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Beta Testing/Feedback for a small Early Game Item Compilation


Sorcerer

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I have put together a small "mini expansion" for early to mid game and I would love to get some feedback.
All items and techs have custom icons in game, the Remote Weapon Jammer still needs a reskin ingame (uses the medkit model atm)

The mod can be downloaded from here, tho depending on how many people download it dropbox may lock it, so it's first come first serve I guess.

https://dl.dropboxusercontent.com/u/3677116/Xcom2/ShensLegacy.zip

Here's a list of current items in the pack:

  • Light Armor
    4 move +5 dodge -1 hp ... Available from start of game
  • Stealth Armor
    -4 detect range, armor vest ... Available with Hybrid Materials
  • Heavy Caliber Rounds
    +1 damage -1 ammo ... Available with Hybrid Materials
  • Remote Weapon Jammer
    1 action 1rd cd. disable an enemy primary weapon remotely ... new research 'remote weapon jamming'
    available after Modular Weapons and Advent Trooper Autopsy researched.
  • Shrapnel Grenade
    2-5 damage +2 throw range +1 explosion range, No shred, reduced damage vs armor, no enviroment damage. Soldiers carry 2 for the price of one.

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From the description, your mod is already more advanced than half the mods published on steam. If you do not get enough feedback from this beta, you may consider just publishing it on steam and/or nexus. You will get more feedback this way, and you will still have the opportunity to fix bugs and/or add features.

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Promissing mod ! I don't test it for the moment, but i realy like the way you chose for the item and i keep im in eyes.

 

Anyway, i realy think that the light armor was... Unbalance (too week): loose one fix bonus (1HP) for 5 possible dodge... Is not fair, imho.

The grenade looks good, as the stealth armor (it can be add to the SMG bonus ? Please, say yes !), even the heavy rounds sound's fun !

For the remote Jammer, i don't know... I don't like item's like this. But it's a personnal view.

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Hi Denno, thanks for the feedback, let me extrapolate :P

the light armor also adds 2 squares of movement per AP, so 4 total movement per full turn. The dodge bonus was an afterthought, it's not something to rely on, but it might save you in a pinch.

The stealth armor should stack with the SMG, which should reduce the total spot range of a civilian to 1 square if I'm not mistaken.

To expand on what the Jammer does, it basically unloads an enemy weapon forcing them to reload before shooting.
if they are out of position, they will not be able to both move and fire, much like the codex AOE ability, but single target.

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