XCOM 2
ADVENT Ascension
Indigoblade  [developer] 17 Mar, 2016 @ 5:18pm
Ammunition List
All of these ammunition types are aquired through scanning sites or through experimental ammo just like the vanilla ones! Thanks to morionicidiot for allowing me to reverse enginner his cut content ammo mod!

A good majority of these ammunitions are available to ADVENT soldiers as well so you better watch out!

Acid Rounds: +1 damage, deals acid burn damage
Falcon Rounds: +1 Damage, +100 pts Dodge Penetration
Needle Rounds: +2 to +6 Damage (Tiered by 2,4,6) Bonus vs Flanked Enemies. Damage bonus increases with weapon tier. Does NOT affect unflankable enemies such as MECs, Archons, Sectopods, etc.
Flechette Rounds: +1 to +5 Damage (Tiered by 1,3,5) Bonus vs Organic Enemies. Damage bonus increases with weapon tier.
Stiletto Rounds: -1 to -3 Damage (Tiered by -1,-2,-3), 50% chance to stun. Damage Debuff increases with weapon tier.
Redscreen Rounds: +1 Damage, 50% chance to disable enemy weapon, forcing a reload.
Last edited by Indigoblade; 17 Mar, 2016 @ 8:53pm
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Showing 1-11 of 11 comments
Zigg Price 17 Mar, 2016 @ 7:54pm 
In my experience, the Stiletto rounds are immensely overpowered. Consider taking the stun chance down to, like, 25. 75% is just way to high, especially when combined with pistol sharpshooters. You can end up stunning an entire map worth of enemies.
Indigoblade  [developer] 17 Mar, 2016 @ 7:59pm 
hmmm you are right, actually I dropped it down to 50% but after some more testing we will see
Cathulhu 17 Mar, 2016 @ 8:50pm 
Please clarify what may be obvious, but when it says "# to #" damage, is that the "minimum to maximum" damage? Or is it just the increase over tiers? I'm worried the Needle and Flechette rounds might be too powerful.
Indigoblade  [developer] 17 Mar, 2016 @ 8:50pm 
Im sorry I will do so right now, most of these are untested and are available to ADVENT troops so it is equal terms
Last edited by Indigoblade; 17 Mar, 2016 @ 8:52pm
Any chance of seeing a Cryo ammo or Cryo trooper in the future? Maybe something that lowers mobility, or has a chance of shattering the target if someone follows up with a shot on the same target? :)
Indigoblade  [developer] 18 Mar, 2016 @ 12:01pm 
Cryo sounds fun, will play around with the idea
Spiner909 19 Mar, 2016 @ 12:21am 
Do you know how well this mod works with others that affect the Proving Grounds? I have one that let's you buy things normally after you've unlocked them with the random core project. Would this work with it?
Somniworld 21 Mar, 2016 @ 9:02am 
Originally posted by Spiner909:
Do you know how well this mod works with others that affect the Proving Grounds? I have one that let's you buy things normally after you've unlocked them with the random core project. Would this work with it?

It would be a bit OP to have an easy access to projectile that can stun, give +6 damage and all this stuff i think.
Indigoblade  [developer] 21 Mar, 2016 @ 3:35pm 
@Spiner909
Umm they shouldn't? Idk what exactly that mod does since I don't use it. But if that mod modified existing code then it shouldn't work
A_grue 16 Jul, 2016 @ 8:53am 
Are Needle rounds bugged? You say they don't affect things like MECs and Sectopods, but I seem to be seeing them deal ridiculous amounts of damage to them, to the point where my Assault (LW Perk Tree) was able to take down two thirds of a Sectopod's health, shooting through its armor and using Needle rounds (I think it was Needles anyway. Might have given her Bluescreen instead, in which case it's not an issue.) I was playing on Normal difficulty, so that too might have been a contributing factor.
Dęąth Viper 2 Jun, 2017 @ 11:52pm 
can you please take this out or tell us how to take out the ammo please? Just the soldiers are needed for a great game so i dont get weird ammo instead of the modded stuff
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