XCOM 2
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Salarian Engineers
   
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145.443 MB
24 Feb, 2018 @ 2:18pm
9 Jan, 2020 @ 2:06pm
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Salarian Engineers

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
97 items
Description
Wanted drones back? Wanted drones back to an enemy that specializes in reacting very hard to enemy fire directed at it? No? Too bad, this mod does it anyway.

Details
Salarian Technicians start appearing around Force Level 4. They upgrade to Salarian Engineers at Force Level 11, and Salarian Specialists start appearing around Force Level 17.

They summon drones upon being revealed (and will still move to cover), which also scale in tier with them. They start as Combat Drones, upgraded to Hardened Drones, and max out at Hunter Drones.

Their capabilities per tier are:

Starting - Salarian Technicians have Ready for Anything. Combat Drones are like Pavonis' drones: they can stun at melee range, disorient and do a bit of damage from range, and repair robotic units.

Advanced - Salarian Engineers have return fire with their shotgun. Failing to take them out in one go at close range has a high chance of being punished.

Hardened Drones now come with the Drone Shield ability: this lets them give 3 points of temporary shield HP to any unit.

Elite - Salarian Specialists have Close Combat Specialist. Be very wary of engaging in close range against them.

Hunter Drones come with holotargeting on their long range attack, giving any alien units just a bit more assistance in hitting your squad members through cover.

The reward for successfully autopsying drones is being able to deploy drones yourselves in the field, on XCOM's side. They scale in power with the tech level of armours your soldiers can equip.

Salarian engineers themselves do not provide any reward.
Popular Discussions View All (2)
0
15 Oct, 2021 @ 6:38pm
繁中
stappy82
0
27 Feb, 2018 @ 5:38am
BUG? Invisible Heads Salarin Engineers
Nephalem
63 Comments
Lobuno 6 Mar, 2022 @ 3:19pm 
The "Drone Wrecks" of this mod conflicts with those of A Better Advent (WOTC) because both have the same friendly name.
silverleaf1 2 May, 2021 @ 6:15am 
@RealityMachina These aliens are good early enemies and I found the drones obtainable from encountering them very useful. It seems to me that the ones that appear late campaign are too weak in terms of hit points.
Lobuno 8 May, 2020 @ 3:44pm 
@ MoronicCinamun as per mod description there's no autopsy of the salarian aliens.
Lobuno 5 May, 2020 @ 5:15pm 
@jeb Fixed now...
jeb 9 Jan, 2020 @ 11:57am 
I noticed some Redscreen errors in the XComGameData.ini for this mod. It's because of a typo when you set the loadouts. Items[1]=(Item"RM_DroneDeployable")) should be Items[1]=(Item="RM_DroneDeployable")). Thank you for all your work!
Venrez 8 Jan, 2020 @ 2:46am 
Thought I'd just mention a bug(?) here. If you equip multiple Drone 'grenades' on a single Soldier, 1 per inventory slot, when in-mission that Soldier can still only deploy 1 Drone. Even if they have 3 Drone 'grenades', for example.
Selevan 2 Feb, 2019 @ 7:34am 
Works with vanilla?
Quanterious JonDingle Jr. 5 Dec, 2018 @ 12:25am 
Vanilla version please?
Kakroom 14 Oct, 2018 @ 5:31am 
I generally like this mod, but even though I've put their Spawn Weight to 1 and their number of allowed units in a pod to 1, there's still 10 of them for every 1 other enemy on my map. I'm not sure why there's so many.

For context I use a Big Enemy Pods mod, so I'm not sure if that might be the thing messing with them.
Powercore2000 13 Sep, 2018 @ 9:35pm 
@lordabiz I think the only solution is to not use PRGO with this mod, otherwise you'd have to delve into the code of RPGO in order to prevent that skill from being applicable to drones specifically, and that seems like a major investment