XCOM 2
Augmentations
sakici.game Oct 5, 2022 @ 12:25pm
Just Few Ideas Can be Done
Practically simplified augment tree and also added some new.

1. Head augment tree added:

* Added a T2 head "Psions" augment tree that does not have any effect other than the T1 stuffs. But actually gives a psi offense (+30, practically dismissing all other psi offense stat penalties from other augments). T3 added Psi Offense 50. A must have augment for your psionics, provided you always struck first and don't mind the will loss because that means less psionic defense at same time.

2. Body augment tree added
The T1 still same; +1 HP and vest slot from T0, added with +1 armor

* Added a T2 augment tree which only gives you same T1 stats. But it grants a smaller "Adrenaline/Overdrive" ability feature which can only be activated once and costs some HP to use (aim, dodge, crit chance, hacking), lasts for 1 turn (until enemy turn ends), with 3 turns cooldown. Be careful not to put yourself gravely wounded and broke the augment. T3 adds extra effect (1 extra AP for non-movement only) but costs even more HP. Effect stacks with the original serum.

* Added a T2 augment tree for offensive; Grants you a "blazing pinions" style attack at small area. => T3 enlarges the area.
>> For this one, I tested by adding "blazing pinions stage 2" ability thru items. As long you do not assign any "damage/spread/tag" stats and with ability slot reassignment, it will take the damage and crit stats from your primary main weapon instead and any ammo or other damage modification with it. Exception is only aim since this shot can not miss. The animation used is your primary weapon's projectile dropped just in "vertical" manner. But since it is original blazing pinion which moves the archon "to the sky" actually, this makes your character just teleported somewhere. So need to solve that first.

3. Arm Upgrades sorted:
Overwrites T0 from zero mark mod, now only gives ablative health. T1 added a "Hunter's Instinct"-like passive bonus (aim for ranged, crit chance for melee). T2 and T3 slightly enhances the passive effect.

* T2 with Augmented Strike => T3 Added the cyberclaw (old T2 cybernetic claws defaults to this)

* T2 Cybernetic Grapple (old T2 cybernetic grapple defaults to this), => T3 gives a bigger "hunter instinct" stat bonus (bonus aim for ranged against flanked/exposed target, even more bonus crit chance for melee).

* T3 Cybernetic heavy arms is same as old except missing the cyberpunch, no T2 part.

>> It is practically could be a nerf for grapple and launcher tree due to lost of old "cyberpunch". But the stats buff may offset these.

4. Legs upgrades sorted:
T1 now provides the same +2 mobility like T0 immediately, so no "Augmented speed". But buffed with +10 dodge. Instead T2 now splits into two trees:

* T2 mobility gets the augmented speed, another +2 mobility => T3 grants the superjump, +15 dodge

* T2 stealth now grants Ranger's "Shadow", also slightly reduced detection radius => T3 grants the "Reaper with no radius at all" (Superconcealment), +15 dodge

* The RPGO exclusive tree is left as usual => T3 only grants the +15 dodge. (or maybe even further penalty reduction or just mobility stats?)
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It makes people have to choice more specialization on what they wanted.
Last edited by sakici.game; Oct 6, 2022 @ 11:10pm