@ Uranium: Firaxis just turned on a phone home feature that broke all the mods. Mods now only work if you are completely off-line. You can read more about it on the forums.
Hmmm... I just booted up the game after a few days of not playing and none of the weapon tweaks seem to be working. I still have two slots for armor, etc. but my arc thrower is no longer a pistol (custom tweak for myself) and the laser weapons use ammo... verified defaultgamecore.mod is fine, reran patcher, still nothing. Redownloaded, repatched, sniper still has overwatch and lasers still eat ammo.
Confused. Can you apply patches mid-game or do you have to start over?
@ Aetius -- sorry if the notes weren't clear. I gave plasma weapons an additional +5% on top of the original bonuses to help differentiate them a bit. It's a relatively small increase, since there are other factors that effect crits, such as being flanked / caught in the open.
Sage, I've been using your mod as a base for my own and have some questions for you. You said in the mod description that all human and alien plasma weapons have an additional 5% crit, but while editing the weapons I found very high crit values for most alien weapons. Instead of the 5% buff I saw upwards of 20-25% for some alien weapons. Is this intentional or did I miss it somewhere in the readme? Anyways, that explains why most of the time when my soldiers did get hit, they were subsequently one-shotted.
If anybody could change the perks I think they would done it already. For example I would like to give the sniper squaddies the squadsight perk instead of the headshot perk and make headshot like -20 aim but 100% critical... But the problem is, perks, with only the config files, are unchangable. Removing the overwatch is easy because you only have to remove the overwatch ability of the weapon. But I agree, the solution to nerf snipers are not in the overwatch removing.
For snipers I think the archangel armor should be nerfed, like lowering the fuel capacity. Other thing is, I think the 100 range is too much for the rifles . It should be 40-60, its more than enough and then you have to move them a little bit sometimes.
Check out my mod: http://xcom.nexusmods.com/mods/32/
Regarding the sniper - overwatch may have been OP, but this also makes the second skill choice a total joke. The value of firing on the move at least meant you could overwatch as well, but now you've removed half of its functionality - which means instead of squad sight being the go-to skill 90% of the time, it's now 100% of the time.
Removal of the overwatch means the sniper never gets to shoot at anyone in the open as his targets will always be behind cover (the AI is good at that)... means sniping is more difficult and less kills for your sniper. In general this means you 'fixed' the late-game balance by making snipers annoying to use in the early game.
This also means one less guy actually doing overwatch for defensive actions, which makes him more of a liability in that capacity. In general I can't think of any seriously good reason as to why the sniper *wouldn't* have overwatch, if at least at a higher aim penalty.
Can I suggest that Support gets smoke grenades tweaked?
- Longer duration (one player turn, one enemy turn, and then last through the next player turn). - More smoke grenades. The medic skill is just too good. I suggest that the more smoke skill gives +2 smoke grenades instead of +1 to counteract that +2 medic tool uses. - Combat drugs vs. dense smoke... maybe I'm "doing it wrong", but the bonus from combat drugs doesn't appeal to me whatsoever.
I say I have to agree the snipers overwatch was to op. If you went with 2 in angel armor they had 100% to hit on their overwatches from across the map. And every encounter just became kiting.
But the sniper need something. I would like the disabling shot to have the same acc as normal shots and maybe make opportunist into a suppression ability.
Edit: Infact why do not all aliens and soldiers have suppression by default?
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Thank you for it.
And the lack of patch for all the bugs too.
Confused. Can you apply patches mid-game or do you have to start over?
For snipers I think the archangel armor should be nerfed, like lowering the fuel capacity. Other thing is, I think the 100 range is too much for the rifles . It should be 40-60, its more than enough and then you have to move them a little bit sometimes.
Check out my mod: http://xcom.nexusmods.com/mods/32/
Removal of the overwatch means the sniper never gets to shoot at anyone in the open as his targets will always be behind cover (the AI is good at that)... means sniping is more difficult and less kills for your sniper. In general this means you 'fixed' the late-game balance by making snipers annoying to use in the early game.
This also means one less guy actually doing overwatch for defensive actions, which makes him more of a liability in that capacity. In general I can't think of any seriously good reason as to why the sniper *wouldn't* have overwatch, if at least at a higher aim penalty.
Can I suggest that Support gets smoke grenades tweaked?
- Longer duration (one player turn, one enemy turn, and then last through the next player turn).
- More smoke grenades. The medic skill is just too good. I suggest that the more smoke skill gives +2 smoke grenades instead of +1 to counteract that +2 medic tool uses.
- Combat drugs vs. dense smoke... maybe I'm "doing it wrong", but the bonus from combat drugs doesn't appeal to me whatsoever.
But the sniper need something. I would like the disabling shot to have the same acc as normal shots and maybe make opportunist into a suppression ability.
Edit: Infact why do not all aliens and soldiers have suppression by default?