SkyScraper556 Posted February 9, 2016 Share Posted February 9, 2016 Mod Suggestion: An overhaul to weapons and armorWARNING: POTENTIAL SPOILERS IN DESCRIPTION AND DISCUSSIONokay, so ill start of by saying im not a modder but i like to think i have good ideas, and so ill state my idea here, i think the armor system in xcom2 is very under utilized, and linear weapon progression is rather annoying, so my suggestion is this,a nd it is based on my play experience on legendary difficultyArmor portion: i suggest armor be overhauled to not add ANY hp but instead use the games built in armor system, while also accounting for how bulky said armor would be, it should look something like thisKevlar: Armor +3 Mobility +1 Battle tested, kevlar armor like the examples in game are currently the pinnacle of soldier armor systems in existance, due to extensive research and development they protect adequately without offering to much encumberanceResistance Kevlar: Armor 0, Mobility +3, Extra utility slot +30 dodge, reasoning behind this is because most of the resistance gear, are just webbing and civilian clothes, so they would leave you un encumbered but very vunerablePredator: Armor +6, extra utility slot, due to the obvious bulky nature of this armor i would argue its got to be quite difficult to move around in aswell as looking obviously heavier, the trade off here would be amazing armor for the value making this a good standard issue armor, also its free so i would like to keep it not too amazingE.X.O. Suit: Armor +4 Mobility +2, Heavy weapon unchanged, the exo suit should be used to not only carry heavy weapons but enhance a soldiers mobility, the cost of course is, looking at the exo suit, it seems to be slightly upgraded kevlar armor, so it wouldnt be that much better, its more the utility and mobility combined with the armor that makes this a very attractive optionSpider Suit: Armor +3 Mobility +4 Grappling hook +20 dodge, while i love the spider suit, its protection seems to be minimal, making this the spiritual successor to the resistance armor, opting for mobility above protection, also the grappling hook basically makes it worth it in most waysWarden: Armor +10 Mobility +1 No other bonuses, welp is powered armor, more importantly it is mass produced power armor, while a clear upgrade over the predator armor, it is much less flexible due to being a very alien designW.A.R. suit: Armor +15 Mobility +1 heavy weapon, being a powered armor exoskeleton, this is the toughest armor availible, while it is an exoskeleton design it is also signifigantly heavier than the earlier E.X.O. suit and would slow itself down slightly, these stats would fully justify the late game priceas for the last armor type i have yet to build one so i dont have a good feel for it, but 8+ armor and 5+ mobility would seem appropriate, now i understand all these armor and mobility changes seem over powered but please take into consideration that armor would no longer provide ANY health bonus whatsoever, because, simply straping a metal plate to your chest doesnt give you an extra heart or lung for when you get shot, and the armor changes go hand in hand with my next changes---Weapons---Now onto this section, firstly all weapons should recieve a shredding because armor breaks down after taking hits, quite rapidly under concentrated fire, so it would go all ballistics +2 shredd, all mag weapons, including advent +3 shredd, plasma weapons would deal devastating armor damage of +5 shredd, but please take those changes with thisfirstly all weapons should have some relavency, now im not suggesting a assault rifle should do more damage than a plasma rifle, but here is what i suggestBallistics: well develped understood and a mature technology ballistic weapons could be kept relavent by allowing 3 rail slots, aswell as a default +10 aim and +2 more ammo for all weapons, ie a sniper rifle has 5 shots default, an assault rifle 6 bursts ect ect, it makes sense unless xcom is specifically underloading their magaziens as most real life sniper rifles have between 10-20 round magazinesMag weapons: these are my personal favorite as far as in game weapons go, they look human and feel pretty good, but they loose relavency to the somewhat bleh looking (IMO) plasma weapons, so my suggestion is all mag weapons should have the vanilia ammo capacity, but in addition to getting the ballistic weapon utility slots, they should provide +5 aim, for being advanced ballistic weapons themselves in principale (magnets instead of chemical energy propelling a small piece of metal very fast) aswell as gaining a +10 crit chancePlasma weapons: ive made my feelings known on the art design of these however i have several points id like to make 1. Plasma in addition to the first mention shredd changes, all plasma weapons deal 2 more damage, alien and human, 2. due to how much more powerful these weapons will be, they will suffer the problems of a brand new tech, 1 modification slot3. how the ♥♥♥♥ does plasma fire an armor piercing round? or a poision round, if at all possible plasma will no longer be able to load proving grounds custom ammunitionthats basically all the weapon changes, id also sugest the utility armor be changed to provide +1 armor for the nano scale vest and increasing by +3 for the other additional experimental vests, along with all grenades have their armor shredd values upped by +2---Enemies---what would the game be like if we didnt change up the enemies, easy, thats what, so as follows is my suggestion to the enemy modifications-Advent-Trooper: 2 Health 3 armor, 1 shredd on their weapons, damage unchanged, these guys are cheaply made mass produced clone troopers and while their weapons are advanced, i suspect, much like the troopers, they are shoddily madeOfficer: 3 Health 4 armor 2 shredd, these guys are better made and psionically controlled, they are a ♥♥♥♥♥ to deal with in game, and that should not change, so while reducing their hp, they have better armor and good enough weaponsLancer: 5 health 1 armor no shredd, Basically some ♥♥♥♥er with a electrified machete hopped up on meth, can take a beating, but poorly armored due to how expendable they areSheild Bearer: 4 health 6 armor 3 shredd, these are the finial product of advent gene manipulation on humans, they are tough, well equiped, and have top notch advent mag weaponsMEC: 5 hp 5 armor, while not as outright good as a advent sheild bearer, their cheaper price tag means these armored annoiances are much more common and should be priority targets if spottedSECTOPOD: okay, so this thing is a walking tank, id leave its health at the default vanilia values but give it a mighty whopping 35 armor, and have their corpses leave 15 alien alloys and 5 elerium crystals, 1 core, at all times, killing one of these towering behomoths should be an achievment and rightly rewarded as suchAvatar: no changes, they are tough enough for a hyper psionic super soldier--Aliens--all aliens are subject to the mentioned plasma buff, so plus 2 damage for all of them, and the 5 armor shreddSectoid: 10 hp, no armor, its naked, its ugly and it is a ♥♥♥♥ing ♥♥♥♥♥♥♥ early game, ♥♥♥♥ these things, no changes, they are already a pain in the ♥♥♥Faceless: see sectoid for my suggestion and thoughts on the faceless, it applies to bothViper: 6 hp 4 armor, due to their massive dodge chance, im gonna suggest a limited armor buff and hp nerf for these things, as they are snakes and any direct hits is really gonna mess up their tightly clustered internalsMuton: 8 Hp, 8 armor, these are the reason the aliens stomped earths military on the ground, their infantry, their ground pounders, bigger tougher and meaner than any human these things will be a pain in the ♥♥♥ to deal with unless you have a lot of explosives or armor piercing ammoArchon: 6 hp 6 armor, these flying melee guys are a pain to deal with late game, and id like to keep it that way, so they lose the 15 hp but gained signifigant amount of armor, im open to suggestionsChryssalids: 8 hp, 2 armor, the only good bug, is a dead bugBeserker: 30 hp naked enraged female muton, run for you life or dump every single round of ammo into itAndromedon: 5 hp 15 armor (first phase) 10 hp (second phase) i genuinely like these things, they are tough enough to deal with and very deadly, and will be even more so with their armor shredding acid attacks now, the pilot also seems fairly frail so it will be easy enough to kill him once through the armor, but then you have to destroy the suit---------------------------------CONCLUSION----------------------------------If you bothered reading this whole thing through and want to try to make this (cause i haven't the foggiest idea how to mod anything) or if you want to teach me how to mod so i can begin work on this, please feel free to comment below, if you think i missed anything or just wanna call me an ♥♥♥♥♥♥♥ out to ruin your gaming experience also feel free to comment, and if you do end up using this mod idea at least like say "sky came up with the idea for this mod" or something this is a copy of my post on the steam workshop discussion, i figured id get more help here though or maybe more support Link to comment Share on other sites More sharing options...
Motulischa Posted May 8, 2018 Share Posted May 8, 2018 The really interesting mod would be an export of WotC weapons to Vanilla+All DLCs game, but somehow I doubt that it a mod like this won't violate Nexusmods's rules. Another idea is a weapon mod that allows a total customisation of a vanilla weapon on the level of a CVWP v2 mod from Steam Workshop/Skymods + adds an ADVENT weaponry. Link to comment Share on other sites More sharing options...
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