XCOM 2
[WOTC] Multiple Attacks Increase Chance To Graze
19 Comments
shiremct  [author] 24 Aug @ 10:54am 
The requested config toggle to exclude attacks against enemies that can be headshot (lost, etc.) has been added. Default value for new config true, so all attacks against the lost will be ignored.

For simplicity, this check does not try to evaluate whether an actual headshot occurred and just ignores all attacks against targets that could be headshot.
Classical Scholar 26 Jul, 2020 @ 7:44pm 
Thank a lot for spending your time replying me. Wish you have a good day.
shiremct  [author] 25 Jul, 2020 @ 11:11am 
I think it's actually a picture from XCOM: Enemy Within, not XCOM 2.
Classical Scholar 24 Jul, 2020 @ 7:00pm 
Can i know what is outfit mod in your mod's cover?
Flashstriker 20 Apr, 2020 @ 11:43am 
Ok good, that should mean it's not as deadly when facing Lost. Thanks!
shiremct  [author] 20 Apr, 2020 @ 11:38am 
That's correct, it does not stack.
Flashstriker 20 Apr, 2020 @ 11:20am 
Hey Shire, I just want to check I'm understanding this correctly - whether I take 2 shots or 5 (I don't know how I'd do that either but roll with it), every shot after the first one will have a flat +25% to graze, and it does not stack?
Be Anti-Speciesist 21 Mar, 2020 @ 4:13am 
DO NOT USE THIS MOD WITH THE HIVE MOD until something changes.

I would love a toggle or something, as mentioned previously. I have to unsubscribe from this mod for now while I'm using The Hive. Too many headshot-able enemies paired with too many strong non-headshot-able enemies. Breaks what balance there is.
Cato 20 Mar, 2020 @ 6:26am 
But saying that, I'm not certain my squads will survive Lost missions with the graze penalty. Happy to test it though.
Cato 20 Mar, 2020 @ 6:25am 
This may be the perfect solution for my own Infantry/Commando class suffering from the power creep of having two shots.
Be Anti-Speciesist 14 Mar, 2020 @ 9:46pm 
I've subscribed, but haven't played with it yet. I gotta say, this sounds like a brilliant way to slightly nerf late game power creep on the XCOM side. The idea gets a thumbs up from me!
Wonka Wonka 28 Feb, 2020 @ 10:19am 
My new favorite mod.
bstar 24 Feb, 2020 @ 8:04am 
Great idea shiremct! Now I can feel a little less shame when slapping multi-shot abilities on 75% of my soldiers in RPGO...
Rockfire ✘ 23 Feb, 2020 @ 3:06pm 
One of the main reasons I stopped using multi shot classes was because of how OP it was, this sounds like a great solution.
Lebowskichild 23 Feb, 2020 @ 12:50pm 
I would definitely be interested in a toggle. It may be a bit harsh against Lost otherwise.
shiremct  [author] 23 Feb, 2020 @ 12:39pm 
There is no special handling for headshots, so subsequent attacks will have the higher Graze chance. If there's enough interest, I may put together a toggle or something.
Lebowskichild 23 Feb, 2020 @ 10:47am 
How does this interact with the Lost headshot ability?
Elster 23 Feb, 2020 @ 8:51am 
I have always wanted a mod that balanced multishot classes by giving a "recoil" effect where their consecutive shots every turn are increasingly less accurate. This is even better than what I imagined, and will make a fine addition to my mod collection. It'll definitely help tone down Marines, Skirmishers and Tech Specialists with Marauder.
Flashstriker 23 Feb, 2020 @ 3:12am 
This mod might make the Infantry actually usable without breaking the game's balance completely. Nice