XCOM 2
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[WOTC] Remove Scatter
   
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19 Mar @ 8:45pm
1 Aug @ 7:18pm
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[WOTC] Remove Scatter

In 1 collection by Zelfana
Actually Balance
41 items
Description
Overview
Removes scatter mechanics from all mods that have them. Also includes balance and compatibility changes to support this.

Tile snapping turned on for all abilities that support that.

Balance changes
As mentioned, absolutely all scatter is removed.

All types of Gauntlet rockets get -1 radius as baseline. Fire In The Hole changed to +1 bonus radius for abilities that it normally lowers scatter of (this includes abilities from other mods).

All rockets will require arming before they can be fired so effectively you need to have two actions to fire each one but they don't have to be on the same turn. Single target rockets changed to be guaranteed to hit as they would probably not be worth using over perfect accuracy AoE rockets otherwise.


English localization updated to reflect all changes.

Configuration
<Steam>\steamapps\workshop\content\268500\3192491838\Config\XComZelfRemoveScatter.ini

Configure radius bonus abilities' bonus radius and which abilities are affected. Extra Rocket Launchers and Nemesis compatibility config in the same file.

Other changes are made with the respective mods' own configs. They are all in the config folder.

Compatibility
Safe to add or remove in strategy. Some things won't work properly if added or removed in tactical.

For better compatibility with Resident Evil 3: Remake Nemesis duplicate "NoArm" rockets are created that will have the original no arming mechanics. Rockets in loadouts are swapped for these "NoArm" rockets programmatically.

Don't use with Iridar's Scatter Mod (or Grenade Scatter which is just config for it) as that would be pointless. Scatter config is cleared if you have those anyway. Some other mods also use the Scatter Mod to add scatter to their abilities but they work fine without it.

Configure Tile Snap is not a hard requirement but having it will help reduce the frustration of looking for that perfect pixel as everything will always center on tiles instead of being full free aiming. Non-snapping free aim makes sense when scatter is enabled.

Notes
All types of rocket targeting do not snap to floor tiles even with scatter disabled so the preview can be inaccurate. They will snap to obstacles as they are blocked by them.

If you still see "0.0" as a scatter popup and it's not the Nuke, let me know. All abilities except the Nuke should be using scatter-less targeting methods now.

Any suggestions welcome as always.
8 Comments
Zelfana  [author] 8 Jun @ 7:00am 
Disposable Rocket Launchers got updated so it is basically unchanged by this mod now, 2AP cost is the default and there is no scatter even if you had the Scatter Mod.
Canthyse 11 Apr @ 1:04pm 
You can change in the config file if you dont want to arm the rockets, its easy to do it.
Yhoko 24 Mar @ 2:14pm 
Eh. Forcing arming on standard rockets. No thanks. I'd rather take the scatter. Hopefully version later that doesn't add that.
Zelfana  [author] 21 Mar @ 8:09am 
@MrMister

No, only the nuke does that. You can also arm another rocket when one is already loaded to use a different one.
MrMister 21 Mar @ 4:37am 
Do armed rockets have a countdown before they selfdetonate, like the nuke?
jat11241976 20 Mar @ 3:34pm 
Awesome, thank you for the confirmation :steamthumbsup:
Zelfana  [author] 20 Mar @ 1:38pm 
@jat11241976

Right, this does not change anything about how Precision Explosives works. Similarly, Extended Explosive Tweaks will also just work the same as before. They will both scale down damage going out from the epicenter.
jat11241976 20 Mar @ 12:50pm 
Quick question, if you don't mind Zalfana. Does this interact with the second wave option Precision Explosives? Based on the description, I would guess it would not, since scatter seems to affect landing spot of explosvies, while the PE deals with damage.