sq. -Protective Equipment + Quickburn
  • Cpl. -Incinerator
  • Sgt. -Roust
  • Lt. -Napalm-X
  • Cpt. -Phosphorous
  • Mgr. -High Pressure Tanks
  • Col. -Firestorm

Cannon
  • Sq. -Suppressive Fire
  • Cpl. -Danger Zone
  • Sgt. -Demolition
  • Lt. -Pin 'Em Down
  • Cpt. -Remote Start
  • Mgr. -Withering Barrage
  • Col. -No-Man's Land

Explosives
  • SQ. -Defensive Mine
  • Cpl. -Javelin Rockets
  • Sgt. -Bunker Buster
  • Lt. -Concussion Rocket
  • Cpt. -Salvo
  • Mgr. -Shock & Awe
  • Col. -Fire & Steel


Random Decks
Cpl.-Lt.
  • Smoke Screen
  • Electronic Surveillance
  • Minefield
  • High Caliber
  • Concealing Smoke
  • Concussion Grenades

Cpt.-Col.
  • Unbreakable
  • Untouchable
  • Tactical Sense
  • Combat Conditioning
  • Evasive
  • Impressive Strength

GTS Perks
  • Improved Protective Equipment I - Proficiency Starts at Rank 2.
  • Improved Protective Equipment II - Proficiency Starts at Rank 3.

Credits
  • RustyDios - Modpreview, Class/GTS/Proficiency perk Icons perk code assistance.
  • Shiremct - Proficiency Class Pack, which this adds to/requires, and permission to release it.
  • Deacon Ivory, Vaultwulf & Powergirl - Balance testing.
  • MEME Discord regulars - for being an awesome bunch who always show great support to our modders.
  • Iridar - for allowing us to use Null Ward as a foundation for Cloistered Shielding.

Enjoy!! If you like what I do, please Buy my Cats a Bag of Treats[www.buymeacoffee.com]
Come watch me on Twitch[www.twitch.tv] and join the community.
19 Comments
not_buddhanuff May 12 @ 2:40pm 
Thanks for the prompt response. I'll have to check it out after this run then
MrCloista  [author] May 12 @ 2:34pm 
There's not a version balanced for lwotc, but this'll work in lwotc if you're using proficiency with it (but bare in mind these are 7 rank not 8 rank soldiers so would be a lot weaker in that environment)
not_buddhanuff May 12 @ 2:25pm 
Looks cool. Is there a version of this compatible with LWotC anywhere?
ZJwh5S Apr 17 @ 3:21pm 
@MrCloista

I mean CE is a useable class and definitely far better than the FA in terms of being able to contribute something positive every turn since its primary weapon is a Cannon so it still can do shooty things at base. And like I said, it has a niche with the long range Rockets. But in most situations I'd still rather have a base PCP class or PCP hero class over either the CE or FA.
Vaultwulf Apr 17 @ 9:51am 
The COMBAT ENGINEER 2.0 is my favorite Proficiency Class hands down. It's versatility makes it valuable in many situations, suppression, close encounters with the Flamer, Rockets for groups and it's ability to tank with suppression has many valuable applications including distracting the enemy. Not to mention it's ability to provide Cloistered Shielding .

I recommend pairing it with the mod Remove Scatter and Configure Tile Snap. I personally also use Improved Rocket Targeting with some config edits.
MrCloista  [author] Apr 17 @ 4:11am 
Dude, I play with Requiem Legion on hard mode. And this class does absolutely fine ;)
ZJwh5S Apr 17 @ 2:37am 
(Continued)

Maybe the difference in opinion is due to difference in mods aside from PCP. Everyone plays with different modlists, so I understand that what is OP for one player can easily seem UP for another player. I play with ABA + A Stronger Advent + larger pod sizes, and the enemy strength + density just makes close-range combat not that viable aside from flanking with Assaults/Templar, finishing something off, and getting out if I believe the remaining enemies will survive until next turn. SPARK punches are worth it too with Mechatronic Warfare.

Sorry for splitting up all my comment by the way. I had to due to a 1000 char limit.
ZJwh5S Apr 17 @ 2:36am 
(Continued)

Vanilla Ranger/PCP Assault/Templar all have stuff like Run and Gun, Implacable/Breaching Maneuver, Momentum, Exchange to help them get in and out as well as Untouchable or Parry to guarantee 1 enemy shot will miss (imo guaranteed miss/parry is better than taking hits and counting on armor/shields to save the soldier). A bunch of the vanilla PCP classes even have Implacable/Reposition on not-necessarily-close range classes (Sapper, Field Medic). I haven't really seen enough action economy so far on the Combat Engineer or Field Alchemist or guarantees for enemy misses where I feel like Chemthrower/Flamethrower builds are good, let alone OP.
ZJwh5S Apr 17 @ 2:36am 
(Continued)

I believe what is extraordinary about the Combat Engineer is the ability to fire rockets at a long distance albeit this is limited by number of rockets and the clunkiness of rocket targeting as well as high scatter values. Cannon Combat Engineer overlaps with Marine. And Flamethrower Combat Engineer is a cool idea but I don't really believe in close combat builds that don't have a lot of built-in action economy.
ZJwh5S Apr 17 @ 2:35am 
@MrCloista

Hi. Thanks for the reply. I guess I just don't see that much value in tanking in XCOM, which is why I didn't mention it. I believe in alpha striking and not pulling too many enemy pods at once. In situations where things go south and it looks like the battle will be protracted, I prefer to have SPARKs do the tanking because they don't mind getting wounded as much, have a bunch of immunities including can't panic, can't get mind controlled, can't get possessed by Spectres, flame/poison/etc. immune, can't get flanked (albeit they also can't take cover unless you equip them with a SPARK shield), can jump to high ground easily to maneuver and get defense bonus, have Sustain if they do die (they have to die twice), and can be rebuilt in the Proving Grounds if they really do die.