XCOM 2
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Amalgamation: Pistoleer Primary Specialization
   
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9 feb 2023 om 3:52
7 apr om 6:15
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Amalgamation: Pistoleer Primary Specialization

Omschrijving
This mod adds a brand new primary Amalgamation specialization built around dual-wielding pistols, with some action movie-style abilities sprinkled in throughout.

How does it play?
With access to dual pistols from the get-go, the Pistoleer excels at bringing the pain, provided both shots hit their mark. This double-hit mechanic is at its strongest against unprotected foes, but armor or other forms of damage reduction may prove tougher to crack.

The spec's skill tree generally focuses on utility over increasing damage further, though a fully-grown Pistoleer should not be underestimated. A lot of skills interact in ways that may not be immediately obvious, often dealing additional damage or even applying twice outright.

Important info:
Dual-wielding is a bit of a weird system, and not all abilities work well with it. Some abilities may be a bit off on their damage previews, or will only use one pistol. I've tried to catch the worst combinations out with spec exclusions, but expect this to be a moving target going forward.

How balanced is it?
If you can manage to offset the lowered accuracy, the Pistoleer is quite strong indeed! Expect the spec to land a bit above baseline.

Shameless plug:
If you're looking for some fun weapons to use alongside this spec, I'd recommend checking out my Mass Effect Weapon Overhaul! It's what I did all my testing with, and the many custom pistols made for some really fun combinations.

Special thanks:
Populaire discussies Alles weergeven (1)
0
9 feb 2023 om 10:03
BELANGRIJK: Spec abilities
XpanD
46 opmerkingen
Dragonborn 31 aug om 13:43 
Well saw some people mention it. And i did make some changes to my mod list and xcom tends to be a little finnicky with that.
XpanD  [auteur] 31 aug om 13:15 
...not sure I'd recommend that, it wouldn't be the first time a specific mod or setup quirk has messed with dual-wielding. Do hope to eventually figure out what the cause here is, though.
Dragonborn 31 aug om 12:46 
Might just fully reinstall everything
XpanD  [auteur] 31 aug om 10:54 
Iridar's Autopistol Overhaul? That should be fine, I ran my last campaign with that as well. (and also just tested with it to make sure)

For what it's worth, I'm not able to reproduce the issue on my end unless I switch to PS on a save that previously used TPS. Out of ideas for stuff to test at this point, but please let me know if you happen to find anything.
Dragonborn 31 aug om 10:39 
Jup was active when I restarted recently. But might a weird reaction with the auto pistol rework I'm running
XpanD  [auteur] 31 aug om 10:29 
Was this a campaign that was started without TPS installed, by any chance?

On my end, it appears that reusing the same test save was a mistake -- apparently I need to start a new test campaign after switching PS/TPS to make the pistols work again. I'll retest all the stuff I checked before.
Dragonborn 31 aug om 10:13 
I'm using TPS with the mod fixes
XpanD  [auteur] 31 aug om 10:13 
Which Primary Secondaries variant are you running? Just put together a test setup, and I am also able to reproduce it with the old Primary Secondaries... but TPS seems to make it work fine.

Pretty confused right now as I always run old Primary Secondaries, and am fairly certain I had a working Pistoleer in my last campaign a few weeks back. Will do more digging later.
XpanD  [auteur] 30 aug om 1:10 
...okay, that's a new one. I'll test that later when I get the chance, it should be able to fire as-is.
Dragonborn 29 aug om 22:49 
So I got this spec rolled with a non pistol secondary and knight as the third spec. Have her equipped with a shield and pistol but I noticed I can't shoot (just overwatch) the pistol since it's missing the ability. Not sure if this is intended? I'm guessing it's supposed to come from the second spec