XCOM 2
Not enough ratings
[WotC] Deadeye to Headshot
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
75.136 KB
7 Sep, 2017 @ 10:30pm
8 Sep, 2017 @ 12:16am
3 Change Notes ( view )

Subscribe to download
[WotC] Deadeye to Headshot

Description
THIS IS THE WOTC COMPATIBLE VERSION.

This is a straight port of the old version. It's still untested until I get far enough in the game to have a sharpshooter with the ability. If you decide to take the jump and use it, please let me know about any problems you have with it.

==============================

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.

- Original "ignores graze" effect was removed, it was too powerful on Commander to be able to use the skill to virtually guarantee that the viper/archon/stunlancer would take a huge hit out of concealment.

- 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. This class does not use explicit overrides, but might break if another mod changes Deadeye.

- 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.
6 Comments
its been a very long while since the last comment, but apparently the bonus crit damage is applied whether you use Headshot or not. Is it possible to make an adjustment in the config file so that the bonus dmg only apply when you use the ability?
guby  [author] 18 Nov, 2018 @ 11:50am 
Hi 兔毛, this mod hasn't been updated for the latest DLC yet. Day job is a bit too busy, so I'm going to update it when I find the time.
花兔 18 Nov, 2018 @ 8:07am 
crash.?
420ICE710 15 Aug, 2018 @ 10:21am 
dont really give a fuck about all that shit just want to know if it adds more garuanted damage or not cause it should
guby  [author] 8 Sep, 2017 @ 9:11am 
Thanks, thunderbeast! I'll add those in the next update.
thunderbeast 8 Sep, 2017 @ 9:02am 
This mod is essential when using EU Aim Roll. Thanks for updating.

https://drive.google.com/file/d/0Bxd794dQIMyTQWg0d0djM2hMZEU/view?usp=sharing

Korean translation here.
Btw, you didn't change last "Deadeye" to "Headshot" in LocPromotionPopupText. (I already changed it in upper local file.)