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
95 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
1
May 4 @ 6:30pm
Sedate doesn't clear mind control
iuvenis
12
Dec 27, 2023 @ 9:01pm
Adapting to LWOTC
General Disarray
1,694 Comments
Dęąth Viper May 11 @ 3:03pm 
Hey man, my account was hacked and someone deleted ALL of my friends. I re added you!
DeBlue May 7 @ 1:00pm 
Not sure if it's a bug but on the description of the "Explosive Ordnance" it says special and unique grenades do not get bonus charges but I am still getting multiplie Frost, Acid Bombs etc?
ParadoxicalOutcome May 5 @ 4:41am 
On the topic of Gauntlets, do the Sapper abilities that specify "rockets" apply to the Gauntlet? Since it looks like the item's coming from LW2 Secondary Weapons, a prerequisite to this mod, I figured I might as well enable it, but I just wondered if the mod actually interacts with the item.
EvilBob22 May 1 @ 8:49pm 
Haha, yeah, that is how to do it. As long as you have the right other mods like true primary secondaries and LWOTC secondaries, that's all that needed.
^Draco^ May 1 @ 8:16pm 
Ahh- Thank you! Exactly the info I needed lol.
I am currently just messing with the "XComClassData.ini" file to just manually attempt to force the changes I want.
And it seems to have worked just fine! Sapper can equip gauntlet now- and multiple other classes now have the option of using a pistol as a primary or duel wielding! :}
EvilBob22 May 1 @ 7:53pm 
Gauntlet is a mod added (LWOTC or LWOTC secondaries if I'm remembering right). I just looked up the Sapper's allowed weapons: assault rifle, shotgun, grenade launcher, and rocket launcher. So, no, they don't get it.
^Draco^ May 1 @ 7:44pm 
Another thing; Does the Sapper gain access to Grenadier weapons? "Gauntlet" - says it only works for Grenadier. And I forgot if that weapon was from another mod or if it was vanilla.
EvilBob22 May 1 @ 7:32pm 
It isn't that it doesn't work with true primary secondaries, it's that none of the classes use them. Try Stormwarden, Phalanx, or Akimbo. They all use secondaries in the primary slot (and there are other classes too).
^Draco^ May 1 @ 7:14pm 
I really love the classes in this mod-
But I don't think it works with "True Primary Secondaries" at all?
Trying to get a pistol as a primary weapon, but whatever I do the option just is never there.
There any mods that fix that issue or?
EvilBob22 Apr 13 @ 6:49pm 
If you have swords in the armory, but can't equip them, then there is probably some mod or setting that is changing the Assault Infantry's loadout. You'll probably need to do a binary search to find it (see https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting near the bottom).