XCOM 2
Stun Lancer Rebalance
54 Comments
Lord Nothing 31 Dec, 2020 @ 8:31am 
the amount of terrain they can cover is absolute bullshit. they can cross half map and stun. it's almost impossible to hide from them or prevent them from doing what they do best if you don't have the damage output or absolutely godlike RNG. Stunlancer and snek is way too owerpowered considering they are early game aliens where soldiers are potatos and miss 80-90% chance shots like wtf, there shouldn't even be any 80-90 rng garbage when ur standing next to someone, but that's another stupid decision devs made. Back to stun lancers - wish there was a fix for how much a stunlancer can run and stun, like half of their current movement tiles should be obliterated if they are making a combat move, I'd rather take a shot from these units that has a chance of not hitting if in full cover than just negating anything in this unit's way and getting hit every god damn time.
Tenty 5 Mar, 2018 @ 2:57am 
Personally, like where they are now. Yes they're a bit more difficult than they could be, but that comes with the caveat that they are very unlikely to actually kill anyone. Based on personal experience, soldiers that they would kill are generally just knocked out.
IronSpider 16 Sep, 2017 @ 9:16am 
I have a hard time with them when they just stun me all the time they never shoot me just stun me its annoying. There has to be a some kind of balance.
Blarghalt 9 Sep, 2017 @ 2:37am 
So does this work for WotC or not?
macelharen 6 Sep, 2017 @ 12:55pm 
anyone else finding this doesn't work for non-wotc, use this very similar mod instead. that works still.
macelharen 3 Sep, 2017 @ 10:58am 
tried [LL]; tried deleting config folder in "my games" subfolder...giving up and trying this and errrrr wait a minute why am i subscribed to this? . crap!
*unsubs and tries again*
macelharen 2 Sep, 2017 @ 10:04pm 
non-WotC issue: for a while now i've noticed your mod just doesn't work anymore. i've even tried fiddling with both your config files but to no avail...i get 6hp lancers.
It's currently the only thing on my troubleshooting list *knocks on wood* so i'll try to figure out what the hell
BlueRaja 1 Sep, 2017 @ 12:13pm 
Seems to not work anymore with WotC. Just got crit by a Stun Lancer for a 13-damage one-hit kill :(
PapayaPink 22 Jan, 2017 @ 1:04pm 
is there a way to completly remove stun lancers from the game?
/!!!!!!!!!!!!!!! 23 Mar, 2016 @ 10:53am 
Good Mod! Thank You!!
ProvokingPerch 7 Mar, 2016 @ 11:01am 
what files does this edit? I'm just asking for compatability reasons.
Flummer 18 Feb, 2016 @ 12:53pm 
oooh yeaaah the move and attack is just fair. lets give the psi zombies, chryssalids, berserkers, and archons the same ability! THATS FAIR
krispy83 16 Feb, 2016 @ 2:24am 
I have two Questions.
1. there's two .ini in your mod, XComGamadata_CharacterStats and DefaultGameData_CharacterStats. same contents in those.why two files?
2. in DefaultGameData_CharacterStats, line 61,
[AdvStunLancerM1_Diff_1 X2CharacterTemplate]
.CharacterBaseStats[eStat_HP]=4
there's a dot before 'CharacterBaseStats[eStat_HP]=4'. is it your intention?
MrT 14 Feb, 2016 @ 9:16am 
I understand the dash attack move is quite a problem early on...
I agree with the mod designer though.
The way I look at it. I also tend to hold my ground and find it hard to back away (thank you timer missions) so it makes sense to me to make it "fair" by giving us a chacne to 1-shot as easily as they do.

I do feel the one sided strength of lancers dash attck though...
I can nvr use it to the same effect... (probably because i don't got troops to sacrifice for such a move and re-enforcements like they do)...
Hehaho15 13 Feb, 2016 @ 4:44pm 
I was of the opinion (Haven't tried the mod), that the real problem was their crazy high mobility stat, and too high a chance to get the Unconsious status effect... For an early enemy, they roll unconsious too often, and can get too close WAY to fast... I get that the ranger can also end a dash with a slash, but I would rather have had a mid-tier ability add that, than have the norm for melee enemies also be that
Dmitry Sokolov Ukrainian Wonder! 12 Feb, 2016 @ 7:30pm 
Thank you so much for this mod. Im playing on legend right now and the lancers are by far the most frustrating aspect so far. YOU ARE A GODSEND SIR
BIG STANK 11 Feb, 2016 @ 6:10pm 
Great mod, I really enjoy the lancers in this fashion. They die in 1-2 hits, but if I miss those shots or don't think to leave an overwatch I can still get a nice bite in the ass from them.

Thanks.
demandred_zero 10 Feb, 2016 @ 7:17pm 
My main problem with these d-bags, ist that I have seen them run up and attack with their stun weapon, and when they miss they run to cover and then shoot, in the same turn. Lot of rage quits because of that.
nagi21 10 Feb, 2016 @ 6:04pm 
The only issue I have with stun lancers is that they have a tendency to knock your soldiers unconcious A LOT, which early in the game is basically a kill since you can't bring someone out of unconciousness without a Cpl. Specialist. Frankly if it's less than 20% to KO I'll be shocked (hur hur...). That's what makes them insane, not the movement or the crits. I mean hell it's basically a poor man's repeater and even that gets only 5%.
Beacon  [author] 10 Feb, 2016 @ 11:14am 
Thanks for the feedback guys. Removing the dash and attack isn't the answer in my opinion (as your Rangers can do this, it's only fair an enemy type can too, and it makes them unique), nor is lowering their range. Lowering their HP and their unfair flanking advantage is, I believe, a good compromise that has for me personally, made Stun Lancers much more fun in my current campaign.

Please feel free to download and use the mod as an example on how to mod the Stun Lancer, and tune them to where you'd like them - the more modders in the scene, the better!
Flummer 10 Feb, 2016 @ 10:53am 
Literally the only the thing you need to do is so that they can't DASH AND ATTACK ON THE SAME TURN :StunJacks:
Harconn 10 Feb, 2016 @ 6:39am 
movement range is the real problem.
Gwtheyrn 9 Feb, 2016 @ 9:50pm 
It's not their hp that's a problem, I find. It's their ridiculous movement distance. These guys and the vipers are way out of balance.
RJ Dork Bard 9 Feb, 2016 @ 9:45pm 
i hate these guys more than anything in excom ever (including chrysalids from ufo defence.)
Blackt1gers 9 Feb, 2016 @ 9:30am 
i think you should nerf their movement speed more than anything.
at most give them 10 tiles on a dash but not able to run half the fucking map to knockout my best soldier who i had positioned in overwatch (which seems to be like playing an FPS in 30 FOV with how little peripheral vision they have) is really fucking annoying
DARXIDE 9 Feb, 2016 @ 8:24am 
Thanks! Anything that re-balances these guys a bit is welcome.
test 8 Feb, 2016 @ 9:05pm 
@Papagaio sem asa, now thats a fine idea. Give em SMGs ... If they are supposed to be fast and light and what have you, give em a smaller weapon.
Papagaio sem asa 8 Feb, 2016 @ 3:24pm 
I would be ok by just removing their speed. My rangers don't get bonus speed just because they use swords, if they use the same weapon as other classes, they will have the same speed, and having the stun lancer carry the same rifle as other troopers but able to run a lot is unfair. I would be fine by either decreasing their gun's damage and acuaracy (like if they were SMGs) or reducing their movement speed to the same as other advent troopers, since they are carrying the same "main weapon", just like X-com rangers. But your aproach might be a resanable aproach as well.
Godwings101 8 Feb, 2016 @ 11:11am 
They are quite OP, tired of having to save scum because 2 of them run up and knock 2 of my best people out.
Beacon  [author] 8 Feb, 2016 @ 10:03am 
@Yamino/test - I know they are, but honestly I think that was a bit of a mistake to create that lore behind them, so I'm ok with contradicting it.
sir_aroace 8 Feb, 2016 @ 10:00am 
I think they be better it they were give riot shields and pistols instead of a rifles
test 8 Feb, 2016 @ 9:55am 
I was just about to post something lore related that kinda contradicts the mod somewhat.

Kaldin 8 Feb, 2016 @ 9:52am 
@Beacon: Only that this creates a canon-problem, because they do not train, they're genetically modified to be stronger in every field, then the "normal" ones.
Beacon  [author] 8 Feb, 2016 @ 9:43am 
@test - my reasoning was that they're super agile and their stun lance is strong, but they're not physically the most intimidating guys, as they train for speed not strength. You should be able to use careful positioning and overwatch to deal with their high speed.
test 8 Feb, 2016 @ 9:39am 
I was going to sub to this mod but I think you went the wrong way with it. For me personally anyway, the problem with stun lancers isnt their hp or crit chance, instead, its their movement. Im sick and tired to see them running across the entire map, stab one dude, kill him/her and then die.

Best way to rebalance them would be to fix their retarded AI. If that cant be done, yet, slow them down a bit.

My 2 cents.
SerraShaar 8 Feb, 2016 @ 7:36am 
How about lowering how much movement they have but making them stealthy?
Krigsprästen 8 Feb, 2016 @ 6:30am 
I'm thought of something: how many legacy mechanics are in XCOM 2 that was in XCOM:EU/EW? The reason I ask is; would it be possible to give a Stun Lancer the Muscle Fiber Density Gene Mod (or equivalent)?

I think that'd be an interesting way to differentiate the Stun Lancer from the other, and then nerf their Mobility score. They'd be highly mobile, but feel a lot less cheeky, I think.
Comissar Gufu (UC) 8 Feb, 2016 @ 5:14am 
Hopefuly this reduces the cheekiness of the brickin' lancers.
=[NK]= Col. Jack O'Neil 8 Feb, 2016 @ 3:11am 
I'd like to see mobility reduced by 1 across all levels?? I mean, the basic guy has 14 mobility.. That's pretty damn excessive.. Bringing it down to 13, along with this mod, seen as their are multiple of them at once anyway would be awesome..

And that point you had about putting a point of armour could be a good trade off for it?
CANADA 8 Feb, 2016 @ 2:28am 
These enemies are ridiculous. Thank you.
AlexMBrennan 7 Feb, 2016 @ 6:30pm 
"It does seem odd for the beat cops to be so OP."
Not really since the autopsy explicitly points out the fact that they are tougher than regular ADVENT troops.
Felixblucher 7 Feb, 2016 @ 3:13pm 
Nice work, these guys are a real pain. It does seem odd for the beat cops to be so OP.
Beacon  [author] 7 Feb, 2016 @ 1:59pm 
@Yog - Thanks. People have too much time on their hands, I think. In my opinion, the minimal tweaks I've made here are very much still balanced, making the Stun Lancer a much 'fairer' adversary.
d_valroth 7 Feb, 2016 @ 1:12pm 
This is the same change I made to them. The combination of huge mobility and bizarrely being the second beefiest of all the ADVENT troops, and having guns as well makes them, IMO, the best ADVENT's got. That really seems weird when they are considered an underutilized "non-lethal" support unit in the lore. It's a decent fix until we get Red Fog back, or can make them stop suicide-charging.
Milkman™ 7 Feb, 2016 @ 12:43pm 
Id like someone to make it so that they can run and attack in 1 point distance, but cannot attack after dashing. But to counter the no attack after dashing they could have an armour point or two
Yog 7 Feb, 2016 @ 12:42pm 
I'll be honest and say while I won't use this mod myself, anyone complaining about it's very existence sure has a lot of time on their hands to be rolling around making snide comments on mods like these.

Just don't use them. As much as I love Xcom, even I admit that there's heinous shit on some missions. Some of these tweaks are welcomed for the balance that they bring to the game in areas that sorely need it.

WIsh you luck, Beacon.
Beacon  [author] 7 Feb, 2016 @ 11:23am 
@Stratigamo - If you're happy with how Stun Lancers play, that's fine :) Modding's there for people to tweak the game to their preference, right?
Stratigamo 7 Feb, 2016 @ 10:59am 
Need a picture of a baby crying, stat.
Maphew404 7 Feb, 2016 @ 10:16am 
pretty cool. i have had a mission where i was up against 1 sectoid and 3 stun lancers. sectoid mindcontrol one unit, and the other lancers stunned 2 units and knocked one into unconsciousness. And that was pretty much the end of my whole crew when my mindcontrol unit attacked behind my 2 stunned units, then my stunned units gets shot to death with the lancers. wasn't too thrill on how OP the lancers can be given the wrong random spawn outcome.
Elusio 7 Feb, 2016 @ 9:40am 
Thanks for making this! i'm hoping this will help me deal with the 7 or 8 stun lancers I constantly get swarmed with!