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https://steamcommunity.com/sharedfiles/filedetails/?id=3252714718&searchtext=Frost+Legion
use it
To be absolutely sure, I also tested it to make sure this wasn't some inherent wonkiness of resistance. Attacking a 'Fire Eater' MTF, an Elite Firestarter, an Inferno Viper and a Frost Andromedon in the same attack, the first three fully resist the attack as a fire attack, but the Frost Andromedon takes reduced shield damage as if it weren't one.
More extensive testing, and this is an issue that seems to be unique to this mod and this mod only. I'm not sure where the problem lies, but for *only frost units,* it is extremely inconsistent when they are weak to something or not.
Soulfire? Resistant. Void Lance? Weak. Fire spit? Resistant. Flamethrower? Weak.
Fire damage, on the other hand, doesn't seem to be getting a weakness at all. I spawned a fire eater from the SCP raider mod and hurled an incendiary grenade and there was absolutely no damage increase on the aforementioned andromedon.
On the other hand... 9-11 projected damage on a soulfire (which would be correct given their psi weakness) got halved to 4 against a Frost Codex, and all of that damage was shielded. They have a weakness to it, but their shield DR reduces it to less than it would've started at, and once their shield is down almost anything will kill them anyway, so it doesn't matter.
I respect the attempt to make an enemy that requires a different approach and make fire weapons better, but just making an enemy type that's an abject chore to kill if you don't pack flamethrowers and resists everything that would otherwise counter shield-heavy units makes an enemy type that amounts to a gimmick that will eventually get very tired.
Holy Warrior Death isn't Psi damage. it's whatever the default type is, because it's never set.
In general, they're intentionally designed to not be vulnerable to shredder/bluescreen cheese. Instead, they make fire weapons retain usefulness into the endgame.
Psionics also just aren't very good at dealing with multiple units, which the frost legion tends to have.
Basically: Plays very, very poorly with other mods, more so than any other mod I've played, even the really bad ones. The Frost Legion demands your full attention both in the tactical and strategic layers and will massively slow down any mission they're apart of, which is both annoying and also something other mods aren't prepared to account easily for.
As mentioned, it blocks psionics -- which it absolutely should not do, not only because that's inconsistent with every other physical shield in the game, but also because many effects assume that psionics ignore a shield. It causes actual bugs like a frost unit not dying if the thing giving it holy warrior dies (the psionic damage gets halved and eaten by the shield)
And they can do it again and again,so if you can't just kill them fast enough,or if like in my case,for some reason theres 5 sectoids,you end up with 27 frost zombies,its just stupid
FrostDroidShield_M2_AutoPistol it's not buildable, any config i must change?
Focus down one unit at a time, get the shields gone, move on to doing specialised damage to the next one.
LWotC makes XCom2 attacks be so weak that ModJam had to remove the shields to account for it. which honestly sucked imo, as the shields is one of the unique things about these units that makes them special.
Once you learn how to combat these guys they're all really fun to see.
You can negate that DR with fire or psi based attacks
is pretty much harmless and rarely i have to use KillallAIs command to finish mission due to a frost technician drone counting as alive, but it started to happen all of sudden don't know what is causing it.
i tried spawning the same units to see if were broken but nope, units are working properly must be something tied to pod spawn.
This mod has been out for - 3 years - :)
But I ain't droppin the pipe.
Right after he puts the pipe down, of course. :)
Like,if getting hit more and more stack to bitter then frozen,I don't see a point to some of them start with *bitter chilled* on their abilities,like the zombies instant better chill,why? Thats quite strong,its not like they are solo units,they always are in groups,making them bitter chill/froze on one move is really strong.and thats force level like 7-8
But again,great deep mod with lots of unique enemies,just feel overtuned on some parts,but its nice that its easy to change in the inis.Very customizable,good on that one bro
They freeze,on anything,its dumb at some point,mark me? Freeze,I get shot? Freeze,throw a grenade? Freeze.
Like damn bro I get they are the chill dudes but maybe toning that down a bit wouldn't hurt.every attack is basically either "you are slowed down to hell OR straight up can't do anything for 2 rounds"
Like really,chilled,bitter and frozen in the same turn with sure hit stuff like mark/grenade is way too dumb... SPECIALLY when chilled do 2 debuffs,mobility and dodge,its too harsh,way too harsh for stuff that can sure hit even if you hide.
They get reduced damage unless you have fire or psi,which fire ain't easy to come by beside like 2 items,also reduce in % is too good,it really should be (to me at least of course) flat
Also goddamn do they appear a lot,I see them more than I see the base advent/ABA/requiem enemy.
Beside that they look really cool at least.
HealthReductionMult=0.5f
HealthToShieldMult=0.5f
BETA_HealthToShieldMult=0.5f
I see the above configs in your ini but am unsure how to edit to get less shields.
is there one with the new stuff?