XCOM 2
SCP Series Rebalance
12 opmerkingen
EvilBob22  [auteur] 12 jul om 9:41 
Thanks again! Your English is very good, the changes I did were small things that only a native speaker would notice. (And even some native speakers could, and have, make those same mistakes.)
Puma_The_Great 12 jul om 7:55 
@EveilBob22, I looked at the code and then at the new icons in game, it looks very nice. I see that you even left a system that would let me add new units and they still would benefit from new icons, as long as I follow the naming convention. It is all very well thought out, so I salute you. Sorry you had to proof-read my english in the localization files. I thank you for improving my mods experience for many players yet to come.
EvilBob22  [auteur] 11 jul om 20:04 
It took me a while to notice what SCP-4MM0 was, but I did get there eventually. :) And yeah, I had trouble telling what was going on with the CI target icon at a glance, it was changed well before the MTF ones.

Yes, these are some pretty harsh nerfs in general. I did make sure to include a lot of detail in the .ini files so they could be "un-nerfed" or changed to medium nerfs relatively easily.


Also, let me say, I absolutely love the original mods, thank you so much! This mod basically started as the small tweaks I made for myself while using your mods. After adding a bunch more, I reorganized my stuff to make it more legible to other people, and here we are!
EvilBob22  [auteur] 11 jul om 19:58 
@Puma_The_Great Thanks for the kind words! I almost messaged you on Discord, but it looked like you were out of the modding scene entirely. I'm sorry I didn't!

I've been doing a lot of icon work in general (both for my own mods and for others), so the MTF icons didn't feel all that time consuming to update. Also, they (plus the changed localization) really make the different MTFs feel unique. The Fire eaters hellweave effect is still intact. I thought the dragon rounds effect was as well, but I'll have to double check that. In fact, I may want to do a pass on all enemy units to buff them based on counteracting equipment nerfs. (Maybe even in an automated way where any equipment changes automatically gives corresponding unit buffs.)
Puma_The_Great 11 jul om 13:28 
Overall some harsh nerfs, these items are supposed to help against very tough modded enemies, but I agree, this will make the faction mod play better.

You've done so much work that it you messeged me on discord beforehand I could have just made you the Co-author of the mods and let you update them freely, but since it's already done and it's all your glory, I don't see a point in doing that. I am not very active in the xcom 2 scene, as I currently am burned out on the game as a whole, but this obviously caught my attention (a month late), and I hope more players see and download it!
Puma_The_Great 11 jul om 13:24 
@EvilBob22, When it comes to Chaos insurgency, the ammo scp is intact, and that makes me glad. Still funny to see that people mispronounce it, as it is literally SCP-4MM0, which is AMMO but with numbers for A and O, but I guess that it never caught on. Target icon being changed is also a needed change, because as convinient as it was just changing the middle dot to the colour of "enemy" "flanked enemy" "enemy out of LOS", it became really confusing even to me to tell if a certain unit is out of LOS or not at the certain tile.

Localization fixes are obviously great, as I hadn't touched the Goc descriptions since i added the weapons, and since I have a Tendency to Capitalize certain words when i write in english.

You may have missed some very rare foundation items, not mentioned in my mod description, which only drop from boss units on foundation lockdown at Force level 20 and above, such as Psionic MazHat vest, Asmiov spark rifle, and others I do not recall right now.
Puma_The_Great 11 jul om 13:22 
@EvilBob22, I agree with many of your changes. Will bo nice to see the upated target icons, especially for the SCP MTF's. I have no idea what made you want to spend time importing each of the 11 (i think) squad patches as icons, but kudos to you.

When it comes to SCP items, nerfing the FieHellweave is likely to remove the dragon rounds from the Fie gunners, and hellweave effect as well, along with nerfing their armor. Not sure if I hadn't done the same with Mazhat units, as making these enemies use same abilites was just a bit less time consuming. im 90% sure that See no evil units benefit just from the immunities of scramble gear, so that should be fine.

When it comes to Goc, I agree with pretty much all the changes. This faction is hard for me to balance, and the weapons were mean't to be tier 4-5, meant really for 5 tier campaigns, but they are obtainable way too early, due to lacking requirements you were right to include, which should have been in the mod from the start.
EvilBob22  [auteur] 14 jun om 18:00 
That's actually on purpose. It can be used with any or all of the three mods. If you have none of them, then this mod is useless, but none are technically required. (Although admittedly, Chaos Insurgency is barely touched.)
LightenedDark 13 jun om 20:33 
You forgot to list the original mod as a requirement.
EvilBob22  [auteur] 22 mei om 10:22 
Glad you like it!

You are right about the ammo of course, I kind of forgot it was there. This is actually an old mod from my local setup that I've been slowly improving for a long time. Early on, I looked at the ammo and didn't really see any way to change it without just making it a flat damage increase, and no one wants that, so I kind of put it out of my mind.

I should also include the horde sitrep exclusion in the description. I'm used to it now, but it is kind of a big deal.
jahsinha 22 mei om 0:35 
I would like to add - excellent instructions and detail in the ini sir. I have left some of these nerfs and adjusted some others. Thank you for this mod and also adding the exclusion for the Horde sitreps! - been an annoyance with CI.
jahsinha 22 mei om 0:11 
Hmm. I'm pretty sure Chaos insurgency drops a special ammo. I'm using it right now in my campaign - all three of Puma's mods in fact. S4P ammo or something like that - cogito hazard. In any case, won't matter because I WILL NOT nerf it. lol. I will use this mod for the cosmetic chnages (love what you've said about them) and probably adopt the nerf on the Fire weave, and UI correction. Everything else, hopefully, easily toggleable off. I may try some of these nerfs but I genuinely have no issue with their power - given how hard my game is.