XCOM 2
Viper's Weapon Rebalance
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Update: 28 Apr @ 12:18pm

Added slots to Super Soldier's armors to be used with armor mod attachments. Tier get 1 slot tier 2 gets 2 slots and tier 3 gets 3 slots!

Update: 22 Apr @ 9:54pm

Added stat changes for Savage Items - HE Charges, Hidden Blades, and a few other items.

Update: 4 Apr @ 5:28pm

Sniper Rifle based damage reduced by 2. Armor pen increased by +1 in exchange. It was severaly over performing.

Update: 20 Mar @ 1:34pm

Gremlins, spark bits, and tanklins now have passive hack skill. Allowing you to remotely take objectives and towers... Should have already been part of the gremlin kit?

Update: 19 Mar @ 11:26pm

Added psi offense stat for psi amps. They now have soul fire and soul steal passively, giving a tactical option for mage users.

Mainly a change for my blood binders and psi priests to have extra oomph in tactical as well a way to self heal early game.

Update: 19 Mar @ 8:20am

Factions items / weapons are now starting items. They were locked.
Example: You could not have a vektor rifle without having skirmishers. This should be fixed now for that stuff.

Psi Amps too!

Update: 19 Mar @ 7:12am

Added Gremlins, Spark Bits, and Tanklins.

They all receive scaling hacking stat and the heal, revitalize, and stabilize abilities passively, so if you have a medikit equipped, you can use it remotely without the need to learn abilities in the soldier class.

This change was made so that you can equip soldiers with these weapons and make them a secondary healer for emergency situations.

Might add a few more abilities to the tanklin that are more defense focused in the future to make it a viable option over the gremlin for hackers or similar classes.

Update: 18 Mar @ 11:39am

Update: 17 Mar @ 9:17pm

Added Primary Gauntlet from lw2 primary secondaries

Update: 17 Mar @ 5:13pm

Cannons now additionally have Suppression.