XCOM 2
Suppressable Misc Abilities
18 Comments
Juravis 5 Oct, 2017 @ 10:52pm 
@-bg- Hi sir, I'm trying to give the aliens Suppression but the AmmoCost function keeps returning 0 ammo from source and when used the ability says Not Enough Ammo. For example, giving the Viper_WPN doesnt allow the Viper to suppress. Do you have any advice?
ionbomb 23 Mar, 2016 @ 4:11pm 
Ok - thanks for the answer.
-bg-  [author] 23 Mar, 2016 @ 11:55am 
it doesn't, but their accuracy is decreased by suppression anyway.
ionbomb 23 Mar, 2016 @ 10:24am 
@-bg- Sorry, I meant tongue pull.
-bg-  [author] 23 Mar, 2016 @ 9:10am 
the bind ability is always melee, they'd need to move first like slash does so suppress don't help.
ionbomb 23 Mar, 2016 @ 5:37am 
@-bg-
Thanks for your mods - they're some of the best on the workshop.
Does this mod reduce the range of the Viper's 'bind' ability? I'm using all your suppression mods (apart from the Psi one), and I haven't yet been able to tell.
GeminiGod 2 Mar, 2016 @ 8:05pm 
If you agree that makes more sense, it would be pretty cool.
-bg-  [author] 2 Mar, 2016 @ 7:48pm 
that'd change the suppression ability, I suppose I can add that to my suppressionplus mod
GeminiGod 2 Mar, 2016 @ 6:22pm 
Any chance there is a way to mod a supression shot against them instead or is that too complicated?
-bg-  [author] 2 Mar, 2016 @ 1:31pm 
ya when an archon just straight up using blazing pinions without moving first they won't get hit by suppression, that's why I make suppression reduces their range
GeminiGod 2 Mar, 2016 @ 12:42pm 
That would be an unfortunate pseudo-bug IMO since they are clearly breaking cover.
GeminiGod 2 Mar, 2016 @ 12:40pm 
It seems like the Archons should get shot at with suppression when they try to move into blazing pinions position. Is that not the case?
Charmed 2 Mar, 2016 @ 7:56am 
Not sure if this is just up to this mod making it too hard for them to use pinions, as I have several of your suppression mods enabled, but I've found that Archons rarely if ever try anything but firing back (with terrible aim) if they are suppressed, at least at decent range. One sergeant being able to permanently pin a high level rushdown opponent seems a little overpowered!
GeminiGod 1 Mar, 2016 @ 11:28pm 
Cool.

We can all probably agree on thrown grenades being reduced, but lots of other things are pretty open to opinion such as launcher, blazing pinions, capacitor discharge, etc.
-bg-  [author] 1 Mar, 2016 @ 11:14pm 
I learned about a new technique recently that can avoid a hell lots of overrides, without concerns of compability problems, I'll be releasing a combined version shortly.
GeminiGod 1 Mar, 2016 @ 10:35pm 
Is it possible to combine all these suppression mods into one with an .ini that allows us to enable or disable all these options? I'm a fan of less clutter.
Astery 22 Feb, 2016 @ 8:26pm 
I've just subscribed to your suppression mods and I've encountered a bug possibly caused by suppression which makes all enemies afterwards (even in another battle) not responding to anything, they just stand there. Prior to this happening this is what I have done:
- my Grenadier suppress a revealed and a just activated pod's Gatekeeper
- i then use my psi soldier try to use domination on said Gatekeeper but failed
- then my soldiers turn out to kill it outright on the same turn before it goes back to enemy turn

its from then on no enemies start responding. Air drop reinforcements would happen but the enemy AI itself just stopped working. I think it might be related to this module as normally the Gatekepper would otherwise be using the Gateway skill.

As far as gameplay mods goes, your suppression mods are the only one I'm using. I'm gonna test abit when i can again, just thought I'll mention it.
Bertie the Cyborg 21 Feb, 2016 @ 4:17pm 
You're a god