XCOM 2
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[WOTC] NevikTheStoryteller's Superclasses
   
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17 dec 2018 om 3:09
17 apr 2020 om 1:11
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[WOTC] NevikTheStoryteller's Superclasses

In 4 verzamelingen van Apple Juice for the Merry
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Omschrijving
Ever wonder what XCOM would be like with Superheroes?
Who Watches the Watchmen?
Do you know about Compound V?



Behold, the Superclasses! Each one balanced with strengths and weaknesses, yet based around a higher standard of capability than any normal soldier. These classes have been designed to be especially powerful while still feeling like they belong naturally in the game. If you need classes ready to take on a challenge, or you wish to have special classes for your own special characters, or you just want some fun variety playing on the game's mechanics, the Superclasses are at your command.

The Superclasses have been given the ability to equip weaponry (optionally) from essentially any mod on the workshop. These classes support vanilla game equipment such as Assault Rifles, Pistols, Sniper Rifles, Gatling Cannons, Shotguns, Vektor Rifles, Bullpups, Gauntlets, as well as support (but do not require) modded equipment such as Long War Secondaries, Primary Secondaries, Immolators/Chemthrowers, Boltcasters, Necromancer Staves, Lightsabers, Saberstaffs, Shields, Disposable and Non-Disposable Rocket Launchers, Smart Pistols, Glaives, Primary Grenade Launchers, Psionicly Guided Bows, and an Empty equipment for the secondary slot from the Samurai and Stormrider classes.

Tested and compatible with Long War of the Chosen/LWOTC!


Class Descriptions:

--Superclass Mentalist: "Comfortable with any weapon or tool paired with powerful Psionic Gauntlet and Amplifier tech, the Mentalist is a master of equilibrium between the mind and the body. From solving the tactical puzzles of combat, or in altering reality with the powerful influence of their mind, the Mentalist's abilities exceed the expectations of what was previously thought to be impossible."

--Superclass Timekeeper: "With basic training in almost all physical weaponry, the Timekeeper's true gift is their incredible awareness and even partial control over their perception of time, and maybe even time itself. Though the Timekeeper shows no particular talent in the use of weaponry, the sheer speed and complexity with which the Timekeeper utilizes their tools at any given moment on the battlefield could repel an army with the right tactical direction."

--Superclass Crusader: "Armed with nothing but the time-tested assortments of melee weaponry and small firearms, the Crusader independently holds their own against the enemy in a masterful weaving dance of war. Able to retreat after quick dashing strikes against the enemy or hold their ground in vicious territorial skirmish, the Crusader is at home on the front line."

--Superclass Hunter: "Utilizing the ultimate arsenal, the Hunter has such a fundamental understanding of tactics and physical weaponry that they can theoretically use any firearm type weapon to its most effective potential. The Hunter strategically waits for the right moment and makes every action count, giving allies a tactical edge through carefully issued commands while assassinating key targets."

--Superclass Savior: "The Savior, though carrying almost any weapon of their choice, comes to the battlefield more equipped to heal than to harm. The Savior is the ideal support on the battlefield, able to heal, protect, and resupply at a moment's notice."

--Superclass Cyberneticist: "Equipped with a wide selection of weaponry and the most advanced of Gremlin drone technology, the Cyberneticist can invent a solution to any problem. From creating new programs and equipment on the battlefield, to cracking any firewall, to even cybernetically augmenting themselves, the Cyberneticist has all the tools they need to thrive in the digital age."

--Superclass Mastermind: "The Mastermind utilizes no directly offensive tactics, instead using their psionic and mental prowess to process the rush of combat for their allies and muddle the cognition of their enemies on the battlefield. Without any specific means of attack, The Mastermind is virtually helpless when alone or unprotected. With nurturing and safeguarding, the Mastermind may grow quickly and develop powerful abilities to bolster teammates and even summon new allies. When in danger, the Mastermind can curb the advantages of the enemy, weakening them at key moments and buying time to gain the upper hand. All in all, the genious and direction of the Mastermind rewards a superior advantage to a worthy commander."

--Superclass Wraith: "The Wraith is the embodiment of danger unseen. Wielding any weapon from the concealment of shadow or utilizing their freakish dexterity to outmaneuver any opponent, the Wraith is the prime example of guerrilla war at its most effective."

--Superclass Anomaly: "Utilizing primary small firearms or melee weaponry and a biotic Psionic Amplifier, the Anomaly has the ability to create psionic disturbances on a scale unmatched by most other beings. Psionics are the lifeblood of the Anomaly, casting Psionic effects and utilizing small devices like a mage with a wand, specializing in little else but mastering the art of turning the enemy into a glowing dustpile. The Anomaly is an unstable being in of itself, wrecking havoc in large areas but yielding sometimes uncontrollable effects."

--Superclass Gadgeteer: "The Gadgeteer specializes in auxiliary devices, excelling in heavy ordinance. Always equipped with a Grenade Launcher, the chemical compositions and enhanced designs of the Gadgeteer's tools pair with their basic training in all forms of physical weaponry to create a most effective artillary."



Class Notes:

If I have everything set up correctly (there is almost no information about the use of XCOM 2 configs online) the Superclasses should only appear at 1/4th the regular rate of classes so as to offset their power with rarity, though they may each still be trained from the Guerilla Tactics School.

These classes make use of abilities from Extended Perk Pack by Favid and Chimera Perk Pack by Cato.
These classes make use of class icons from Ketaros 2D Package by Ketaros.



The composition of this mod is copied directly from my edits to Richard's mod "[WOTC] Create Your Own Class Templates". Without his mod, I would likely have never created the Superclasses. Thanks Richard! I highly suggest getting that mod if you want to learn how to create your own classes. Within the files for this mod, I have included documentation for a masterlist detailing all XCOM abilities to reference as well as some mod added abilities, so the list may be referred to for adding abilities to a class. Technically all of the instructions and additional class templates are included within the files of this mod, so feel free to take a look at them and create your own Superclasses!

I hereby grant permission to use the Superclasses for any other project (at least where my authority applies), credit optional as I can't exactly own ideas and I loathe the creative limitations of copyright, but any credit for the work of initially putting the classes together is appreciated.



Enjoy, Commander.
134 opmerkingen
Slackboy101 20 jan 2024 om 23:56 
RPGO version please?
zecrayz 27 feb 2023 om 14:04 
The Gadgeteer has non replicatable issues with his grapple ability. It will crash the game when used about a third of the time, but you can restart the game, do the exact same grapple and be fine. No clue what's causing it, but worth mentioning.
rEv`- 23 aug 2022 om 18:42 
i love the mod pretty much but i have a problem , my crusader dont work because he can t wear his sword as a primary weapon its always greyed out , i have all the mods installed thats required for that one and lw primary secondary and primary secondary beta but he wont wear that sword in the main hand
T.K. 18 jul 2022 om 18:45 
@Wolfpwned The new one has the same mod ID as the old one. Just use the Beta one, even if listed as a dependency, the mods will read the beta as the old mod and utilize it. I had much the same concerns myself but you can read through the Beta one's description, and I've tested it myself
Wolfpwned 27 apr 2022 om 11:33 
Hey, unfortunately the primary weapons mods dont work well together at the moment, as you need both the new beta and the original, which makes neither work and you unable to equip pistols as primaries alongside anything like a sword etc, does anyone have some advice for how to fix this?
Apple Juice for the Merry  [auteur] 9 okt 2021 om 13:21 
@minami gaming
Even though the Primary Weapons for Recruitable Templars mod is obsolete for their purposes, the mod is still relevant and usable here for the Superclasses and functions as it initially did when I made it a dependency.
wawa 9 okt 2021 om 7:59 
do we still need the primary weapons for recruitable templars that thing is obsolete now that the original recruitable templars thing has it built in
lucasestevescosta 22 jul 2021 om 13:43 
Do i need to have all the required mods activated in the AML or can i have they only donwloaded in the mods folder?
Foolish 27 mei 2021 om 19:51 
this would be perfect for rpgo
Rookie 23 mei 2021 om 10:28 
does this mod work with rpgo?