XCOM 2
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Project LAZOR : A Proficiency Spark Class Rebalance
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Jan 12, 2024 @ 9:15pm
Jan 26 @ 4:22pm
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Project LAZOR : A Proficiency Spark Class Rebalance

In 1 collection by FearTheBunnies
OneGrumpyBoi Season 5 Modlist
602 items
Description
About This Mod
This is my personal rebalance for Project LASER : A Proficiency Sparks Plugin 3.0 + Knox's Proficiency Plugin: SPARK Unit Pack.

Don't get me wrong, I love what MrCloista, LordAbizi, RustyDios, and KnoxAHHHHHHHHHH did in creating the original classes.

The goal of Project L.A.Z.O.R. (LASER Amalgamated Zeitgeist Overhaul and Rebalance) is to refine the original five classes, add a sixth class, and revive an abandoned seventh class to help rebalance and find focused purpose for the SPARK classes.

Core Changes
  • SPARK Unit stats are reduced to balance them for the early game. Each class gains stat upgrades at each Proficiency Tier so they don't fall off in the later game.
  • Injured SPARKS cannot be sent on missions. This is done to help balance the SPARK unit gameplay loop. My rationale is explained below.
  • Each SPARK class is reduced from 4 trees to 3 and the skills chosen focus the unit on its designed role on the battlefield.
  • Each SPARK class has a psuedo-unique Proficiency Skill. Each SPARK has "core" features assigned to it based upon its battlefield role, and then one unique ability per tier specific to that class.
  • Each SPARK class has a unique primary weapon that has been rebalanced to keep each of them in line with each other.
  • For a full list of all seven classes and class trees, view the Discussion Thread.

The SPARK Classes
The SPARKs have been devided into three primary battlefield classifications: Mercury Class, Mars Class, and Jupiter Class. The Mercury Class SPARKs are highly mobile and fragile. The Mars Class SPARKs are balanced well-rounded fighters. The Jupiter Class SPARKs are heavy defensive platforms and can deal as much damage as they take.

SPARK Breacher
A Mercury Class Assault SPARK designed for flanking and harrassing the enemy. Standard loadout utilizies Breach-Loaded Shotguns and integrated Autoguns.

SPARK Cuirassier
A Mercury Class Striker SPARK designed for devastating melee hit and run tactics. Standard loadout utilizies Kinetic Assault Modules and integrated Autoguns.

SPARK Artillery
A Mars Class Command SPARK designed for coordinating and managing battlefield tactics and providing artillery support. Standard loadout utilizies Artillery Cannons and Ordinance Launchers.

SPARK Infiltrator
A Mars Class Stealth SPARK designed for lone-wolf operations and general field support. Standard loadout utilizies Autocannons and BIT advanced heavy weapons platforms.

SPARK Tempest
A Mars Class Specialist SPARK designed for disrupting enemies and providing battlefield support at a distance. Standard loadout utilizies Chain Guns and GREMLINs.

SPARK Guardian
A Jupiter Class Support SPARK designed for protecting allies and providing covering fire. Standard loadout utilizies Gatling Cannons and Ballistic Shields.

SPARK Pioneer
A Jupiter Class Armored SPARK designed for frontline combat against heavy odds. Standard loadout utilizies Immolators and Ballistic Shields.

SPARK Injury Policy
One of the core balance issues with SPARKs in War of the Chosen is that normal soldiers are affected by Will and injuries but SPARKs have no such limitation. Back when Shen's Last Gift originally came out, Soldiers were only affected by injuries, but otherwise could go on every mission.

What this lead to was a super-squad of top tier soldiers doing every mission. The fatigue system of Will allowed for roster rotation. Unfortunately, SPARKS were not retrofitted with a similar system. This means that now SPARKS are able to be sent on every mission without fail.

To combat these super god-machines and force some down-time on your SPARKs, I have disabled the ability for SPARKs to be deployed while injured (specifically for these classes ONLY). To re-enable this feature and play with god-machines change the flag bIgnoreInjuries from 0 to 1 for each of the class definitions.

Requirements

Compatibility

Known Issues
  • The Kinetic Smite Module primary weapons do not display on the unit correctly. The weapons themselves work just fine and animate just fine, but the massive gauntlet cosmetic does not appear.

Thanks
  • shiremct for the [WOTC] Proficiency Class Pack itself.
  • MrCloista, LordAbizi, and RustyDios for the original Project LASER, and KnoxAHHHHHHHHHH for the SPARK Unit Pack! They are great class mods, and this is just my personal take on trying to rebalance what they created.
  • RustyDios for class icons, GTS icons, and updated mod preview image.
  • Iridar, Alterd-Rushnano, and anthinh297 for amazing SPARK weapons.
  • Favid and Mitzruti for their perk packs.
  • Deadput for Blast Plating in [WOTC] Proficiency Class Plugin: Phalanx.
  • Cereberalcloud92, GBOverload, RustyDios, and LordAbizi for BIT skills in [WOTC] Mechanic Class.
  • DiesIrae, Mask, stonefly88, and ironboy32 for beta testing this platform.
Popular Discussions View All (3)
30
Jun 7, 2024 @ 5:31am
Bug Reports & Feedback
FearTheBunnies
6
Feb 10, 2024 @ 10:54am
PINNED: LAZOR Class Trees
FearTheBunnies
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Feb 13, 2024 @ 4:47am
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Mask
202 Comments
Nero Feb 18 @ 6:19pm 
Thx
FearTheBunnies  [author] Feb 18 @ 12:14pm 
Any SPARK weapon that is not explicitly called out in this mod, should be available to all sparks.
Nero Feb 18 @ 10:38am 
Does this mod work with the predator cannon?
Epic Dovahkiin Feb 11 @ 8:25am 
aight thanks
FearTheBunnies  [author] Feb 11 @ 8:04am 
Wow, I just realized my config file is duplicating those lines, but yes, you will need to remove BOTH blocks of editing that template to make it work.
FearTheBunnies  [author] Feb 11 @ 8:02am 
To turn it back on, edit SparkMinigun/XComTemplateEditor.ini and comment out (put ; at the start of the line) both:

+Edit_X2TechTemplate = (T = "Tech_LegionChassis", P = "Requirements", Requirements = (RequiredTechs = ("Tech_LegionChassis")))
+Edit_X2TechTemplate = (T = "Tech_LegionChassis", P = "AlternateRequirements", OP = "Remove")

and

+Edit_X2TechTemplate = (T = "Tech_LegionChassis", P = "Requirements", Requirements = (RequiredTechs = ("Tech_LegionChassis")))
+Edit_X2TechTemplate = (T = "Tech_LegionChassis", P = "AlternateRequirements", OP = "Remove")
Epic Dovahkiin Feb 11 @ 6:41am 
do we need to uncomment the 2 proving grounds lines to get the mk2 Legion Chasis or just the bottom one? (or neither?)
Boisegangpc Feb 10 @ 7:44pm 
Alright, thank you for the explanation. I may try messing around with Weapon Skin Replacer or Template Master to see if I can override the animation but if it's a "hardcoded" thing than that is very unfortunate.
FearTheBunnies  [author] Feb 10 @ 6:47pm 
I think that has a lot to do with which slot it is equipped in, unfortunately.
Boisegangpc Feb 10 @ 11:55am 
The Kiruka Autogun still uses the Soldier heavy weapon animations rather than the transforming arm animations from I believe Iridar's Spark Arsenal. Not sure how to change this.