XCOM 2
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Created by

munchbunny

Uploaded by

bunnytrain

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About this mod

Converts the sharpshooter's Deadeye ability to work like Headshot from the first game.

Permissions and credits
Replaces Deadeye with the old XCOM sniper's Headshot skill.

It's still called Deadeye because mechs don't really have heads, but it works like Headshot from XCOM Enemy Within.

Details:
- 5% aim penalty. XCOM 2 snipers max out at 91 aim, plus 10%-ish from a PCS, 15% from superior scope, +10% from Steady Hands or +20% from Aim, for ~125% base aim. Tracers add 10% optional. XCOM 1 snipers max out at 105 aim, +10 aim from scope, +10 from Damn Good Ground, for ~125 final. +10% from Executioner as well. That's approximately break-even if the XCOM 2 version takes a 5% hit.
- Ignores graze. Makes this skill ideal for opening salvos or finishing off enemies.
- Keeps the 3 turn cooldown of Deadeye. This forces you to choose carefully when you're going to apply your big shot.
- Ignores the typical squadsight critical chance penalty. Seems thematically appropriate, but more importantly, with squadsight on everyone range is a much more fluid factor than it used to be.
- Bonus crit damage of 2/2/4, which lets snipers do almost double damage crits. Expected crit damage amounts for the three tiers are 9, 12, 17. 12 lets you one-shot Facelesses but not Berserkers. 17 damage lets you one-shot most basic enemies, but on Commander difficulty will not let you one-shot archons, andromedons, gatekeepers, and sectopods.
- To adjust these numbers manually, edit XComModDeadeyeToHeadshot.ini.
Compatibility:
- This only modifies the Deadeye ability, so as long as no other mods override the class X2Effect_DeadeyeDamage, you're good.
- This mod is safe to remove. Removal just reverts the Deadeye ability to its vanilla form.
- This mod gives a flat +2 crit damage to weapon classes that are not conventional, magnetic, or beam.

Todo:
- Internationalized versions of the new skill description. Only the English translation is there for now.