XCOM 2
Raider Faction: Chaos Insurgency
Cpt.Haxray 31 Jul, 2021 @ 7:02pm
Suggestion: Buff for SCP-4MMO
Heyo, i've been using all 3 of your SCP related faction mods and have been enjoying them, but I feel like this particular ammo type is incredibly underpowered in the hands of the player. While its' power level makes sense when used against Xcom(Damage of any kind + aim penalty really hurts while the defence boost isn't nearly as useful due to almost never having a numerical advantage), i've struggled to find an actual use for using the ammo type on my soldiers.

The main issue seems to be that the DOT effect itself is incredibly weak, even with the spread effect due to how enemy soldiers are rarely close enough to spread, and 1 damage spread over 2 turns is basically nothing in the end game/late game, while the defense boost can absolutely end up unintentionally screwing over your own squad. While the aim penalty is useful, it by itself doesn't justify using it over other ammo types, or simply bringing a flashbang and no ammo instead for the same aim penalty without having to land a shot and without providing a defense boost.

I got two ideas for potentially making the ammo type more useful. The first is a lot more basic. Simply boost the DOT damage to a 2 or even a 3. This would make it be uniquely useful as a really good DOT option compared to normal flat damage boosts at the cost of the defense bonus being granted.

My second idea is more of a complete revamp of the item as a whole. It could be cool to play with the idea of it being a cognito hazard more. Perhaps have a series of random effects/debuffs that can be applied when hitting an enemy with it instead of a simple damage over time, similar to how the Sectoid Mindspin works, and have it also depend/scale based on will stats. Some random example ideas(note a lot of these might render the item a bit unbalanced, this is essentially just throwing random ideas around).

-Disorient
-a "mind control" effect that lasts 1-2 turns but instead of being mind controled to Xcom's team they're treated as mind controlled by a third party (lost or raider faction teams, not sure how feasible this would be to do in the first place)
-Panic
-A 'Silence' effect which disables any ability that isn't a basic shoot or move action

This version would likely still keep the defense boost effect but not the DOT or aim penalty, and should not give the 1 bonus damage like the current ammo does.

Also: Is it intentional that it can appear from the Experimental Ammo project in the Proving Grounds?
Last edited by Cpt.Haxray; 31 Jul, 2021 @ 7:03pm
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Showing 1-3 of 3 comments
Puma_The_Great  [developer] 23 Nov, 2021 @ 12:16pm 
Buffed it to 2
silverleaf1 18 Aug, 2023 @ 11:13pm 
In my campaign this faction seems to suffer from the effects of their ammunition as much as their opponents. Perhaps they should be immune to the hazardous effects of their ammunition.
@silverleaf1 maybe have them coded to work around the infection? Not all are immune, but are trained around 4mmo's spread IE individual units self-quarantine when infected.
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Showing 1-3 of 3 comments
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