XCOM 2
Playable XCOM 2 Aliens For LWOTC
Kiruka  [developer] Nov 21, 2020 @ 11:37am
Class/Species Overview: Sidewinder
- The Sidewinder is a Viper-sub species with three specializations. Carnivore is an aggressive tree emphasizing flanks and close combat. The Medusa path refines many of the Sidewinder's innate control options and also grants new ones. Finally, Slippery is the sort of thing that would really piss off an XCOM player if they had to face it in battle, having a huge emphasis on avoiding enemy fire; an excellent choice for a scout.

- At Squaddie rank, the Sidewinder has Poison Spit, Bind And Crush, Parkour, Shadowstep, and Molt. They are also immune to poison. Their guns don't do much damage until you start upgrading your weapon techs, so consider the Carnivore tree and get right up in the enemy's face if you want them to secure kills.

- They have a lot of the same weaknesses as Vipers do, but skills like Maim and Disabling Shot give them better options against robots. Remember, though, Sidewinders don't start with Tongue Grab (although they can get it at TSGT tank); you need to move to a directly adjacent tile (no diagonals) to Bind And Crush an enemy humanoid.

- Sidewinders have the highest base Mobility out of all of the aliens and excellent Dodge, but they are very fragile. Try to keep them away from things like MEC Archers and Advent Rocketeers that deal guaranteed damage.

- Remember that retreating is an option, and Poison Spit doesn't end the turn. Even with only a single move action, Sidewinders can put quite a bit of distance between themselves and the enemy, especially poisoned ones.

- Sidewinders can equip and throw grenades.
Last edited by Kiruka; Apr 16, 2021 @ 2:55pm
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Showing 1-8 of 8 comments
robink1619 May 14, 2021 @ 3:06am 
sorry that im just spitting one problem after the next instead of giving all of them at once im just reporting them as i find them and i can imagine that is giving you a lot more work than finding all of them at once and giving them to you. on that note slamfire gets interrupted by the skill that gives you a bonus move only action if you flank the enemy, so instead of getting a refund of actions for a flanking crit you get a bonus move and nothing else.
also the sectoids necromancer perk (the one that buffs zombies) only works with the zombies summoned by reanimate not mass reanimate.
Kiruka  [developer] May 14, 2021 @ 6:10am 
Originally posted by robink1619:
sorry that im just spitting one problem after the next instead of giving all of them at once im just reporting them as i find them and i can imagine that is giving you a lot more work than finding all of them at once and giving them to you. on that note slamfire gets interrupted by the skill that gives you a bonus move only action if you flank the enemy, so instead of getting a refund of actions for a flanking crit you get a bonus move and nothing else.
also the sectoids necromancer perk (the one that buffs zombies) only works with the zombies summoned by reanimate not mass reanimate.

That thing with Necromancer is not a bug, it's a feature. It's stated in the promotion pop up text for both Necromancer and Mass Reanimation.

Regarding Slam Fire and Hit And Slither, though, I will definitely do something about that (specifically, an ability tree change). Will get that update out today sometime hopefully.
robink1619 May 14, 2021 @ 7:39am 
tbh mass reanimating buffed zombies did seem really op, them having a stun and all. i should probably work on my reading comprehension skills.
Poon Lagoon Jan 25, 2022 @ 10:12pm 
I recently downloaded this mod and the Sidewinder's gun seems to be missing. A pink error box just appears where the gun model would be at the lower right during gameplay. I apologize if the answer was posted somewhere, but I couldn't seem to find anything about it.
Kiruka  [developer] Jan 26, 2022 @ 6:36am 
Originally posted by Poon Lagoon:
I recently downloaded this mod and the Sidewinder's gun seems to be missing. A pink error box just appears where the gun model would be at the lower right during gameplay. I apologize if the answer was posted somewhere, but I couldn't seem to find anything about it.

Are you running Long War of the Chosen?
Poon Lagoon Jan 26, 2022 @ 6:45pm 
Originally posted by Kiruka:
Originally posted by Poon Lagoon:
I recently downloaded this mod and the Sidewinder's gun seems to be missing. A pink error box just appears where the gun model would be at the lower right during gameplay. I apologize if the answer was posted somewhere, but I couldn't seem to find anything about it.

Are you running Long War of the Chosen?

I feel stupid now. I guess I forgot to enable the mod when I launched the game. Thank your help.
Foxybro258 Jun 1, 2024 @ 12:32pm 
Uh, I want to ask. I recently downloaded this mod to play, but my Sidewinder gun seems to have a purple picture. I am playing Long War. I want to ask you if I downloaded some bloggers or something but I just can’t find the Sidewinder module. Can you help me?
That Crow Feb 20 @ 12:41am 
Originally posted by Foxybro258:
Uh, I want to ask. I recently downloaded this mod to play, but my Sidewinder gun seems to have a purple picture. I am playing Long War. I want to ask you if I downloaded some bloggers or something but I just can’t find the Sidewinder module. Can you help me?

Pretty late, but I just got back into XCOM and had this same issue. This was answered in the comments, if you didn't see this. I added this in the same +CHANGE_TEMPLATE section in the XComWeaponSkinReplacer.ini file

(copy and pasted from main page comments):

Leokosta Jun 10, 2024 @ 7:24am
Just received a reply from from Mrvecz on Discord:

Known issue, you can fix it yourself in like 10 seconds
if you are playing with my expanded playable aliens then that has the fix included, but you can just add it yourself given its simple, few config lines
+CHANGE_TEMPLATE = (TEMPLATE = "PA_SidewinderGun", INVENTORY_IMAGE = "img:///LWSidewinderSMG.LWBeamSMG_Common")
+CHANGE_TEMPLATE = (TEMPLATE = "PA_SidewinderGunLaser", INVENTORY_IMAGE = "img:///LWSidewinderSMG.LWBeamSMG_Common")
+CHANGE_TEMPLATE = (TEMPLATE = "PA_SidewinderGunMagnetic", INVENTORY_IMAGE = "img:///LWSidewinderSMG.LWBeamSMG_Common")
+CHANGE_TEMPLATE = (TEMPLATE = "PA_SidewinderGunCoil", INVENTORY_IMAGE = "img:///LWSidewinderSMG.LWBeamSMG_Common")
+CHANGE_TEMPLATE = (TEMPLATE = "PA_SidewinderGunBeam", INVENTORY_IMAGE = "img:///LWSidewinderSMG.LWBeamSMG_Common")
Add these lines to the Playable Aliens, to the config file XComWeaponSkinReplacer


Thanks, Leokosta!
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