XCOM 2
269 ratings
Skulljack and EMP Tweaks
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
283.142 KB
Feb 8, 2016 @ 4:01pm
Feb 8, 2016 @ 5:06pm
2 Change Notes ( view )

Subscribe to download
Skulljack and EMP Tweaks

Description
This mod makes changes to the Skulljack and the EMP weaponry. Now you might actually take EMP grenades, and Bluescreen rounds are better for more than just damage.

Changes:

- Skulljacker provides a hacking bonus of 50, instead of 25. I felt this was appropriate as in the late game this equates to mere 10-12% increase in hacking chance for most targets.

- EMP grenades/bombs used to provide -5 and -10 hacking defense respectively, and this was changed to -15 and -30. In addition, each tier had their radius increased by 1. EMP grenades were just not a viable option compared to other grenades. Now they have way more synergy with other abilites. EMP-ing a Sectopod and THEN hacking is now a viable strategy.

- Bluescreen rounds now knock off -15 hacking defense, compared to their original -5. Bluescreen rounds were great for damage, but there were better rounds for that explicit purpose. This provides the same synergy as the grenade changes.



This could be considered making these items overpowered, but I don't really feel that way. The Skulljacker still has a 70% chance to hit (I was unable to find a way to change this) and it felt odd to have another layer of RNG on top of it (IE, the weakest reward option for skulljacking for me still had only a 66% chance for success on my best hackers). Also, regarding the hacking bonus, keep in mind you still not only have to build one, you have to pay for the upgrade to enable the bonus, and it still takes up an inventory slot where grenades, ammo, or another utility item. Between the RNG, start-up cost, and item slot usage I didn't feel it was a stretch. Also, in my testing I found that against high hacking defense enemies this increase only correlates to a 10-12% increase in hacking success. This could snowball into superhacking if you find a terminal with the coveted +25 hacking ability reward, but that is one more layer of RNG. Also keep in mind that +50 hacking is nowhere near the same as +50 accuracy, or a similar stat. Very different scales. Now I go for the risky hacks more often.


The EMP changes were more cut and dry. The original hacking mitigation values were incredibly weak, to the point there was rarely a reason to take these grenades over Acid, Incendiary, Gas, and even Plasma. Now their synergy with hacking makes them a much better option. Consider grenading a Sectopod, and then see how much easier it is to hack. Of course, the sectopod will have a bunch of health removed, but that's the trade off. A more reliable hack on a weaker machine. As for the ammunition, their damage was nice, but straight damage is a fairly boring option. Plus other ammo types filled the damage niche better.

I hope you guys like it. If you have suggestions I'd like to hear them. If someone can find the location in game files to change the 70% skulljack hit chance I'd appreciate it. If you think these changes are OP, well, I guess don't download it.
Popular Discussions View All (3)
10
Feb 15, 2016 @ 12:34pm
How to remove Src Folder when building in SDK?
Opposing Farce
5
Jun 29, 2017 @ 2:30pm
Modding the Mod: How to change it to taste
Opposing Farce
0
Mar 21, 2016 @ 4:28pm
No Hack Ability Showing Up. Anyone else?
Spectrum
74 Comments
Epic Store Exclusive Mar 2, 2022 @ 9:12pm 
Can someone please upload a WotC version?
✠ Gyaru Respecter ✠ Feb 4, 2020 @ 3:34pm 
Hey, there's now a mod that scales the Skulljack's hit chance based on the user's Aim stat. Are there any chances you're planning on integrating that mod's data with yours?
Opposing Farce  [author] Oct 8, 2018 @ 5:00pm 
For anyone interested by all means make a better/WOTC-friendly version of this. I don't support this item anymore, and it's not like anything I did was very difficult or advanced. Maybe some friendly credit, but please, continue!
Immortalhunter2003 Sep 26, 2018 @ 8:39pm 
Rack I have already done a revamp of this for WotC but never posted it up. Did it to test the mechanics a bit and see what could be done. If you have questions shoot me a message and I will assist where I can. Please provide proper credit if you use any of it.
Rack Sep 24, 2018 @ 11:00am 
Hey, I'm having a go at making a version of this for WotC , at the moment for my own purposes. If I get it working right would you have any objections to me posting it?
Immortalhunter2003 May 21, 2018 @ 8:50pm 
I wouldn't say its dead but if you review the notes I put ou thtere in another guide you can make the tweeks yourself. I recently did it with the Chosen DLC and had not issues. Plus you don't run the risk of losing a soldier when you remove the changes. Its rather simple basecode changes.
Cibertron May 21, 2018 @ 1:08pm 
So the question for all of us who are "seeing" this mod is: is it functional or is dead for good?
Nasarog Sep 27, 2017 @ 2:15pm 
I miss this mod.
Opposing Farce  [author] Sep 7, 2017 @ 3:25pm 
No idea, probably not for the moment. I don't have time this weekend but I will work on updating this.
RainingMetal Sep 7, 2017 @ 12:44pm 
For the time being, is it still functional with WOTC?