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[LWOTC] Gun Lancer Class
   
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28 Aug @ 7:34am
30 Aug @ 9:19am
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[LWOTC] Gun Lancer Class

Description
What is this mod?
This mod is the LWOTC-converted version of the [WOTC] Gun Lancer class mod, created upon commission.
Since there is no LWOTC bridge mod for the Glaive weapon, this mod includes the bridge internally.


About the Class
The Gun Lancer is a custom soldier class designed around the glaive, a massive melee weapon introduced in [WotC] Glaive - Massive Melee Weapon (ver.1.5) by Alterd-Rushnano.
The Gun Lancer can only equip the glaive as its primary weapon and cannot use any secondary weapons.

In close range, the class uses a variety of melee techniques to fight enemies. At range, it supports the squad by firing special ammunition that provides various tactical effects.

However, these special rounds require a resource called Mana to use. You should need to manage your Mana economy by using standard glaive strikes and melee abilities that do not consume Mana.


Ability Tree Overview
Spear Arts: Focuses on melee-oriented perks for close-range combat. Counter: Includes reaction or support abilities like Bladestorm, and other utility-focused perks. Gun Spear: Grants the ability to fire special rounds that can blind, root, burn, drain, or explode enemies. Might: A resource-building tree that boosts melee damage under certain conditions, culminating in a powerful finisher that sends enemies flying.


Requirements
You must subscribe to all required items listed in the mod dependencies.


Important Notes
This class may be imbalanced in vanilla LWOTC, as the synergy between glaive strikes and Might-based perks can be quite powerful.

Also, since I don’t play Long War, this mod hasn’t been tested in a Long War environment, so I can’t guarantee that the Glaive bridge or the class will work perfectly in LWOTC. (Theoretically it should… but well, who knows.)
If you encounter any issues, please let me know in the comments.

Q: Does this mod work with the LWOTC Experimental version?

A: Probably yes.



Credit
Thank you to Alterd-Rushnano for creating such an interesting weapon.
Your perks are always amazing, Mitzruti. Thank you for your continued contributions.
Much appreciation to iridar for creating patch fixes for older mods.

And thanks to all the other amazing modders out there!
14 Comments
Zanten 24 Sep @ 10:36am 
The follow up attack is not a problem it's a part of the gameplay and it's fine.

The might tree is cool to , i suggest reduce the pourcentage.
Kei  [author] 23 Sep @ 5:30pm 
@Zanten

The additional attack is an ability provided by the glaive weapon itself. If you think it’s too powerful, I recommend either excluding the Might ability tree or editing the glaive’s damage to lower it.
Zanten 23 Sep @ 1:19pm 
I was able to deal about 100 damage in total to a Custodian. Normal attack 30, follow-up 40, and the weapon's passive just under 21. i don't remember the numbers exaclty.
Anywat it's very fun to play but in my opinion way too powerfull.
Zanten 23 Sep @ 1:18pm 
The sledgehammer is nice, but it can target the mechapedes in Reishi's Requiem mod, even though I think they shouldn't. If I do, it creates a bug that prevents the soldier's turn from ending, and I have to select another soldier to perform their action. After having all my soldiers act, my turn can't end, even if I click on the end-of-turn cross in the top right corner of the HUD. It's a class with an interesting design, but being able to one-shot a pod with enemies that have 30 HP might be a bit much for a single ability.
Zanten 23 Sep @ 1:18pm 
Hello, I've played this class a lot in my campaign.
The design is good, but it's way too powerful.
It does way too much damage with Might, and I find the Exiles weapon too powerful too. It stuns too often (I think I have some small balancing issues with my modlist, maybe it's a problem of my part i don't know)..
Being able to attack twice with the normal attack, which doesn't consume mana, is too much, I think, and it often makes the other talents "useless." I play the counter attack follow up attack tree the middle one in guess.
dredayah 19 Sep @ 4:39am 
Its honestly fine instead of decreasing AP I would say just make the class unable to made in the GTS but reshi already put in that fix so not even that is necessary. The amount of AP allows you to pursue 3 of the 5 rows which for a class like this is necessary since your not exactly a melee tank. It works since without all that AP your build would be too limited compared to other classes.
Kei  [author] 17 Sep @ 9:52pm 
@kahikateaforest

I packed in a lot of abilities so I gave it plenty of AP, but maybe it ended up being more than I thought. So how many points do you think would be reasonable?
kahikateaforest 17 Sep @ 8:14pm 
I'm getting 32 AP per level with the class, if intentional seems a little generous considering my XCOM row only has 4 items with rest gaps... (I can just not use them all)

This is with Tedjam, but I wasn't aware that the AP per level had been changed in that environment from LWOTC.
Kei  [author] 12 Sep @ 3:59am 
@david.kahil1

Might is an ability added by Mitzruti's Perk Pack. It gains 1 stack under certain conditions, and each stack is automatically consumed when dealing damage. By default, each stack provides a 30% damage boost, but with a specific perk, the amplification is increased to 50%. However, having multiple stacks does not multiply the bonus by the number of stacks.
david.kahil1 12 Sep @ 2:39am 
I love this class, I am playing Lwotc+Requiem and this class is my Custodian Class. The only thing is i dont understand what might is, do you get 30% extra damage for each one or per one, and is it consumed on attack