XCOM 2
Project: Final Spark
Alpha115  [developer] 8 Apr, 2021 @ 3:49pm
Balance Feedback
Place Balance Feedback here.
Last edited by Alpha115; 8 Apr, 2021 @ 3:49pm
< >
Showing 1-8 of 8 comments
[Dragunov37] 2 May, 2021 @ 11:45pm 
hi, sorry for the comments i wrote earlier, but i'll stay my way. I wanted to write that the launchers from the new Iridar's mod "[WOTC] Iridar's SPARK Arsenal 3.0" cannot be placed in the launcher slot, I think you can add this feature, please
Moh 31 Jul, 2021 @ 8:19pm 
A thought that came up while trying this mod out: Sparks don't have a Combat Training option for purchase in the GTS - something that seems to get glossed over in most Spark overhauls.

Said combat training purchase could represent post-production tweaks and upgrades to the original design ('discovered', in a narrative sense, by the time a Spark unit reaches a certain rank).

An idea as for what form this could take: Based on the 'Shaped Armor' foundry project for MEC Troopers in XCOM: EW, Sparks could get a similar upgrade, represented by a flat +2 ablative health, and +1 armor per tech level of the armor the Spark has equipped (+1 for kevlar, to +3 for powered/heavy armor).

This might also let similar effects be pulled from the Spark skill tree, so as to prevent stacking the bonuses by absurd degrees.
[Dragunov37] 1 Aug, 2021 @ 12:18am 
Well, this will once again bring Spark closer to an ordinary soldier, and it sounds silly: "Buy tactics for a robot", where you get armor, well, it sounds very strange.

I use with this modification one more "Metal Over Flesh Redux", this mod allows in the "Test Zone" (sorry, I do not know how the compartment is called in the English version) to create many projects related to Spark, which give various bonuses and abilities, this is for looks more logical to me.

Although I liked the idea :P
djconner 9 Nov, 2021 @ 7:20pm 
I really like this mod overall. Played a SPARK to top rank in my current game. The only thing that finally killed him was being out in the open against like 5 high-level Mutons and TWO Gatekeepers! (Gatekeeper Primes from the "A Better Advent" mod, so this doesn't happen often....)

The only thing I think might be overpowered is the "Intimidate" ability. That alone can really mess up an entire opposition (and did, in fact, against that Gatekeeper-Muton batch. The one Muton who didn't panic is the one that got the kill shot.)

I like the theory of it, but it seems like the success percentage may be a bit high, and I even saw it work more than once against elite enemies (like other Gatekeepers.)
Alpha115  [developer] 9 Nov, 2021 @ 7:50pm 
@djconner So if you want you can edit the mod's XcomGameData config ini to reduce the power of Intimidate. the default values were way to low to usually be effective. As for it affecting an enemy multiple times that is a default feature of intimidate for Xcom 2's sparks (cant really change the later). Updating this mod requires a lot of work and "mod magic" so I don't want to do it for a simple Config ini tweak. The default value of intimidate is 25%/40%/55%. You could change it to 30%/45%/60% or make it the default.
djconner 10 Nov, 2021 @ 1:37pm 
Thanks!
WShiro 3 Dec, 2021 @ 5:12pm 
I think the Extra Heavy Weapon Use of Rainmaker is quite OP. The skill can be acquired quite early and Sparks can smash everything (at least in my Commander gameplay)
djconner 20 Dec, 2021 @ 12:29pm 
BTW, upon further review, I think I just had an unusual run of good luck with Intimidate in my first game, which gave me a mistaken impression. Love the mod, and it seems a lot easier to get Sparks up to being useful than in the base game.
< >
Showing 1-8 of 8 comments
Per page: 1530 50