XCOM 2
Long War Perk Pack
Fleche is OP
Fleche does so much damage that it effectively makes Slash redundant. I've made it halfway through my current campaign and have had no reason to upgrade my base melee weapons cause they still cut through enemies like butter.

Is it possible to manually add a cooldown timer to abilities in the Perk Pack? I get the impression that Fleche is supposed to have a cooldown but it wasn't added for some reason.
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Showing 1-4 of 4 comments
Effusion Aug 23, 2016 @ 12:19am 
You can't add a cooldown easily, but you can modify the bonus damage if you go into xcomlw_perkpack.ini and look for

[LW_PerkPack.X2Effect_FlecheBonusDamage]
BonusDmgPerTile=0.334f ; extra to handle round-off errors

replace 0.334 to increase/decrease the bonus damage per distance moved.

Imo the issue isn't the lack of a cooldown but rather that it gives the same bonus to a squaddie with a basic sword as a brigadier with a fully upgraded weapon.
Last edited by Effusion; Aug 23, 2016 @ 12:30am
BabyLuigisDead Aug 23, 2016 @ 1:12pm 
Cheers, I'll give it a look. That is a good point, but the other issue with Fleche is that Reaper doesn't seem to affect its damage and accuracy at all. I had a mission the other day where my Shinobi managed to plow through 16 out of 20 of the enemies on the map in a single move, including advanced ADVENT troops and MECs, because even by the end they were able to do 20 damage with a guaranteed hit.
texasgoldrush Aug 30, 2016 @ 10:11pm 
But should still not be used against Mutons, Sectopods, Gatekeepers, Avatars, and Hive Queens.
Maala Aug 30, 2016 @ 11:49pm 
Yes, it is OP until you activate a pod carelessly and the Shinobi dies because of it. :-) High risk high payoff perk.

What difficulty were you playing on? Hope it is Legendary, I can't wait until I get my hands on a high lvl Shinobi. :-)
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