XCOM: Chimera Squad

XCOM: Chimera Squad

Order Surrender
47 Comments
kremss_jr 4 Nov, 2023 @ 5:24pm 
This is so f*ck off powerful. I love it. :steamthumbsup:
SeriousCrunch 16 Jul, 2022 @ 8:11pm 
Enjoy the mod a lot, however its very finicky if used in combination with the evac mod as i dont know why but it is considering the panicked enemies as non-combatants i guess which technically true but because you cant continue doing actions after it starts, the moment you extract with that mod it causes the enemies to cleanse their panic depending on who ordered them to surrender and start blasting your units. Unintended side effect but thought it would be worth mentioning
5ColouredWalker 3 Jul, 2022 @ 10:24pm 
Massively overpowered
Philadelphus 24 Jul, 2021 @ 1:21am 
I'm really enjoying this mod so far (just starting out, with Gray Phoenix first), it gives a neat alternate way to try to take enemies out of the fight during the breach. And if you get even one enemy perma-panicking it can give you a chance to regroup, heal up, and prepare if you have a mission where you pick something up and have to endure waves of enemies.
Tommy Gray x Land Raider 6 Jan, 2021 @ 12:44pm 
Was thinking of an update for this:
If the attempt to order surrender fails, instead of panicked in green, it'll say in red "Yeah, right!"
Nico 27 Dec, 2020 @ 11:18am 
This stopped working for me randomly.
Juravis 17 Jul, 2020 @ 12:11am 
Permanent duration is a little intense. It should have a configurable length.
GodSentLuigiMangione 25 May, 2020 @ 3:42pm 
I think this would be significantly more balanced if enemies could move to other enemies to clear the panic. Then it'd be sorta like a terror mission from the other side. Less OP in the beginning, more unique, makes the mechanic require more strategy because you can't just throw it on everyone for what is effectively an instant kill. And I do agree with the below comment that it shouldn't work on certain "boss fight missions".
Knight of NSFW 21 May, 2020 @ 11:14am 
You can add exclusions to the list yourself in theory, and increase e.g. Aggressive or Alert bonuses or the base chance. You can also reduce the turn count they stay surrendered (I have mine at 4, which gives enough time to at least thin a couple). The XComGameData_SoldierSkills.ini is commented so it states what each item does. Panicked enemies being easy to subdue is a nice touch too.
I think part of the problem is also the Will stat of e.g. Praetorians is also 50, same as mooks, so it makes them very cheesable with this mod. A workaround is to exclude them, or to raise their Will stat.
FreeFormSage 21 May, 2020 @ 10:58am 
Love how you get a bonus to the order by knocking out prior units, giving future units reason to trust the surrender command will save their lives. Detailed, nice, simple touch.
annaray 13 May, 2020 @ 3:39am 
"Should probably make it simply *not work* during faction last stands and endgame."
as a MUST to all other players as a valid alternative for lack of self discipline not to use it yourself ??
pheonix89 9 May, 2020 @ 8:15pm 
I've found this to be very overpowered.

I took out two Praetorians and a Ronin *on the vs Soverign* stage with this.

That's half the high threat targets in the freaking final boss battle!

Should probably make it simply *not work* during faction last stands and endgame.
_b1ack0ut 6 May, 2020 @ 11:21am 
Just noticing two things about this mod, One, it would be neat if you were able to find appropriate voice lines, or any feedback to play when demanding surrender (i havent looked at all the voice lines from the operators yet, but im sure that there are some that would work for "Don't move" or "Don't resist" (i know torque has some of those as bind quotes lol)

and secondly, using this on aggressive enemies, doesn't have them stand down right away, even if successful. I ordered surrenders from a legionaire, and it succeeded and they panicked for the rest of the game, but they still fired at me during the breach phase. is this intentional?
Blabba754 4 May, 2020 @ 9:54am 
depends on the enemy you are up against, i am in a state where 5% is a very bad chance.
It is almost "too weak" in the endgame ;)
BlxckBaron 3 May, 2020 @ 12:04pm 
@batofara2005 I do feel that as well. I try to limit myself to only surrender 1 person per encounter to keep it from being overpowered.
Blabba754 2 May, 2020 @ 4:21am 
Can it be that enemies that already surrendered still fire back after the breach phase or am i wrong because there are so many of them in certain missions?
Rachel Wulf 28 Apr, 2020 @ 3:52pm 
@memeologist It already, effectively, does this. if they fail the will save, they panic, and do absolutely nothing for the rest of the encounter. you still have to clean them up after you take down the non-panicking enemies, but that's fairly simple as well, since Subdue instantly knocks out panicking enemies with this mod as well.
Memeologist 28 Apr, 2020 @ 3:17pm 
I think that there should be a small chance, depending on if there is an over 100% success chance that they will surrender and not be able to attack for the rest of the encounter, therefore rendering them as a "civilian."
batofara2005 28 Apr, 2020 @ 3:10pm 
I've been using this for 3 missions now on a new game on hard difficulty and it feels a little overpowered, at least for the beginning

Chances at the beginning seem to hover around 75-85% against Gray Phoenix (I didn't read the full description before I started playing), so I typically get 3-4 people to automatically surrender and spam subdue on the last 1-2 to people

It feels like I'm cheesing the game, so I probably won't use the mod anymore. I understand it is the first few missions and the enemy counts and willpower will raise later on, but it doesn't feel right for there to be no need to even shoot anything in a lot of encounters.
Rachel Wulf 28 Apr, 2020 @ 2:09pm 
@Memeologist what do you mean? as it is right now, they panic for the entire fight, performing no actions until you subdue them.

although if you use Verge's Battle Madness on them they'll start fighting normally.
HATERADE 28 Apr, 2020 @ 9:46am 
@ RealityMachina, this is seriously my favorite Chimera mod right now, or as I like to call it the: "XCOM! Get the F*** DOWN NOW" mod : )
Rachel Wulf 28 Apr, 2020 @ 5:19am 
@5ofClubs his breaching ability seems to increase the chances of success across the whole squad, in my limited experience.
5ofClubs 27 Apr, 2020 @ 11:33pm 
This feels like an ability where Axiom should have a higher chance of success.
Baka Racker 27 Apr, 2020 @ 2:12pm 
@Sandvich Dispenser Yeah, that would be nice. Kinda sucks to capture 20 enemies and get...20 intel in total.
Triel 27 Apr, 2020 @ 8:31am 
Cool. Someone needs to make a mod that gives you alternate rewards if you capture enemies past 100% intel reward chance tho
frankiejou 27 Apr, 2020 @ 4:57am 
Idea is fun.
Shitdivers 27 Apr, 2020 @ 4:39am 
Might want to consider the effect of the instant knockout of Subdue with panic; it's intended to work with Order Surrender, but other methods of panic-inducing will enable the instant knockout as well.
Rachel Wulf 27 Apr, 2020 @ 1:51am 
@derekdwhite25 in my experience so far, you can consistently remove 1 or 2 enemies from the fight, about the same as normal breaching fire. the only thing that makes this mod a little bit OP, is the Sorcerer AI still targets the panicking enemies with Tyranny, bringing them up in the move order..... to sit there and continue panicking.
derekdwhite25 27 Apr, 2020 @ 1:32am 
Interesting mechanic. Sounds like it might be too powerful, but I'll definitely be giving it a try.
Rachel Wulf 26 Apr, 2020 @ 9:26pm 
@HATERADE if they aren't alive they shouldn't count as a kill then, obviously! but yeah, i'm just ignoring any 'kills' from Mecs and codexes and other things i PHYSICALLY can't incapacitate for now.
Nuclear Kangaroo 26 Apr, 2020 @ 6:05pm 
holy shit this is a great idea
Ark-Angel 26 Apr, 2020 @ 3:59pm 
Awesome mod
Hijinks 26 Apr, 2020 @ 3:09pm 
This makes so much sense why isnt this in the base game
Refrigerator 26 Apr, 2020 @ 11:25am 
Fantastic idea.
Garr Incorporated 26 Apr, 2020 @ 11:06am 
Also, this improves Axiom slightly, because his panic can lead to one immediate capture.
fgbrooks 26 Apr, 2020 @ 11:05am 
KILL THEM ALL, and let the Elders sort them out.
cortezLOGAN 26 Apr, 2020 @ 9:30am 
This definitely should be included in the game. XCOM 3 TAKES NOTES!!!
Audible Silence 26 Apr, 2020 @ 9:05am 
@scornonical dear lord I didn't realize I needed this so badly.
Malorne 26 Apr, 2020 @ 7:32am 
Imagine a mod that replaces Axiom's roar with "FBI, OPEN UP!" that would be beautiful
KaylaKaze 26 Apr, 2020 @ 6:44am 
I very much like this mod. I do notice, though, that Zephyr can't use it.
RockmanX 26 Apr, 2020 @ 6:34am 
I'm surprised that this option didn't come in the game by default
HATERADE 26 Apr, 2020 @ 5:31am 
@Alexander Anderson: You can't kill something that isn't alive : D
Rachel Wulf 26 Apr, 2020 @ 5:19am 
i love this, it's great for what i wanted to do, a 0 Kills run. sadly i've already failed because Codexes, Mechs, turrets, and Androids cannot be incapacitated, only killed. do you think you could make a mod that allows Patchwork (only character this thought makes sense with to me) to shut down enemy Mecs in some way, allowing you to incapacitate them without Killing them? if not, i'll just live with the knowledge i only killed those the game FORCED me to. XD
senpaijackson 26 Apr, 2020 @ 4:13am 
Lmao the devs must be losing their minds on how such a simple concept can have such a dramatic impact. This is such a good idea
Mercenary 26 Apr, 2020 @ 12:28am 
oh nice. A Swat 4 thumbnail too!
Myoles Morales 25 Apr, 2020 @ 9:06pm 
I like this, giving this a chance instead of filling them with Tranq Rounds.
Deadput 25 Apr, 2020 @ 9:04pm 
This is nice, further enforces the police theme and potentially makes it so that killing hostiles is only a last resort.