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What do I need to edit to make the above possible? I ve looked into the LW class data ini and I believe I found the ballowAWCAbilities, but not the form bond and gain more AP.
Also I would like the provide cover around the spark ability (Is it the bulwark perk?).
AND the ability for the SPARK to attack adjustent enemies in close range (another perk maybe?).
Other mods that change the same perk tree will not be compatible, since a class can only have one set of abilities. Mods that add additional Spark classes could work, but I never used them.
1) That's a bug I have to fix in Mod Jam, I'll get on it right away.
2) No, that's no longer baseline since it devalues shields and also can be buggy, even in the unmodded game.
3) If I was building for Heavy Cannon with a SPARK, I'd probably go Heavy Repair -> Damn Good Ground -> Shellshock Protocol -> Bombard -> Master Blaster -> Neutralize -> Traverse Fire. I'd use a BIT secondary, an Autogun in the BIT heavy weapon slot, and either a special Heavy Cannon shell or one of the Shoulder Launchers (Spark Launchers Redux) in the Auxiliary slot. This is more of a versatile long-range build with many options as opposed to hyperfocusing on the Heavy Cannon like a MEC Sniper. The advantage is that if the mission/map doesn't suit sniping, you can roll an Autocannon with this exact same build, swap the Autogun for a different heavy weapon and you're set for mid-range combat.
1st, is it a bug that Iridar's ordinance launchers don't have an image in the armory? They still work absolutely fine in tactical, there's just no thumbnail. Might be an issue with some other mod interaction; I honestly have no idea.
2nd, are my SPARKs supposed to have the bulwark (high cover for allies) ability? They currently don't and I've been trying to find some documentation on if that's intentional or not.
3rd, do you have any tips for builds based around Iridars Heavy Cannons? It seems like most of the promotions in the whole tree are antithetical at best or incompatible at worst. Am I missing something, or is it intentional that I have to give up a lot of flexibility for the big-ass guns?
As always, thanks for the work you put into these mods. Firaxis oughta hire you if they ever get around to XCOM 3.