XCOM 2
Frost Legion
Mitzruti  [developer] 8 May, 2021 @ 8:54pm
Frost Legion Leader Feedback
Leader units are intended to be more challenging than normal (and obv, will be the ones dropping any fancy loot that shows up in the future)


These Include:
Frost Legion Captain
(actually pretty ordinary)
Frost Legion Necromancer
(periodically summons a number of zombies based on tier)
Frost Legion Hitman
(return fire against any hostile action in line of sight)
Frost Legion Adder
(binds and doesn't let go. bleeds cold on nearby attackers.)
Frost Legion Hardliner
(essentialy a MEC that can take cover. missle launcher freezes)
Frost Legion Bomber
(bayonet change, fires on nearby moving hostiles,
Frost Legion Spectre
(freezing field, shadowstep, teleport, shadowbind, melee attack grants parry)
Frost Legion Bruiser
(immense defense, returns fire when missed by attacks, applies overshield to allies on activation)
Frost Legion Cobra
(shots freeze immediatly. bleeds cold. gains a bonus action whenever something dies)
Last edited by Mitzruti; 8 May, 2021 @ 9:20pm
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Showing 1-15 of 16 comments
T4ueW4r45 9 May, 2021 @ 11:33pm 
Having a problem with the Frost Adders "bleed cold" ability - basically whenever I hit them with a ranged attack they get a guaranteed hit on me due to it, through cover, no matter where I am even with squad sight shots. I am running other mods with this so there's always a possibility that there's some sort of weird interaction.

Additionally, Frost Legion Necromancers seem a bit overtuned? I got them on my third or fourth mission and their zombie spawns get 2 actions on the turn they're summoned (unlike the usual 1-move action), so I just get hit by cheap shots all game as the necro hides and it takes 2-3 shots to get through the shields of the zombie, let alone the necro and getting to them.

Other than that I have yet to run into any of the other Frost Legion Leaders but I do entirely love the design! Been waiting for something like this to spicy up games :D
Mitzruti  [developer] 10 May, 2021 @ 9:09am 
the missing range restriction on Bleed Cold was a bug. I've done a smol update just now that should fix it for future updates.

I'll look into the zombie actions. Is it both abilities or just one that they attack during (necros have both a direct summon and a reanimation abiity)?
T4ueW4r45 10 May, 2021 @ 11:24am 
@Mitzruti
Wonderful to hear! :D
As for the necro what I was seeing was:
Necro = direct summon -> overwatch
Direct summon = move action next to me -> attack

I forget if the reanimation was also getting two actions or not, I'll do some testing later today to see.
Ralfil 11 May, 2021 @ 2:54pm 
Is the Frost Legion Necromancer supposed to summon a zombie as soon as they are activated on my turn rather than just scrambling?
Mitzruti  [developer] 11 May, 2021 @ 7:04pm 
yes. (but the zombie isn't supposed to get to attack)
T4ueW4r45 12 May, 2021 @ 11:58am 
Still trying to figure out the Necro atm.
In the meantime, I've had a least 2 incidents of the Frost Adder and the Frost Priest not triggering overwatch shots from my guys. Not sure if this is intended - could also be an overwatch bug in general.

In relation to everything I'll be stating below, I'm playing on Commander difficulty:

So far the difficulty spike for this mod feels more front heavy (early game) due to how frost shields and their regen work.
Necromancer hp and behavior aside - a single frost adder for example can kill the entire set of resistance fighters in a camp single-handedly due to the regen (meaning that on retaliation missions are usually fairly uninjured and haven't been slowed down by much each pod is usually Adder+Purifier). For me as the player killing adders usually takes ~4 shots with ballistic (B), and ~2-3 with magnetic (M) (this is without crits!) - in comparison to killing normal vipers in ~3(B) or ~2(M). Usually this means an entire extra hit is needed to neutralize an enemy with a guaranteed hit of bound + bleed frost, decent aim and regen (which usually ensures the need of another attack to kill). In a nutshell, frost adders which I seem to get a lot of in the late ballistic-early magnetic period, need a decent amount of focus fire per single entity, and a single miss usually means 2 shots are needed on the next turn rather than 1.

This difficulty jump honestly isn't that bad compared to vanilla (and there's a major argument to be made that you want the mod to increase the difficulty), this is all just something I've noticed.

Later on (currently on FL13), the regen really doesn't matter much, and I'm hitting so hard with either crit traits or early plasma that most frost units are dying in ~2-3 shots, which - with a larger squad size, higher aim, and multi-shot traits isn't as big of a turn investment.

Frost Hitman at this point in time have been a blast to fight against, having their big weakness of being an AA attacker and therefore weak to flashbangs, but also dangerous enough to warrant some degree of respect from the player unless you want everyone getting hit and chilled. Which is great considering that grenades damage-wise really don't do much of anything to frost shields.

The majority of the other leaders I've only ran into a couple of times so far and don't have an opinion on yet - except that they all look super baller and I love all the frost munition FX and it's all super dope. O_O Can't wait to keep playing!
T4ueW4r45 13 May, 2021 @ 3:16pm 
Frost Adders appear to be immune to electric attacks. Using RPGO storm psionic spells on them, and they're the only frost units that are immune so far.
Kiruka 19 May, 2021 @ 9:49am 
I haven't had a chance to play against these guys yet, and I couldn't determine the answer by looking at the code, so I have a question about Adders. When you say "binds and doesn't let go", does that mean that you can't shoot them to make them stop binding (like that one ability Torque can get in Chimera Squad)? If so, is that handled by a specific ability they have? That would be a neat ability for Playable Aliens.
Mitzruti  [developer] 20 May, 2021 @ 1:18pm 
@Kiruka
the sustained ability effect has a "FragileAmount" property for the amount of damage to interrupt it. for regular vipers, it's 1. for adders, it's 99 (essentially never gonna happen without killing them)
Kiruka 22 May, 2021 @ 7:40am 
Originally posted by Mitzruti:
@Kiruka
the sustained ability effect has a "FragileAmount" property for the amount of damage to interrupt it. for regular vipers, it's 1. for adders, it's 99 (essentially never gonna happen without killing them)

Ah okay, cool. So other things that would break a bind such as disorientation will still do it?
Mitzruti  [developer] 22 May, 2021 @ 9:35am 
yeah. it's prolly possible to make a variation that even that doesn't break, if that's what you after. bit more fiddly tho
Hazza902 8 Jul, 2021 @ 2:53pm 
Frosr crhyssalids get to run a huge distance and then attack twice for jnstant frost status. Bit op considering they show up in packs?
Cpt.Haxray 1 Aug, 2021 @ 5:54pm 
Frost Necromancers do feel incredibly overtuned due to how difficult it can be to reach them and how many zombies they are able to spawn, especially since the zombies stick around after the Necromancer is killed.

Personally I think it would make them much more enjoyable to encounter if it was either made more clear that the Frost Zombies behave differently from any other variant of a PSI Zombie and stick around after the caster is killed, or if they behaved consistently with the other PSI Zombies and disappear/die if the caster is killed.
Kiruka 11 Aug, 2021 @ 6:34am 
I would definitely like an ability that could be added to Frost Necromancers that make their Spectral Frost Zombies die when they die. I tried making one myself and I couldn't get it to work.
Lt. Ruben 26 Sep, 2021 @ 7:40am 
Not sure what the enemy is called, but there is one that can shoot AoE hand-rockets that freeze everything. That unit is pure ♥♥♥♥♥♥♥♥ since this ability seems to have no cooldown. I only just encountered him for the first time, and it was on the subway map, which had a lot of small tight spots. This ♥♥♥♥♥♥ stun-locked 4 of my guys because he shoots his frost rocket ♥♥♥♥♥♥♥♥ every turn. Nothing i can do because my medic is one of the frozen guys.

Multiple rockets of that freezing ♥♥♥♥ in such a wide AoE is just totally unfun. If i wanted to spend 3 turns not being able to do anything and watching my soldiers die i'd just press skip turn a few times.
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