XCOM 2
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Ammo Rebalance Project
   
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22 Feb, 2022 @ 4:26am
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Ammo Rebalance Project

Description
General
The idea behind this mod is to rebalance the base game ammo, and also the ammo added in Cut Content Ammo mod. In my opinion there where some imbalances and power creep and I think these changes are a step in the right direction. I will keep tweaking the values if I feel that some are still off and I'm open to suggestions!

Changes to Base Game Ammo

Now
Before
A.P. Rounds
+3 Armor pierce
+5 Armor pierce
Bluescreen Rounds
+3 damage to robotic
-1 damage to organic
-15% enemy hack defense
+5 damage to robotic
-25% enemy hack defense
Dragon Rounds
Unchanged
+1 damage
can inflict burn on organics
Talon Rounds
+2 critical damage
+15% crit. chance
+1 critical damage
+20% crit. chance
Tracer Rounds
Unchanged
+10 Aim
Venom Rounds
Unchanged
+1 damage to organics and can poison them.

Changes to [WOTC] Cut Content Ammo

Now
Before
Falcon Rounds
+1 damage
+100% dodge penetration
+2 damage
+100% dodge penetration
Flechette Rounds
+1 damage
+2 crit. damage
+15% crit. chance vs organics
+2 damage
+1 crit. damage
+20% crit. chance vs organics
Riot Rounds
20% chance to stun the target
40% chance to stun the target
Needle Rounds
+2 damage
+2 armor piercing to flanked enemies
+3 damage
+3 armor piercing to flanked enemies
Redscreen Rounds
+2 damage to robotic
-1 damage to organic
+15% chance to shut down robotic units
+2 damage to robotic
+20% chance to shut down robotic units
-25% to enemy hack defense
Acid Rounds
Unchanged
+1 damage
+1 armor shred
+1 acid damage for 2 turns

Required Mods

Recommended Mods
Due to the amount of ammo types introduced, I highly recommend a mod that allows you to build the ammo separately instead of getting the random reward from the Experimental Project from Proving Grounds. If not, you might not get the ammo you want for a whole playthrough.

One of the best mods that accomplishes this in my opinion is [WOTC] Proving Ground Overhaul V2. Not only the quality of the code is top notch, but the way the changes are implemented allow for some quick but powerful edits by modifying configuration files only. You should also subscribe to [WOTC] PGO Bridge: Cut Content Ammo so once you get an ammo reward from experimental ammo project it will be buildable.

Another mod to consider is Experimental Item Unlock, it's pretty good in what it does but requires a new campaign.

Compatibility
It should be compatible with anything and it's safe to add mid campaign. If you use any other ammo rebalance mod, even though it won't crash your game the changes from this mod (or the other mod, depending on load order) will just get overridden.

Customization
You are more than welcome to mess around with the configuration file and adjust the values of the different ammos to play the way you want to play.

By changing the values in XComGameCore.ini you can tweak the base game ammo values, and for the Cut Content Ammo modifications, you can tweak XComAmmoOverrides.ini. You can find both files in the config folder of this mod.
22 Comments
ZJwh5S 12 Jun, 2022 @ 3:08am 
@F4NTA

By shields I meant the shields generated by shieldbearers and such. Bluescreens iirc would bypass and destroy shields for free. Redscreens would bypass shields but not destroy them.
F4NTA  [author] 7 Jun, 2022 @ 11:47am 
Thank you everyone for the comments and support! Glad you are enjoying the mod and the added customization.

@ZJwh5S if by shields you are refering to armor, neither bluescreen or redscreen should affect it directly. Both of this ammos add a flat damage increase to robotic units.

@Ty I believe that WOTC Proving ground overhaul or other Proving ground mod of your choice might allow to do what you want. I don't plan to add that to this mod in particular.
ZJwh5S 18 May, 2022 @ 9:09pm 
@F4NTA Thanks for this mod. One concern though that I had about Redscreens is that they didn't destroy shields while Bluescreens did and that inconsistency bothered me (along with the fact that Bluescreens did much more damage). Is that still the case with this mod/is it possible to make Redscreens destroy shields as well?
mercator 23 Apr, 2022 @ 11:56am 
Good Mod.
But IMHO the problem with ammo in the game is, that they work the same on every class in the game, including pistols. (armour piercing fan fire is such a thing)
Ty 31 Mar, 2022 @ 5:30pm 
I like some of the changes to the vanilla ammo but am not a fan of some of the cut ammo. Think you could implement a way to disable the ammo we don't want?
Emperor Mollune Veilis Emouran 26 Feb, 2022 @ 7:38pm 
After some testing I think the nerfs are justified. Without any mods at all Xcom is still overpowered with skirmishers and templars. Now i think Advent needs ammo buffs Muwahahaha
F4NTA  [author] 26 Feb, 2022 @ 2:02pm 
Fair enough Ezrik!! Thank you for the feedback and hopefully you can customize the mod to your liking :)
Alex Poland 26 Feb, 2022 @ 1:44pm 
Oh my bad, I didn't know the Riot Rounds was a 4 Round Stun. And although I could agree with you on Riot Rounds, I still gotta disagree on Bluescreen. I feel like you should benefit heavily from running ammo in the place of a grenade, vest, etc. heavily, as those items don't really give you drawbacks.

Though, again, I do respect the way you're going for with the balancing and don't think it's a bad mod at all :D as I could 100% see Bluescreen being powerful on, say, the Infiltrator or something. So we can agree to disagree :D
F4NTA  [author] 26 Feb, 2022 @ 8:07am 
Hey Ezrik, yeah.. riot rounds specially was crazy. And Falcon rounds was on par of an entire weapon tier just by an ammo and added can't be dodged on top of it lol.

I agree on the feedback about Redscreen, that 15% might be too little for a special ammo. I might bump that to 20% in the next update.

The Riot rounds in my opinion feels fine in my testing. You can shut down an enemy for up to 4 turns.. that is crazy powerful and 40% was way too much. Take the classes that get "Face off" for instance, they can apply the ammo effect to every single enemy and have a spare shot just for good measure.
F4NTA  [author] 26 Feb, 2022 @ 8:06am 
The nerf on bluescreen (and the other balance changes for that matter) I think force you to take some tactical decisions and adds a drawback on what is an extremely strong effect. The classes that have really good action economy can abuse high damage ammos with ease, and if there is no drawback, there is really no reason to run any other round except bluescreen or riot. It made all the other ammos just a filler until you got them.

Now it actually makes sens to run poison and reduce aim and mobility, it makes sense to run riot when there are beefy enemies you need to single target and control, it makes sense to bring bluescreen when you have a decent hacker and robotic enemies, and redscreen for those robotic late game menaces.

Sorry for the wall of text! all in all, I agree on Redscreen and I'll most likely update it very soon!