XCOM 2
The Batmod
Zhiris 5 Mar, 2016 @ 7:01am
Balanced Bat mod [Suggestion]
Fist off, I would like to say that your work looks amazing.
I can imagen how much effort you put in this mod to get costum animations, stats, sounds without overwriting any other weapon in the game, good work!

It seems like that your bat mod is somewhat better then the actual sword we have in the game, dealing the same amound of damage having some bonus effects on it and is able to crit enemy's with a higher chance. (and a better aim?)

I would like to have this bat mod in the game as if it would come from the creators itself, being a bit balanced out. (especially since you get the bat right from the beginning)
This fits the setting of Xcom 2 so well since it's a low budget operation after all. (unlike the last game)

This mod is fun for people who just want to wack some aliens like some bad-♥♥♥ character from a 80's movie so I would suggest to make a seperate mod just for players who would like a balanced bat.
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So here comes the part where we can discuss the statistics of the bat in Xcom2.
This discussion likes to aim to balanced stats what looks like it could be thoughd by the creators itself:

-1 damage (compared to sword)

-Has the same crit chance as the sword

-has the same aim penalty as the sword

+50% stun chance for 1 turn (next turn can't be attacked by the enemy)

-Remove weakness/extra slash damage to sectoid/other enemy's who has a weakness to slashing

+Add another +50% stun chance to aliens who were weak against slashing (100%Stun chance)

+Change the Swordsman class skills name to CloseCombat or Melee

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Please make your suggestions below or let me know what you think of this seperate mod suggestion. Cheers!
Last edited by Zhiris; 5 Mar, 2016 @ 7:02am
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Showing 1-5 of 5 comments
GarbageWitchy  [developer] 5 Mar, 2016 @ 8:43pm 
All valid suggestions, was thinking the same myself but while I only have one version of it for now I'm leaving it as is. If I get T2 and T3 versions into the game, then I'll rebalance the build costs. For now it sits between t1 and t2 in strength and with the stun it's useful even at the end game.

In any case the values can all be edited from the ini file in \Steam\steamapps\workshop\content\268500\638261867\Config
Last edited by GarbageWitchy; 5 Mar, 2016 @ 8:44pm
Chi 20 Mar, 2016 @ 5:52am 
Any possibilities of a cosmetic-only version?
Zhiris 20 Mar, 2016 @ 6:30am 
Originally posted by Once Bitten!:
Any possibilities of a cosmetic-only version?

You can also make it into the default weapon yourself by opening the Ini file.
But it doesn't hurt to ask Synthorange perhaps?
Chi 20 Mar, 2016 @ 6:34am 
Originally posted by ~Wolf!:
Originally posted by Once Bitten!:
Any possibilities of a cosmetic-only version?

You can also make it into the default weapon yourself by opening the Ini file.
But it doesn't hurt to ask Synthorange perhaps?

The difficulty of that is that every time the mod updates, you have to open everything up and recopy the ini file, which becomes frustrating very quickly.
jasonmbrady42 17 Jul, 2016 @ 9:54am 
Originally posted by Aeviternity:
Any possibilities of a cosmetic-only version?

I second this! Specifically, I would like to see something that has the sweet models, sounds, animations, etc as a modders resourcee so people can make thuggy classes that use these weapons by default. It could be done now, but requiring .ini file tweaks to have your class work properly is troublesome for the end user.
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