XCOM 2
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[WOTC] Melee Mastery
   
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11 Oct, 2017 @ 1:37pm
11 Oct, 2017 @ 1:39pm
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[WOTC] Melee Mastery

Description
This mod has 2 main effects:

1. Changes Blademaster skill from +2 Damage and +10 Aim to instead allowing Slash to no longer end your turn when taken as the first action.

2. Simply swaps the position of the Implacable skill with the Run & Gun skill.


(You will need to start a fresh game for these effects to take place)


Apologies for the long winded explanations in advance...


If your Ranger attacks with a sword with their first action (blue move) you get your second action to run, shoot, chop again or anything you choose.

Implacable (if taken as well) will allow you to gain a free move on a kill. If the kill is made on the first action your free move can be taken now or after your second action (so long as it's a Sword attack as well).

This allows you to attack again (with your Sword) then move away, or move first then use your second action in any way you like.

Things I've noticed with Implacable:

- If you get a Sword kill with the first action, you can use your second Sword attack in a Dash (second action point + free move), this gives you your Implacable free move at the end as well.

- If you get a Sword kill with the first action, then use your second action with anything besides a move or Sword attack - no Implacable will be rewarded.

- I'm unsure how bonding/free moves impact this, have fun slicing!

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Regarding the skill swap - If you follow each skill tree, most abilities complement each other; for example the Sharpshooter's Gunslinger tree vs. the Sniper tree has quite clear perks that favour each side.

However for Rangers we have the Scout and Assault pathways.

Scouts generally follow the stealth with Shotgun pathway to maximise damage with critical hits; whilst the Assault pathway follows the Sword and dodging attacks, ending with Sectoid sushi...

Unfortunatly charging with Swords likely leads to not ideal cover for any surviving enemies or drawing in the next pod of enemies, a problem not as bad if you sit back in nice cover and use the Shotgun (with generally higher damage as well...).

Assault with Run & Gun is slightly wasted as you have a Sword with this built in. Whilst Scout has Conceal which fits their abilities more and they would lose this chance to increase their freedom to attack with a Dash and Shotgun.

Similarly the Scout has Implacable which whilst useful and adds mobility, isn't as required as they can shoot from cover compared to the Assault tree, the Assault misses this if they take Bladestorm (worthless to the Scout in comparison).

Currently the Scout can't Run & Gun and Rapid fire at all, whilst the Assault can't chop someone and seek better cover. This mod seeks to change this.

To remove, delete your User XCOM2 config folder and unsubscribe to refresh your game.

Thanks to all Modders out there changing class skills and playing around with single action point usage for Swords etc., without them this mod wouldn't exist.

If anyone wants to buy me a beer for ongoing efforts in the war/modding: https://paypal.me/pools/c/8yoDPyPTMm
28 Comments
Ttiney 11 May, 2023 @ 9:09am 
Is there a way to keep the +2 damage and +10 aim? I tried going through the mod files an looking for a way to revert that. Is there a line of code or something you'd know of that'd add it back or?
XpanD 27 Aug, 2021 @ 7:33am 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up.
GargakOfTheEast 6 Jul, 2021 @ 7:04pm 
Appears to have compatibility problems with Agglomeration classes. My sniper girl has Blademaster, the skill text says "does not end turn if 1st move", but it still ends the turn.
Hyperdragon1701 22 Jan, 2020 @ 12:25pm 
I belive so. My guess would be that blademaster is limited to the secondary weapon slot and not to the sword itself, since it also recognizes a pistol as a viable "sword" if you give your ranger a pistol.
Battlestar  [author] 22 Jan, 2020 @ 10:09am 
I have a feeling it only works for secondary swords. I'm not too familiar with the mod that makes swords primaries, can you still select swords as secondary weapons? And if so, does the second action then work?
Hyperdragon1701 22 Jan, 2020 @ 5:02am 
The Blademaster ability to have the sword not end action does not seem to work for me.
Does that effect also apply for primary swords or only secondary?
Would you know have a idea?
Demopan 12 Apr, 2019 @ 5:59pm 
@MoronicCinamun Sorry but applying mods to a existing game is a very hard thing mechanically, so you really should hold your expectations so high
utadokei 30 Nov, 2018 @ 2:04am 
Good MOD!
I still want Blademaster Damage and Aim Bonus.
It is because enemies are not often in the blue movement range.
Since the middle of the game, the functions relating to the movement are expanded.
However, it is not effective at the beginning of the game.
Nova 15 Mar, 2018 @ 10:36am 
the guy on the picture never asked for this
MoronicCinamun 17 Jan, 2018 @ 10:09am 
I mean no it was only my second mission in, before the retaliation even, but at this point if I have to start a new game I won't even bother.
I've restarted a new game like every other day because of issues with mods and stuff. I think I'm done with xcom 2 for the time being because holy hell does the mod support just suck.