XCOM 2
SuppressionPlus
62 Comments
cruiser 23 Jul, 2022 @ 6:36am 
The only thing I found through searching is OPPORTUNIST_EFFECTS=SuppressionOpportunist. I don't know what that does, is it a flat bonus? I'm looking to ignore the target's cover defense
-bg-  [author] 22 Jul, 2022 @ 10:37am 
there is a config for that in EU aim rolls
cruiser 21 Jul, 2022 @ 5:15pm 
Is it possible to make reaction shots ignore cover? In the base campaign that is.
initium 26 Feb, 2019 @ 1:58am 
Thought I'd give this a go in WotC as there are some mods that work even though they were written for X2 vanilla - Nope. Not compatible. Causes silent crash on load. Worth a try though.
Lehemoth 3 Mar, 2018 @ 8:56pm 
Pls update this mod for WOTC
Lehemoth 28 Jan, 2018 @ 6:30pm 
Has this mod been updated for Wotc?
TyrantLizard 11 Sep, 2017 @ 8:00pm 
Saw the update to suppressible abilities, looking forward to this one being updated for WOTC as well!
Nasarog 29 Aug, 2017 @ 5:20pm 
Awesome, thanks -bg_. I know I inundated you all over the place, but it's because your mods rock and I subscribe to a lot of them.
-bg-  [author] 29 Aug, 2017 @ 5:17pm 
yes, but in a few days
Nasarog 29 Aug, 2017 @ 12:20pm 
Willl this be updated for War of the Chosen?
=[NK]= Col. Jack O'Neil 3 Jun, 2017 @ 7:11pm 
Thanks for the update bg
-bg-  [author] 21 Feb, 2017 @ 10:27pm 
no, you will need this if you don't want your suppression to not shoot sometimes when they run it
=[NK]= Col. Jack O'Neil 21 Feb, 2017 @ 10:21pm 
Did LW actually implement this, seen as it's already taken from their original LW?? Sorry for the abundance of questions
-bg-  [author] 23 Jan, 2017 @ 10:07am 
they will still run from flanks, the chance reduction is for unflanked.
aetherlift 22 Jan, 2017 @ 10:51pm 
so the thing where it makes them less likely to run suppression, will that stop them from running suppression to get away from flanks?
JLtheking 20 Jan, 2017 @ 11:14am 
Alright! Thanks for the reply!
-bg-  [author] 20 Jan, 2017 @ 9:24am 
it's not, the running suppression out of LOS bug is still there (making area suppression OP as f as they keep their debuffs after running out of the area) It is compatible if you uncomment the LW lines in the ini config.
JLtheking 20 Jan, 2017 @ 12:59am 
Hmmm so LW2 just came out, and this mod wasn't included in the huge compatibility pdf...

Any idea if this mod is included in base LW2? Or do I need to keep this mod subscribed?

Cheers :)
SentySent 26 Dec, 2016 @ 1:00pm 
I see, kinda sucks that I can't use area suppression + holo-targetting combo on pods without accidentally destroy the chest/ workstation.
-bg-  [author] 26 Dec, 2016 @ 12:52pm 
nothing to do with this mod, that's how the bullet travel system in xcom 2 works, where they may damage destructibles on the way. This can also occur on missed shots.
SentySent 26 Dec, 2016 @ 10:53am 
I have a bug when I tried area suppression on a pod that are near to the chest/ workstation, the suppression automatically destroyed the chest/ workstation. Causing me to fail the hack workstation/ recover item mission.
Dragon32 28 Nov, 2016 @ 2:43am 
@MantLemon:
This is caveated with the fact I don't use either Perfect Information or the Perk Pack.

I think I've read some reports that Perfect Information isn't quite perfect, so the hit chances it displays may not be completely accurate. Have you checked the appropriate combat.log? Maybe that could help. Like I say, not a mod I use so I don't pay that much attention to it.

Secondly, I think Perk Pack adds (or replaces) a EU/EW Long War-esque Lightning Reflexes in which the first shot has a 90% chance to miss, miss chance decreasing on subsequent reaction shots.
MantLemon 28 Nov, 2016 @ 1:45am 
Hello, sorry to bother you and I've encountered a problem which MIGHT be caused by this mod.

My assault was suppressed by a muton and since she had Lightning Reflex, I just had her run to a new cover. But after the Lightning Reflex flyover text showed up, "Beeeep", the muton hit her with perfect information showing a hit chance of 84%.

Since Lightning Reflex exists in vanilla, I doubt LWPP was the culprit. Also, that muton is a common one, so I guess ABA 2 had nothing to do about it.
Any reply of yours will be appreciated. Thanks!
Popo Bigles 21 Aug, 2016 @ 10:52am 
300000000000000000 more bullets later-

the sectoid still lives-

3000000000000000000000000000000 bullets later-

''ITS DEAD, YES!'' ~operative

a sectopod walks in-

''COME ONE!!?!!''
Iceberg 13 Aug, 2016 @ 9:26pm 
Thanks for the compatability update.
Thedeejnylv76 2 Aug, 2016 @ 9:39pm 
Sorry if this has been answered but the conversation below isn't 100% clear. This mod has no effect on the LW perk pack "area supression" correct? This would be why my Gunner never hits when an enemy runs the Supression right? If that's the case, is there any plans to maybe make this mod (and your other wonderful Supression related mods) work with the LW perks? It's the one part of the game that feels lacking since installing the LW mods. If you don't want to do that, obviously it's your call and please don't see this as pressure or demand. Thanks for all the great mods you have made, I'm a big fan.
Dragon32 17 Jul, 2016 @ 2:27am 
@Jabel: In this mod's XComAI.ini are two added behaviours and one removed, vanilla behaviour.

The removed vanilla behaviour ("BehaviorName=IterateRollOnNoMoveToSuppressor") isn't defined in the XComAI.ini of "A Better AI", which I use.

So I think , as "A Better AI" includes only the AI changes from "A Better ADVENT", this is compatible with "A Better ADVENT".
Jabel 17 Jul, 2016 @ 2:01am 
The description mentions enemy AI. Are any AI changes made that would be incompatible with A Better Advent mod?
-bg-  [author] 11 Jul, 2016 @ 1:54pm 
currently dashing has the same chance to get hit compared to running a suppression, I will make the penalty about 15% later
-bg-  [author] 11 Jul, 2016 @ 1:51pm 
currently no, but I will make the perks to patch configurable via INI
Juravis 11 Jul, 2016 @ 1:11pm 
@-bg- Any support for Suppression_LW from the perk pack?
mR.MaG0o 11 Jul, 2016 @ 1:02pm 
@-bg-
I understand this mod makes it easier to get shot under suppression fire (right?), my concern is about reaction fires on dashing targets. Is it harder, easier or about the same as vanilla?

Thanks. Love your mods!
jptrrs 11 Jun, 2016 @ 4:32pm 
I can't understand your description! Would you care to use some periods?
[=VF=]-Ray Jefferson 13 May, 2016 @ 8:50am 
this mod work with new dlc and new patch?
Mr. Someguy 6 Apr, 2016 @ 11:08pm 
I have this mod and I still never hit anyone with suppression-reaction fire. I feel so unlucky.
-bg-  [author] 1 Apr, 2016 @ 9:54pm 
@ADVENT that's a vanilla bug due to the reaction fire requires LOS, so if the target breaks LOS on movement the reaction shot will not happen and the suppression will keep going on, the newest mod update just fixed that.
-bg-  [author] 28 Mar, 2016 @ 9:25pm 
If Cone of fire uses 'SuppressionShot' ability as reaction shot, this will affect it.
Loel Lyons 28 Mar, 2016 @ 9:23pm 
gunnergoz 27 Mar, 2016 @ 11:03am 
(MOD REQUEST) Can you devise a universal ability, a variation of suppression from the first mission on, even for rookies? A "spray and pray" kind of suppression-lite that will help rookies with terrible aim at least help mitigate enemy fire and movement a bit?
Juravis 24 Mar, 2016 @ 11:29pm 
Just had a Sectoid that was being suppressed just... leave its tile without causing Reaction fire. The grenadier never stopped as if the Sectoid didnt move. This might just be an XCOM bug, but can you double check?
Thedeejnylv76 24 Mar, 2016 @ 4:38pm 
Love this and your other Supression mods. Along with the heavy Gunner class, this mod has helped me to mitigate the surviving troops due to the Grenade damage fall off mod! I would be lost without effective Supression with more enemies on the map through mods! Great job! You have single handedly made defensive play viable again, and made extended firefights possible. Thanks so much!
Kontrahent 22 Mar, 2016 @ 12:30pm 
-bg-  [author] 7 Mar, 2016 @ 9:35am 
as long as the improved AI mod didn't tweak that value as well, both will work together
salman.babri 7 Mar, 2016 @ 7:54am 
Is this mod compatible with improved AI mod? I am asking because the mod description states that it tweaks AI to make them less likely to run suppression fire.
Juravis 25 Feb, 2016 @ 9:18pm 
SoundAndFlyOver.SetSoundAndFlyOverParameters(None, "Suppression - Opportunitist", '', eColor_Good);

This line has a typo (Opportunist) and also it should be a configurable variable text entry in XcomGame.INT or the like so the text can be changed by the user.

In any case, this mod is a DEFINITE MUST.
david.svoboda 21 Feb, 2016 @ 7:16am 
Yes, i was waiting for this so much. The more the game works as LW the better it gets.
-bg-  [author] 21 Feb, 2016 @ 12:02am 
Hazard 20 Feb, 2016 @ 12:06pm 
That would be excellent, thank you.
-bg-  [author] 20 Feb, 2016 @ 12:01pm 
oh I didn't use that mod so I didn't know, but then that will be a separated mod though (will still work with this one)
Hazard 20 Feb, 2016 @ 11:54am 
Alright. So it's not as simple as taking the solution used in the pulse rifle mod and applying it to all the vanilla weapons? As far as I understand, the mod doesn't add any custom animations, it simply uses the conventional rifle firing animation for Suppression.