XCOM 2
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[LW2] Void Specialist
 
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May 7 @ 3:22am
May 7 @ 3:31am
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[LW2] Void Specialist

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In 1 collection by Raze
Raze's XCOM 2 Mods
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Description
It has been quite sometime since I've last updated a mod for XCOM 2. So given that Long War 2 is now a thing and holy hell it is quite overwhelming at times. I've decided to give one of my favourite class an update: Void Specialist.

Known Issues (That is out of my abilities to solve, if anyone can point me in the right direction, it'll be much appreciated!)
- Spectre Phantom's death is counted as a 'Dead Soldier'
- Void Zombies' death is ALSO counted as a 'Dead Soldier'
- The Soldier's pose
- The stat screen doesn't display soldier's PSI Offense Stat unique to Psi Operatives
- Remove Projection doesn't remove Spectre's projection. It's only a visual bug as the game will still count it as dead. Spectre will disappear if killed by other means.

Remaining bugs such as 'Infinite Charges', 'Invincible Spectre' and a bunch of other stuff should be fixed.

Class Introduction:
Ever wanted a 'Magician' Class for XCOM 2? Or have you ever wanted an alternative to the LW 2 version of Psi Operatives? Introducing 'Void Specialist'! A class that uses a VOID Amps as a Primary Weapon! This class is basically inspired by my own game weaved into XCOM.

Do note that Void Specialists comes with their OWN version of Psi Amps called 'Void Amps'.
The final tier 'Magnus Void Amp' can be obtained after researching Gatekeeper's Autopsy.

Main Differences from Non LW2 Version:
LW 2 Void Specialist abilities has been buffed in general to suit the harder environments of LW2.
Void Return & Discharge are the standard abilities of Void Specialists and they each have 2 turn cooldown.

- Void Return's Damage is pegged to LW2's Main Weapon Tiers (Ballistic, Magnetic & Plasma - No Coil/Laser), but with a different spread. The aim is now calculated through standard aim instead of melee. Void Return now acts like a projectile, can target both Organic and Mechanical Enemies. Very low chance to deal disorientation.

- Discharge now deals GUARANTEED damage like Combat Protocol. Damage is pegged to Combat Protocol. 2 Turns Cooldown. Very low chance to deal Stun.

If you'll like to know more information on what has changed as well as a FULL DESCRIPTION of all the abilities, do check out this post!

NEW Abilities:
Over here I'll place an excerpt for all the new abilities added.

Mind Purge - Removes all Mental ailments from an ally.

Suspension - Place an enemy/ally under stasis. Enemies OR Allies under Suspension will heal for +3 HP.

Target Assessment - Taken from my Lone Wolf Class. This ability marks all enemies in radius, increasing your aim by 15. Target Assessment also results in enemy rupture by 2 damage. 3 time use only.

Possession - Like Domination except for Mechanical Enemies. Possession allows you to permanently take control of a mechanical enemy. Chance of possession is calculated by your Hack Stat vs enemies Hack Defense Stat. Failure to possess will incur a 3 turn cooldown.

Void Corruption - For the opportunistic cost of giving up AOE attacks that can hit mechanical enemies as well, you have access to a slightly more powerful Single Target Psionic Attack with a measly 3 turn cooldown. Also comes with a 50% chance of stunning an opponent! The downside is that Void Corruption will only work on ORGANIC targets.

Irregularity - It works similar to Void Rift in concept but quite different. Irregularity comes in 2 stages. It has a 6 turn cooldown.

- Stage 1 of Irregularity will deal normal AOE damage to all units caught in the field.

- Stage 2 of Irregularity will occur ONE TURN LATER which will deal another weaker AOE damage to all units caught AND deal either: Disorientation/Panic/Mind Control. Irregularity Stage 2 also has a slightly higher chance of causing Mind Control compared to Void Rift's Insanity. It will also deal SIGNIFICANT AOE Environmental damage. All structures & cover caught within the orb WILL BE OBLITERATED! Be warned!

That's all! If you have bugs or issues with this mod. Do leave a comment as I have only extensively tested it in Debug Mode on some of the missions. Have yet to bring it for a full spin on a campaign. Unfortunately I'll be away for a few weeks so I won't be able to update this mod or read your comments. But once I'm back, I'll be sure to read all the comments and fix the bugs - If it's in my ability to do so.

Hope you enjoy!
Popular Discussions View All (1)
6
Jun 24 @ 10:37pm
PINNED: LW2 Void Specialist Abilties
Raze
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32 Comments
Nokrin Aug 19 @ 11:11am 
This class is not usefull at all , the only good thing about this class is its aoe mind control, and orogin protocoll , the lack of a shooting weapon is handicapping. flanking with this unit is unrewarding to say atleast , void return has a cd of 1 turn wich makes it even more handicapping considering that it can miss. i dont suggest this class to anyone. this class looks more like it been made for fun without thinking about the tactical side of the game or LW2.
暴躁c Aug 6 @ 9:46am 
66666666
Ypherh Aug 2 @ 8:34am 
It seems that the GTC Void Specialist tactics cannot be bought.
I have a full developped Void Spec and I still cannot buy those 2 tactics.
I have a tiny red text under the pre-requisite as if i don't have an enough grown Void Spec.
DestroyerJamie Jul 28 @ 9:00am 
While the class is attractive it isn't as pratical as the other classes I have thus I have decided to down this class for my Sufference Campagin. My apolgises but it just doesn't work as while I as had hoped. Maybe I'm to blame for not understanding how this guy is meant to be used.
Syzygy Jul 8 @ 10:20am 
@Raze- I believe the new expansion has psiblades as one of the gimmicks for one of the 3 new hero classes. you could probably just use those.
Raze  [author] Jul 8 @ 5:33am 
I also understand what you meant by copy and paste though. Initially I wanted to revamp this class with emphasis on passive boost on a few active abilities, though it is hard to pull that off when players have the freedom of choice to randomly pick what they want. Unlike the psi class which locks passive boosts till you obtain its predecessor skill.
Raze  [author] Jul 8 @ 5:30am 
Psi Blades is definitely something I can implement - provided someone can provide a weapon model. Not the animations for psi abilities though...
Syzygy Jul 4 @ 5:44pm 
@Raze I get the whole casters thing but i got in a really bad situation from not being able to have a practical weapon- i can't know how much damage the abilities do, or critical chance- it takes a lot to get aquainted in my opinion

As for structure- having a dude become a void specialist and then gain the void magic powers feels like an akward copy and paste of psi ops- without the facility and training time. I guess more fluf and explanation- the descriptions for the abilities as they are and then it has a germlin, which looks and functions really akwardly.......Psi Blades dude, we need psi blades, when war of the chosen comes out, dark templar, all the way, warp blades, blink abilities, psi storms, full out, no stop.
Raze  [author] Jul 4 @ 4:01pm 
Hard to use as in?
What do you mean by structure?
Syzygy Jul 2 @ 7:05pm 
The Descriptions and names of the abilities really makes the class hard to use at the start and like a copy and paste psi class that's psi without the structure or research. ;(
starting with no weapons and abilities reading "fake X, does X but fake..." not very informative.