XCOM 2
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Subtle Sword Tweaks
   
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13 Feb, 2016 @ 5:02pm
13 Feb, 2016 @ 5:04pm
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Subtle Sword Tweaks

Description
Shen's Last Gift DLC Update

Well guys, it seems like with Shen's Last Gift and the ranger buffs, Firaxis decided on the sword buff rangers deserved. I personally like where Firaxis has taken this change, so rather than updating the numbers on this mod, I'm declaring this mod "no longer necessary."

That said, if after more playtesting I still feel like swords are a bit weak, this mod will get an update.

For the time being, this mod will stay unchanged from the modifications listed below.

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The goal of this mod is to make swords a bit better at what they already do, while respecting the spirit of XCOM, where every move is a carefully considered tactical gamble.

This mod intentionally doesn't guarantee 100% accuracy, because guaranteed hits are rare and valuable, and the skills and items that do it always have a cooldown, or limited uses. So the sword shouldn't be an unlimited use, zero cooldown guaranteed hit. But it should be reliable in a pinch.

In general damage was kept to where you still need the Blademaster perk to one-shot weaker enemies.

Details:

Sword accuracy raised by 5% (conventional), 10% (stun), and 10% (fusion). This means a squaddie ranger should expect around 92% accuracy. Second and third tier swords get a bigger bump to account for innate defense in later game enemies. The accuracy boost also makes bladestorm a little more consistent.

Stun sword chance to stun is raised from 25% to 40%, giving you a better mid-game crowd control tool. At 40% you can build a better strategy around using the stun offensively.

Fusion sword damage bumped to 6-7 (from 5-7) and pierces 1 armor. This makes the sword slightly more reliable as a trash mob killer in the late game.
30 Comments
The Gaming Archaeologist 9 Jul, 2016 @ 2:22am 
oh I see...hmm...but what about the weapon damage? that's the main thing I was interested in as late-game I tried to pick my targets more carefully (this was before the first DLC rolled out) but I managed to get a nice good few attacks in before the end of my turn. If you soften up enough targets with grenades, that ability that lets you chain-kill with the sword is insane!
guby  [author] 8 Jul, 2016 @ 10:16pm 
In the latest patch, Blademaster grants +10 Aim to melee and Hunter's Instinct grants +15 to melee crit. That's approximately similar to this mod's changes once you play out the numbers.
The Gaming Archaeologist 8 Jul, 2016 @ 4:30pm 
I can't seee any news on the buffs you mention here in the new DLC...
KingdomCody 5 Jul, 2016 @ 10:46am 
I don't have Shen's Last gift, so I'ma keep using this for now, it's really nice and welcomed into my mod list with open arms
MPO 3 Jul, 2016 @ 8:44pm 
Thanks for the update!
Sines 9 Jun, 2016 @ 7:56pm 
Alas! But I can't blame you. You seem to share my concern for delicate balancing, which is why I liked this mod so much in the first place. I can understand why you'd want to see if the game adds robo-rangers or something first :D
guby  [author] 9 Jun, 2016 @ 7:43pm 
Sines: I will probably be updating this mod once we see what Shen's Last Gift adds. The balancing took a full campaign of playtesting, so for the time being I am focusing on a few other mod projects.
Sines 9 Jun, 2016 @ 4:51am 
Will you be updating this mod with regards to the Hunter Axes? I very much like these small tweaks, but while they're competing with what the axes have to offer, it's going to cause issues.
Daan 17 Apr, 2016 @ 11:29pm 
How do you miss someone with a sword? I just can't get my head around that. Want to try and dodge my blade? Think not. Thanks.
guby  [author] 7 Apr, 2016 @ 6:49pm 
MrBoltstrike: this mod will not affect any weapons added by other mods, only the vanilla swords. But if you like the numbers from this mod, you can always adjust those in mod weapons for yourself!