XCOM 2
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Melee Lost Headshots
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159.931 KB
30 Apr, 2020 @ 2:36pm
22 Dec, 2020 @ 8:59am
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Melee Lost Headshots

Description
This mod enables melee abilities to count as a Lost "Headshot".
When getting a Lost kill with melee, your soldier will have their action refunded.

--- Supported Abilities ---
Rend
Arc Wave
Sword Slash
SPARK Strike
Andromedon Punch
Normal attacks from melee enemies
Stun Lance
Muton Bayonet
Skirmisher Melee Abilities
Depressed Flounder's mod "Beatdown Skill"
Iridar's mod "Hand-to-Hand Abilities"
Mushashi's Axe Mod
Psionic MEC Class Melee Abilities
Combat Knife (from (LW2 Secondary Weapons Pack)
Jedi melee abilities from Musashi's Jedi mod
Iridar's Bayonets
LW2 Classes and Perks


This mod is 100% safe to enable or disable at any time. Compatible with all mods.

Related Mods:
Overwatch Lost Headshots - adds Overwatch
Ability Lost Headshots - adds ranged abilities
91 Comments
=[NK]= Col. Jack O'Neil 13 Sep, 2024 @ 4:07am 
Alex Nares  [author] 13 Sep, 2024 @ 12:09am 
Thanks for the compliment! Unfortunately I am long retired from XCOM 2 modding, but anyone is welcome to take this mod and make an alternate version!
=[NK]= Col. Jack O'Neil 12 Sep, 2024 @ 5:09am 
I do love your mods, thank you for them! Although I find this one particularly easily to cheese :( Is there any chance of an alternate version that maybe doesn't refund the full point, maybe like gives a reduction to move, or something? Some way of nerfing it? With a templar who can dash and deal good damage it's a little full on!
Daddy Takeda 22 Jul, 2024 @ 7:43am 
You are right, I misremembered.
Alex Nares  [author] 22 Jul, 2024 @ 4:37am 
I don't think it was in the vanilla
Daddy Takeda 19 Jul, 2024 @ 6:45am 
Doesn't Rend and Sword slash already allow your soldier to attack again? I don't have this mod and I'm pretty sure I recall being able to mop the floor easy with my Templar with his Rend ability.
Lûte the Goblin 5 May, 2024 @ 4:35pm 
The bonus Momentum for Templars combined with this mod allowed my Templar to LITERALLY walk from end of the map to the other after killing 8 Lost in a single turn.
I'm going to have to unsub to this, it's just too silly with how melee talents work in this game.
Mask 19 Mar, 2024 @ 12:45pm 
I got the point. That really helps. Thank you very much!
LinkFan001 17 Mar, 2024 @ 8:53pm 
+ValidHeadshotAbilities=WOTC_APA_SwordSlice <For Proficiency Sword
+ValidHeadshotAbilities=IRI_Rider_Intercept <For Stormrider Intercept
+ValidHeadshotAbilities=MZShieldCharge <Shield Attack from the updated Shield Mod
+ValidHeadshotAbilities=IRI_Rider_PowerKick <Stormrider Powerkick
+ValidHeadshotAbilities=IRI_Rider_Haymaker <Stormrider Haymaker
+ValidHeadshotAbilities=DP_PistolWhip <This is for Akimbo but do note it acts funny. The first hit must kill. The second hit does not count for the mod, period. I think this is an engine issue.
+ValidHeadshotAbilities=WOTC_APA_Rend <For Proficiency Templars
+ValidHeadshotAbilities=WOTC_APA_RipjackStrike <For Proficiency Skrimishers.

Here are some examples from my mod list. This is not all of them but I will add the rest later, point is this is what they should look like. Stupid thousand word limit.
LinkFan001 17 Mar, 2024 @ 8:52pm 
For anyone wondering why some melee skills are not working, modded characters and abilities will needed to be added to the XComData_SoldierSkill config. For example, proficiency Templar does not work because the name of the attack is different. You need to find the name of the skill in the XComClassData of each of your modded classes, find the note for the skill in question, copy it without the quote marks, and add them to this mod's XComData_SoldierSkill.