XCOM 2
[WotC] Richards Classes Redux (Plus LW Weapons) [Old, Unsupported]
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Update: Mar 10, 2018 @ 10:08am

Change Notes:

New Class: Pyrotechnic
The Pyrotechnic uses the Longwar Gauntlet and is a remix of the Technical class from LW2.
I've put a heavy focus on Gauntlet abilities and hope that it can co-exist with the Demolitions unit.
Primary : Assault Rifle / SMG
Secondy : Gauntlet

GTS:
1. Formidable - 2 Armor and -66% Explosive Damage

Squaddie Perks:
1. Heavy Armanents - Allows use of the Gauntlet and Grants Rocket and Flamethrower charges

Tree "Annihilator":
1. NapalmX (Flamethrower disorients/panics)
2. Phosphorus (Flamethrower can damage mechanical enemies and shred)
3. Incinerator (Longer Range and wider area flamethrower)
4. HighPressure (extra flamethrower charges)
5. Quickburn (Next use of flamethrower will be free)
6. Firestorm (Attack enemies in circle-type, also fire immunity)

Tree "Interferer":
1. Burnout (using flamethrower leaves smoke cloud)
2. Roust (makes enemies move, flamethrower)
3. Sapper - +1 dmg with the gauntlet
4. Walk Fire - costs 2 ammo, +25 aim but -25 crit on shot
5. FireandSteel (Increased gauntlet damage for both)
6. Rupture / BulletShred

Tree "Rocketeer":
1. FireInTheHole (more accurate rockets)
2. ConcussionRocket (Low dmg rocket but stuns and leaves smoke)
3. JavelinRockets (better range rockets)
4. ShockAndAwe (Extra rockets)
5. Salvo - can use explosives for 1 action point
6. BunkerBuster (Rocket that destroys environment)

Commando Class Changes:
Commando looses Sawn Off Shotgun, Gains Combat Knife.
"Charge!" reworked to be a melee attack again for the Combat Knife.
"Zero In!" aim bonus increased from 20 to 50.
"Blitz!" crit bonus increased from 20 to 50.
"Rush!" cooldown lowered from 3 turns to 1 turn.
@Squaddie rank they gain 2 new perks (and loose Point Blank / Both Barrels)
+Knife Fighter.
+Sidearm Specialist.
Sidearm Specialist is now a cross class skill, able to be learned by anyone.
It increases Secondary Weapon Damage by +1 and gives an aim bonus of +10 to secondary melee weapons.

Commando "Pointman" tree changes:
Tree renamed to "Flanker"
New Perk List:
1. Deadshot - +10% critical chance on all attacks
2. Stick & Move - +5 Defense & +2 Mobility
3. Run & Gun - Take an action after dashing
4. Rapid Fire - Take 2 shots after each other with an aim penalty
5. Extra Conditioning - Lowers the cooldown of run and gun by 1 turn
6. Storm Position - A free action where you move towards an enemy postion and attack

Commando "Rifleman" tree changes:
Tree renamed to "Infantry"
New Perk List:
1. Total Combat - Can use items for 1 action
2. Sharpshooter Aim - +20 aim when hunker down
3. Ever Vigilant - Auto-Overwatch if all moves spent on dashing
4. Walk Fire - +25 aim but -25 crit on shot, uses 2 ammo
5. Deep Cover - Auto Hunker Down if moves spent on dashing/overwatch
6. Fire at Will - When in overwatch this unit will fire at enemies until it runs out of ammo

Commando "Watchman" tree changes:
Tree renamed to "Hunter"
New Perk List:
1. Implacable - Free Move after scoring a kill
2. Combatives - +10 dodge and parry melee attacks
3. Blademaster - +2 dmg and +10 aim on melee attacks
4. Hip Fire - Take a free shot but with a -25 aim penalty
5. Hunters Instincts - +1 dmg on flank attacks and +10% crit on melee attacks
6. Blitz / Rush / Zero In - random choice between these 3 picked

Hopefully the above changes to the Commando will make them more interesting to play.

Gunner Class Changes:
Gunner looses Combat Knife, Gains Sawn Off Shotgun.
Gunner looses Combatives, Gains Fortitude (+10 Defense).
Ever Vigilant & Steady Hands are swapped in the perk tree.
Untouchable lost, Overdrive added here.
@Squaddie rank they gain 2 new perks (and loose knife fighter);
+Shotgun Surgeon *New*: +4 DMG, +20 Aim & +20 Crit with the Sawn Off Shotgun.
+Pump Action (+2 Shotgun Ammo).
I hope these changes make using the gunners secondary more brutal as a self defense weapon.

Sentinel Class Changes:
To Make Pistols more viable they have been given the "Gunslinger" Perk *New*.
This increased pistol damage by +1 and confers fire pistol so fire pistol is removed from squaddie rank.
@Squaddie rank they have also been given a larger aim roll (10 to 20 from 1 to 5) to compensate for Squadsight penalties while Sniping.
I hope these changes improve both Sniping and Pistol Playstyles.

Other Changes:
"Vanish" was showing up as a Purple (Psionic) perk, should now be a Gold (Normal) perk
The Cost of my Custom Class GTS Perks has finally been set to 200 supplies for Legend Difficulty
Demolitions class icon changed to that of the old survivalist class (The Guerilla Ops Fist)
WalkFire added to list of Lost Headshot Abilities

Update: Mar 9, 2018 @ 9:55am

/Changelog

Assault "Shield" Changes
The shield has been slightly buffed in terms of power but nerfed with less uses.
This makes the shield more useful in later game for absorbing damage and makes melee more viable early on.
The limited uses should prevent over dependance on the ability and make non-melee actions more useful.
-Ability cooldown increased to 5 turns from 4
-Ability is now a limited use ability, having 2 charges per mission
-Shield Points granted per use have been increased from 3 to 5 points
-The Duration of the shield now lasts for 5 turns instead of 4

Assault "Lacerate" Buff
Lacerate has been noted to be a little lackluster compared to reaper so its been buffed.
-Lacerate has been made a "Free Action", allowing it to be an extra attack action
-Cooldown increased from 4 to 5 turns

Assault "Run And Slice" Nerf
Run and slice could be used every turn, essentially allowing for 2 attacks a turn making melee better than ranged attacks.
The cooldown has been increased to make the ability less powerful but still viable.
-Cooldown increased from 1 to 3 meaning after use 2 turns must pass to be used again instead of allowing use once per turn, every turn

Commando "Hip Fire" Nerf
Hip Fire has been noted as being too useful so the aim bonus has been nerfed.
-Aim penalty increased from -15 to -25
-Cooldown increased from 4 to 5 turns

Commando "Walk Fire" Changes
As Walk Fire is on the same tier as Hip Fire I decided to make some slight tweaks.
-Aim bonus increased from 20 to 25
-Crit penalty increased from -20 to -25
-Cooldown increased from 4 to 5 turns

Demolitions "Breaching Round" Buff
To make less reliance on grenades for removing cover the ability has been slightly buffed.
-Ammo cost reduced from 2 to 1
-Cooldown reduced from 3 to 2 turns

Demolitions "Flash Round" Buff
To make Flash Round more viable versus Arc Thrower Miss/Disorient its been buffed slightly.
This should make demolition units more reliable for disabling Psi users and making enemies less accurate if a shotgun shot isnt viable.
-Ammo cost reduced from 2 to 1
-Cooldown reduced from 3 to 2 turns

Mage "Restore" Nerf
Due to how powerful the Restore ability is I have decided to restrict it to limited uses.
-Restore can now only be used once per mission (its on the same tier as Dominate which also has x1 use)

Mage "Teleport" Nerf
Teleport is a really powerful ability and being a free action every turn is a little too much.
-Teleport remains a free action but now has a 5 turn cooldown, it still remains powerful but not overly so this way

Support "Healing Charges" Implementation
The Support class is able to use limited charge range healing darts alongside unlimited charge close range heals.
However on longer/unlimited time missions the unlimited heals result in free squad-wide healing when any rest period is given.
To restrict this somewhat I am reimplementing "Healing Charges" which gives shared charges between the Support Abilities again
Below is a summary of changes:
-Extra Supplies now grants +2 "Healing Charges" in addition to giving +2 "Healing Darts"
-Heal, Life Saver, Revive & Tend Wounded now all share "Healing Charges" between them meaning when one perk is used the others all loose 1 charge
-Initial Charges have been set to 4 to be shared between these abilities, this gives a single support 8 heals per mission (4 ranged, 4 close) with extra supplies giving 12 heals
-"Stabilize" doesn't have charges as I feel like saving bleeding out soldiers should be free and the game screws you over enough with them 'Straight up Dying' more than bleeding out
-"Life Saver" buffed to be usable once per turn, this compensates for moving to heal a little and makes the perk more appealing
-"Revive" buffed to be usable once per turn, with limited charges this makes the decision to revive a downed soldier or restore their status have more weight as it means using a healing charge
-"Tend Wounded" cooldown lowered from 6 to 5 and costs 2 Healing Charges to use at it can heal the User + anyone nearby so at the minimum heal 2 people or potentially more, allowing players to benefit from careful use

Technician "Limited Use Abilities" Buff
The Technicians limited use abilities have been noted as a drawback so a buff has been attempted;
-All limited use abilities have had the charges doubled eg. Combat Protocol now has 4 instead of 2.

Other/Misc Changes
-Mark Target has been removed from cross class abilities list to make the holotargeter more viable on the support
-Combat Protocol Camera reverted to pre-wotc Camera
-Aim Assist cooldown increased by 1 turn
-Barrier Cooldown increased by 1 turn but duration also increased by 1 turn
-Clutch Shot cooldown increased by 1 turn
-Flechette Shot cooldown decreased by 1 turn
-Kill Cam cooldown increased by 1 turn and Crit Chance increased to +40%
-Malaise cooldown increased by 1 turn
-Overdrive cooldown increased by 1 turn
-Pot Shot cooldown decreased by 1 turn
-Revitalize Charges increased to 2 per mission
-Shade Protocol Mobility bonus increased to 5
-Stick and Move Mobility bonus reduced to 2
-Storm Position Cooldown increased by 1 turn
-Surprise Shot cooldown decreased by 1 turn
-Warning Shot cooldown increased by 1 turn
-Wounding Shot cooldown decresed by 1 turn

Update: Jan 1, 2018 @ 4:47am

Initial Release, Happy New Year.