XCOM 2
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[WOTC] Proficiency Class Pack
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17.090 MB
Jan 10, 2018 @ 5:33pm
Nov 5, 2022 @ 1:50pm
55 Change Notes ( view )
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[WOTC] Proficiency Class Pack

In 1 collection by shiremct
Proficiency Class Pack Suggested Mods Collection
94 items
Description
Proficiency Class Pack for WOTC

About the Mod

This mod contains 6 new soldier classes for XCOM 2 War of the Chosen that have some built-in proficiencies based around their core function or role that grow automatically as they gain experience and ranks. These classes can replace all core functions of the 4 base-game classes.

Classes Included
Click on each class link to go to the discussion page with details on their abilities or check out the GoogleDoc Here[docs.google.com].
  • Assault Infantry - A dominating force in close quarters combat, the resilient and aggressive Assault Infantry specializes in taking and holding ground.

  • Field Medic - A quick and versatile support unit, the Field Medic is equipped to provide the medical assistance needed to keep your squad on their feet.

  • Marine - The backbone of XCOM's military forces, the Marines are mobile infantry skilled in the use of automatic weapons and bounding maneuvers.

  • Marksman - Stealthy and precise, the Marksman excels in reconnaissance and priority target elimination.

  • Sapper - The Sapper provides long-range explosive support and is adept at disrupting enemy formations and fortifications.

  • Tech. Specialist - The Tech. Specialist embraces the most advanced technology, using an array of high-tech utilities to disrupt their enemies and support their allies.

Overview and Design Philosophy

A unique feature of this class pack is that each class has some built-in capabilities related to their role that grow with them based on their rank (Class Proficiency skills), either granting them role-related bonuses or increasing the potency of role-related skills that they can learn as they gain experience. For example, you don't have to spend all your level-ups purchasing healing-related abilities on the Field Medic to make them a competent healer - They get better at fulfilling their basic role as they rank up built right into their kit. This concept is inspired by RPG games and gives a lot more flexibility in the skill trees for these classes.

The classes are also designed to give more tactical options early on. The skills that grant new actions or open up new plays will be available earlier in the tree, where they are needed most (before all the interesting options from gear start to come online, when you have nothing, rather than both gear and skills coming online at the same time mid-game). To counter-balance this, the power of high-rank or powerful skills will typically be less pronounced than you may be used to (no Serial or Bladestorm, etc.) and custom costs (more expensive) have been setup for purchasing all abilities through the Training Center, based on the power and synergy of the abilities at that rank.

The class abilities are highly configurable. Almost all values are hooked up to .ini config variables and all configurable variables will be updated in ability descriptions accordingly. Anywhere you see a colored value in a description, that value can be adjusted. The custom AP costs for abilities can also be adjusted. By default they are intentionally pretty high, but if you don't like it, you can change it.


Dependencies and Suggested Mods

The following mods are required for things to work properly:

The classes were designed around the following mods - they (or something similar) are highly recommended, but are not required:

The following mods are completely optional, but I believe they bring features or functionality that compliment this mod and are worth checking out:


Thanks and Credits
I've learned much from MANY members of the community, but I'd especially like to thank Pavonis/LW2, robojumper, Musashi, and xylthixlm - their assistance with my questions and their mods as assets and examples have been crucial in getting this to release!

I'd also like to thank .vhs for kindly contributing some ability icons and Erazil for the French translation of the Field Medic class and abilities (which is, unfortunately, now out of date).

Known Issues and Incompatibilities
  • PZ's Skirmisher Heavy Class - Some abilities that refund action points (Rapid Deployment, Prep for Entry) will not work correctly with this mod installed (incompatibility with XModBase functions I am using).


Revision History and Update Info
Find full change notes and info on upcoming updates and future plans Here.

2.2.5:
  • See Changelog...
Please let me know what you think of the mod, I've put an absolutely massive amount of work into this and I hope you enjoy it!
Popular Discussions View All (21)
192
Nov 26, 2023 @ 8:28pm
Balance Feedback and Suggestions
shiremct
4
Dec 19, 2024 @ 7:05am
Marine doesn't have a fire button for the sawed-off shotgun.
luci5r
4
Nov 12, 2024 @ 11:12am
Sedate doesn't clear mind control
iuvenis
1,759 Comments
bmdc27 Jun 12 @ 11:45am 
Does this mod add extra requirements for promotion besides Soldier XP? I have multiple soldiers that are at max XP for their current rank that are not being promoted. Do they need to be taken on a certain number of missions to get promoted or something?
Myricae Jun 12 @ 3:29am 
Hey i wanted to ask, since there is no shredding as first perk anymore, is shred still available in the early game? Other than grenades of course :)
Wrath Jun 4 @ 8:47am 
Yes
wisestcrazy May 7 @ 10:39pm 
is it possible to use Proficiency Class with LWOTC
HastatusPrior Apr 29 @ 4:41am 
Love this mod and its tactical & cosmetic approach. A strange issue occurs with techspecialists, though. Sometimes, when they are hit by explosives, they disappear leaving just their astonished drone behind them. On one occasion, she resurfaced after two turns, but she was trapped inside the fallen UFO of a retaliation mission (I don't think there is even a way into that thing in the map ...).

Any clue ?
sum1akaJ Apr 21 @ 5:17am 
Hmm, well I had the toggle on 0% anyways, so he should have shot at anything, and it works for every other enemy I've encountered so far.
RambelZambel Apr 21 @ 2:08am 
i dont think the toogle for overwatch of the marine is working(anymore)
sum1akaJ Apr 21 @ 12:23am 
Hey everyone, is Covering Fire supposed to NOT work on a Mec?

I thought Covering Fire ensures that a reaction shot triggers on any action, but the Mecs just shoot their Micro Missiles without any interruption, not only damaging the Marine but also cancelling his whole suppression. Is that the intended behavior that Covering Fire doesn't cover Micro Missiles or Mecs?
EvilBob22 Apr 7 @ 2:31pm 
That would make sense, but Chosen aren't soldier classes, so they don't work the same way. They work more like Advent or alien units, just with a bunch of additional rules attached.
Aru Apr 7 @ 2:18pm 
@EvilBob22 Oh so that's how they were implemented. That interesting! Makes you wonder if Chosen aren't kinda "squaddies" as well.
Thanks for answering nevertheless, it's good to know they aren't affected by it.