XCOM 2
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Deadeye To Headshot
   
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16 Feb, 2016 @ 2:52am
9 Jul, 2016 @ 1:41am
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Deadeye To Headshot

Description
Replaces Deadeye with the old XCOM sniper's Headshot skill.

It's still called Deadeye because mechs don't really have heads, but it works like Headshot from XCOM Enemy Within.

Details:

- 5% aim penalty. XCOM 2 snipers max out at 91 aim, plus 10%-ish from a PCS, 15% from superior scope, +10% from Steady Hands or +20% from Aim, for ~125% base aim. Tracers add 10% optional. XCOM 1 snipers max out at 105 aim, +10 aim from scope, +10 from Damn Good Ground, for ~125 final. +10% from Executioner as well. That's approximately break-even if the XCOM 2 version takes a 5% hit.

- Original "ignores graze" effect was removed, it was too powerful on Commander to be able to use the skill to virtually guarantee that the viper/archon/stunlancer would take a huge hit out of concealment.

- Keeps the 3 turn cooldown of Deadeye. This forces you to choose carefully when you're going to apply your big shot.

- Ignores the typical squadsight critical chance penalty. Seems thematically appropriate, but more importantly, with squadsight on everyone range is a much more fluid factor than it used to be.

- Bonus crit damage of 2/2/4, which lets snipers do almost double damage crits. Expected crit damage amounts for the three tiers are 9, 12, 17. 12 lets you one-shot Facelesses but not Berserkers. 17 damage lets you one-shot most basic enemies, but on Commander difficulty will not let you one-shot archons, andromedons, gatekeepers, and sectopods.

- To adjust these numbers manually, edit XComModDeadeyeToHeadshot.ini.

Compatibility:

- This only modifies the Deadeye ability. This class does not use explicit overrides, but might break if another mod changes Deadeye.

- This mod is safe to remove. Removal just reverts the Deadeye ability to its vanilla form.

- This mod gives a flat +2 crit damage to weapon classes that are not conventional, magnetic, or beam.

Todo:

- Internationalized versions of the new skill description. Only the English translation is there for now.
18 Comments
Malidictus 8 Sep, 2017 @ 5:28am 
Thank you kindly. I'll go have a look at that :)
guby  [author] 8 Sep, 2017 @ 12:32am 
Hey Malidictus, just a heads up that a WotC version is now available!
Malidictus 31 Aug, 2017 @ 10:33am 
Gotcha. Thank you kindly, I really loved your version of the Headshot skill, and nice to see you're still active.

I've been meaning to investigate how you inject your skill, too. My approach is very not good...
guby  [author] 31 Aug, 2017 @ 10:25am 
Hey Malidictus, sorry for the wait! This one will get an update once I've gotten MCM and Bronzeman mode patched up.
Malidictus 31 Aug, 2017 @ 5:16am 
This mod causes a crash on startup with War of the Chosen. Headshot is far more interesting than Deadeye, though, so I'm really hoping for an update.
cmoses 15 Jun, 2017 @ 9:59pm 
I have noticed that deadeye do headshot the bonus weapon damage is also applied to a normal shot with a critical hit.
cmoses 15 Jun, 2017 @ 9:25pm 
also with the mod no squid sight penalties the crit bonus is 50%
guby  [author] 9 Jul, 2016 @ 1:44am 
Airatome: Deadeye might have been affected by some code changes in Alien Hunters and Shen's Last Gift that caused it to stop working. The new update should fix these issues.
Airatome 29 Feb, 2016 @ 6:47pm 
Maybe I didn't spend enough time paying attention to Deadeye during my first play through, considering I never used it. I'm probably just not noticing the change. The crit chance is certainly increasing when I toggle it. Thank you.
guby  [author] 28 Feb, 2016 @ 9:11pm 
Airatome: The damage bonus in the mod applies to critical hits only, so the in-game displays won't show increased damage. If the critical hit chance is going up, then most likely the mod is working.