XCOM 2
133 ratings
[WOTC] Spark Arsenal Plugin: Shell Charges
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
365.708 KB
Jan 29, 2022 @ 9:26pm
Mar 28, 2023 @ 4:05am
2 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] Spark Arsenal Plugin: Shell Charges

Description
What is this?
A simple mod to nerf an item in Spark Arsenal

All special shots still require the Heavy Cannon to have 1 ammo and consume 1 ammo
All special shots still use <Heavy Cannon Default Action Points> to fire ... 2AP

This mod adds a 1 turn cooldown and adds charges to the Heavy Cannon Shell Abilities.
The cooldown is so you can only fire the special shot once in the same turn.

Carrying the Solo Shell Ammo type item gives 3 charges.
Carrying the multi-shell Weapon Rack item gives 1 charge of each special shot.

Also allows Heavy Ordnance to affect the SPARK Grenade slots.
You can turn this off in the configs if you wish or if it causes issues.

Config Options
All cooldown and charge numbers are config editable in the XComGame.ini.

Known Issues
Without this mod the shells are busted OP in my opinion. Once you have the rack there was no point in using anything else, ever!
Unlimited grenades, shredder gun and explosive ammo ? For the low-cost of a single item ? Like WUT ?

The mod makes zero localisation edits, so it's on you to recall the charges/cooldown, although it should display on the Ability HUD

Credits and Thanks
Obviously to Iridar, SPARK Arsenal is an amazing mod giving HUGE versatility to SPARKS
Many Thanks to ChristopherOdd for showcasing how bustedly OP these shells are
With thanks to Kexx, MrCloista, GameBreaker and CrazyEyed for the discussion on how to best 'balance' the items

As always, my appreciation to the fine folks of the XCOM2 and MEME Modders discords

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
6 Comments
01101 Feb 1, 2022 @ 10:16pm 
This SPARK, even fully upgraded, is about half as useful as any other configuration. Yeah, it hits hard in limited cases, but that amounts to about maybe once per mission. I prefer any other SPARK over this one.
Dan Helsing Jan 31, 2022 @ 4:19pm 
Odd's showcasing make them look more busted because of the poolmother reload ability. Having to reload after each use and only shooting every other turn tames these down a LOT. Although, limited number of uses was probably a good idea.
Simmin Jan 30, 2022 @ 8:13pm 
i feel like the solo shells should just give 1 charge, then the pack give 1 of each, since you get the shells for free, and the pack is pretty expensive
RustyDios  [author] Jan 30, 2022 @ 5:37pm 
Yeah I kind of agree, and the exact charges/cooldown I couldn't really decide on.
The numbers are exposed to the config file so feel free to set up the Shell costs however you would like.
Anomen Jan 30, 2022 @ 4:03pm 
The HEAT and SRHAPNEL shells were ok and I'm not sure if they needed nerfing, since only being able to fire once every other turn was already quite big of a downside. It's the HE shells that were unbelievably busted. They had it all:
- The range of a sniper rifle.
- The aim of a grenade launcher.
- The destructive power of a rocket.
There's not a single place in the map that was safe from these pod clearing bad boys. It was absurd.

If the individual ones give three charges I don't know if I would ever pick the rack over the three HE Shell uses (and lets be honest three uses is all you probably need to full clear most maps). Maybe on later parts of the campaign to free up space for a Kiruka autogun with special ammo?
Stukov81-T.TV Jan 29, 2022 @ 11:42pm 
Thank you Rusty! Much needed awesome Mod. Great work as always