XCOM 2
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[WOTC] Equalized Advent Weaponry
   
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14 Oct, 2017 @ 6:59pm
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[WOTC] Equalized Advent Weaponry

Description
This mod changes the damage and ranges of all enemy weapons in the game and makes them equal to the Xcom equivalent, overall this makes the game far far more punishing for poor tactical choices. It is no where near impossible I have played through the game with this mod over and over.

This mod is not intended for Beta Strike and has not been tested with it but it WILL work just not by how I intended


To be clear this mod affects ALL enemies, not just Advent

I am not going to list every change in this mod as there are a lot, but here is an example of how the all Advent hybrids except the purifier are handled:

Since they all have the same gun they all do~

5-7 damage with innate crit and receive range bonuses

They do not increase as the game goes on, this is because Xcom's mag rifles do 5-7, so in the late game they actually will be doing less damage than the standard game, however early game they are very dangerous.


As for weapons and abilities that do not have an Xcom equivalent such as Wrath Cannon or Viper Beam Rifles:

For things like Wrath Cannon I took a logical approach~

It does 14-17 damage and shreds three armor, the reasoning for this is the fact it destroys everything in it's path and is very easy to avoid, a weapon that takes an entire turn to charge should be devastating.

For the Vipers~

I treated their weapon like an SMG, it does slightly less damage than a beam rifle for instance

What this means for gameplay~

It promotes an early game defensive playstyle, and late game Xcom soldiers are no longer walking tanks but are able to take a few hits. It emphasizes a bigger role on armor and smart decisions and is not for the faint of heart, enjoy :D


Also another thing, this mod alone will not make the game unbearable as it doesn't alter units' stats or AI, so a good player likely won't be challenged anymore than normal except get punished hard when he or she does make a mistake
55 Comments
Zigg Price 2 May, 2023 @ 5:29am 
So I am revisiting this mod after playing a little bit with my mod setup.

I confess I don't know the correlating stats off hand, so I am going by what I see in the config.

So all Advent Rifles will be the same damage as the standard XCOM Mag Rifle, right?
Priests
Mutons will have the equivalent of the Beam Rifle.
Codex and Viper will have slightly lower damage.
I see you specifically mention the Wrath Cannon, but did the Sectopod default damage get adjusted? From their standard attack?
Vortex ♀ Pixalation  [author] 8 Apr, 2023 @ 1:09am 
I do understand the confusion tho, and clearly I didn't market this mod all thatttt well, think that's due to lack of images
Vortex ♀ Pixalation  [author] 8 Apr, 2023 @ 1:09am 
Advent represents the Aliens, the description also mentions it, its not arbitrary, marketing wise, Equalized Alien and Advent Weaponry doesn't work as well
Zigg Price 5 Apr, 2023 @ 7:26pm 
I guess because of the title, I just expect Advent to be affected. There are weapons that are modified here that don't have an equivalent in XCOM. So the mod just seems more invasive than is necessary.
Vortex ♀ Pixalation  [author] 5 Apr, 2023 @ 6:35pm 
the alien weapons are identical in stats to Xcom that's the point of the mod
Zigg Price 4 Apr, 2023 @ 5:52am 
This looks promising, but I don't understand the changes to Alien Weapon damage. Luckily that's an easy fix, just a tedious one.
Vortex ♀ Pixalation  [author] 4 Jan, 2021 @ 2:52am 
Not at all, feel free to dissect the mod files !
WaldoTheRanger 3 Jan, 2021 @ 9:11am 
would you mind if I made a lwotc compatible version if I can figure out how to?
I would of course credit you.
Vortex ♀ Pixalation  [author] 2 Jan, 2021 @ 9:27pm 
It is compatible in the sense that any vanilla enemy should be fine, but mod added enemies won't be
WaldoTheRanger 2 Jan, 2021 @ 2:08pm 
So, this feels like a stupid question, but would this work with lwotc?
I'd imagine it's not hard to make the changes manually, but if I can I'd like to not to have to.