XCOM 2
Enemy Level Ratings [WOTC]
12 Comments
Dęąth Viper 1 Nov, 2022 @ 6:44am 
If this is still working.. Would it be cool if I implemented a "level system" that gives stats per level? :)
WarLLT1315 24 Oct, 2022 @ 9:29am 
It may be too old. The level cannot be displayed
aegis 10 Jan, 2021 @ 5:18am 
@Flashstriker
it's probably also because he uses the force level in which that enemy spawns at
and surprise, surprise the force level scale of XCOM2 goes from 1-20
Flashstriker 11 Jun, 2020 @ 2:23am 
I imagine a 1-20 scale is also easier to code considering you can just put the force level down
Alex Nares  [author] 10 Jun, 2020 @ 3:39pm 
Yes, haha. I had considered doing that, but decided not to because there are so many youngsters these days that might not get the reference. A 1-20 scale is easier to read.
Flashstriker 10 Jun, 2020 @ 4:39am 
So I guess you could call this the enemy's power level? It's a shame it doesnt go over 9000
Alex Nares  [author] 20 May, 2020 @ 9:15am 
That's a good point - which is why I am soliciting advice from the community as well - so that the levels are not just based on *my* viewpoint alone. Naturally there will be people who are more or less adept at defeating certain enemies, but the levels are intended to be a generalization.
dstaal 20 May, 2020 @ 8:45am 
My one problem with this is who's dangerous often depends more on playstyle and loadout than on the enemies themselves. A turret is deadly to a squad of rangers and specialists, but is no threat at all to reapers and sharpshooters. Gatekeepers are dangerous - but a grenader and a psiop can take them down with ease. Etc. What danger level you consider a particular enemy is going to be more a reflection of how you tend to approach a mission than the enemy itself, in many cases.
Alex Nares  [author] 19 May, 2020 @ 7:50am 
It will work with modded enemies, but I have to add them to the list of enemies that it affects. At this moment, I don't have any modded enemies enabled but I will be adding them probably today or tomorrow. But of course, that will only be the modded enemies that *I* have installed, if you are using other modded enemies that I don't have, they won't be affected unless you tell me to add them. (I will check their TemplateNames and add them)
NightNinja54 19 May, 2020 @ 5:35am 
Cool idea
Invertin 18 May, 2020 @ 8:38pm 
in "real" life you don't have a health indicator floating above your enemy's heads either, the number is fine, I'm curious how this works with modded enemies, though
Jestimac 18 May, 2020 @ 8:06pm 
It is a nice idea. This being said, I'm hesitating. In "real" life, one needs to identify ennemies and there is no detailed indication of his real combat expertise. I would suggest to keep it simple and just indicate whether the enemy seems to be a Rookie, a trained soldier or a really dangerous one. So maybe a rating with just three levels (letters or numbers).
I'll try the mod anyway as it is, if only to provide feedback.