Aliens: Fireteam Elite
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ciox

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ciox

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About this mod

This mod allows you to replace each kit with an alternate version that resembles the original kit but with a few strong and disruptive changes to create a different playstyle.

When using kit mods it's recommended to back up your savegames, they are located at: C:\Users\Username\AppData\Local\Endeavor

Permissions and credits
Hunter (Gunner)
Uses the Deadly Focus ability instead of Grenade.
Starts with an extra 200 max health. 

Deadly Focus
Your weapons do not consume ammo and inflict +50% damage against armor. Lasts 5 seconds and recharges in 25 seconds.

Perks modified
- Sudden Death (Disabling Blast): fodder enemies will take massive damage while Deadly Focus is active, ability cooldown is also increased by 25%
- Shrapnel: veteran enemies will take 5000 damage over 5 seconds if they are shot while Deadly Focus is active

Shaman (Medic)
Uses the Slow Aura ability instead of Health Station, reducing the movement speed of enemies around you by 50%.
Stims cooldown is reduced by 5 seconds and has stronger effects, increasing damage resistance by 60% and weakpoint damage by 30%.

Perks Modified
- Extra Side-Effects: Slow Aura will cause enemies to take an extra +10% damage.

Sniper (Recon)
Causes an extra +25% weakpoint damage with rifles, and a further +25% weakpoint damage with sniper rifles.
Receives 33% extra damage from melee attacks, and ability cooldowns are increased. (+10 seconds, only +1.5 seconds for bloodhound)
 

Sledgehammer (Technician)
Uses two CQWs. 
Cannot use Sentry Turret. 
Cross-Platform Synergy is replaced with a modified version of Stay on Target, granting you up to +10% extra damage when damaging enemies. 

Perks Modified
- Collaborative Analytics (stacks of Stay on Target increase your stumble chance by 5% each)
- Hyperlocal Logistics (stacks of Stay on Target increase your gun debuff duration by 10% each)
- Scalable Machine Learning and Modular Integration (perks activate when you stumble an enemy, instead of when your turret gets a kill)

Blaster (Demolisher)
Uses a handgun instead of a heavy weapon.
Clear The Room bonus is reduced to 1.5% per stack from 2.5%. 
Ability damage is increased:
- Blastwave damage: +300%
- Default Rockets damage: +33%
- Precision Rockets damage: +33%
- Concussive Rockets damage: +200%
- Napalm Rockets damage: +33%
- Napalm burning dot damage: +100%

Butcher (Lancer)
Can toggle Onslaught on and off at will, but cannot use Particle Beams.

Perks Modified
- Tenacious: does not increase Onslaught duration anymore, grants an extra +5% damage
- Unshakeable: does not grant temporary health anymore, grants an extra +10% damage resistance, while also reducing movement speed by 10%

Cannonball (Phalanx)
Uses the Regenerating Armor ability instead of a Shield, regenerating 50 temporary health after just 0.1 seconds of not taking damage. Temporary health must be fully depleted (armor break) before it will regenerate. 
Shock abilities activate instantly and can be used even while sprinting, and have their cooldown reduced by 10 seconds.
Bulwark triggers when you take damage and raises your damage output by up to 30%. 

Perks Modified:
- Shield Bash (works all the time)
- Push The Frontline: grants 3% damage resistance with each stack
- Best Defense: when your Regenerating Armor breaks, gain x3 melee damage for 15 seconds, stacking up to 3 times
- Covering Fire: when your Regenerating Armor breaks, gain +25% movement speed for 10 seconds, does not stack

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Known Issues:
- there is a bug if you equip the exact same weapon twice with the Sledgehammer, the second gun uses ammo from the magazine of the first gun, and will stop dealing damage when the magazine of the first gun has been emptied, it's best to use different guns in those slots.
- all players must use the same configuration of subkits
- you cannot use the Hunter kit and the Saboteur kit from the Saboteur mod at the same time, as they both modify the Gunner kit