XCOM 2
Second Wave: Delta Strike [Standalone]
Ziodyne  [developer] 6 Oct, 2017 @ 5:51am
Default Settings and Why
The following is theorycrafting behind the default numbers I came up with, for those interested in taking a look at exactly what this mod does without actually downloading it. This is also included in the configuration ini, alongside the actual values. Again, all this is moddable if this looks completely ridiculous to you, though I welcome feedback and suggestions!

/ also please keep in mind that this is going to be designed around my custom overhaul mod, so please let me know if you're testing with say, vanilla classes so I don't confuse myself



; THEORYCRAFTING ON ALPHABILITY
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Beta Strike, Trooper - 8 HP
Rookie w/ Assault Rifle - 3>5 damage, 2-3 shots at ~50-80%
Probably not reliably killed in one turn, unless you grenade them to death

Delta Strike, Trooper - 4 HP, 1 Armor
Rookie w/ Assault Rifle - 2>4 damage, 1-2 shots at ~50-80%
Requires a max damage roll to one-shot, a bit closer to vanilla game behavior

DS makes early game troopers easier to deal with. What about sectoids?

Beta Strike, Commander Sectoid - 16 HP
Rookie w/ Assault Rifle - 3>5 damage, 4-6 shots at ~50-80%
Very lucky to kill without crits, really dangerous since mind control cuts DPS massively

Delta Strike, Commander Sectoid - 12 HP, 8 Ablative, -10 aim until you deal 8 damage
Rookie w/ Assault Rifle - 3>5 damage, 4-7 shots at ~40-80%
Slightly more difficult, and a bit more frustrating due to defense bonus
Encourages conservative use of grenades, which lost a lot of value in BS

DS makes early game high priority targets harder to deal with. I enjoy this tradeoff.


-- WHAT ABOUT ENDGAME -- ;
Where everyone complains that ADVENT is still too easily alpha-strikeable due to insane XCOM powercreep


Beta Strike, Legendary Sectopod - 80 HP, 6 armor
COL Ranger w/ Storm Gun + Bluescreen, Rapid Fire + Chain Shot - ~ 48 damage, without shred, 60 damage if shredded
Specialist w/ Gremlin MK3, Combat Protocol - 12 damage. Completely useless.
Sectopod already almost solo'd by one action + bond. Definitely alphable. BS doesn't really solve the victory lap.

Delta Strike, Legendary Sectopod - 40 HP, 16 armor, -25% damage, -25 crit chance
COL Ranger w/ Storm Gun + Bluescreen, Rapid Fire + Chain Shot - 8 damage.
COL Ranger w/ Storm Gun + Bluescreen, Rapid Fire + Chain Shot after Grenadier Shredder - 20 damage.
Specialist w/ Gremlin MK3, Combat Protocol - 12 damage. That's almost 33% of the Sectopod's HP.
Sectopod dealt reasonable amount of damage, but takes at least 3 actions. Can't be bruteforced as easily.
Specialists are actually still damn useful against robotics.



Beta Strike, Commander MEC - 16 HP, 2 Armor
Delta Strike, Commander MEC - 8 HP, 6 Armor, -25% damage, -25 crit chance
Grenades, shreddding, and Specialists have real value against robotics of all sorts. You can't bruteforce this with shotguns.

Beta Strike, Legendary Gatekeeper - 60 HP, 7 armor
Delta Strike, Legendary Gatekeeper - 30 HP, 15 armor, 15 Ablative, -25% damage, -25 crit chance, -10 aim on your attacks until you deal 15 damage
ohgawd

Beta Strike, Legendary Shieldbearer - 18 HP, 3 Armor
Delta Strike, Legendary Shieldbearer - 9 HP, 6 Armor, +10 Defense after all your shredding
I think this one's actually a little easier. Which... is appropriate, since ADVENT should be easier than aliens.

Beta Strike, Legendary Archon - 48 HP, 25 Dodge
Delta Strike, Legendary Archon - 36 HP, 35 Dodge
Also probably easier, if not infinitely more annoying.

Beta Strike, Commander Muton - 18 HP, 2 Armor
Delta Strike, Commander Muton - 15 HP, 7 Armor [+ADVENT]
Mutons are really, really scary. Appropriately so, maybe?

Beta Strike, Legendary Berserker - 56 HP
Delta Strike, Legendary Berserker - 49 HP, Regenerates 16 HP/turn
Yowch. Berserkers become... really hard to kill. Flashbangs almost a neccessity here...
Default HyperRegen value most likely to go down if updated

Beta Strike, Commander Faceless - 20 HP
Delta Strike, Commander Faceless - 18 HP, Regenerates 6(8) HP/turn
This also seems really if you take even one casualty during your first retal, with ballistics
Last edited by Ziodyne; 6 Oct, 2017 @ 5:54am
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Charmed 6 Oct, 2017 @ 11:46pm 
from my armor config mod ini's, the DLC 2 and 3 stats. The original stat abilities naming convention follow the same blahblahblahStats suffix as the vanilla gear.
;;;SPARK
+ArmorList=(ItemName=SparkArmor, AbilityName=SparkArmor_Chrm, \\
hp=0, shield=0, armor=0, mob=0, dodge=0, defense=0, will=0, \\
aim=0, hack=0, crit=0, pierce=0, psi=0, flankcrit=0, flankaim=0, sneak=0.0f, \\
utilityslot=false)

+ArmorList=(ItemName=PlatedSparkArmor, AbilityName=PlatedSparkArmor_Chrm, \\
hp=3, shield=0, armor=1, mob=1, dodge=0, defense=0, will=0, \\
aim=0, hack=0, crit=0, pierce=0, psi=0, flankcrit=0, flankaim=0, sneak=0.0f, \\
utilityslot=false)

+ArmorList=(ItemName=PoweredSparkArmor, AbilityName=PoweredSparkArmor_Chrm, \\
hp=5, shield=0, armor=2, mob=2, dodge=0, defense=0, will=0, \\
aim=0, hack=0, crit=0, pierce=0, psi=0, flankcrit=0, flankaim=0, sneak=0.0f, \\
utilityslot=false)

+ArmorList=(ItemName=HeavyAlienArmor, AbilityName=HeavyAlienArmor_Chrm, \\
hp=6, shield=0, armor=1, mob=1, dodge=0, defense=0, will=0, \\
aim=0, hack=0, crit=0, pierce=0, psi=0, flankcrit=0, flankaim=0, sneak=0.0f, \\
utilityslot=false, heavyweapon=true, abilities[0]=Ragestrike, abilities[1]=RagePanic)

+ArmorList=(ItemName=HeavyAlienArmorMk2, AbilityName=HeavyAlienArmorMk2_Chrm, \\
hp=7, shield=0, armor=2, mob=1, dodge=0, defense=0, will=0, \\
aim=0, hack=0, crit=0, pierce=0, psi=0, flankcrit=0, flankaim=0, sneak=0.0f, \\
utilityslot=false, heavyweapon=true, abilities[0]=Ragestrike, abilities[1]=RagePanic)

+ArmorList=(ItemName=LightAlienArmor, AbilityName=LightAlienArmor_Chrm, \\
hp=5, shield=0, armor=0, mob=1, dodge=35, defense=0, will=0, \\
aim=0, hack=0, crit=0, pierce=0, psi=0, flankcrit=0, flankaim=0, sneak=0.0f, \\
utilityslot=false, heavyweapon=false, abilities[0]=Grapple, abilities[1]=FreezingLash, abilities[2]=SerpentPanic)

+ArmorList=(ItemName=LightAlienArmorMk2, AbilityName=LightAlienArmorMk2_Chrm, \\
hp=7, shield=0, armor=0, mob=2, dodge=40, defense=0, will=0, \\
aim=0, hack=0, crit=0, pierce=0, psi=0, flankcrit=0, flankaim=0, sneak=0.0f, \\
utilityslot=false, heavyweapon=false, abilities[0]=GrapplePowered, abilities[1]=FreezingLash, abilities[2]=SerpentPanic)

+ArmorList=(ItemName=MediumAlienArmor, AbilityName=MediumAlienArmor_Chrm, \\
hp=7, shield=0, armor=1, mob=1, dodge=0, defense=0, will=0, \\
aim=0, hack=0, crit=0, pierce=0, psi=0, flankcrit=0, flankaim=0, sneak=0.0f, \\
utilityslot=true, heavyweapon=false, abilities[0]=VaultAbility, abilities[1]=VaultAbilityPassive, abilities[2]=IcarusPanic, abilities[3]=IcarusJump)
Ziodyne  [developer] 7 Oct, 2017 @ 12:17am 
Oh man, awesome, thanks! I'll get right on it (I didn't even realize that there were two tiers of alien ruler armors...)
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