XCOM 2
Legacy SpecOps Class
197 comentarios
menghao 19 DIC 2018 a las 12:18 
Dang it, this was my favourite class in LW2. Guess it's no go for WOTC.
Pain 8 MAY 2018 a las 6:21 
Don't bother with it til it's fixed. I'm salty right now, but I do appreciate the effort. Thanks for the work, just hope you can fix the problems.
Pain 8 MAY 2018 a las 6:18 
This mod is AWESOME! I wish I could say that. I planted X4 in the middle of a group of Chrysalids, and when I got away to blow it up... "NO TARGETS AVAILABLE"?!?!@?!?!?!?!?!! And because of that bullshit, a good squadmember died.
✠ DFSpecter 16 FEB 2018 a las 18:24 
GOOD MORNIN' VIETNAM
Sean 8 ENE 2018 a las 19:28 
where did you get the hat?
MonkeyDCooper 26 DIC 2017 a las 11:14 
why do I have something called ghost bersker as a class
SupaKaw 12 OCT 2017 a las 15:36 
Just a reminder that a lot of us would love a WoTC update. I love love love this class and would love to play it again in WoTC.
Azure 4 SEP 2017 a las 5:35 
I look forward to this coming to the Expac
Rex705 2 SEP 2017 a las 20:25 
I hope to see a WOTC update :)
Hildissent 1 SEP 2017 a las 12:30 
The specop class is the only class mod I (personally) feel adds real value to LW2. Now that I'm stuck with 4 classes in WotC, I'm seriously missing this one. I'm hoping this, and the supporting mods (re: silencers) get the WotC treatment sooner than later to save me! :)
EVERYONE MUST DIE!!!!! 5 AGO 2017 a las 20:22 
I cannot promote the spec ops class past the first teir. It is just blank. Is their a way that this can be fixed on my end. Im playing with the Alien Hunter DLC. I do not have any long war or long war 2 mods installed.
Musashi  [autor] 1 JUL 2017 a las 6:44 
The [LW2] i added when long war 2 came out to indicate its *compatible* with LW2. Removed it now since it seems to confuses people who don't like to read mod descriptions.
[FRA]EmoHawkas 1 JUL 2017 a las 6:41 
Hi dude ! Which one work without LW ? Both say that they require [LW2]Spec Ops Combat Knive
oldleg1985 29 JUN 2017 a las 13:55 
so spec ops class no longer works properly, i can no longer do pramotions beyond major or even the first pramotion eather, they just are blank
Lux Manifestus 27 JUN 2017 a las 16:14 
@Musashi, there are a few vanilla mechanics for concealment which I think are nonsensical and limit the effectivness of concealed troops. Can you modify the ability mechanics so that throwing smoke grenades, mimic beacons, proximity mines, and battle scanners (if it does) does not break concealment? I don't know if you'd want to include offensive grenades as well but I feel like the covert classes could become much more useful, especially early game, if they can throw smoke or mimic beacons without losing concealment. What do you think?
Magus Oni 25 JUN 2017 a las 0:44 
@Desmiles
Probably the one with LW2 in the title.
Just a hunch.
Musashi  [autor] 16 JUN 2017 a las 23:28 
Seriously? @Desmiles
Archer_VDK 16 JUN 2017 a las 19:17 
you have 2 mods spec ops. what work with lw 2?
TaKo 31 ENE 2017 a las 18:47 
i realized that i never use the X4 skill... the fact it requires me to have action points despite being a free move makes it very hard to properly use, since i need to spend 1 point to get close, plant bomb, then spend a point to run the frick away, and a lot of the time the enemy either runs/walks away or the rest of my team kills them

plus the fact that i cant even blow myself up even if i wanted to since i need to wait till the next to turn to detonate charges :^/

would it be possible to make X4 not require you to have AP to use it and let me blow it up in the same turn? like, be able to do a yellow move and plant X4 in the same turn? or do a blue move, plant x4, run and detonate it in the same turn?
🎖xXStretcHXx🎖 10 NOV 2016 a las 15:08 
My character is always revelaed when using abilities that say he will reamain concealed, why? Also goes for "silent kill" ability with the knife, even if i don't attack when i use it wonce the cloke animation is done my character is spotted no matter where he is
Master Taipan 21 OCT 2016 a las 14:12 
Hey, is there a way to edit the files, or something more skillful that I am missing, so I can get in, kill silently and then get out alive and still concealed, as just a captain? Oh and the enemy have Dark Event Vigilance! LOL
madomadsen 21 OCT 2016 a las 8:27 
Just wanna give a thumbs up here for this class mod - I just recently got back playing Xcom cause all other AAA titles this year were kind of a letdown - I cant really tell you how much fun I had playing my specops guys (a playstyle I allways wished the ranger would come close). If you dont know this mod yet - I´d highly recommend this mod as it give a scout that packs a punch and lets things get really close and personal :-)
Lux Manifestus 9 OCT 2016 a las 15:01 
@Musashi, did you ever consider giving this class the option of carrying a pistol only? The advantages to carrying a pistol and no primary weapon would be and increase in movement and a greater decrease to detection radius. I don't know if it is possible but it would be fun to create a soldier, along with the covert ops armor mod, that operates almost completely undercover and has a detection radius close to 0. Also, any luck making the throwing knife item stack in the inventory? Thank you!
=[NK]= Col. Jack O'Neil 1 OCT 2016 a las 17:46 
No
Bullyhunter77 1 OCT 2016 a las 11:53 
do you need this class to use stuff like the silencer or combat knife?
Matikanefukukitaru 1 OCT 2016 a las 2:41 
No problem, am happy to help. :SisterRom:
Jill Sandwich 30 SEP 2016 a las 16:13 
thank you so much Yamino ! just like you said, set the ghost effect to false in the "XComCombatKnifeMod.ini" for combat knife mod fixed the problem for me. no more holographic cloaking effect, yay!
Matikanefukukitaru 30 SEP 2016 a las 13:42 
In case of the Combat Knife it would be "XComCombatKnifeMod.ini", since I think this class doesn't have a corresponding .ini itself. Judging from the description, he doesn't have the Silent Takedown-Skill, but the knife does...if I'm not wrong here.
Just checked and the exact line would be: SILENT_TAKEDOWN_SHOW_GHOST_EFFECT=true

In the case of the Katana-Mod, the corresponding .ini would be "XComKatanaMod.ini", same line. (the Ninjatō from that Mod has the "Silent Takedown"-skill as well)
Jill Sandwich 30 SEP 2016 a las 13:38 
won't be able to test now, i have to go out and do some stuff, will test it out later today after i got back
Jill Sandwich 30 SEP 2016 a las 13:37 
@ Yamino i have no idea, what's the name of the ini? i will try it
Jill Sandwich 30 SEP 2016 a las 13:36 
continued from last post:

3rd aspect:

visually, and most importantly, this holographic look actually produces a visual glitch on any soldier that is visually setup using the invisible head mod.

lets use the awesome garrus vakarian mod by kexx as an example. to setup garrus you have to use the invisible head mod to get rid of the default human head, and put turian head in.

now after silent takedown holographic effect wears off the next turn, garrus will have a default human face sticking out from underneath the turian head, for the rest of the tactical battle. it will only get back to normal after he returns to base. i tested this out with multiple characters, not just garrus, they all have the same issue.

because of these 3 points, i hope you will get rid of the holographic cloaking effect for silent takedown all together.

love your mods, cheers!
Matikanefukukitaru 30 SEP 2016 a las 13:35 
@Jill Sandwich: Can't that be deactivated in one of it's .inis? At least the Knife- and Katana-Mods by Musashi have a line with "GHOST" in it, where you only have to change the "true" after the "=" at the end to "false".
Jill Sandwich 30 SEP 2016 a las 13:28 
hello musashi:
i have been using this class mod for a while now, really love it, so much fun to play and the detection mechanism is brilliant, also the extra covert gears are awesome as well.

i just have one small issue: can you please please get rid of the "holographic" cloaking visual after the soldier activates the silent takedown? there are actually 3 aspects regarding this:

1st, it's completely unnecessary. player already pressed the button to activate silent takedown, there is no need to remind us that the ability is active.

2nd, visually, frankly speaking, it's a mess. now normally silent melee takedown should be an awesome looking cinematic scene, with your badass soldier wearing awesome looking armor stabbing an enemy in the back! now all these awesome visual is covered up by this horrid holographic look, all those awesome details of those armors won't show up.

due to character limit, 3rd aspect will be in next post.
Cernunnos 14 SEP 2016 a las 8:45 
Awesome class, i'ts really fun and immersive to play with it, congrats :)

I'd like to propose you a french translation for your mod, i translated names and explanations of the perks in the .ini file and it works. If i send it to u, it is possible to add it ?
Jill Sandwich 6 SEP 2016 a las 16:26 
ah ok, awesome , thanks :D
Musashi  [autor] 6 SEP 2016 a las 16:15 
Yes you can. AFAIK all classes can use smg.
Jill Sandwich 5 SEP 2016 a las 18:46 
a quick question, can you use smg with this class ? or it's assault rifle only?
Musashi  [autor] 31 AGO 2016 a las 16:30 
Update
Toggle UI on/off in ini
Fix reload makes UI disappear
Fix Suspicion Level not decreasing
Your suspicion level resets to 0 when you kill the last member of a pod and no other enemy saw/sees you this turn (Unconcealed squad members included).

@liltimmy
Yes i am using perfect information myself.
liltimmi 31 AGO 2016 a las 2:40 
is it compatible with perfect information?
liltimmi 31 AGO 2016 a las 2:33 
the ui disappears after loading a savegame :( don't know my sus level anymore
Musashi  [autor] 30 AGO 2016 a las 14:27 
V 1.2 Introduced global suspicion level and UI for suspicion

Change to Silent Takedown:
If you dont take down an enemy in melee your concealment breaks at the end of the round,
buld86 23 AGO 2016 a las 0:42 
Really fun class

Some crazy shit is possible when the stars align, like for example if you get reaper and you upgrade your knife with a piece from Grimys loot, there's a 90% melee damage when stealthed mod, this makes your knife attacks do ~25 damage

With 25 damage you oneshot most enemies in the game and with speed PCS, Wraith suit and and SMG you have enough mobility to run around and l=kill everyone in 1 go, doesn't matter even if you have a mod that increases the pod size by 3 X :D
Lago 20 AGO 2016 a las 7:46 
Is Silent Takedown intended solely as a melee attack? I can use it to sneak past people at the moment.
lichen93 19 AGO 2016 a las 11:11 
Have to say a Ghost Specops is Perfect with a Bolt Caster.
=[NK]= Col. Jack O'Neil 19 AGO 2016 a las 4:38 
I was just finding with another mod (spectre), that if I had an smg, civilians had no radius, and aliens had like, 4 tiles.. I might just reduce that. 2 to .1 :)
=[NK]= Col. Jack O'Neil 19 AGO 2016 a las 4:38 
I was just finding with another mod (spectre), that if I had an smg, civic had no radius, and aliens had like, 4 tiles.. I might just reduce that. 2 to .1 :)
=[NK]= Col. Jack O'Neil 19 AGO 2016 a las 4:36 
Thanks heaps :D
lichen93 19 AGO 2016 a las 3:36 
By the way, I found that if a Colonel with ghost successfully killed a target, the other people killed enemy in this turn with one shot can also remain conceal, is this normal?
Musashi  [autor] 19 AGO 2016 a las 2:11 
It reduces their detection radius by 20%. The formula is (1-DetectionModifier)*DetectionRadius.