XCOM 2
Chimera Classes
565 Comments
Lyric Apr 29 @ 12:27am 
Why I happened to have three Psionics on my team (I actually had four): I disabled all non-psionic classes in a twist to my campaign ( Disable any class - Redux ). I expect and have already seen, that the lack of hacking units, shortness of healing and current abundance of melee units makes some enemy types difficult to deal with. I wonder how far I can go with this.
Lyric Apr 29 @ 12:21am 
I just killed two Hunters in a single turn.

The first I nuked with a Psionic's Anomaly ability, which does guaranteed 20 and spawns a pod.
Of course, the Hunter teleported out but spawned right back in as a new Pod.
He had weakness against Melee and Templars, and I brought a Templar and a
Stormrider (a psionic melee-only class). I just wailed on him with both of these Soldiers melee abilities and that was the second Chosen kill of the turn.

Thank you for making this mod.
Baka Racker Apr 17 @ 2:36pm 
@Dealer Mangan What Lord Romulo said, there are tons of enemy mods out there, and some are crazy strong. Why not try some of those? I just found this mod, and once my current run is done I plan to use this and will definitely grab a bunch of enemy mods, based off your comment.
Lord Rômulo Jan 28 @ 1:51am 
Vivus, maybe try some mods that beef up advent forces? There are some creatures out there that are no joke. Will try this mod now, hope it works, I have some 100 mods.
Dealer Mangan Jan 25 @ 5:14am 
These classes are very fun, but also incredibly overpowered. After a few levelups, many of them turn early game into a joke, and thus you are able to steamroll through difficult missions and accumulate a lot of resources to rush ahead of the aliens into midgame and keep steamrolling everything. This is on legend ironman.
Shinobi class has some issues with animations, like they play sped-up for some reason and sometimes have no sound.
Overall, i like this mod a lot more than LW2 classes, but it's way too strong for my taste. *Sigh* i guess i'll go back to vanilla classes again. In the end i just can't find a class mod that doesn't turn soldiers into superhumans.
lichen93 Dec 29, 2024 @ 2:05pm 
Yeah, I think I figure out way to deal with mocx.
Cato  [author] Dec 29, 2024 @ 1:02am 
Mocx: If they have their own ranks already, then no.
Psi Lab: Completely optional. It will still create vanilla Psi Operatives.
lichen93 Dec 29, 2024 @ 12:20am 
And do I no longer need the psi lab facility after this mod?
lichen93 Dec 28, 2024 @ 4:47pm 
can I make Mocx soldier use these classes?
Cato  [author] Sep 28, 2024 @ 11:35pm 
You can also remove 1/4 of your mods, load into the avenger and see if issue fixed. If not, remove another 1/4 and retest. Once resolved slowly add mods back in until you find the conflict. X2 is very tolerant of missing mods for testing like this so long as you dont try to launch a mission.
Cato  [author] Sep 28, 2024 @ 11:28pm 
If not done so already, clear your INI cache as detailed above. Read incompatibilities above. Identify and remove any ability mods messing with slots. Make sure you have no other class mods active. Make sure you have all the required mods active. Be sure to use the community mod launcher and not launch via Steam.
mAsqUAdEl Sep 28, 2024 @ 10:15pm 
Hi, just trying this mod and so far everything seems to work, except the secondary weapons - such as melee weapons and pistols - are not showing up/selectable in the primary weapon slots for shinobi and support for example, sorry if this has been asked before but I can't seem to find anything about this. Not sure if this is also caused by another mod or this is intended but for support & hacker the Bullpup and Reaper rifles are selectable instead of the pistols.
Ronin Ixioran Sep 21, 2024 @ 11:43am 
I'd imagine this is not compatible with Musashis RPG Overhaul?
樱风今天吃什么 Sep 12, 2024 @ 2:56am 
The smoke grenade that expands the range of action of the Demolition is not effective. Although the range displayed during throwing is expanded, the area of action is still the initial range. This can be proved by effects of the hit rate displayed during aiming and Gotcha Again
lil nut Sep 5, 2024 @ 4:52pm 
I don't know if it's intended, but the Demolition's special "Incendiary Shot" does 29 damage. Maybe it's just me.
Angel May 11, 2024 @ 7:38pm 
Just a question, if you're still there. I haven't been having any issues so far yet with having the mitzruti's perk pack installed as well. I also only have that mod just for one psionic class pack. What issues would I expect to run into if I continue playing my new campaign with them?
Cato  [author] Mar 18, 2024 @ 11:15am 
You can safely use original primary secondaries. This mod was designed for it.
Kamikazee786 Mar 18, 2024 @ 5:50am 
Ive come across a problem, i want to use Chimera classes but True primary secondaries is a dependency for it,

i have the original "Primary secondaries" mod. If i use the new primaries secondaries mod however the Jedi Revised mod no longer works as it relies on the original mod.

Has anyone found a workaround for this ?
Econ347 Feb 27, 2024 @ 9:12am 
The description says its rather untested if this mod works with Long war of the chosen... any insights wether or not I should use them together or not from personal experience? ^^
Behrg Feb 23, 2024 @ 5:16am 
The Shinobi Katana animations

Are

Rediculous
Behrg Feb 9, 2024 @ 8:56pm 
You make my heart happy :D
Cato  [author] Feb 9, 2024 @ 6:12pm 
Scout: Shotgun / Arcthrower :critical:
Lighting Reflexes, Fade (Conceal x3), Arc Accuracy

If only I had thought of it 4 years ago! :winter2019happybulb:
Behrg Feb 9, 2024 @ 3:16pm 
I've been playing around with a lot of the class packs. I've been finding that I often wish I had access to your Chimera classes while playing other packs. I get that much enjoyment out of them that I miss them when I'm not using them.
Behrg Feb 9, 2024 @ 3:14pm 
Those are great ideas, thank you.

And a Long War 1 Scout shotgun infiltrator sounds AMAZING
Cato  [author] Feb 9, 2024 @ 8:19am 
Reapers are the dedicated recon, if they did not exist then I probably would have made a Long War 1 Scout, a shotgun infiltrator.

A Support with Phantom can be pretty handy, or for something with teeth a Psionic with Blink & Thirsting Shadows.
Behrg Feb 9, 2024 @ 4:45am 
One gripe I have is that I'd like for there to be a scout/recon option in the base class lineup apart from Shinobi, as I find the 80's hyper ninja trope to be silly. Still fun, though.
Behrg Feb 8, 2024 @ 7:05pm 
This class pack is AWESOME. I'm playing it with Covert Infiltration mods. Its fucking SWEET.

Classes that FEEL like desperate ad hoc specialists drawn from different places and backgrounds. Love it.
dmc32 Oct 4, 2023 @ 9:07pm 
Ok, I'll go with that.
Cato  [author] Oct 4, 2023 @ 8:52pm 
No plans at present, as I am not playing XCOM. Never say never though.
dmc32 Oct 4, 2023 @ 8:45pm 
@Cato, know you're still retired from x-com modding, but any plans to update this mod along with your heroes mod?
Cato  [author] Aug 1, 2023 @ 9:08am 
You might have issues with Primary Melee weapons? In truth I do not know. Best thing would be to create a new test game on easy, blitz through a mission and then cheat grant level ups and tech via command line.
Rurumeto Jul 31, 2023 @ 8:35pm 
I couldn't find a compatability list for either mod, but would the "Prototype Armoury" mod work on the weapons added here?
Cato  [author] Jul 26, 2023 @ 1:56pm 
That is good to hear, I have not had anyone report back about LWOTC for years. Had a few users try them originally when we launched who reported major issues at the time. I'll move it out of hard and into minor/unknown.
Penguin5672 Jul 26, 2023 @ 10:21am 
I don't understand why Long war of the chosen is put as a "Hard Incompatibility", I have not seen a problem from any of my XCOM 2 campaigns using both LWOTC and this. The only problem that I have seen so far is that LW2 Secondary Weapons causes a conflict with LWOTC. But it does not amount to anything, at least for what I have seen so far.
Cato  [author] Jul 16, 2023 @ 4:41pm 
### REQUIRED MOD UPDATE ### :sectoid:

After 100+ hours testing, I am pleased to report that True Primary Secondaries Beta is stable / fixed by Iridar's Musashi Mod Fixes .

TPS Beta now replaces the old, original Primary Secondary mod. This resolves a few issues, including weapon duplication.

Q) Should I switch to TPS Beta immediately?
A) No, I would finish any existing campaign first, there is no rush.

Q) Can I run both the original and TPS Beta together?
A) By the Nine, no, do NOT do that.

Q) Why have you taken so long to switch to TPS Beta?
A) It has many janky issues which were never addressed (until Iridar's mod).
Cato  [author] Jul 16, 2023 @ 4:15pm 
I added that in, please see the Dev Blog + FAQ for more info, as well as instructions on how to add or change weapons to classes if so desired.
OxCD Jul 16, 2023 @ 3:59pm 
Would a native compatibility with the most famous additional weapons like Musashi's Shield or Iridar's Rocket Launcher, come from this mod or from those weapon's mod?
OxCD Jul 16, 2023 @ 10:27am 
This.mod.kicks.asses
Really good job, it brings a lot of diversity into the tactical approach, especially if you are playing with mod(s) that increase aliens types.
huntersorce20 Jun 15, 2023 @ 4:35am 
I like what you've done with giving each class more choice with 3 skills per rank to choose from. However, I personally like the 4 base game classes. Do you know of a mod which does what you've done with revamping the skills for the base classes?
HKR31 Jun 4, 2023 @ 3:24am 
hello
is there a possibility that you could add 3 breaths (fire, lightning, poison) from Mitzruti Perk Pack
so that Stukov's war gene mods could use them
Derp May 10, 2023 @ 6:37am 
Psionic class skill anomaly is causing game crash every time used in ambush missions. I am guessing it cannot call for the MEGA reinforcement that skill calls for in ambush missions.
HKR31 Apr 29, 2023 @ 4:59pm 
Ok thanks
Cato  [author] Apr 29, 2023 @ 1:02am 
I meant for balance purposes. No point in having two flame-based classes.
HKR31 Apr 28, 2023 @ 9:28pm 
I can only replace not add a class?
Cato  [author] Apr 28, 2023 @ 9:13am 
I think it very well could be! Try it out, there are some cheat commands in the Dev Blog thread above if you want to do some quick testing. I would disable the Inferno class. :winter2019surprisedyul:
HKR31 Apr 28, 2023 @ 4:05am 
Is Rusty's Alchemist class compatible with this mod?
Want to use a class that is centered around immolators
I want to keep using your mod because it has a lot of good classes and good compatibility with most mods
Cato  [author] Mar 22, 2023 @ 9:15pm 
Thanks, it is always nice to hear people are enjoying Chimera Classes.
jonathanshammer Mar 22, 2023 @ 7:50pm 
Writing another comment to confirm this mod is great. I run 12 pages of mods and never have issue with compatibility

This is still the best class overhaul mod in Xcom 2. I have tried literally all of them and this is still my go-to. It has the best balance and the classes "feel" the most thought-out and fun.

Thanks again Cato, I am about to do another run.
Cato  [author] Jan 19, 2023 @ 11:16pm 
:vahlen: True Primary Secondaries UPDATE

I am currently testing TPS + Iridar's Mushasi Fixes (which fixes TPS). The initial results are quite promising, it would be good to hear any feedback you have on your own testing.
Moneyman1232145 Dec 23, 2022 @ 8:03am 
Hello, I'm new to usings mods and the game My Shinobi doesn't has his primary sword. I believe I have everything downloaded required. But I can't seem to get it to work. But I love the mod/