XCOM 2
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Proficiency Plugin : Gunslinger v1.5
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20 Feb, 2022 @ 1:16pm
14 May, 2023 @ 1:27pm
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Proficiency Plugin : Gunslinger v1.5

Description
Update V1.5 please see change notes.

This class is built to fill 2 much requested gaps in Proficiency classes - Pistol based Gunslingers and Claymore users. To achieve this, it plays heavily into the Old-West Gunslinger/Space Cowboy archetypes, to make for a truly unique experience.

I did not want to make this reliant on Primary Secondaries/True Primary Secondaries, so I created a new primary Claymore, and have made all the 'shooty' perks work with the secondary pistol. It requires Templar Gauntlets For Soldiers Animation Patch mod to achieve the 'gunslinger' stance. As a result of this, the 'primary' claymore is VERY limited on ammunition, but the 'secondary' pistol, which is functionally the class' main weapon, has infinite ammo. Because of this, the perks that increase the weapon's damage are generally designed to be situational or cooldown reliant in nature.

IMPORTANT NOTE
The Gunslinger is UNABLE to be trained in the GTS, and has a reduced spawn weight for Rookie Promotions. However, a config has been added so Rescue Resistance Leader mod chain can award Gunslingers, up to a max of 2 in the barracks.

New Primary Weapon
  • Claymore IED - A primary version of the Reaper's claymore.

Proficiency: Sharpshooter

Level I - Gained at Squaddie (1)
  • Steady Hands - If you did not move last turn, gain +10 Aim and +10 Critical chance.
  • Gain +5% Crit Chance

Level II - Gained at Sargeant (3)
  • Killer Instinct - Gain +1 Damage and +25% Damage on Critical Hits until the beginning of the next turn after activating Run and Gun.
  • Pistol Rounds gain +1 Armour Pierce - removes the -1 penalty if using WIO.

Level III - Gained at Major (6)
  • Opportunist - Gain +2 damage against flanked targets. Does not apply to units that do not use cover.
  • Applied Knowledge - Gain +20% Crit Chance and +20% Crit Damage against organic targets that XCOM have autopsied.
  • Pistol Rounds gain +1 Armour Pierce - (+2 total).

New Custom perks
  • Fastest Gun in the Squad - Pre-emptive Return Fire when targeted at range.
  • Hotshot - Pistol style DeadEye - Double base damage at cost of 1/3rd total ToHit. 3 turn Cooldown.

Class Trees
  • Dead Eye - Focuses on Special Pistol shots and use of the Claymore IED.
  • Outlaw - Focuses on Action Economy.
  • Survivalist - Focuses on Survivability.

Dead Eye
  • Sq. -Proficiency: Gunslinger + Bandolier
  • Cpl. -Blindside
  • Sgt. -Remote Start
  • Lt. -Hotshot
  • Cpt. -Distraction
  • Mgr. -Homing Mine
  • Col. -Face-Off

Outlaw
  • Sq. -Run N Gun
  • Cpl. -Fastest Gun in the Squad
  • Sgt. -Quickdraw
  • Lt. -Lightning Hands
  • Cpt. -Deep Reserves
  • Mgr. -Ever Vigilant
  • Col. -Fan-Fire

Survivalist
  • SQ. -Low Profile
  • Cpl. -Lightning Reflexes
  • Sgt. -Evasive
  • Lt. -Reposition
  • Cpt. -Battering Ram
  • Mgr. -Skirmisher
  • Col. -Untouchable

Random Decks
Cpl.-Lt.
  • Certified CMT
  • Tactical Rigging
  • Combat Conditioning
  • Slip Into Position
  • Defensive Mine
  • Shrapnel

Cpt.-Col.
  • Combat Presence
  • Blast Padding
  • Smokescreen
  • Combat Awareness
  • Prep For Entry
  • Highlands

GTS Perks
  • Sharpshooter I - Proficiency Starts at Rank 2.
  • Sharpshooter II - Proficiency Starts at Rank 3.

Ability Scores
At Colonel, the Gunslinger has the following stat increases:
  • +2 Mobility
  • +5 HP
  • +10 Aim, Dodge, Defense, Will

Compatibility/Known Issues
  • Dedicated Pistol Slot - Supported (not the pistol in there, obviously).
  • Psionics Ex Machina 3.1 - Supported via Dedicated Pistol Slot (grading is required by default - config editable in PexM).
  • Three Tier Claymores - Hard Incompatibility.

Credits
  • RustyDios - Perk code assistance.
  • Shiremct - Proficiency Class Pack, which this adds to/requires, and permission to release it.
  • Gamebreaker - Modpreview, Class/GTS/Proficiency perk Icons
  • MEME Discord regulars - for being an awesome bunch who always show great support to our modders.

Enjoy!! If you like what I do, please Buy my Cats a Bag of Treats[www.buymeacoffee.com]
Popular Discussions View All (2)
7
5 Mar, 2022 @ 12:09am
Underpowered
minecraft with gadget
5
15 Apr @ 10:04pm
Claymore not showing up in battle.
Rayna
139 Comments
Scrivener 25 Apr @ 7:12pm 
I just installed this class today, and one of my favorite pool characters showed up for Gatecrasher on my fresh campaign: Robert Calhoun, former Texas lawman turned anti-ADVENT vigilante. Robert got promoted after the mission...and rolled Gunslinger. It was fate. It was DESTINY. It's been awesome.

Having a lot of fun with the class so far. Don't be scared of the secondary pistol business. It works just fine, and looks just as cool as you would expect it to. This class fits right in with the other Proficiency classes. It seems well balanced, it picks up the Pistols/Claymore specialization that's missing from them, and it makes a great offensive counterpoint to the Phalanx if you want to play with that class as well.

Another excellent mod from some of the community's finest.
zayden 4 Jan @ 8:19pm 
Further info for anyone else: Swapping Primary and Secondary in the config file worked just fine, however, it seems that the claymore is not automatically equipped on promotion to gunslinger. Fix is to just re-equip the pistol.

Secondly, some abilities may end up saying stuff like you fire back with your ClaymoreIED. This is fine, as it uses the pistol. However, I only tested this with the "Fastest in the Squad" ability. Others could be broken, i dont know!
zayden 3 Jan @ 8:21pm 
okayyy lit. thanks for the replies, I am a bit clueless about the XCOM modding scene and appreciate the quick responses :)
MrCloista  [author] 3 Jan @ 12:39am 
If the ability is still showing you should be fine. Tbh I couldn't remember if i gave the ability to the weapon or direct in the class tree.
zayden 2 Jan @ 9:22pm 
After swapping primary/secondary, I see I still have the throw claymore ability and it works just fine. Is there something else that could be broken?
zayden 2 Jan @ 9:12pm 
Just to be clear, there is no way to make the character have normal pistol holding animations?
zayden 2 Jan @ 4:03pm 
I do see the vision of the quickdraw vibe, I was just hoping it was possible to swap the animations easily 😓
MrCloista  [author] 2 Jan @ 3:52pm 
Well yes, what was advised to make it use primary pistols, but doing so means you'd need to find another way to give it the Throw Claymore ability. It uses secondary pistol with secondary pistol animations deliberately, in order to evoke the image of an old-west gunslinger who is quick on the draw and who never seems to need to reload.
zayden 2 Jan @ 3:41pm 
Oh, poo. Is there nothing that can be done about the animations? It's the only thing I'm not a fan of.
MrCloista  [author] 2 Jan @ 12:16pm 
and by doing this, you've completely removed the ability to use the claymore. i created the class without primary pistols for a reason.