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"Sentry" custom soldier class


LoveFlame

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I know, there are already 5 or so mods like this, including (but not limited to) ghost, guerilla, etc, but still... their perks are just all over the place. My opinion: custom classes should be specialized in some specific role, and have two branches of that role. If, for example, we are talking about some sort of infiltrator, then why in the world would he have "aura" and "inspiration" type perks? Doesn't really make any sense. So, without further ado... the Sentry class.

The idea: tough, heavily armored (and thus fat and slow), vigilant (more like trigger-happy, lol) mid-range defender with assault rifle and pistol.

Starting stats: standard aim, will, hp; LESS movement and hack, but a bit of bonus to dodge and 1 point of armor. Stats that "grow" with rank: a bit of aim, some hp and dodge (not much dodge, like 5-10 points at max rank).

...You may become outraged at this point and say something like: "wait a minute... dodger fatman? wtf?", but there's a good explanation for this. You see, imho, xcom 2 got the name of the stat, that basically negates a portion of damage, all wrong. Even with alien tech and stuff, one can't really "dodge" bullets. Instead "grazed" shots by logic and common sense occur when bullets hit dense armor at an angle, ricocheting off it. The thinner the armor, the less chance of ricochet, and more chance to actually miss the target completely, because target is lighter and faster. Basically, xcom 2 "dodge" should've been named simply "defence", imho. Well, whatever... it makes a perfect sense that armored soldier should have bigger chance at having incoming damage partly negated, so lets leave it at that.

 

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///Sentry perks///

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Squaddie: Vigilance (passive)

Basically, a returning "Close Combat Specialist" perk from Enemy Unknown assault class... except with pistol. And greater range, like 8 tiles or so. Fits in the "sentry" role like a glove. Of course, perk should work only when Sentry is unconsealed. If there are enemies within 8 tiles on the moment when Sentry is revealed, then Sentry shoots them when they try to make a move somewhere else.

Description: "Unless concealed, confers a pistol reaction shot against any enemy who closes to within 8 tiles. Does not require overwatch."

 

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++Proactive Defence++ perks (left perk branch)

...Is all about shooting things, while standing still:

 

1. Corporal: Bullet Storm (passive)

Firing standard shots or using Rapid Fire (see below) with an assault rifle doesn't end Sentry's turn. This encourages Sentries to stay at one place to fire twice (or more).

Description: "Shots with the primary weapon no longer end the turn."

 

2. Sergeant: Suppression (active. Uses 2 ammo. No cooldown.)

That standard grenadier ability.

Description: "Fire a barrage that pins down your target, granting reaction fire against it if it moves, and imposing a -50 penalty to the target's aim." ...Suppression is cancelled if the Sentry takes damage. Suppression penalties stack.

 

3. Lieutenant: Reaction Fire (passive)

Description: "All reaction and overwatch shots can now be triggered by enemy actions, not just movement." ...This includes Vigilance pistol reaction shots, and reaction shots, made because of Suppression.

 

4. Captain: Implacable (passive)

That standard ranger ability.

Description: "If you score one or more kills on your turn, you are granted a single bonus move."

 

5. Major: Not On My Watch (passive)

Free overwatch, if Sentry haven't used any moves to reposition himself in this turn. I'm saying this just in case, but Sentry must have ammo in his assault rifle clip to fire it while "free overwatching" (duh...)

Description: "Grants an automatic overwatch shot at the end of the turn, if no movement was made."

 

6. Colonel: Rapid Fire (active, Uses 2 ammo. No cooldown.)

That standard ranger ability.

Description: "Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15."

 

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++Guardian++ perks (right perk branch)

...Is all about toughness and personal survivability:

 

1. Corporal: Extreme Conditioning (passive)

Self explanatory in description.

Description: "Grants immunity to fire, poison and acid."

 

2. Sergeant: Additional Plating (passive)

+1 armor, bonus dodge (+10 or so), and an immunity to explosive attacks. Basically, a version of Grenadier's Blast Padding on steroids, but comes with a -1 PENALTY to movement, because Sentry becomes even heavier (lol, what a fatso).

Description: "Your gear includes layers of extra padding and blast plates, granting a bonus point of Armor and immunity to explosive attacks at the cost of slower movement."

 

3. Lieutenant: Untouchable (passive)

That standard ranger ability.

Description: "If you score a kill during your turn, the next attack against you during the enemy turn will miss." ...Logic behind this is that Sentries are used to being stationary, relying on own armor and cover, while trading shots with an enemy. Sentries know how to avoid some certain danger by eliminating the most "uncomfortable" sources of incoming shots.

 

4. Captain: Low Profile (passive)

A returning perk from Enemy Unknown sniper class of the same name.

Description: "Makes partial cover count as full."

 

5. Major: Steadfast Determination (passive)

Bonus resistance to some stuff, plus very limited regeneration. Exact numbers of resistances and regeneration are a subject to a further discussion.

Description: "Confers stun and disorientation resistance, plus 1 health recovery at the start of each turn. A total of 5 health can be regenerated per battle."

 

6. Colonel: Resilience (passive.)

A returning perk from Enemy Unknown assault class of the same name. Grants immunity to critical hits.

Description: "Confers immunity to critical hits."

 

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GTS Perk: Something about additional aim or dodge, dunno.

 

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So, how about it? Anyone willing to make this mod? :smile:

Edited by LoveFlame
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Marcsward, ikr? Class is designed to do what he's supposed to, no matter which perks from what perk tree you choose. The only difference is exactly how defensive/offensive you want him to be. Perks from the left tree complement each other nicely: fully "proactive" Sentry (stationed in a good position beforehand) can shoot mid-to-far enemy once, then *rapidfire* close-to-mid opponent, hopefully killing him and getting another action to reload and stand an automatic improved overwatch against any hostiles, that were too difficult to crack from their cover. Fully "guardian" Sentry shoots less but is in fact an indomitable unmovable turret, immune to all conditions (except braincontrol), criticals, and highly resistant to damage.

The best part about this class is that it is supposedly quite balanced: because of low mobility, Sentry's large potential cannot be fully utilized in timer-rushed missions.

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In the sentry perks tree I would replace implacable with perhaps a Taunt skill. I like the idea of making this guy a sweeter target.

 

Possibly offset the mobility nerf with an SMG with a stock and repeater would juice this unit's potential. Especially for timed missions.

A pistol reflex shot(similar to blade storm) would go well in there somewhere in case of a blitz. Or maybe a shield bash? Sure would be nice if we could get a shield as a secondary weapon for this one. I know, I know, I'm getting a bit ambitious. But hey, as long as we're dreaming....🤓

Edited by Marcsward
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Btw, i've seen someone working on the hand-held shield in chat a couple of days ago. It would be interesting, if there could be any chances to incorporate that mod into a new class loadout.

Although we would also need a new primary weapon then. OR, shield and *some sort of one hand held smg* should count as a single "primary weapon".

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