XCOM 2
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Cut Content: Ammo
   
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21 feb, 2016 @ 0:27
24 maj, 2016 @ 7:12
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Cut Content: Ammo

Beskrivning
This mod adds 5 new ammo types to the game.

I do not necessarily know what exactly Firaxis intended to do with these 5 ammo types, so I am more or less recycling unused art assets to create new and unique ammo types.

All ammo is acquired via the experimental ammo project.

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The balance can be tweaked from XComCutContentAmmo.ini

Falcon Rounds: +1 Damage, +100 pts Dodge Penetration
Needle Rounds: +2 to +6 Damage 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 Bonus vs Organic Enemies. Damage bonus increases with weapon tier.
Stiletto Rounds: -1 to -3 Damage, 75% chance to stun. Damage Debuff increases with weapon tier.
Redscreen Rounds: +1 Damage, 50% chance to disable enemy weapon, forcing a reload.

Note that mag and plasma pistols are 1 tier lower than their primary counterparts.

Also note that I haven't verified whether the bullet animation effects left over by Firaxis are actually fully functional or not.

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Console Commands:

AddItem GrimyFalconRounds 1
AddItem GrimyFlechetteRounds 1
AddItem GrimyNeedleRounds 1
AddItem GrimyStilettoRounds 1
AddItem GrimyRedscreenRounds 1
112 kommentarer
Pielord 24 jan, 2018 @ 12:56 
Damn, i don't know if i did something wrong with the mod, but once i got the 4 ammo types once, now i don't get any kind of experimental ammo at all.
MissingNo 8 sep, 2017 @ 6:16 
hey mate, would you update this for WOTC? should be fairly straightforward: https://www.reddit.com/r/xcom2mods/comments/6x3lfm/updating_your_mod_for_wotc/
necro55 2 sep, 2017 @ 14:44 
Any plans to update for WotC, or have items like these already been added?
iriemk 21 jul, 2017 @ 14:47 
I carelessly installed this together with LW2, seems it works just fine for every ammo type, EXCEPT for Falcon rounds...I have all the necessary research, I have a bunch of turret wrecks, but it won't show up in the proving ground project list. All other ammo types do. Does anybody have a idea what the issue is or how to fix it?
Lua 30 jun, 2017 @ 21:37 
darktoto: Long War 2 already adds these ammo types ;)
darktoto 25 apr, 2017 @ 17:20 
sooooooooo LW2 compatible ? :D
darkzero 28 mar, 2017 @ 15:54 
Hey Grimy. I'm trying to add your ammo types to this mods ini. http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=631889170 that ini.

It should be a quick Copypaste of the console command ID for the item correct?
LightenedDark 15 feb, 2017 @ 10:58 
Hey Grimy can you make these ammos buildable in engineering (with costs exposed to the ini)? You can disable the option by default for people who like RNG.

I'm using Ultimate Workshop and some other mods so your ammo is the ONLY thing I can't manually build without getting tons of other ammo types I don't want.
Makko 17 jan, 2017 @ 12:09 
Stiletto Rounds are kind of absurdly OP since they work on Sectopods and other Mechanical enemies.

If they only worked on organics that'd be one thing, but right now they're like an "I Win Button" especially on the Fury since it can fire so many times.
kenanthebarbarian 16 nov, 2016 @ 12:42 
Finally getting around to trying this out. Does this mod interact in any way with the values for Stiletto and Falcon rounds already included in the vanilla XComGameCore.ini?