XCOM 2
Lucubrations Sniper Class
139 Comments
blasterscope 7 May @ 4:47pm 
dose this class work in vanilla or will it crash
engineer gaming 8 Jun, 2020 @ 12:42pm 
Snipin's a good job, mate. Challenging work, out of doors... I guarantee you won't go hungry, 'cause at the end of the day, someone is gonna want someone dead.
zarnivop 14 Jul, 2019 @ 4:47pm 
Is it possible to add Sniper perks to the sharpshooter? Let's face it. Sniper makes Sharpshooter obsolete. I tried to use "SniperTraining" as a perk to Sharpshooter, but only got error message.
Dragon32 10 Sep, 2017 @ 4:32am 
@Thicondrius:
Read the Description.
Thicondrius 6 Sep, 2017 @ 9:02am 
can hope for update?
marshmallow justice 3 Sep, 2017 @ 11:52pm 
i miss all of lucubrations class mods :(
José 31 Aug, 2017 @ 2:55pm 
It creates an instant crash due to how the perks are coded in WotC. This happened to all class mods.
marshmallow justice 30 Aug, 2017 @ 4:40am 
@Jose
Really?
The abilities don't work, or the class can't be selected?
José 29 Aug, 2017 @ 11:33am 
Not compatible with WotC, boys.
the_moidart 28 Aug, 2017 @ 12:11pm 
Great contrast/synergy with vanilla sharpshooter when running a scout/snipers team build.
=[NK]= Col. Jack O'Neil 15 Jul, 2017 @ 10:18pm 
Drake, seriously mate, read literally one comment below you..
Drake 14 Jul, 2017 @ 7:21pm 
Any comments on the LW2 verison of this?
=[NK]= Col. Jack O'Neil 5 Jun, 2017 @ 7:59pm 
Mokai, there's a thread literally just above the comment section with lw2 built version, just replace the files..

http://gtm.steamproxy.vip/workshop/filedetails/discussion/658531225/135508833657750030/
Mokai 5 Jun, 2017 @ 4:28am 
This became my favorite class immediately after it's release. Now that I'm finally preparing myself to cross over to the LW2 mod I can't help but feel like I'm leaving an old friend behind.

For those of you not playing Long War 2, this class is practically a must-have.
Nasarog 30 Jan, 2017 @ 7:53am 
I hope that Luc comes back and updates the custom classes to be LW 2 compatible.
Dragon32 1 Dec, 2016 @ 11:17am 
Just noticed that the Vital Point Targeting perk seems to add its additional damage to misses as well as hits. Or it did do last mission for my sniper equipped with a LW laser rifle. It could be some weird mod interaction on my end. She doesn't miss many shots...
=[NK]= Col. Jack O'Neil 6 Nov, 2016 @ 7:05am 
I actually really love what you did with this mod, the whole zero in and everythng really makes sense for a sniper! really hoping for a 3rd tree update now that I'm about to do an aba 2 run through!
=[NK]= Col. Jack O'Neil 14 Sep, 2016 @ 5:43pm 
+1 for LW perks ;)
Lynsis 16 Aug, 2016 @ 8:41pm 
@Divine Lucubration any plans on releasing a second version of your classes that uses the LW perks as well?
james.caron 9 Aug, 2016 @ 2:11am 
@Divine Lucubration: I want to thank you for the sabot ability. It put the sniper back into sniper. I was able to blind scout on a Supply Raid mission and take out half the enemy, including the last bit on the Beserker Queen from half a map a way. It felt really awesome having my spotter scout out in the shadows and the sabot round ripping into the enemy without actually seeing them. This was really fun. This is a wonderful spin on the sniper rifle class, though it took some getting used to Set Up, which I think is awesome.
harlequin565 23 Jul, 2016 @ 4:23am 
I have the same question... I'm creating a class pack and wanted to pinch a couple of the well crafted perks you've done here. Will credit your mod!
Qabal 18 Jul, 2016 @ 6:46pm 
So, I'm working on turning my INI edits into an actual mod. I'd like to publish it if I ever get it working (I'm new at this), but I need your permission to use some of your assets before I do so. Do you mind if I borrow a few of your perks?
Qabal 17 Jul, 2016 @ 7:30pm 
Alright, I rebalanced the Perk Pack Sharpshooter for my own personal use using some of the perks from this mod. I thought I'd post it here to see if anyone had any feedback. Here's a screenshot with my changes in place.
Qabal 17 Jul, 2016 @ 5:58pm 
I'm modifying my INI files to substitute some of your perks into the Perk Pack Sharpshooter class. Is it posssible to add your Ballistics Expert GTS perk to the perk tree through an INI edit? My modding skills are novice at best.

Also, I second Tiger's Eye in wondering if you plan on remaking your classes in the Perk pack format? You have a lot of interesting ideas, and I definitely enjoy your take on the Gunner class more than the one in the Perk Pack.

*edit: So I can indeed add Ballistics Expert to the perk tree. I just added "Lucu_Sniper_BallisticsExpert" to the INI, figuring you'd use the same naming conventions, and it worked!
Tiger's Eye 14 Jul, 2016 @ 10:47am 
I would also like to know if your're making a LWS perk pack version (3 perks per level + brigadier) because I'm about to start a new game and would like to know if I have to wait.
Arkhangel 10 Jul, 2016 @ 11:11am 
@All-a-mort: since you're reduced to only one action and not being able to move (other tha reloaction), Snipers also get one positive over Sharpshooters. they're accurate at extra ranges, and i mean EXTREME ranges. I'd hit and killed a guy on the other side of the map on the ADVENT Forge mission, and that was still a 60-70% chance (this is after nabbing their class perk Ballistics Expert in the GTS.) sharpshooters don't actually hit at extreme range like Bradford says. these guys do... which is basically why i treat my sharps like Designated Marksmen now if they go sniper tree.
Lanford 9 Jul, 2016 @ 12:45am 
@Divine Lucubration: With the annoucement of LWS perk pack and regarding any new update to incorporate LWS perk pack, would you mind to seperate your mod into two version, one with need LWS perk pack and one without? After I take a look at LWS perk pack, I don't really think I'm going to use it at all. Most of the perks just basic +stats based on circumstance and not really offer much creative design and there even joke perk on it (looking at you, Commissar). Moreover, it seems to conflict with a lot of good mods that author of those mods seems to move on already, so, can't really expect update for compatibility.

So, if your future update need LWS perk pack, would you please make it seperate mod. Thank in advance.
vSammiel 8 Jul, 2016 @ 5:05pm 
You activate Set Up. You can now move to the position you are 'setting up' at. On future turns you will only have a single action available, but you will gain squad sight. If you use that single action to move, on your next turn set up will be broken, you will lose squad sight, and you will be back to normal actions.
All-a-Mort 7 Jul, 2016 @ 5:31am 
Can someone explain how Set Up works? I can't get my head around it. When I select it, it doesn't end my turn as expected and prompts me to move (only action available). So does that mean on the next turn after activation it applies the bonuses if I shoot, but this time shooting ends the turn. If I don't shoot but instead move (e.g. soldier is in danger or has no shot) then Set Up is lost?
michaelleung2 5 Jul, 2016 @ 1:34am 
is there any way to mod the attribute growth for this class?
thunderbeast 21 Jun, 2016 @ 12:35am 
https://drive.google.com/file/d/0Bxd794dQIMyTZVF1YkU0V3VORVU/view?usp=sharing

https://drive.google.com/file/d/0Bxd794dQIMyTbXhhbzlTTEFQalE/view?usp=sharing

Hello, I updated Korean translation for your custom classes.
Official updated would be nice. :) Thanks, bye~
hambil 18 Jun, 2016 @ 7:27am 
@Ser Lancelot

The problem is you are adding it in the wrong place. It looks like you are trying to add it to default squadie abilities. You need to add it to the actual tree somewhere. Which means replacing one of the existing perks. That is pretty straight forward. For example, just below in the same section of code I can change:

(AbilityName="Lucu_Sniper_CoverTarget", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)

To:

(AbilityName="QuickDraw", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)

And that would work. I find Cover Target to be a relatively useless perk anyway.

Ser Lancelot 17 Jun, 2016 @ 8:39am 
Wow...she doesn't even show up ON the mission, despite being on the soldier selection screen.

Even my barracks show 9 soldiers but there's only 8 showing...she's now a ghost. An actual ghost.

Ugh, restart...maybe it's 'cause I edited in Quick Draw mid-campaign? Hoping that's the case because if it just ghosts her from the very start, then I'm trying to figure out how to give her Quick Draw without erasing her from existence...

:steamsad:
Ser Lancelot 17 Jun, 2016 @ 8:21am 
Figured it out but now the Sniper never shows up in the Barracks, only in the Mission soldier loadout screen...weird.
Ser Lancelot 17 Jun, 2016 @ 7:58am 
How do I add Quick Draw to your sniper? I've tried to do an .ini edit but I think I'm doing something wrong.

I did the following, inserting the perk as follows:

( aAbilityTree=( (AbilityName="PistolStandardShot", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon),
(AbilityName="Lucu_Sniper_SniperTraining", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Lucu_Sniper_SetUp"), \\ (AbilityName="Quickdraw", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\ ), \\

I'm thinking I probably need to remove the \\ between Set Up & Quick Draw?
pierre.fagnan 11 Jun, 2016 @ 11:16pm 
This note so you know I'm enjoying the fruit of your efforts. Thanks for sharing thid mod. It is greatly appreciated.
All-a-Mort 7 Jun, 2016 @ 10:37am 
@Divine Lucubration Oh, right. I couldn't remember how executions worked.

I'm not too bothered by the stock thing. If I'm honest, I'm not a fan of stocks or that whole game mechanic. A miss is surely a miss and for it to be tempered by a weapon upgrade seems daft. It would have made more sense for Firaxis to have implemented something like a ricochet chance, where a miss has a small chance to do a reduced amount of damage.
Divine Lucubration  [author] 7 Jun, 2016 @ 10:03am 
Hey, All-a-Mort. As far as I know, executions still require an actual hit roll to trigger (they can't occur on misses), so they're not quite the same as damage from stocks.

I didn't really bear stocks in mind at all when designing Follow Up or Relocation; in this case, it looks like neither of those abilities will proc for targets that were not hit but took stock damage.
All-a-Mort 6 Jun, 2016 @ 7:39am 
Does Follow Up or Relocation trigger on stock shots or executions, the sort of non-hits where damage is awarded without actually hitting the target?
Cornelian 31 May, 2016 @ 2:35pm 
Hello! Here the french localization files for this terrific class : {LINK REMOVED}
{LINK REMOVED}

Thank you Divine Lucubration!
Naledge 30 May, 2016 @ 7:27am 
Sniper class is working for me. No issues so far with anything, but I also cut the amount of mods I use down quite a bit to prevent mishapes after the patch.
Syntax 29 May, 2016 @ 10:11am 
Was this updated for the DLC? Been missing this and your Infantry Class :)
WriterRaven 21 May, 2016 @ 12:54pm 
Brilliant. Thank you so much. =D
Divine Lucubration  [author] 21 May, 2016 @ 12:03pm 
Sure, Raven, go right ahead.
WriterRaven 19 May, 2016 @ 5:57pm 
Hi there,
I'm working on a custom soldier class of my own - so close to being complete - and would like to copy your Low Profile ability, if you'll allow it. =)
Cornelian 16 May, 2016 @ 5:21pm 
Hello! The Sniper training says the penalty is -15, but on the UI in game it shows -10.

Edit : Oh, i can edit the values you say on the description. Good! So, I will input -20. ;-)

By the way, do you know how i can translate Sniper training on the targeting UI?
xf100t 13 May, 2016 @ 10:07pm 
You da best man! Thanks!
KillAllPedos 13 May, 2016 @ 3:25pm 
Will you be updating this mod?
Railgunner2160 12 May, 2016 @ 11:10pm 
Hoping to see this updated to work again.....
xf100t 12 May, 2016 @ 2:01pm 
FYI all custom classes are broken by latest DLC patch. Which is very sad because this is my favorite class (and I have literally used every single one in the workshop). It's the sniper I always wanted to have. Please fix.