XCOM 2
[WotC] Richards Classes Redux (Plus LW Weapons) [Old, Unsupported]
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Update: Oct 10, 2018 @ 2:37pm

Updated for classes to Support the TLE Armors:
Assault & Commando use "Ranger" Armors
Demolitions, Gunner & Pyrotechnic use "Grenadier" Armors
Sentinel uses "Sharpshooter" Armors
Support & Technician use "Specialist" Armors
Mage uses "PsiOperative" Armors

Update: Sep 4, 2018 @ 3:11am

Balance & Fixes Update:

Demolitions Balancing:
-Swapped position of Sapper and Heavy Ordnance perks around on Demolitions. Now Smoke/Flash Pouch do not compete with Heavy Ordnance and Heavy Ordnance is also a great choice agaisnt shredder/blast padding.

Mage Balancing:
-Barrier is now a single action ability making it a better choice for chaining with turn ending actions.
-Restore is now a single action ability making its one use more versatile.
-Inspire is now a single action ability making it a more viable choice against insanity/soulfire options.
-Generally I'm aiming at Mage "Support" abilities to be single action and "Offense" abilities to be turn ending.

Perk Fixes:
-Single Tap and Single Tap (Shotgun Surgeon Version) have been added to the lost headshot list so now Gunners can whip out the ol boomstick on high health lost.
-Single Tap and Double Tap are no longer selectable if you have the Shotgun Surgeon versions available. They still show up now and then but are greyed out and cannot be selected.
-Adrenal Darts are now fixed slightly, they cannot stabilize units but they can revive Unconcious allies correctly now.

Shield Fixes:
-My 3 Shield Based perks (Swat Shield, Barrier & Adrenal Darts) no longer remove other shields when they end. There was an issue where they were removing shielding granted by LW Utility Plating, this no longer happens.
-Unfortunately I could not figure out how to make shield perks stack so you cannot combo the assault shield with tje supports adrenal darts and the mages barrier to get like 12 shielding. It would probably be too OP if they could stack anyway.

Update: Jun 19, 2018 @ 4:16am

Last minute Minor Change, see Change Notes Below for Full Details.

Update: Jun 19, 2018 @ 3:49am

*Update* Overhauled Class Trees, Added New Perks, Removed Scout Class

-Classes
Removed references to the Scout, this class is now gone. My focus is 8 classes again :)
Disabled Pyrotechnic class (I don't like it) but you can re-enable it if you wish, It's GTS reference remains.
The Support gets the Holotargeter and Arcthrower back.
Sentinel gets old class icon back.
All classes (except mage) have had class tree overhauls, this will effect newly promoted units. I will try to make this my last major tree shuffle and focus on smaller swap-outs in the future. (see discussions for new trees)
Demolitions no longer uses the shotgun, instead they use the assault rifle.
Assault can no longer use assault rifles, instead focuses on the shotgun.

-New Perks
1) First Aid Training, Grants Heal, Stabilize and Immunity to Poison.
2) Flash and Smoke, Grants extra Flashbangs/Smokes if any are equipped.
3) Smoke Pouch, Grants extra Smokes if any are equipped (stacks with Flash and Smoke)
4) Flash Pouch, Grants extra Flashbangs if any are equipped (stacks with Flash and Smoke)
5) Adrenal Darts, Sharing charges with Healing Darts, these darts cure panic/stun/disorient and grant an ally +15 aim, +4 mobility and +3 Shielding for 1 turn. They might be a bit op actually lol.
6) Fast Hands - Grants Quickdraw & Return Fire for pistol users.
7) Shotgun Tap - Gunner now starts with this, grants single tap and double tap for the sawn off shotgun. Single Tap allows the Shotgun to be fired for 1 action and Double Tap is a rapid fire like variant but now requires 2 actions to fire so you can no longer move and cheese enemies with it. In Addition Shotgun Surgeon has been added to their perk tree so you now have to learn the perk @ LT rank to get +1 dmg, +15 aim and +15 crit on shots.

-Perk Tweaks
Tend Wounded now heals allies within a larger AoE and doesn't share charges with the other healing perks. It now has 2 uses per mission.
Revitalize has been given a cooldown to stop people spamming squad-wide action point refunds all at once.
Cooldown on Shadowshot is now 0, so can be used multiple times a turn.

-Cross Class Abilities
Smoke Pouch and Flash Pouch have been added to the Training Centre Pool and can be learned by other classes.

-Misc.
Gave Mage PsiCreditsPerKill value, I could be wrong but I think it means when they kill a psi based enemy they gain PSI Offense or extra XP? I set it to 3 anyway.

-Bugs
Shield abilities (Adrenal Darts, Barrier and Personal Shield) are not playing nice together. They cancel each others effects out when they end and they also don't seem to stack. You also can't stack Adrenal Darts on a unit.

Update: Jun 19, 2018 @ 3:30am

Ignore this, forgot something.

Update: Jun 18, 2018 @ 3:24am

Reverted to older version.
Update: 6 Jun @ 1:17am

Please Stand By.

Update: Jun 12, 2018 @ 6:11pm

*Update* Some balance changes, a class rework and new class

-New Class Scout (See discussions for Perk Tree)
Scout is the secondary stealth class good at recon, diversion and marking enemies with the holotargeter.
They don't have as much stealth prowess as the Sentinel but fight better at close range using shotguns & assault rifles.
They are also using the old scout class icon (which the sentinel was using)
They come with 1 new perk "Hit and Run" which allows them to take a free shot at any time (which goes on cooldown)

-Sentinel Icon Change
The sentinel is now using the old marksman icon.

-Technician Perk Change
The Technician has lost longreach and instead gains Bulletswarm.
They can grant people (and themselves) squadsight via aim assist, which longreach was making redundant slightly.
Bulletswarm makes standard shots use 1 action point so it gives them more flexibility in actions.

-Perk Tweaks
Tend Wounded now heals allies within a larger AoE and doesn't share charges with the other healing perks. It now has 2 uses per mission.
Revitalize has been given a cooldown to stop people spamming squad-wide action point refunds all at once.

-Support Rework
The Support has undergone a semi-overhaul.
They've had their tree reworked (See discussions for updated Perk Tree)
They've lost the holotarger and instead focus on the arcthrower.
They also come with a host of new abilities:
1) First Aid Training, Grants Heal, Stabilize and Immunity to Poison.
2) Flash and Smoke, Grants extra Flashbangs/Smokes if any are equipped.
3) Smoke Pouch, Grants extra Smokes if any are equipped (stacks with Flash and Smoke)
4) Flash Pouch, Grants extra Flashbangs if any are equipped (stacks with Flash and Smoke)
5) Adrenal Darts, Sharing charges with Healing Darts, these darts cure panic/stun/disorient and grant an ally +15 aim, +4 mobility and +3 Shielding for 1 turn. They might be a bit op actually lol.

-Cross Class Abilities
Smoke Pouch and Flash Pouch have been added to the Training Centre Pool and can be learned by other classes.

-Bugs
Shield abilities (Adrenal Darts, Barrier and Personal Shield) are not playing nice together. They cancel each others effects out when they end and they also don't seem to stack. You also can't stack Adrenal Darts on a unit.

Update: Jun 5, 2018 @ 5:17pm

*Update* Minor Fixes and Tweaks
The "Bulletswarm" perk now uses the standard shot icon when attacking and also appears in the area where passive perks show up on screen. The old icon is still used to represent the perk still.
Nerfed Shotgun Surgeon a little, now grants +1 damage, +15 aim and +15 critical chance on sawed-off shotgun attacks.
Replaced my version of "Point Blank" with "Single Tap" which is a sawed-off shotgun attack for 1 action point.
Removed Pump Action on Gunners, instead they start with a 'reload' ability for the sawed-off shotgun that allows 2 reloads of it per mission. Reload costs 1 action point and has no animation. This change will effect NEW Gunners.
Fixed class descriptions for Commando/Gunner as they swapped weapons a loooooooooong time ago :)
Added some fixes for Snapshot/Shadowfire to better work with non-sniper weapons.

Update: May 12, 2018 @ 3:23pm

*Update* Some minor fixes and add ons.
Fixed descriptions on medic healing perks
Pistol Shadow Shot now hides if unavailable
Run & Slice no longer replaces the Slice ability
Sapper gives +2 dmg
Breaching Rounds to cost 2 ammo (to be on par with Demolition)
Warning Shot to cost 2 ammo (to be on par with similar skills)
Commando Changes:
-Replaced Blademaster w/ Sidearm Specialist making knives less powerful (swords should always be stronger)
-Charge! single action, 2 turn cooldown (allows the knife to be used to gain distance and close up for a flank)
-Flanker Starting Perk (+1 Damage on Flanks)
-Fleet Foot Starting Perk (+1 Mobility)

Update: Mar 31, 2018 @ 11:22am

Gunner Changes:
Shotgun Surgeon now grants +2 damage (instead of +4).
In addition the aim and crit bonus from shotgun surgeon is now longer applied to cannon attacks.
I had to make a workaround for this so Shotgun Surgeon now confers 2 extra abilities Point Blank & Double Tap.

"Point Blank" works the same as the LW2 Point Blank, it just overwrites the original and carries the aim and crit bonus from Shotgun Surgeon although it is labeled as "Point Blank" aim and crit bonus it is actually the bonus from Shotgun Surgeon.

"Double Tap" replaces the LW2 "Both Barrels" ability. Double Tap allows the sawed-off shotgun to be fired twice at a target (like rapid fire) so both shots are treated as individual shots. If the first shot kills only 1 ammo will be used, if it misses or fails to kill then the second shot will trigger and 2 ammo will be used up. In addition it carries the aim and crit bonus from Shotgun Surgeon although it is labeled as "Double Tap" aim and crit bonus it is actually the bonus from Shotgun Surgeon.

Other:
Weapon Expert now only confers +1 Bonus Damage to Primary Weapons. It still stacks with weapon specialist but brings the total damage down to +2 from both skills rather than +3 overall. As there is research in the game that increases damage output of weapons I feel this nerf is justified.