XCOM 2
Ammo Rebalance Project
22 Comments
ZJwh5S 12 Jun, 2022 @ 3:08am 
@F4NTA

By shields I meant the shields generated by shieldbearers and such. Bluescreens iirc would bypass and destroy shields for free. Redscreens would bypass shields but not destroy them.
F4NTA  [author] 7 Jun, 2022 @ 11:47am 
Thank you everyone for the comments and support! Glad you are enjoying the mod and the added customization.

@ZJwh5S if by shields you are refering to armor, neither bluescreen or redscreen should affect it directly. Both of this ammos add a flat damage increase to robotic units.

@Ty I believe that WOTC Proving ground overhaul or other Proving ground mod of your choice might allow to do what you want. I don't plan to add that to this mod in particular.
ZJwh5S 18 May, 2022 @ 9:09pm 
@F4NTA Thanks for this mod. One concern though that I had about Redscreens is that they didn't destroy shields while Bluescreens did and that inconsistency bothered me (along with the fact that Bluescreens did much more damage). Is that still the case with this mod/is it possible to make Redscreens destroy shields as well?
mercator 23 Apr, 2022 @ 11:56am 
Good Mod.
But IMHO the problem with ammo in the game is, that they work the same on every class in the game, including pistols. (armour piercing fan fire is such a thing)
Ty 31 Mar, 2022 @ 5:30pm 
I like some of the changes to the vanilla ammo but am not a fan of some of the cut ammo. Think you could implement a way to disable the ammo we don't want?
Emperor Mollune Veilis Emouran 26 Feb, 2022 @ 7:38pm 
After some testing I think the nerfs are justified. Without any mods at all Xcom is still overpowered with skirmishers and templars. Now i think Advent needs ammo buffs Muwahahaha
F4NTA  [author] 26 Feb, 2022 @ 2:02pm 
Fair enough Ezrik!! Thank you for the feedback and hopefully you can customize the mod to your liking :)
Alex Poland 26 Feb, 2022 @ 1:44pm 
Oh my bad, I didn't know the Riot Rounds was a 4 Round Stun. And although I could agree with you on Riot Rounds, I still gotta disagree on Bluescreen. I feel like you should benefit heavily from running ammo in the place of a grenade, vest, etc. heavily, as those items don't really give you drawbacks.

Though, again, I do respect the way you're going for with the balancing and don't think it's a bad mod at all :D as I could 100% see Bluescreen being powerful on, say, the Infiltrator or something. So we can agree to disagree :D
F4NTA  [author] 26 Feb, 2022 @ 8:07am 
Hey Ezrik, yeah.. riot rounds specially was crazy. And Falcon rounds was on par of an entire weapon tier just by an ammo and added can't be dodged on top of it lol.

I agree on the feedback about Redscreen, that 15% might be too little for a special ammo. I might bump that to 20% in the next update.

The Riot rounds in my opinion feels fine in my testing. You can shut down an enemy for up to 4 turns.. that is crazy powerful and 40% was way too much. Take the classes that get "Face off" for instance, they can apply the ammo effect to every single enemy and have a spare shot just for good measure.
F4NTA  [author] 26 Feb, 2022 @ 8:06am 
The nerf on bluescreen (and the other balance changes for that matter) I think force you to take some tactical decisions and adds a drawback on what is an extremely strong effect. The classes that have really good action economy can abuse high damage ammos with ease, and if there is no drawback, there is really no reason to run any other round except bluescreen or riot. It made all the other ammos just a filler until you got them.

Now it actually makes sens to run poison and reduce aim and mobility, it makes sense to run riot when there are beefy enemies you need to single target and control, it makes sense to bring bluescreen when you have a decent hacker and robotic enemies, and redscreen for those robotic late game menaces.

Sorry for the wall of text! all in all, I agree on Redscreen and I'll most likely update it very soon!
Alex Poland 26 Feb, 2022 @ 7:22am 
I never really realized how busted the Cut Content Ammo was until I saw the numbers XD personally I like all the changes, especially the Talon Rounds buff, but I think you may have gone a bit overkill with the Bluescreen & Riot Rounds. That -1 Damage VS Organic hurts too much imo, and 20% Chance to Stun for a special ammo is too little.

But again, I respect the mod and will probably download it and just tweak it :D
F4NTA  [author] 26 Feb, 2022 @ 3:53am 
Thank you Emperor!
Emperor Mollune Veilis Emouran 25 Feb, 2022 @ 2:19pm 
Thanks for clarification and I just wanted to make sure you were aware of these things :8bitheart:
F4NTA  [author] 25 Feb, 2022 @ 4:19am 
mmm I think you are talking about the "Additional Dark Actions" mod? because there are no AP Rounds dark event on the base game.

If you are, I can't answer that question unless I dig in on the code of that mod. If he made advent use the base game ammo, then the answer is yes, they will use this version of the ammo. If not they will be unaffected.

And just to be clear, AP pierced 5 armor before this mod, with this mod it pierces 3 armor.
Emperor Mollune Veilis Emouran 25 Feb, 2022 @ 3:59am 
So If advent get AP rounds for a month (unless permanent dark events) will have 5 armor pierce instead of 3? I'm making sure that this is either intentional or not and if not it is brought to your attention.
F4NTA  [author] 25 Feb, 2022 @ 12:53am 
It is a nerf to some of the most blatantly broken ammos. Abusing some of the ammos in my opinion trivialized several of the game encounters. I think these changes bring more tactical decisions to be made instead of just going full riot/bluscreen rounds squad and walk over every mission..

The beauty of this game and it's amazing moding community is that you can literally play the game how you want to, if this is not to your liking that is perfectly fine :)
F4NTA  [author] 24 Feb, 2022 @ 10:59pm 
As for all the ammo related dark events they are untouched, this mod modifies what is mentioned only.
Emperor Mollune Veilis Emouran 24 Feb, 2022 @ 2:47pm 
While I respect modders work i personally just see this as a big nerf when combined with the numerous amount of enemy mods. Does this affect the dark events that give advent ammo or enemies with modded ammunition?
[Dragunov37] 24 Feb, 2022 @ 5:41am 
great!
F4NTA  [author] 24 Feb, 2022 @ 5:17am 
done [Dragunov37] ! let me know if that is better. Thank you for the feedback.
[Dragunov37] 24 Feb, 2022 @ 12:18am 
It would be easier to understand what you changed if there was a comparison with the original versions.
Lux Manifestus 23 Feb, 2022 @ 12:47pm 
Good idea, needed