XCOM 2
Weaker Stun Lancer
21 Comments
Feldo  [author] 1 Sep, 2017 @ 1:07pm 
@blueraja I don't have WotC yet, but when it will get cheaper I'll be able to update that.
BlueRaja 1 Sep, 2017 @ 12:17pm 
This mod probably needs an update for WotC, given that "Stun Lancer Rebalance" no longer works
Crazy War Hero 10 May, 2016 @ 1:41pm 
They seem to easy to me. They're chance to hit on a lance attack is 75% but it feels like way less than that in reality.
Flummer 18 Feb, 2016 @ 1:05pm 
literally the only thing you need to do is to get rid of their ability to move across the map AND attack on the same turn. and dont give me the "the rangers can do the same thing" bull****, you dont sacrifice your rangers by charging them into 4 pods just so you can maybe hit a dude.
Feldo  [author] 16 Feb, 2016 @ 8:24am 
Oh, I see, ok!!
That's not a bug, then, just an effect of panic!

Usually I'm on the good side of panick "free move+attack", because I never wear the hellweave armor. So I didn't think about this kind of reaction.

Sadly, there's nothing to do about it in this kind of mod. It's not about the lancer but about the panic mechanics. But thanks for the tip, I'll definitely never wear this armor ;)

Oh, well, actually, maybe a mod about the armor would be useful : maybe it would be better to inflict instant damage but with 0% chance of panic inducing?
Phobos 15 Feb, 2016 @ 10:57pm 
@Feldo : That thing hapens to me when I'm wearing hellweave armour. They get burned, then panic,running to cover and shooting. I dont really like wering it anymore cause they get 3 moves and 2 attacks in 1 turn that way
Elentári 15 Feb, 2016 @ 7:29am 
I don't have a video of it but at high end it happened to me that a lancer did just that.
Maybe it's a action-point reset skill or they just have 4 actions instead of 2, I really don't know but it was infuriating how that thing just went through my soldiers.
Feldo  [author] 15 Feb, 2016 @ 7:25am 
@Kernyx : I don't see what you mean... would you have a video showing that? As far as I know, once they have attacked, their turn ends.
Elentári 14 Feb, 2016 @ 5:49pm 
What bothers me is the fact that a lancer can walk up to a soldier, attack them, then run into cover and shoot!
Feldo  [author] 14 Feb, 2016 @ 4:46pm 
@Unahim I get what you mean, but this mod does not pretend to balance anything "better" than in vanilla! I personally play with standard lancers. But some people like them weaker, so here is a mod to weaken them, that's all =)
Their charge is their signature, so I like them to retain it. With this mod, they are simply less lethal.
Una 14 Feb, 2016 @ 4:41pm 
During my first playthrough I thought lancers were bullshit. After that I started taking 2 flashbangs with me during early missions (flashed = shit movement and no melee), at least until mag guns, and excercising more restraint when revealing tiles with anything but the first move.

Haven't been a problem since.

But if you do need to nerf them, perhaps change their melee so it can't be done after a dash, just like andromedons and such? This way they'd be as dangerous when they do get into melee (which is reaosnable), but you'd have an easier time positioning yourself out of their range. I still think they're not a problem, but there you go.
Feldo  [author] 14 Feb, 2016 @ 2:15pm 
@Blue Jelly
I see, interesting version indeed!
Eirshy 14 Feb, 2016 @ 2:07pm 
@Feldo I was seeing them more as an advent version of the Muton. Well-armored shooty guy that can deliver a beatdown in melee. Mostly because the "I'ma shank you" type is a little cheese.

Faceless, 'Lids, and Lancers in vanilla all basically get to freely (and suicidally) charge up to you and attack without a care for their own survival. They're units that play like a smart AI not a smart player- units that understand they exist only for one mission, and that suicidal charges that deal damage is a trade in their favor.
Feldo  [author] 14 Feb, 2016 @ 1:56pm 
@Blue Jelly : I see your point, but halving their speed seems pretty odd too =)
I mean, their job is to run and hit, and this would make them slower than standard troopers and captains. So basically, they're bad at their dedicated task.

Balance wise, I see where you're going and it may make things interesting indeed. It just wanted to keep this logic of "let's slow them to be on par with their buddies, but not slower or they would be fired straight away by the Ancients" ;)

Concerning Faceless and Chrysalids, they seemed pretty weak already. Well, yeah, Faceless did hit me hard a few times, their ability to move and attack so quickly is dangerous... but Chrysalids were surprisingly easy to kill....
Eirshy 14 Feb, 2016 @ 1:50pm 
I find reducing their acc and crit chance a little odd.

Personally I just kneecapped them (halved movespeed rounded up) and gave them 0/1/2 armor, since the only "overpowered" aspect to them is their basically unblockable "if I have vision I can shank you" ability.

Still trying to figure out a good way to make Faceless and 'Lids less bullshit without reverting them to EU/EW/LW tier derps. Lancers have guns still so kneecapping them doesn't make them unable to attack.
Feldo  [author] 14 Feb, 2016 @ 1:44pm 
@Raven Oh, nice idea. A crit which would simply stun the victim would be nice. The crit system is hardcoded so ini changes wouldn't be enough, but that would elegantly prevent those 13 damage of tier 3 critical hits (9 base damage + 4 crit) !! (lowered to 6 + 3 = 9 here)
K. Constantine 14 Feb, 2016 @ 1:40pm 
I made an .ini tweak to stop them from being able to crit and they are now fixed. Super annoying enemy, but no longer bullshit.

How does a non-lethal weapon crit?
Feldo  [author] 14 Feb, 2016 @ 1:10pm 
@d_valroth : good points. It's true that lowering their HP can have some sense, too. But there is already a mod doing that. At least, now we have to choice: the other mode greatly reduces their HP, this one reduces the "WTF" effect that some people have been experiencing with Lancers.

I did finish the game once on Veteran difficulty, and even though the Lancers were sometimes a nuisance, I actually never felt they were "imbalanced". This mod is just another tool to tailor the game to your needs, but my goal here is not to "fix" anything.
d_valroth 14 Feb, 2016 @ 1:01pm 
I personally find that lowering their HP in line with AVENT troopers of their tier makes them much more interesting opponents. They are only really dangerous in the early months where the game can roll five or more of them per mission which is really excessive. Being able to kill them with overwatch or a lucky shot really makes them feel more high risk-reward rather than OP. Later Lancers can pretty much be obliterated by the kind of firepower you can field in tier two and beyond, and rising HP and armor values for XCOM prevents them from killing units in a single charge. They just don't feel good as a unit that spawns in multiples and requires your whole squads attention. They are more dangerous than Berserkers, and that makes no sense at all. Bearing in mind that they dodge from tier two up, I don't like them being anywhere near Shieldbearer levels of tough to kill.

Just my two cents.
Arkan 14 Feb, 2016 @ 11:42am 
For ultra hard difficult missions, this mod might balance values. :cwat:
Feldo  [author] 14 Feb, 2016 @ 10:39am 
I know that some players would like to see the "dash+charge" ability to disappear.
This MAY be the effect of a future mod, but it won't be the case here, because:
- I didn't mess with this part of the code yet =)
- I'm afraid Lancers could become really boring if they can't charge... with this mod as it is, they can still surprise you (with a standard mobility though), but they won't do much damage.. in the worst cases, you'll probably get a "stun" effet in the wrong moment :D

Feel free to give me feedback and suggestions, still. For this mod or future ones about the lancer.