XCOM 2
Viper's Weapon Rebalance
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Dęąth Viper  [developer] 13 Mar @ 11:02pm
Vanilla Weapon Changes
ALL weapons now have scaling ammo and crit damagae. Any negative stats will be slowly reduced as you upgrade to the next tier.

Gremlin - Gave them scaling Hack stat. Gremlin heal / stabalize / revitalize are now passive for Gremlins.

Spark Bit - Gave them scaling Hack stat, half that of the Gremlin. They also recieved the same abilities.

Tanklin - Same as the above, except half the Hack stat of the Spark Bit.

Psi-amp - "Soul Fire" and "Soul Steal" abilities. Psi Offense bonus scaling with tier.

Rifle - "Rapid FIre" ability. damage leveled off.

Bolt Caster - No changes yet.

Bullpup - "Zero-in" ability. Huge increase in ammo.

Sniper Rifle - "Piercing Shot" ability. These things cost 2 AP to use, they need to be worth 2 AP to use. Huge damage increase and armor pen.

Vektor Rifle - "Soul Harvester" ability. Increased crit damage.

Cannon - "Saturation Fire" ability. Innate shred. bonus damage and ammo. Negative mobility.

Shotgun - "Scatter Shot" ability. Wider range of damage, much higher crit damage and innate crit rate.

Pistol - "Big Forty-Five" ability. Damage leveled off.

Auto-Pistol - "Killer Flow" ability. Vastly increased base damage. Now has negative armor pen. Strictly an anti-personel weapon.

Alien Hunter Pistol - Damage leveled off. Now increases Aim / Crit Rate. Already has shadow fall ability which is plenty good.

Sword - "Bladestorm" ability. Not much changed except this huge upgrade.

Rip Jack - Ripjacks now cause Bleeding. Slight increase in damage.

Shard Gauntlet - "Rend Fleche" ability. Increased damage, and changed to "Psi."

Hunter Axe - No changes yet.

Grenade Launchers - They now all innately have the "Launch Grenade" ability. Not sure why they didn't just have this to begin with?
Last edited by Dęąth Viper; 19 Mar @ 11:21pm