XCOM 2
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Arctic Rounds
   
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89.930 MB
23 Feb, 2016 @ 6:31pm
23 Feb, 2016 @ 6:41pm
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Arctic Rounds

Description
The Arctic Rounds will give you, at least, some option against the dodge mechanic.

**IMPORTANT** In this initial release, the mod has NO EFFECT - it's only visible through mouse over in "target head", flyover and flavor text in the right side on activation/tick/removal;

[Description]

This mod will add a new ammo type into Experimental Ammo research, in the Proving Grounds.
It's porpouse is to give the player *some* tool to reduce the effectiveness of the dodge mechanic that cause some infuriating moments;

In the default state this ammo has the following effects:
-20 dodge.
-4 mobility
last 3 turns and refresh on reapplication.

Keep in mind that, for now, i haven't create difficulty specific settings and it might be overpowered in lower difficulties.

Several enemies have 25 dodge,like : Stun Lancers, Archons and others. The only enemy above 25 dodge are the Vipers on Commander/Legend difficulties.
And thus, this ammo will *completely negate* the dodge of everybody else, which i'm not exactly confortable. But you are trading an inventory slot *and* an action point, so i think it's good enough.


[Release Notes]

2016/02/23 = Initial release. No 3d effect in gameplay.


[Compatibility Info]

All files are custom made for this mod, and *should* be compatible with all and any mod out there.
Please report any bugs



[Known Issues]

- Currently it has no effect on activation/tick and might cause some confusion.
This is due to my lack of skill in 3d modelling/effect/whatever and it's currently my top priority to change
Albeit it will take some time until I learn how to do it, keep in mind it's the very first thing i do related in any kind or form to game development;
Popular Discussions View All (1)
0
9 Aug, 2016 @ 12:29am
Translations
Kanario97
11 Comments
Z3R0 27 Nov, 2017 @ 2:49pm 
Is it just me or does this mod not actually work? i read the description but im not sure what to do.
Juravis 28 Jun, 2016 @ 6:41pm 
This mod needs to use the DLC2 content it would be great. Fire, ice cube, next.
danteaxel127 12 Mar, 2016 @ 11:57am 
I love this modd before the new patch live. I still love it but is it possibel to fix with this new patch? Please?
Kanan 9 Mar, 2016 @ 11:43am 
Dunno if you have seen this, but this reddit thread shows how to get rid of unecessary files in XCOM 2 mods that only make it harder to load:

https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/

If you have already, then just ignore my post :)
Bladesuun 2 Mar, 2016 @ 7:56am 
Are you getting any closer to making this mod work? Because it sounds absolutely perfect.
Ben_Blake 24 Feb, 2016 @ 6:45am 
I use ~1/3 of my snipers as gunslingers (legend with a few hardcor mods and 6 to 8 mod and a few others) with an SMG (RifleForAllClasses Mod) to get better flanks and so, The idea of an "effect supplier" sounds great as well. And btw: Okay-ish is a wonderful word :D:D:D
Kakyo  [author] 24 Feb, 2016 @ 3:52am 
@Ben_Blake, it's also on my todo list, however a ammo without effect is okay-ish.. a Grenade not so much.. :P

@ferret, I play the Gunslinger as an "effect applier" (usually he carries incendiary rounds + gas grenade xD) ... and this was *exactly* why i tough about this ammo =)
ferret 24 Feb, 2016 @ 1:07am 
I hope you get this working as it sounds like a great idea, especially to load up snipers with these.
Ben_Blake 24 Feb, 2016 @ 12:38am 
Very nice idea! May an frost grenade as well? If you thing it's overpowered, may give it a -1 on damage?
Ingrimmsch 23 Feb, 2016 @ 10:47pm 
Really good - hope you'll finish this mod soon! :)