XCOM 2
172 ratings
Hacking Rebalanced
   
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90.247 MB
11 Feb, 2016 @ 5:15am
27 Feb, 2016 @ 7:32am
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Hacking Rebalanced

Description
An attempt to make hacking a little more enjoyable. During my playthrough i felt like my Colonel specialist with Gremlin III and skulljack wasn't that good at hacking (or rather tier 2 hacks had such low chances it wasn't worth trying), either due to huge difference between tier 1 and 2 hacks or because i was not lucky enough to get Enemy Protocol bonus. For a person who does not like to save scum, hacking wasn't interesting, because why would you make a bad situation even worse? I decided to make it a little less dicy but still balanced.

-difference between easy/hard hack reduced from 44 base to 25, tier 1 hack is now more difficult but tier 2 hack is easier - robots are only easier to control since they already had lower chance to disable
-reduced random variance of each hack from 15 to 10
-added random variance to skullmining and robot hacks (10)
-increased specialist hack progression from 5 to 10 per promotion, 30 total - in my opinion it is a better solution than creating a power spike on any specific item, this way it will affect skullmining since gremlin bonus doesn't apply there. As a downside, this bonus does NOT add retroactively for promotions soldiers already received.
-reduced enemy protocol bonus from 20 to 10
-increased hack difficulty reduction value of bluescreen rounds, EMP granade/bomb from 5 to 10/10/20 respectively - previously they were basically dmg items. Something you have to keep in mind, EMP bomb will instantly kill light, medium turrets and standard MECs on legendary difficulty. Heavy turrets and heavy MECs will be left with 4 and 8 hp respectively, 1/4 or less than 1/2 hp left, not as strong (if you intend to hack) as one might initially think. As for Sectopods and Gatekeepers look below.
-increased hack defence on legendary difficulty for Heavy MEC by 10, Sectopod and Gatekeeper by 20

As far as I know Gatekeepers can't be hacked but they do have hack defence variable so i changed it just in case ;)
38 Comments
Airu 3 Feb, 2018 @ 5:28am 
Agreed, this really needs updating
RainingMetal 3 Sep, 2017 @ 7:34am 
Hopefully somebody will update this for WOTC.
Khaezhan 25 Jun, 2016 @ 8:53am 
Este mod proboca fallos. Hace que los objetivos susceptibles de hackeo desaparezcan como opciones y por lo tanto los hace inbulnerables al hackeo.
Vooyek  [author] 4 May, 2016 @ 12:32pm 
Unfortunately i will not be updating this mod anytime soon. If anyone want to develop it or simply copy paste it into his own mod, feel free to do so. I initially made this mod for my own playthrough anyway.
Papa Joe 26 Apr, 2016 @ 7:41am 
I played this mod with "Hack Plus"- Mod. But it has no effect in combination with this mod i suppose.

Alone "Hack Plus" works fine.
meyerik 21 Apr, 2016 @ 9:28pm 
If the author isnt available, can anyone provide feedback if this is compatible with Hack Plus? Cheers
Dante 7 Apr, 2016 @ 4:27pm 
I am also curious about compatability with Hack Plus. It would be great if the two were combined but I'd understand if it would gimp the difficulty.
Ed583 30 Mar, 2016 @ 7:00pm 
MantLemon 19 Mar, 2016 @ 6:04am 
I love this mod, but I'm wondering if it's compatible with Hack Plus since I don't know which templates does this mod changes.
mlipski0 17 Mar, 2016 @ 11:06am 
Please add mod compatibility with the Anarchy’s Children dlc and Skulljack and EMP tweaks mod.