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Ilmoita käännösongelmasta
It's not too hard, and you can even look through this mod's files to see how it is done, but you would still need to go in and change things yourself. Also, any updates from the mod creators would risk reverting those changes.
So sorry if I came off as ranting, I appreciate anyone who mods. I took "Squaddie level Progression will remain the same as Vanilla WotC" as meaning that the mod takes a vanilla Squaddie and then applies its own rules in 6 subsequent level-ups to Colonel. I checked the (Rand)StatAmount in aStatProgression but apparently didn't bother to count what level they are applied, which is my bad.
All of that said, this mod in particular is to bring back the EW stat rolls. There are other Hidden Potential mods specifically balanced for XCom 2 alone. This is because I personally preferred the older ranges.
It is also why I specifically recommend the “SWR: Alien Range Bonus” mod, as it gives alien units back the Range Bonus they had in XCom:EW, and which normal XCom soldiers have. With their average engagement distances, this leads to about an equivalent buff to the alien’s aim in return (+10).
Lastly, I am probably not going to do any major overhauls involving custom configs or anything like that. These are simple mods specifically to keep them lightweight and with a low-conflict chance. Plus, I honestly don’t think I’d have time anymore.
I re-checked the numbers, and the Colonel Offense and HP breakdown is as follows:
RangerOff= +15/80 vs +21/86, Diff:6
RangerHp=+6 vs +3.5, Diff: -2.5
SharpshooterOff=+26/91 vs +42/107, Diff:16
SharpShooterHp=+4 vs +3.5, Diff: -.5
GrenadierOff=+10/75 vs +7/72, Diff: -3
GrenadierHp=+6 vs +7, Diff:1
SpecialistOff=+15/80 vs +28/93, Diff:13
SpecialistHp=+6 vs +3.5, Diff: -2.5
PsiOff=+10/75 vs +14/79, Diff: 4
PsiHP=+4 vs +3.5, Diff: -.5
SkrimOff=+12/80 vs +12/80, Diff:0
SkirmHp=+5 vs +6, Diff: 1
ReaperOff=+16/91 vs +15/90, Diff: -1
ReaperHp=+3 vs +3.5, Diff:.5
TemplarOff=+12/80 vs +12/80, Diff:0
TemplarHp=+5 vs +6, Diff: 1
AvgOffDiffNoFaction: 7.2
AvgHpDiffNoFaction: -1
AvgOffDiff: 4.4
AvgHpDiff: -.3
All in all, this actually meets what I was expecting, with about +10 average aim.
So even with the suggested ranges above, the averages generally favor the player, making a series of bad rolls not feel too terrible. But the way it is now, it's a cheat mod. I loved Hidden Potential in EW, but it's just too much with these numbers.
Could you create a proper config to allow quick adjustments without having to go through the whole XComClassData?
Sharpshooter and Psi end up with 8 HP vanilla, everyone else with 10. All Squaddies have 5. Randomized progression starts at leveling up to Corporal. That's an average of 0.833 for everyone but Sharpshooter/Psi, which have 0.5. So your 0-1 progression is correct for only those two, while all others should get 0-2, closer to the 0.833 in vanilla.
Sharpshooter Aim is another issue: Vanilla they get 16 points from 6 level-ups to Corporal. 2.67 average. Modded they get ~6, which puts them a whole 20 points on average ahead of vanilla. A better range would be 2-4 at a fair ~3.
Support/Specialist should get ~2 per level (68 Squaddie, 80 Corporal) but gets ~4. Same for Ranger/Assault, who gets ~3. Proper range would be 1-3.