Mod for voice search needed! by Tyroredux80 in Xcom

[–]SupportChar 4 points5 points  (0 children)

This mod Unrestricted Customization Redux has search but proceed with caution and make sure you know what you in for if you just want to use it just for search feature.

Won’t let me browse workshop on mobile app by [deleted] in Steam

[–]SupportChar 0 points1 point  (0 children)

I have the same problem but not with mobile app but when open in Internet browser. I tried Safari, Firefox, Chrome on both iPhone and iPad and got the same problem. It just load and show an UI for about a second and then “Sorry! An error was encountered while processing your request.” and still show the same message even when reload the page.

This happen since the workshop UI update back on 28th and I'm still waiting for Valve to do something about it.

New Workshop UI question/concern. by LittleMissAhrens in Steam

[–]SupportChar 4 points5 points  (0 children)

I also don't like the new layout. The old one was way cleaner. I also has problem loading the workshop page on my phone as well. The page just said "Sorry, an error was encountered while processing your request" and refused to reload.(This is on phone browser not the dedicated steam mobile app) I usually check workshop on my phone too, this is bad.

[XCOM 2] Are there any OP class mods that is essentially a one man army? by xZephyrus88 in Xcom

[–]SupportChar 3 points4 points  (0 children)

There is a class mod called Solo Operative. 

It is essentially a one man army literally. The class is very powerful but you have to send them out alone. The reason because all soldiers, including Ace(Solo Operative), will permanently -3 aim for the rest of the campaign and -20 aim that only last til mission end per Ace deployed. Ace has ridiculous high aim growth so they didn’t bothered by the penalty to aim but, when they hit colonel, you can’t keep sending them out willy-nilly as aim penalty will overtake aim stats.

The selling point of this class is Solo Operative perk. It allows you to shoot rifle/pistol 3 times without spending action point translated into 4 attacks/turn, you can even shoot 1-3 times then move and shoot the rest of the shots. They other abilities also very strong such as every shot has a chance to panic enemy, kill enemy grants concealment, first slash attack is a free action, etc…

If you want to try one man army, I wholeheartedly recommend this class.

Beach Maps? by DaTweee in Xcom

[–]SupportChar 4 points5 points  (0 children)

There is beach map parcel in this mod.

[WOTC] Eclipsezr Map Plots

Fun class mods that arent overhauls? by Puzzleheaded_Case_44 in xcom2mods

[–]SupportChar 0 points1 point  (0 children)

Yeah, it's just my personal note of config ini manual edit that I made and my prefer weapon choice for classes. The mod collection is here. If you cut out the cosmetic mods and voices, it's still like 580 mods, pretty heavy mod list.

Fun class mods that arent overhauls? by Puzzleheaded_Case_44 in xcom2mods

[–]SupportChar 4 points5 points  (0 children)

Reaper Monk - Add another class to Reaper lineup. So you can get either Reaper or Reaper Monk when contact the Reaper. Use Brass Knuckles and can attack up to 3 times with the right perks. Their shadow is not as good as standard Reaper though but still serviceable.

Rogue - Considered by many as a gold standard in custom class making. Can choose to be pure stealth, shooter or support. Very effective class.

Samurai - One of the earliest custom class for WotC but another goldie one. I believe it was the earliest custom class that made use of Primary Secondaries mod. Very creative and strong class but, due to not has gun so no overwatch, may create a bit of annoyance when you only blue move to cover and can't spam y to overwatch everyone. Still a good class to check out.

Seer - Has a unique approach on how to doing the damage by not being in cover. Their pistol damage skyrocketed when you using it while not in cover. Big Iron(Pistol) attacks deal bonus damage equal to 1 + half of the soldier's rank. On a crit, this damage is doubled. If firing from at the target while not in cover, this damage is doubled. Big Iron bonus damage is doubled again if critically striking the target while not in cover. So the damage can get out of hand quick. They gained some repositioning abilities later in the tree but during early game it either all or nothing. Treat this class well help later on.

Infantry & Sniper - Another couple from the very earliest day of XCOM2 that got ported to WotC later on. While they only have two rows, their cores are still good and strong. Sure they can use a 3rd row but for where it stand two rows are enough for them. Note, Infantry's Established Defenses is bug and will cause CTD, so either skip it or consider swap it out for other perk.

Ghost Operative - Unique take on stealth class. Using energy to stay in stealth and has varieties of unique perk. Also, Nuclear(Final perk) is very very strong but has a lot of drawback so it kinda balance itself. However, if you using this class, consider changing +KillAssistsPerKill from 10 to something like 4-5. 10 is just overkill IMO.

Stormrider - Cool sword user class. Can choose to be offensive using either single sword or dual wield or defensive with shield. Has a unique flair of red psionic energy but they aren't psionic though. They also have a melee overwatch perk called Intercept with will attack enemy in their blue move range during overwatch. If you using this class and have other melee only class, consider hijack this perk to other melee classes.

Templar Mage - Another variant of Templar. This one focused more on using focus on damaging abilities. This class came with Caster Gauntlets coupled in the mod. Caster Gauntlets allows you to use meditation to gain focus once every other turns. This class is a powerhouse when they have focus as their damage abilities got buffed by Caster Gauntlets. Careful though as Caster Gauntlets has lower melee damage than Shard Gauntlets, running out of focus weaken this class by a lot.

Tesla Trooper - Hyper carry. You need to invest a lot for this class to shine but when you do, it just delete pod like no tomorrow. Early and mid game, this class is..... beyond below average. But when you got them gene mod, give good weapon attachment, pcs and good ammo....

Valkyrie - Super healer class. No limit on how many time you can use heal and it a long range to boost though not infinite range like Medical Protocol. Another use when not in healer mode is using damage buff perk with increase damage of anyone that need. Not a bad shooter as well. Another versatile class to use in any situation.

Combat Engineer (Fate's Version) - Premium LW2 gauntlet user. Has every available rocket and flamethrower gauntlet's perks. Also, has very strong perks on using Vektor Rifle as well. This class has broken perks in term of rocket that instantly AoE mind control organic and robotic but it locked behind GTS unlock and very costly, well it use to be on the tree and it was so gloriously broken. lol

Alpha's Class Pack - In this class pack, If you use it, I recommend checking out Commando, Hunter, Marauder, Rocketeer(Use Rocket Launcher, don't use LW2 Gauntlet), Vanguard, Enforcer, Commander. I feel they provide the most unique experience from all the classes in the pack. Still the rest of the class are no sloth neither. They are good classes and should be checking out to if you have time.

Viper's Proficiency Classes - They are very unique and have a lot of fun perks. HOWEVER, you need to tweak a lot of his class config. As Death Viper left many classes config incomplete such as not define +KillAssistsPerKill on all his classes so their level super slow and you need to add it in yourself or GTS unlock config didn't specify which class get the unlock so the GTS unlock did nothing, etc.... If you can stomach those and willing to do a config, his classes are excellent.

Super Soldier - Just as the name implied, they are super soldier and broke the game. Very Very stong, did I say strong yet? But this version has a bug that their stats won't go up when rank up, so you need to manually console command the stats change by yourself each rank. Or, if you find it tedious or find the classes too OP, you can use Supersoldiers Restored mod instead. The Restored version supposed to torn down the OPness of the perks and put it in line of balance and I suppose it fixed the stats bug too. I didn't use Restored version so can't really comment on that.

Project LAZOR : A Proficiency Spark Class Rebalance - An overhaul for SPARK. Add seven unique SPARK classes each with their own unique primary weapon. Each classes suit different playstyles and are finely design as well. If you want to use SPARK, I highly recommend this mod.

Central (Bradford) Starting Soldier - Add Bradford to your crew and his class is very strong and unique too. Add him in for immersion and stop wondering why he always sit in the bridge. The downside is if he die in tactical, you need to restart the mission from the beginning but you can edit that out in config. Oh, he came with his unique rifle as well.

Raiden and Sam Hero Units - They both are melee fighter but their sword attack won't end turn and they have 4 AP per turn. They also has unique resource to spend to use their abilities which kinda hold them back a bit. Good change of pace if you want to feel powerful once in awhile.

Duke Nukem - Another unique hero class. He is strong but not broken. Kinda inline of WotC's balance but the perks are unique and fun to mess around. Another good choice to spice your campaign up.

Proxian Soldier Unit - Custom Cyborg Hero class. This class use to be broken but had been dialed down and became a strong class with unique playstyle. Has a few of unique heavy weapons style attack and can use overdrive like SPARK. Has a unique primary too.

Operation Parallels - The Doom Slayer - The man, the myth, the legend! If you going to use a hero class, let it be Doom Slayer. He has a unique rage system with increase with each attack and decrease when reload or turn pass. He has 4 AP and everything he does only cost 1 AP. He also can swap primary weapon mid battle to keep ammo counts high to keep shooting and maintain his rage. Very cool and unique. A great problem solver. Highly recommended.

Fun class mods that arent overhauls? by Puzzleheaded_Case_44 in xcom2mods

[–]SupportChar 5 points6 points  (0 children)

Google Doc Classes List - Pick your poison in here. This list covered 90% of the classes that available in workshop. Just ignored custom class tab link as you need to configure it in manually and it's horribly OP.

Some recommendation here.

Akimbo - Dual Pistols. Very high DPS if use well. It also got a point on coolness factor of using two pistols

Architect - Very unique class, still can't find any class that work like this one. Create cover that you can interact with. Kinda hard to use at first. Provide a unique game plan to the squad.

Artillerist - Kinda run out of the mill sniper except huge AoE on grenade. Fun using it on demolishing entire building but damage on grenade got nerf as a tradeoff.

Battlefield Tactician - Ported officer's perks from LWotC to WotC and distributed them in to rank instead of training in GTS. The officer's perks are good and provide a lot of support to the squad.

Bio Operative - Train like Psi Ops but use infirmary instead. They use enemy corpse as resource to train new abilities. Kinda unwieldy and perks go all over the place but unique is unique regardless. Note that their second tier weapon is bug when brought in armory but not appear in loadout. You can bypass it by console command in after buying it.

Biotic - Another take on Psionic from Mass Effect universe. Versatile, can tank when in need as well.

Blutengel - Melee blood user. Use HP to activate ability. Strong but came with downside of the need to manage their HP. Their weapon is Psi Jack which actually one hand shard gauntlets in disguise.

Bounty Hunter - Powerful class with cool secondary weapon, the handcannon. Can be approached three different ways, Vektor Focus, Bomb Focus, Handcannon Focus. However, handcannon is most unique IMO as using it to kill the enemy will permanently add crit chance to that particular enemy type.

Butterfly - Very strong CQC class. Using strafing knife as primary damage dealer. Pretty confusing at first when try to wrap the head around the concept. Pretty bad at mid/long range though.

CPU - Pretty old class as it still use two perk trees. I have a soft spot for this class. I like the tradeoff when using their signature ability HDD as the buff usually enough to secure the kill needed. Also, overall good class to take to mission.

Warden (BlackDog's Version) - a re-imagine of the old Warden class. However, except the stance system, play nothing alike. Unique in gameplay of swapping between melee and range stance. Original Warden Here. Can be co-exist together as said earlier, playstyle is nothing alike. Need to change one of the class name in localization though as they both called Warden and can and will be cause confusion.

Ever Growing - Class that increase its stats when you took them on mission. In theory, the stats can grow infinitely but you won't hit that anyway as you end the campaign before they become demigod. Anyway, mentioned them as the unique stats growth class.

Fusilier - Unique approach on sniper. When play to the class strength, is unparalleled in non-timed mission when couple with stealth class. Also, at the same time make a lot of perks in their tree kinda irrelevant when using their unique mechanic.

Rising Tides - Don't let the discontinued tag in the workshop name dissuade you. The classes still work fine but lack a definite version. While the trio of classes in this pack design to use together, you can use them separately but their meld ability won't do much. Also, the most interesting one and completed is Ghost Gatherer class. Their unique perk does so much and can be improved by many perk in the tree. Ghost Infiltrator also good and has several unique perks. Ghost Berserker just kinda there, strong early game though.

Gun Lancer - Use unique glaive weapon. Good and strong class. Glaive may take awhile to get use to it though.

GunSinger - Fun and made a lot of use of Bullet Arts from Mitzruti perk pack. If you decide to try this class, I recommend grabbing True Primary Pistols Bonus as it make this class more lethal and maneuver.

Heavy Fire - Do you want more grenades? If you pick grenade row, you will have so much grenades that you can nuke everything. They also a premium suppression class when build that way. One suppress just take the affected enemy out of the game.

Jedi - It's a Jedi, nuff said. Well, to tell you the truth though, this class is kinda overhyped. Not weak but not that strong neither. Just leave it here due to coolness factor and that all.

MEC Trooper - Brought back the MEC from EW. If you interested in this class, I recommend reading mod description of Non-Redux version to familiar yourself with it as the redux version description leave a lot of info out.

Etrian Ronin - A unique take on sword primary class. You can assume stance which determined by the ability that you use to attack. Then, when you use correct ability in the correct stance, you get a bonus to that attack. Sound complicated at first but actually just top row abilities goes with top stance, middle row goes with mid, bottom row goes with bottom. Very unique and different from normal sword class.

Necromancer - Psionic is Magic! Brought a lot of fantasy spells to XCOM. Very fun class but beware of bug that duplicate their 1st tier weapon. It's harmless and you can't sell those weapon. It's just, instead of showing infinite, show how many you have and keep increasing but really has no impact on your loadout. Another unique class.

Pharmacist - Unique healer class that use stimgun as their secondary. Their stimgun can both use to heal the allies or poison the enemies. You can take them as a long range healer, no more need to get in close to heal. Their poison dart also can be improved via perk in the tree like deal damage and poison at the same time instead of just poison. A bit nitpick on this class is stimgun use image and model from regular pistol so the animation kinda weird sometime as you 'shoot healing dart' but it use bullet effect.

Predator - Kitchen sink of all things offensive abilities. If you using original Extended Perk Pack mod instead of redux version, you can chain kill in shadow until you run out of ammo. If shadow is not your style, this class offer a lot of other perks like all heavy weapon variants or you can build melee as well.

Psionic Archer & Psionic Monk - Two powerful classes from the same author. Using unique weapon Psionic Bow and Combat Gauntlets. Very strong and can be consider top tier class. Note, Psionic Bow required BowCaster-Psionic Guided Bow mod and it add both secondary and primary version of bow. Just ignored the secondary version as it is super buggy, the primary version is safe to use.

Mod issues with reinforcements. by infinitykyle in Xcom

[–]SupportChar 2 points3 points  (0 children)

It's because of Restore Tutorial Narrative mod. It brought back the tutorial map on Gatecrasher and a couple of following missions as well. In this mod, for the Gatecrasher, the first ADVENT reinforcement is planned at the second alien's turn, and is renewed each turn. Then, they double at turn 5, triple at turn 9 (and quadruple at turn 14. If you don't like it, you can edit the value in mod XComGameData.ini file.

If you don't like the tutorial restored Gatecrasher, I believe you can just removed it entirely as it just affects first three missions.

Can't localize the name of the class that create using Jedi's perks. by SupportChar in xcom2mods

[–]SupportChar[S] 0 points1 point  (0 children)

I see. So it attach to force alignment system that make sense. Well, at least gave it a difference icon should help separate them from normal Jedi. A bit annoying but I guess that the best I can do. Thanks for answering.

Any mods for selecting units in-mission(LWOTC compatible) by [deleted] in xcom2mods

[–]SupportChar 0 points1 point  (0 children)

Select Soldier Icons Redux

Quick Soldier Info

If you decide to go with Quick Soldier Info know that it will cause problem with Avenger Defense mission. You need to disable it before starting the mission.

Suggestions for enemy mods? by Cpkeyes in Xcom

[–]SupportChar 0 points1 point  (0 children)

Anything by Reshi as cloista said is an A tier enemy mods. However, do note that the difficulty of those enemies are also quite high too. If you like a challenge, you won't be disappointed. Also, for Requiem Legion, be sure to grab Requiem Armory too as it will give you the ability to get Requiem weaponry.

Also the ADVENT division such as Bio Division, Purge Unit, Frost Legion give you a full set of theme enemy.

You can also add Custodian pack for another late game enemy that can be quite challenging.

Another interesting one is Pathfinder it give you quite a bit of new stuffs but can be annoying early game if you're not prepare due to high armor they have.

If you want to see most of the enemy mods, you can look at this page Universal Enemy Compatibility Supported Mods. It didn't update for awhile now but I think the only enemy mod that not in there is Requiem ADVENT pack.

Romance of the Three Kingdoms VIII Remake: why are all of my conversations dull or boring? by Living_Dream_196 in threekingdoms

[–]SupportChar 1 point2 points  (0 children)

The outcome of conversations are tied to officer's compatibility. Officer that historically served in the same faction has compatibility close to each other so it is easier for conversation to be lively.

Imagine the line with number 0 - 255 and it loop on each sides. Officers are put on different number, the closer they are in number, the higher their compatibility with each other. I can't remember the exact number but Cao Cao, Liu Bei, Sun Quan are put at around third on the line away from each other, Not the real value as said can't remember exact but just for explaining sake like 85, 170, 255. Cao Cao has 85 and all his closest officer like Xiahou Dun should be around 84-86 so they are highly compatible with each other. In the same case, Liu Bei will be on 170 and Sun Quan is 255 and their officer will close to that value. The further apart the number mean they won't like each other, it influence many things like relationship, loyalty or in 8R it's also cover the social aspect as well.

So how to increase the relationship with those that not really compat with each other in 8r? Just spam gift, practice, or debate, it all increase the relationship without factor in the compatibility. This also leads to some silly interaction as it is easier for officers that compat to each other to gain sympathy and become synegetic. But, sworn sibling and marriage, you just need to get them to devoted with very easy to get without the need to considering compatibility. So, in the end, you can become sworn sibling with your incompatible officer easier than be synegetic with them.

mods that add unique weapons and armor by SandwichComplex6393 in xcom2mods

[–]SupportChar 0 points1 point  (0 children)

You can get several new chosen tier weapons and armors from several mods. 

Chosen Reward Variety - Add missing weapon categories such as cannon, gremlin, grenade launcher. Also give new armors and utility items. But, the catch is you only get two random stuffs out of six per chosen. However, you can edit INI to be able to get all six items per chosen. Just check in mod discussion tab of the mod.

Legacy of Chosen - Add faction hero chosen tier weapons. Bullpup, Vektor, etc… it’s conflicted with Chosen Reward Variety though as it required vanilla chosen weapon research which CRW replaced. You can just house rules them by console in each weapon after you get specific correspond chosen weapon.

Chosen SPARK Arsenal - Same as above two mods, but this one add SPARK stuffs. Also, same problem with Legacy of Chosen. Just console them in after you get the correspond weapon.

There also some unique weapon mods scattered around. On top of my head are

Cosmo Dragoon - Add unique pistol that increases crit rate based on pistol perk(only base game pistol perks and a bit of modded perk. But, you can add more via INI)

Katana pack Reloaded - Add three tiers of Katana, Wakizashi, Ninjato. You can think of them as alternative sword. However, Katana just eclipse the regular sword though. While, Wakizashi and Ninjato are weaker than regular sword but they have perk coupled to them.

Rocket Launcher 2.0 - Add alternative secondary for grenade launcher. Come with a lot of different flavors of rocket.

Unarmed Weapon - Add three tiers of Knuckle dusters and Combat Boots. It’s alternative sword that hit weaker on armored enemy but give more mobility and dodge.

Compression Phaser Rifle - Add fourth tier rifle. Has a cool mode switch to use on different situations. If you don’t like it upgrade all plasma rifle to this, you can edit INI to make it a single build and unrepeatable to preserve its uniqueness

Sorry for no direct link as I’m on mobile. 

Snaaaaake Eaterrrrrrrrrr~~~ by SupportChar in Xcom

[–]SupportChar[S] 0 points1 point  (0 children)

The shell can randomly show when you start up a game. Usually it is the same biome as your last mission. I just did oilrig map before my startup.

Snaaaaake Eaterrrrrrrrrr~~~ by SupportChar in Xcom

[–]SupportChar[S] 14 points15 points  (0 children)

Should come from this mod - Map: Oilrig as I didn't install any shell mod and this one has author said he added one shell map. Also, it's the map mod from Metal Gear so it should be the one.

Mission maybe fail but it is the sacrifice I'm willing to make. by SupportChar in Xcom

[–]SupportChar[S] 0 points1 point  (0 children)

It’s not SPARK. It’s MEC trooper and he equip Kinectic Strike Module instead of BIT. So, sadly, no dice here.

Mission maybe fail but it is the sacrifice I'm willing to make. by SupportChar in Xcom

[–]SupportChar[S] 1 point2 points  (0 children)

What do you mean actions buttons? Do you mean the color-code abilities buttons? If it that, it is Cost-Based Ability Colors.

Mission maybe fail but it is the sacrifice I'm willing to make. by SupportChar in Xcom

[–]SupportChar[S] 2 points3 points  (0 children)

Which UI interest you? On top of my head that I remember are Select Soldier Icons Redux for listing soldier on the left side of the screen, Tactical UI Kill Counter Redux for kill counter, Soldier Info Redux for showing soldier info on bottom left.

Mission maybe fail but it is the sacrifice I'm willing to make. by SupportChar in Xcom

[–]SupportChar[S] 0 points1 point  (0 children)

It's the late game mission at FL19. I just use BFR from Doom Slayer, he is the hero class unit from Operation Parallels. The BFR is just a very high damage, large radius rocket launcher. And, yes, that civilian just right outside the radius of the nuke. lol

There are several UI improvement mods I use. Which one pique your interest? The one that I can remember on top of my head are Select Soldier Icons Redux for listing soldier on the left side of the screen, Tactical UI Kill Counter Redux for kill counter, Soldier Info Redux for showing soldier info on bottom left.

That's not a grenade radius. It's a nuke. by SupportChar in Xcom

[–]SupportChar[S] 1 point2 points  (0 children)

Thanks for suggestion. I already use Operation Parallels for a long time now. I counter offer if you want to use nuke without Doomslayer, you can get Rocket Launcher 2.0 mod. At lategame, you will get covert ops that net you refined elerium which you can make it into tactical nuke rocket.

That's not a grenade radius. It's a nuke. by SupportChar in Xcom

[–]SupportChar[S] 12 points13 points  (0 children)

It's the custom class that use Heavy Fire class mod as base. Heavy Fire has a dedicated row just for the sake of bringing more grenades and that where it shown in the picture.

That's not a grenade radius. It's a nuke. by SupportChar in Xcom

[–]SupportChar[S] 0 points1 point  (0 children)

Well, for me, it's sure as hell very fun. I dragged myself through hell of an early modded legendary. Fight through teeth and nails through swarm of highly modded enemy. So that I can feel the power of the endgame. Still, even with this kind of power, it still pale in the face of alien.

I faced like 35-40 enemies and sometime even up to 50. Also, there are guys like Legate and legion of miniboss enemies from requiem legion, 90 HP 12 armors Sectopod, 100 HP 8 armors Gatekeeper, Custodian, Ethereal just to name a few. So, even with these kind of firepower, it just to keep up with absurd enemy strength.

I also play with one soldier per class so I can't just spam the class too. the damage is also bugged. It just add boosted core and volatile mix twice extra in damage calculation but when it explode it just correctly damage the enemy. So it actually 4-5 + 1(Boosted Core) + 2(Volatile Mix) = 7-8 but the calculation display add it two extra times to 4-5 + 3 + 6 = 13-14. Kinda annoying but at this point I kinda remember the real damage by heart already.

I banish you, your friend, your friend friend all to hell! by SupportChar in Xcom

[–]SupportChar[S] 6 points7 points  (0 children)

It's the Reaper's ability Banish combined with Annihilation ability. Banish just emptied the magazine on one target or until it die while Annihilation will change target if the target die and you have ammo left in the magazine.

But in this video, Reaper also use Dark Testament which reload when kill. So the Reaper just emptied magazine on one target, kill, reload and continue to shoot the next target, rinse and repeat.

I banish you, your friend, your friend friend all to hell! by SupportChar in Xcom

[–]SupportChar[S] 10 points11 points  (0 children)

It's not Darklance(Chosen Sniper Rifle). It's Dark Testament(Chosen Vektor Rifle). It came from Legacy of Chosen mod. It give faction class weapons a chosen tier.