XCOM 2
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[WOTC] Alien Hunters Weapons Rebalance
   
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Nov 27, 2020 @ 3:57pm
Dec 19, 2020 @ 1:44pm
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[WOTC] Alien Hunters Weapons Rebalance

In 1 collection by Iridar
[WOTC] Stealth Collection
7 items
Description
Rebalances weapons from Alien Hunters DLC:
  • Bolt Casters' damage reduced by -2 from 6-8 / 8-10 / 10-12 to more reasonable 4-6 / 6-8 / 8-10. This nerf makes more sense if you use my Stealth Bolt Casters mod, which makes Reapers able to carry them.

  • Axes' damage reduced to the level of XCOM swords, but they now get 1 / 2 / 3 Armor Pierce and their Crit Damage is set at 3 / 3 / 4 - one point higher than swords. Meshes well with their innately higher crit chance.

  • Throw Axe is no longer a free action, it costs 1 AP and ends turn.

  • If you play with Musashi's WotC Stealth Overhaul, Throw Axe will now count as a stealth ability, meaning you will have a chance to remain concealed if the throw kills the target.

  • Shadowkeeper, Axe and Bolt Caster are now upgraded alongside regular XCOM weapons: pistols, swords and sniper rifles, respectively.

Additionally, this mod changes how you acquire the weapons if you do not enable the Alien Hunters mission when you start the campaign: you will be able to perform Experimental Weapons research, which will immediately grant you the conventional tier of all 4 weapons.

If you do enable the Alien Hunters mission, you will be able to get the weapons by scanning a Point of Interest, same as without the mod.

CONFIGURATION

This mod is entirely configurable through various configuration files in:
..\steamapps\workshop\content\268500\2300746423\Config

REQUIREMENTS

COMPANION MODS

COMPATIBILITY

Should, for the most part, work mid-campaign, but you might have issues acquiring weapons of specific tiers due to changes to upgrade schematics. If that happens to you, you may grant yourself the missing weapons with console commands:
AddItem WeaponName 1
where "WeaponName" is one of these:
AlienHunterRifle_CV AlienHunterAxe_CV AlienHunterPistol_CV AlienHunterRifle_MG AlienHunterAxe_MG AlienHunterPistol_MG AlienHunterRifle_BM AlienHunterAxe_BM AlienHunterPistol_BM Frostbomb

FUTURE PLANS

Right now the mod does absolutely nothing to Alien Hunters Armors. I may make a similar rebalance for them in the future, or simply update this mod instead.

CREDITS

Please support me on Patreon[www.patreon.com] if you require tech support, have a suggestion for a feature, or simply wish to help me create more awesome mods.
9 Comments
Feezec Apr 5, 2021 @ 11:41am 
Is there a way to give upgrade slots to the Hunter's Axe?
and/or give it the Silent Takedown ability from Musashi's Stealth Overhaul?
FreestyleChamp Jan 7, 2021 @ 10:40pm 
Just wanted to take back what I said a few days ago. I was out of line and dismissive towards the work that was put into this mod.

Sorry for calling this mod trash, guess was just having a bad day and took it out with an uncalled insult.

I still don't like the mod but I understand is just a different way of playing the game if choosing to install this mod.

keep up the good work and again I'm sorry for the rude post previously made especially since this is not mandatory and is here only as an option.

Keep up the good work and have a good day.
Blaze Jan 7, 2021 @ 3:41am 
Honestly, I have two criticisms for this: 1) the reason the Boltcaster's damage is higher is because it only has one shot before it must reload. One damage more than regular assault rifles doesn't justify the single-shot limitation. At least not in my eyes.

2) The whole point of the Axe Toss being free is as a counter to the Alien Rulers' reaction mechanic; either just getting in that extra bit of damage without provoking a response, or maybe as an extra shot to try to hit that damned Archon King before he Atomic Piledrivers your soldier. Taking away the "Free action" aspect of the ability takes away the very element that gives the axe its purpose as a counter to the Rulers.

I'm not opposed to the idea of rebalancing the weapons, but those are two elements I just don't agree with changing.
Iridar  [author] Jan 4, 2021 @ 2:23am 
@freestyle_champofthefuture
The axe remains a direct upgrade over standard XCOM swords at all stages of the game, calling them "trash" is unreasonable. In any case, you're welcome to not use the mod or remove the configuration responsible for changing the damage values.
FreestyleChamp Jan 4, 2021 @ 2:13am 
this is more a nerf in line with a nerf the fk out of them and make them worthless rather than "rebalance them"

The axe is already outshadowed by the chosen katana, and basically nerfing it into the ground literally makes the weapon trash.
Xarkorrn/Prince Ezrik Nov 29, 2020 @ 8:12pm 
I agree, I'd rather stick to the weapons being powerful in order to help me hunt the Rulers, since I suck. But if you hate your recruits, by all means!
Zigg Price Nov 28, 2020 @ 12:26pm 
No it isn't. You get the weapons without fighting any rulers.
Capral Shepard Nov 28, 2020 @ 12:00pm 
I think this weapon should be strong, because it is guarded by the most powerful Bosses, but anyway good mod
tastiger841 Nov 28, 2020 @ 1:57am 
First! Master Fox releases mod, me sub :steamhappy: