XCOM 2
Kehecks Sitting Ducks
29 comentarios
JeffbotClassic.TTV 25 SEP 2023 a las 17:05 
@Kawapatch op sorry U right
Keheck  [autor] 25 SEP 2023 a las 9:45 
Glad to hear it made you laugh! Hope you enjoy my mod just as much :)
endersblade 25 SEP 2023 a las 9:43 
That thumbnail had me rolling far longer than it should :-)
Kawapatch 25 SEP 2023 a las 0:25 
@JeffbotClassic That's from the Frost Munitions mod chief
JeffbotClassic.TTV 24 SEP 2023 a las 23:32 
@Kawapatch it is not. If I launch a frost grenade anyone in middle should be frozen but anyone who is a robotic enemy or is on the side of the blast will be "chilled" which applys Chilled units lose 25% of their Mobility stat and I THINK 100 percent to dodge stat but it also removes Burning from target.
Kawapatch 24 SEP 2023 a las 18:06 
@Keheck I love you.

@JeffbotClassic That's a modded status effect from either Frost Munitions or Bitterfrost Protocol, idk which. Whatever one you're using, their mod creators may have opened up their status to the config so you might be able to do it yourself easily.
JeffbotClassic.TTV 24 SEP 2023 a las 14:56 
Op, completely forgot lol does a bonus exist against "chilled" enemies?
Keheck  [autor] 24 SEP 2023 a las 13:31 
UPDATE 1.1 RELEASED!
Read the version history to catch up on what's new!
Kawapatch 24 SEP 2023 a las 0:13 
@JeffbotClassic If you mean giving soldiers an aim bonus shooting against a frozen target, a +10 aim bonus already exists in the base game!
JeffbotClassic.TTV 24 SEP 2023 a las 0:02 
Might be stupid but would you add a buff to also frozen enemies?
Wolf Renegade 21 SEP 2023 a las 1:53 
Precisely, for instance when aiming at a disoriented enemy rather than having a +10 aim bonus it can become it's max instead, increasing or decreasing based on distance. (I would also add for instance cover around the target (not in cover just surrounded by some that could be interpreted as such, which could block line of sight) as a factor in this equation but I think that could be asking too much and might complicate things,)

There could also be an argument for giving units that exit such statuses a small aim buff similar to the beforementioned suggestion as if aiming at a unit afflicted with the same status, for only one turn simulating a higher perception for a small amount of time before going back to normal, although I am unsure If it would be a good idea or not.
Keheck  [autor] 20 SEP 2023 a las 23:07 
@MrCloista I have seen it, but it doesn't really reward the shooter for aiming at afflicted units, it almost exclusively punishes the afflicted unit, save for the dodge penalty. What I want with this mod is reward players for using flash bangs and other disorienting/stunning items (more than just timing out afflicted units), and likewise punish units for getting disoriented.

That being said, I suppose Sitting Ducks could be a nice combo together with Enhanced Status Penalties. I have planned to expand beyond mental afflictions anyway, but I'll have to figure out something for the other status effects still which make a narrative and gameplay sense
Keheck  [autor] 20 SEP 2023 a las 23:00 
You mean scaling the aim bonus against afflicted units based on distance to the target? Hmm, interesting idea. I don't think it'd mess with the compatibility of other mods, hit chance modifiers (basically anything that's not "base aim" and "base defense") are pretty self contained and (to my knowledge) don't (or shouldn't) get messed around with
Wolf Renegade 20 SEP 2023 a las 21:40 
Logically this makes sense, although I have a small inquiry. What do you think if there was an adaptive aim bonus that scales with distance over a flat one or would that in your opinion mess with the mods compatibility with other mods?
MrCloista 20 SEP 2023 a las 16:33 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1137905049 interesting to compare the effects to this - Enhanced Status Penalties, by Advent Avenger
EasyName12345 20 SEP 2023 a las 13:53 
Yeah, I can back the idea that the bonus should only be applied to flanked units. That's a fair middle ground.
Kawapatch 20 SEP 2023 a las 3:08 
A choice between three modes/options shouldn't be too bad I don't think. Anyone who goes through the trouble of modding X-Com will already have an idea of how easy/difficult they want the game to be. Or rather, anyone bothered enough to go into the configs of mods and tinker settings would appreciate extra choice rather than less choice. Naturally, I can't speak for everyone, but I personally love it when a modder gives lots of freedom for tinkering their mod. Something like:

Mode = Always On OR Flanking Only

and

If Flanking Only & Good Angle SWR Enabled = Yes/No Incremental Bonus

would be fantastic. However, like a lot of things in life, the amount of freedom you give people is a balancing act that can cause more trouble than its worth. In any case, it's your mod Keheck! No one can tell you what to do, besides you! Haha

All the best! :8bitheart:
Keheck  [autor] 20 SEP 2023 a las 1:44 
Oh I see. Yeah I can definitely do that, though I'm afraid players are gonna suffer from choice paralysis if I make too many aspects configurable...
Kawapatch 20 SEP 2023 a las 1:22 
Oh there absolutely are some already, but none that have disorient and stun affecting the angle bonus itself afaik. It'd be cool to see if someone who's disoriented or stunned have a harsher flanking angle against them because they "can't hug their cover" as much in a "lore sense". So instead of a flat +10 or +20 bonus against someone behind cover, it's an ever increasing bonus onto the base flanking angle as you flank them up until that flat +10/20 when you're fulling flanking them. Makes it into a smoother transitional bonus. Interesting to think about at the very least!
Keheck  [autor] 20 SEP 2023 a las 0:07 
I'm always happy to implement requested features :) As for the aiming angles, it would be an interesting challenge but there's probably already a plethora of mods that implement EW style aiming angles, I'd have to take a look at them to see if anything can be improved
Kawapatch 19 SEP 2023 a las 23:47 
A configurable option would be great if you're happy to implement it! I'm aware of a lot of people who play the game with tinkered cover values, some of who that set it to the extreme of 50 for low cover and 100 for high cover and play with flanking angle aim bonuses.

Actually, it'd be interesting to see a mod like this that increases the flanking angle aim bonus as a changing percentage rather than a flat bonus, so you get a better benefit from it as you flank them more. Probably a lot more complicated than the mod currently is, but an interesting idea nonetheless.

In any case, cheers for the mod! Always great to see more modders enter the workshop! I've been itching to do the same actually haha, but time is not my friend unfortunately.
Keheck  [autor] 19 SEP 2023 a las 23:15 
@Kawapatch it would be possible, though I think the default bonuses you get are low enough that you should justifiably get them even when not flanking. Disoriented only grants 50% bonus aim of low cover and 25% of high cover, so I think it's still rather unlikely to hit a full cover target. And I think it's reasonable to assume a disoriented unit would not be able to utilise cover - low or high - to its full potential. Though I can make it a configurable option for those who want the bonus only for flanked targets
Keheck  [autor] 19 SEP 2023 a las 23:15 
@EasyName12345 By default, only allies of the mind controler gets these bonuses, though that can be turned off in the config to give this bonus to all units. My reasoning is that if a team decides to kill a mind controlled enemy, the caster would just order them to stand still or even actively try to catch some lead. I don't think you'll have to worry about ADVENT doing it though, I've never seen them shoot a mind controlled target, they just put them out in the open. As for the mod being OP: Well it depends. If you think it's too easy you can always turn the bonus down in the config, or you could bring some mods that make it easy for ADVENT to stun/disorient your soldiers ;)
Kawapatch 19 SEP 2023 a las 19:33 
Hey would it be possible to have these bonuses only be applied when the unit is being flanked or out of cover?
It's not like the hunk of rock the guy is hiding behind is suddenly gonna forget how to be a solid object stunned out of blocking bullets haha
jat11241976 19 SEP 2023 a las 15:58 
Seems legit. Disoriented soldiers can't shoot for sh*t anyways, makes sense they can't defend for sh*t lol. I
EasyName12345 19 SEP 2023 a las 15:31 
yeah this mod is definitely OP af lol. This turns Flashbangs into AoE holotargeters
EasyName12345 19 SEP 2023 a las 15:28 
I like the stunned and disoriented changes but why should mind controlled units be easier to hit?
Keheck  [autor] 19 SEP 2023 a las 14:14 
Ayep, if the aliens manage to stun/disorient you, the aliens will gain the same aim bonuses
MrCloista 19 SEP 2023 a las 13:55 
I assume this affects enemies on all teams not just advent?