About this mod
Converts the sharpshooter's Deadeye ability to work like Headshot from the first game.
- Permissions and credits
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.