XCOM 2
Tougher Turrets
22 Comments
trsand98 13 Dec, 2016 @ 3:37pm 
Who else got this mod just to make turrets super OP, but easy to hack, just to easily get the achievement, Stop Hitting Yourself?
Doc Savage 25 Feb, 2016 @ 6:24am 
Thank you for the handy chart BTW... Cheers..!
Feldo  [author] 25 Feb, 2016 @ 5:44am 
@Laraso @Doc Savage : your comments about the armor/health ratio seem to be spot on. For people having large squads of 8 people early armor is not an issue, but if we can make this mod useful for everyone it's of course better. I made an updated version with "standard armor" tier 1 turrets. I left the mid-game and late-game turrets with their armor buffs.
Doc Savage 25 Feb, 2016 @ 3:00am 
Have to agree with the armor vs health comments below. Don't just make them a brick to be avoided, to me that just defeats the purpose of making them harder in the first place.
Double the health, set the spread to 1 for all turrets and make them more offence capable. This places them on the edge of the "should I or shouldn't I engage" and rewards players who use proper gear and strategy to get through them efficiently.
Making them a brick just screams avoid me like the plague.
Just my opinion, but that isn't good game play to me.
Arkan 19 Feb, 2016 @ 2:34pm 
Very Good! Mod upgraded! :tgrin:
Feldo  [author] 19 Feb, 2016 @ 9:39am 
@Hykaro : I increased their detection stat. You'll probably be able to use this tactic nonetheless, but with their increased survivability it could be quite long and dangerous to destroy them like that on timed mission!

But, well, yes, it's still a viable tactic in some cases. Like destroying buildings they stand on.
Hykaro 19 Feb, 2016 @ 9:21am 
troupsight move a soldier in turret sight let the sniper shot the turret then move away the soldier who spotted the turret, next round repeat kills all turrets without any problems at all
Papagaio sem asa 18 Feb, 2016 @ 5:47pm 
now turrets will be way more interesting to take control. they were so useless, I would just run right next to them and complete ignore it through the mission, now I might just hack the turrets to make them shot the sectopods
Arkan 17 Feb, 2016 @ 11:41am 
Very Nice! Thank you. Your Mod is good because by the mid to the end of the campaign we completely lose fear or any respect towards those turrents since they were so simple to destroy or overpass. Now, with you mod, the turrents simply cannot be ignored no more. We have to deal with them during battles and missions, changing all our strategy or else they will inflict huge amount of damage to our squads in the field. :sentry:
Feldo  [author] 17 Feb, 2016 @ 9:42am 
Yep, it's nice to see how many tactics are available in every situation!
Fuzzyballs01 ꦙ 17 Feb, 2016 @ 9:40am 
don't get me wrong, making turrets vanish by blowing up the floor is my preferred tactic
but the few times they're on the ground, I'd like a bit more of a challenge

I subscribed to this
Feldo  [author] 17 Feb, 2016 @ 9:31am 
@Fuzzyballs01 : sure, but I won't make a mod preventing building damage ;)
Fuzzyballs01 ꦙ 17 Feb, 2016 @ 9:17am 
"tougher to destroy" doesn't matter if you blow up the floor from under them
Feldo  [author] 17 Feb, 2016 @ 8:43am 
@poptart_fairy : just enemy turrets (to prevent collision with other mods)
poptart_fairy 17 Feb, 2016 @ 8:40am 
Does this increase the turret's effectiveness when used on Avenger Defense missions, or is it just enemy units?
Feldo  [author] 17 Feb, 2016 @ 8:26am 
As a general rule, I also think that it's safe, when using mods which change balance, to tweak the timers in order to prevent situations getting out of control.
Feldo  [author] 17 Feb, 2016 @ 8:22am 
@Laraso : Let's keep in mind also that some people play with mods which:
- increase squad size
- improve soldier stats
- improve XCOM weapons

And mods like this one are useful to them!
I still keep your advices in mind and might work on another version. Waiting for more feedbacks as I said. Do not hesitate to talk, people!
Laraso 17 Feb, 2016 @ 8:07am 
@Feldo Yea I agree, turrets felt irrelevant with base stats on Veteran difficulty.

However, in Commander difficulty, they're actually somewhat threatening. Like I said, raising the health of T1s is a good idea, but it's really hard to raise the T1 armor without making them overbearing in Commander+ difficulties. Grenades are good for shredding, but it's still kind of bad to expect heavy grenade use against a single target especially since most people feel a need to take a flashbang or two during early missions to deal with sectopods/stun lancers, and with only 4 squaddies there isn't as many grenades to go around, and being forced to blow through most of your grenade supply just to get a single turret into "killable" status isn't very fun.

I really should have clarified though, that T2 and T3 turrets aren't really a problem. Even with your increased armor values on them, you should have ways to deal with them by then.
Fx_oO7 17 Feb, 2016 @ 8:00am 
Still an excellent MOD,
As I have not bad mods which changes the statistics and the number of soldiers with 6, your MOD and the two other cities fall super good
Feldo  [author] 17 Feb, 2016 @ 7:50am 
@Laraso : you raise good points, it's true that in the beginning the player doesn't have many shredding abilities. I'm counting on:
- grenade use
- the fact that you can avoid/control turrets if necessary (which can be difficult if the timer is short, indeed)

I may reduce the armor boost indeed, but I'm waiting for a few more feedbacks, because... well.. I also made a "Fearsome Sectopod" mod and people are already telling me how they still can wreck them :D

I keep in mind that T1 is the tricky part, indeed. The biggest problem with XCOM is the fact that the game tend to become too easy mid-game and especially end-game. But in my first run on XCOM 2 (Veteran Difficulty), turrets never posed any threat to me. I found that disappointing because in many games, static defenses are very strong and dangerous (but as they don't move you can handle them better than other strong ennemies).
Laraso 17 Feb, 2016 @ 7:20am 
[Continued from prevoius comment]

Combine that with mission timers and other enemy pods you have to deal with, and they are just going to be giant roadblocks that hinder any and all progress every time they show up. It's not just making the game harder, it's making timed missions almost impossible to safely complete if a turret generates.

Increasing turret health is a great idea. Increasing the armor, however, is absolutely not.
Laraso 17 Feb, 2016 @ 7:20am 
A friend of mine made a similar mod, and I'm going to give you the same advice I gave him; don't increase turret armor. Turrets already had fantastic armor values, especially on higher difficulties, their problem was that they had almost no health to back it up so the armor didn't really make much of a difference.

Increasing T1 turrets to 4 armor on Commander/Legendary means that they're only going to be taking one damage on average from T1 weapons, occasionally zero and occasionally two... With 7 - 9 health, that means it's going to take around 7 shots to kill. That's absolutely insane. If you get unlucky and trigger the advent armor bonuses, T1 turrets are going to have 5 armor !! It will be nigh invulnerable to all T1 weapons.