XCOM 2
[WOTC] Spark Arsenal Plugin: Shell Charges
11 Comments
Epic Dovahkiin 9 Oct, 2024 @ 7:01pm 
the specific interaction you mentioned i mean
Epic Dovahkiin 9 Oct, 2024 @ 6:55pm 
ah that's fair i didn't think about that
RustyDios  [author] 9 Oct, 2024 @ 3:46pm 
I'll also note this mod should be a purely *optional balance tweak*. So if it is listed as a dependency/requirement for another mod, it should be safe to skip this and mark as ignored, if you don't want to use the changes :)
RustyDios  [author] 9 Oct, 2024 @ 3:42pm 
Those are all valid points on how the *guns standard shot* works ... but not on how the Shells/Munitions Mount work, which is what this mod specifically changes.

Without the mod, you can very easily overdrive, fire upto 3 shell/grenades, combat prescience - fire another, inspire - fire another, teamwork - fire another, mind merge - fire another ... and then repeat the entire setup just two turns later ... repeatably launching explosives for the entire mission.

TBH I can't recall the exact specifics (it's been over a year!), but the mod was made to nerf that interaction.
Epic Dovahkiin 9 Oct, 2024 @ 2:58pm 
only got this because it's required for one of the proficiency SPARKS mods otherwise personally i'd skip this one imo the shells were balanced out by the fact overdrive is only marginally useful on a spark with the canon (you can move before shooting but that's kinda it maybe fire one grenade with the launcher or fire after reloading) and you get one shot that costs 2 AP and ends the turn (even with overdrive active from my experience) reload taking one AP without the auto loader so basically you'd only get to fire it every 3 turns (you fire on your first turn then have to skip a turn or take another action after reloading on the second then you can fire again on the 3rd) or every 2nd turn if you have an auto loader even sharpshooters aren't balanced this hard and they are frankly OP too
01101 1 Feb, 2022 @ 10:16pm 
This SPARK, even fully upgraded, is about half as useful as any other configuration. Yeah, it hits hard in limited cases, but that amounts to about maybe once per mission. I prefer any other SPARK over this one.
Dan Helsing 31 Jan, 2022 @ 4:19pm 
Odd's showcasing make them look more busted because of the poolmother reload ability. Having to reload after each use and only shooting every other turn tames these down a LOT. Although, limited number of uses was probably a good idea.
Simmin 30 Jan, 2022 @ 8:13pm 
i feel like the solo shells should just give 1 charge, then the pack give 1 of each, since you get the shells for free, and the pack is pretty expensive
RustyDios  [author] 30 Jan, 2022 @ 5:37pm 
Yeah I kind of agree, and the exact charges/cooldown I couldn't really decide on.
The numbers are exposed to the config file so feel free to set up the Shell costs however you would like.
Anomen 30 Jan, 2022 @ 4:03pm 
The HEAT and SRHAPNEL shells were ok and I'm not sure if they needed nerfing, since only being able to fire once every other turn was already quite big of a downside. It's the HE shells that were unbelievably busted. They had it all:
- The range of a sniper rifle.
- The aim of a grenade launcher.
- The destructive power of a rocket.
There's not a single place in the map that was safe from these pod clearing bad boys. It was absurd.

If the individual ones give three charges I don't know if I would ever pick the rack over the three HE Shell uses (and lets be honest three uses is all you probably need to full clear most maps). Maybe on later parts of the campaign to free up space for a Kiruka autogun with special ammo?
Stukov81-T.TV 29 Jan, 2022 @ 11:42pm 
Thank you Rusty! Much needed awesome Mod. Great work as always