XCOM 2
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[WOTC] Not Enough Skirmishing
 
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Aug 29, 2017 @ 9:58pm
Dec 27, 2017 @ 5:37pm
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[WOTC] Not Enough Skirmishing

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In 1 collection by NotSoLoneWolf
NotSoLoneWolf's XCOM 2: WOTC Mods
5 items
Description
Changes Whiplash, Interrupt, and Battlelord from using charges to using cooldowns, revamps the Parkour perk, and allows Reflex to trigger multiple times per mission.

--- CHANGES ----

Whiplash has a four turn cooldown rather than a single charge.
Interrupt has a three turn cooldown rather than a single charge.
Battlelord has a five turn cooldown rather than a single charge.
Reflex can now trigger infinite times per mission, where previously it only worked once.

The Skirmisher's GTS perk, Parkour, has be overhauled. Instead of giving a 5% chance for an extra action each turn, now lowers the cooldown on the Grapple ability by one (from three turns to two turns).

All cooldowns and action point costs are adjustable in the included config files. I've also made the cost for Parkour in the GTS configurable, in case you feel that my changes to it warrant a cost adjustment.

This mod also fixes a bug that makes Battlelord only activate for a single enemy per turn. It can now activate for every enemy per turn. The cooldowns in this mod can work with the Skirmisher's other ultimate ability, Manual Override.

In addition to all that, the mod buffs the Plasma Bullpup by +1 damage. Why? Because the base-game damage progression looks like this:

Tier 1: 3-4
Tier 2: 5-6
Tier 3: 6-7

Which is stupid. Tier 3 (plasma) is now 7-8 damage.

--- WHY ---

Because I suffer from the "Don't use this now, it will be more valuable later" syndrome, which prevents me from using any powerful abilities that have only one charge per mission. Also because the Skirmisher is a little weak at the moment because of an overload of these types of abilities.

Reflex was utter crap for an ability. In XCOM, where keeping your infirmary empty is more important than civilians and the objective, a skill that wants you to put your soldiers at risk had better not have any stupid restrictions on it.

Parkour was similarly worthless. It's extremely lazy to assign random chance to something so important as an action point. Players can't plan around this, can't alter their strategies to incorporate it. With my change, Parkour is something that players can now reliably get a benefit from, and change their playstyle to incorporate.

--- THANKS ---

Huge thank you to Xylthixlm, Musashi, Robojumper, RealityMachina, and Aleosiss for all the help getting this mod working.

--- OBLIGATORY ---
NOT ENOUGH WHIPLASH.
WE REQUIRE MORE INTERRUPT.
YOU MUST PLACE THAT ON A BATTLELORD.

Check out my other WOTC mods!
http://steamcommunity.com/sharedfiles/filedetails/?id=1127403242
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122 Comments
JaapSnor Jun 14 @ 2:16am 
I'm glad you made this mod. The vanilla skirmisher was a rather weak character to be put in the front lines, having no survivability or actual damage. This should make him a bit more interesting.
DisasterZone Jan 5 @ 9:43pm 
Yay! Thank you very much!
NotSoLoneWolf  [author] Dec 27, 2017 @ 5:54pm 
HAPPY HOLIDAYS TO ALL!

Santa Skirmisher is here to bring everyone a new update to the mod, out now!

1. Reflex can now trigger infinite times per mission, where previously it only worked once.

2. The Skirmisher's GTS perk, Parkour, has be overhauled. Instead of giving a 5% chance for an extra action each turn, it now lowers the cooldown on the Grapple ability by one (from three turns to two turns).
大魔王 Nov 27, 2017 @ 5:19pm 
Will this MOD accelerate the animation?
DisasterZone Nov 5, 2017 @ 5:41pm 
Hey, so, I was curious what is the current state of this mod is, like about Reflex and Parkour changes?
Tal'Raziid Nov 2, 2017 @ 10:52am 
Any known conflicts with this mod? Because whiplash still only has a single charge
DigitalWizard Oct 17, 2017 @ 8:43pm 
Hey, if you're looking to change Parkour, I had a suggestion- how about Parkour gives +3 mobility and 25 dodge, or any combination of numbers. They both allow the skirmisher to be more mobile and aggressive without being permanent run and gun or a lame 5% chance for a free move.
NotSoLoneWolf  [author] Oct 2, 2017 @ 1:01pm 
Yep, that's a problem that happens to everyone thanks to how whiplash interacts with my mod's editing function. I don't entirely understand it because I never changed the action point code, therefore I have no idea how to go about fixing it.

Sorry, but you'll just have to make use of the backspace button.
MegaBilbo Oct 2, 2017 @ 10:23am 
This is great, but I've been getting a weird bug since installing this where my Skirmisher's turn won't end, even if they use all of their moves, and Whiplash will be highlighted. If I use Whiplash, or hit "end turn" it ends the turn. But won't do it automatically. In every case, the the Skirmisher is the one holding up the turn. Has anyone else seen this?
1UP Sep 27, 2017 @ 10:00am 
thanks!!