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[WotC] GnaRs WotC Tactics
   
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15 Dec, 2017 @ 12:54am
23 Jan, 2018 @ 4:14pm
19 Change Notes ( view )
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[WotC] GnaRs WotC Tactics

In 1 collection by GnaReffotsirk
WOTC MOD Collection Working
147 items
Description
Recommended Settings and Mods for Extreme Gameplay:
ABA WotC Mod
Point-based NCE mod
Pathfinders Mod
Richard's 3 Perk tree Class mod
Squad size Mod
Time Turner enabled
Beta Strike enabled
Legend Difficulty
Increase starting squad size to 6



WotC Tactics offers a tactical gameplay theme similar to that of Tactical Submod for Long war 2, by increasing AIM angle bonus.

Changes:
Angle Bonus = 10-90
Distance Covered = 16

Overwatch penalty reduced to 20%
Dashing penalty to 40%

Bleedout Chance increased.

Low Cover = 35
High Cover = 50

Added Flanking Aim Bonus to characters
Added Small Weapon Range Bonus at close range
Changed Alien Weapon Range Bonuses to be deadly at close range, and less so at 10 tiles and up.

Decreased Beta Strike bonus from 2.0 to 1.5
Increased time to heal wounded soldiers
Increased number of aliens engaged before downthrottling
Increased Ability points costs

Known Conflicts:
None so far
10 Comments
GnaReffotsirk  [author] 8 Apr, 2018 @ 7:09pm 
Yeah. I'll see if I can't create a separate second wave option for it. I can't beat the game on 1.5x HP, let alone 2x. XD I'll see what I can do. Thank you! I'm glad you're liking the mod.
status_none 19 Feb, 2018 @ 8:09am 
How hard would it be to create you own second wave option and put the 1.5 hp to all increase inside? Avoiding the additional HP that gets added back to your soldiers via Beta-Strike. Might elimanate the need to artifically increase wound times. Playing with the Augmentations Mod and nobody seems to get gravely wounded because of the way Beta-Strike works. Not a huge deal just kind of a bummer.

Also.. really like the mod and recommended setup, nice work. (although i opt'd out of time turner and added ABC Plus -- to kind of counter balance the grenade+flanking bonus wombo combo)
GnaReffotsirk  [author] 22 Jan, 2018 @ 12:34pm 
I have toned it down a bit so it's not as punishing. Please give feedback if it's too easy. Thank you.
花兔 22 Jan, 2018 @ 10:40am 
Looks good
I want to try
GnaReffotsirk  [author] 18 Jan, 2018 @ 4:56am 
Regarding the hunker down, I can't do that atm. It involves changing the skill, and I don't have the resources to do that right now.

I'll send it up the chain though for consideration.
GnaReffotsirk  [author] 18 Jan, 2018 @ 4:54am 
You are right. Having the shooter visually just beside the target, and only a thin wall, or low cover metal railing separating the two. The gun is right up the targets face and misses.

Will adjust accordingly. Thank you.
Hunter 16 Jan, 2018 @ 9:45am 
Also... why not increase the Hit chance when at 1 tile distance to +50 to both allies and enemies?
Seems to me that it would be impossible to miss such a close range shot, and the enemy cover a such distance would still be a pain, so... this way, it would only count the target's actual aim, which would make sense considering you are just turning around the corner to fire at them.
And would encourage the player to keep the distance, while still trying to approach as much as he can.... ^^
Hunter 16 Jan, 2018 @ 9:41am 
Question.
Can you make Hunker Down a single action? with an Aim penalty just like the other mods?
Kind like that tactical approach... although i would suggest a -30 penalty instead of -50... considering the range tables. ^^
GnaReffotsirk  [author] 16 Dec, 2017 @ 3:25am 
8feet, nope. That would be cool though.
8feet 16 Dec, 2017 @ 2:15am 
Does low cover increases aim, and Full cover decreases aim?