XCOM 2
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Throw Axe Aim Bonus
   
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5 Jul, 2016 @ 6:10pm
5 Jul, 2016 @ 6:15pm
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Throw Axe Aim Bonus

Description
Throw Axe (the ability) now has a base integrated Aim bonus you can customize. Since you only have 1 throw, you should make it count.

Also useful if you have mods that increase the Cover values, enemy Defense or if you made Throw Axe take 1 Action Point to use (because if its not free, its not particularly good, just nice to look at).

Since you don't get a bonus at point blank, at least having the +20% helps.

-= MELEE? =-

The melee portion of the Axe is unaffected at all, only the Throwing part.

-= WHY NOT GIVE RANGE BONUS LIKE GUNS? =-

It would require a major recode.

-= DEFAULT =-

Mod comes with +20 default.

This means that a soldier with 65 aim now has a base chance of 85% to hit with his 1 charge. Since the throw doesnt ignore cover like other melee attacks, you're still encouraged to use it against flanked opponents.

-= BONUS =-

You should also hear the thrower whine or celebrate if he hits or misses. It was missing.

-= CONFIG FILE LOCATION =-

C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\718468137\Config\XComThrowAxeAimBonus.ini

-= COMPATIBILITY =-

Overrides ToHitCalc inside ThrowAxe ability.

-= LW2 COMPATIBILITY =-

I need reports on this if it works or not, the LW team might have changed the ThrowAxe ability. Unsure, suggest not using unless tech savvy.

-= REQUIREMENTS =-

DLC 2 of course.

Recommended pairing (not required): Throwing Axe Blademaster Fix
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=711368513
12 Comments
Juravis  [author] 21 Dec, 2019 @ 9:49am 
Also wotc does allow shen missions uncheck integrate content at the campaign start
Juravis  [author] 21 Dec, 2019 @ 9:48am 
This mod is not wotc compatible with or without dlc use my ability tweaks mod its rolled inside.
Kunovega 21 Dec, 2019 @ 9:32am 
WOTC doens't even do shens last gift missions, you just start with SPARKs and it skips the story for both shens last gift and alien hunters (which is a shame, those were fun missions but you have to play without WOTC to see them)
Juravis  [author] 21 Dec, 2019 @ 9:06am 
Pretty sure its incorrect unless youre using it in WotC
Jimmy ''Stiff-Fingers'' 21 Dec, 2019 @ 6:02am 
Don't use this mod if you want to do Shen's Last Gift missions. It breaks the elevator.
Kunovega 7 Jul, 2016 @ 11:05pm 
@ser lancelot well, it's not human tech even in 2035. it's unique alien tech that humans arent even able to duplicate (according to the storyline). not that the DLC follows its own story all that well. it tells you that you can't dupilcate the weapons and than sticks 3 copies of them up on the wall as you upgrade them... or maybe those are just fake replicas... i guess we'll go with that...
Ser Lancelot 5 Jul, 2016 @ 11:09pm 
Yep, that was my first thought, it's probably too complicated to do, but it does make sense from a "real-world perspective".

But yeah, this is 2035, let's move on past that! Super-teleporting homing Axes that just return to their owners!
Juravis  [author] 5 Jul, 2016 @ 10:53pm 
Too complex imho
Ser Lancelot 5 Jul, 2016 @ 10:52pm 
I think you misunderstand me.

EXTRACTION MISSIONS: you throw the axe, it becomes an object you HAVE to pick up and it would show up on the map like a loot yellow outlined square for you to grab the Axe before extracting. Otherwise, you are left with just ONE Axe for the remaining of the game unless you crafted it or picked it up before extracting from the mission.

Because, c'mon...you throw the Axe, run off the the Skyranger, flip the aliens the bird, and you end up in the barracks with BOTH Axe? When in the world did the soldier have the time to grab the thrown Axe before grabbing the rope?

NON-EXTRACTION MISSIONS: same as vanilla, no worry about picking it up because, logically, since it's a non-extraction mission, the soldier wielding the Hunter's Axe had time to pick up the Axe he threw.
Juravis  [author] 5 Jul, 2016 @ 10:20pm 
That's probably covered in Grimy's Loot Mod.