XCOM 2
42 ratings
Spooky Scary Sectopods
   
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2.704 MB
8 Dec, 2024 @ 7:58pm
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Spooky Scary Sectopods

Description
What is this?

A mod that makes Sectopods great again.

It does NOT, buff Sectopod Armor, buff Sectopod HP, or even change Sectopod AI.
It does not in any way make them harder to hit or kill, but it makes them way cooler, thematic, and true to the lore.

Out with it woman, what the heck does this even do?

Okay, fine.

This mod ships brand spanking NEW visuals for Lightning Field, and makes it a more threatening ability by expanding the once pitifully small and under performing size.

It also embetters the Wrath Cannon with fancy NEW mechanics and a targeting indicator to show the general area of where the Sectopod is actually aiming.

Once the Wrath Cannon is charged, it'll doot at the start of the next enemy turn, or doot once a XCOM unit finishes moving. Which is in a manner, similar to an overwatch, but not exactly the same. Truly the dootfinition of anyway, I started blasting. But that's not all.

This mod's FANCY ability context handling means that this FANCY area of effect ability will respect Shadowstep, Teleportation, and similar abilities or effects that bypass Overwatch. Unlike an Overwatch, however, this deadly weapon will always doot in the actual area the Sectopod was aiming the Wrath Cannon, rather than at a particular unit that moved.


Why is this mod description so weird?

The preview image is probably all the explanation that's needed.

Compatibility

Should be basically universally compatible and is safe to install mid-campaign. Should also be safe to uninstall mid-campaign.
7 Comments
Jachymka 9 Feb @ 12:16pm 
Best mod ever made im afraid
Mac Dog64 14 Dec, 2024 @ 12:48pm 
@ReshiKillim I get ye, no worries.
ReshiKillim  [author] 13 Dec, 2024 @ 11:11pm 
@Mac Dog64 Game systems are not setup to handle vehicles, resulting in too much effort for incremental results. It's just unfortunately not worth the amount of effort it requires.
Mac Dog64 10 Dec, 2024 @ 1:28pm 
@ReshiKillim: Great mod, out of curiosity, do you know if you could carry on the torch for some of Iridar's mods if he's okay with it? I saw this amazing Piliotable MECH that would be so cool for both XCOM and Advent to have in the battlefield. I only ask because you clearly have modding talent. I wasn't sure if your Reqium mod had OG Mechtoids in it either, loving the OG enemies coming back to the game:)

https://www.youtube.com/watch?v=tjHbK8mefWo
표백된고양이 9 Dec, 2024 @ 8:40pm 
Nice. I think this mod nicely work with engines of the requiem dark event.
Lanford 9 Dec, 2024 @ 8:26am 
So, if I understanding this correctly, it is like...

There are three soldiers in Wrath Cannon AoE then, I move one of them out of the AoE, the other two soldiers that still in the AoE will get doot.

If I decide to not move anyone at all, they will get doot at the alien next turn just like normal, right?
MrMister 9 Dec, 2024 @ 2:27am 
>or doot once a XCOM unit finishes moving

Actually moving, like non-CF OW?