Phoenix Point

Phoenix Point

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SlamStrike - Autocannon - Light Sniper Rifle Buff
   
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2022 年 7 月 29 日 上午 11:53
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SlamStrike - Autocannon - Light Sniper Rifle Buff

描述
Tyr-1 Autocannon Changes;

Increased Shred 100% from 5 to 10,
Increased Effective Range by 25% from 20 to 25,
Reduced Action point cost by 33% from 3 to 2,
Increased damage to objects by 100%
Bullets Can Pass Through Objects

Slam Strike Shotgun Changes;

Increased damage by 33% from 120 to 160,
Increased shred 100% from 5 to 10,
Increased Shock by 50% from 140 to 210,
Increased effective range by 16% from 19 to 22,
Bullets Can Pass Through Objects

Light Sniper Rifle Changes;

Increased damage by 22.5% from 90 to 110,
Increased effective range by 17.7% from 51 to 60,
16 条留言
initium 2023 年 7 月 12 日 下午 4:58 
I've been getting back into PP and checking through the mods I've come across this. Looks interesting. I wonder if it's possible to attach a perk to a weapon, such as Rapid Clearance, so you get back 2 AP on a kill shot. This would wind in the OP nature of high damage, or lowering AP, but still give a meaningful boost.
Alternatively just have every soldier cross class with an Assault :)
As for those that would prefer the LSR to be either one buff or the other, but not both; is it possible to change this at the game start?
Thanks Dtony for the hard work put into the mod.
Artek [General] 2023 年 2 月 3 日 上午 4:27 
Yeah, uhm... When we talk mind control - we talk sirens and LSR is not it.
Lord Bubba 2023 年 2 月 3 日 上午 3:56 
"I agree with Metallia. The LSR could've gained either range or damage buff; to get both is a bit too much."

I disagree with both of you. The game routinely kicks my butt in the late stages where I'm losing troops left and right to Pandorans with powerful mind control abilities. One of the game hints is to take out the mind control units before the next turn because that's when they start using their abilities. Well, most of the time, every encounter with the damn things, your troops are not in a position to maximize firepower, and when they are, two or three turns latter, half of them are already mind controlled and shooting those that aren't! I need a weapon that takes out the Screamers with one, maybe at most two shots. And this mod is it!
Artek [General] 2022 年 11 月 26 日 上午 9:46 
Well, it does basically makes it a superior Assault Rifle... Maybe it could do with a nerf to something like damage or range and then 2 AP would be fair.
Metallia 2022 年 11 月 26 日 上午 6:43 
The Tyr-1 action point cost reduction (from 3 to 2) makes it really overpowered.
It4d4kim4su_xD 2022 年 11 月 11 日 下午 12:20 
how about letting the LSR as it is (or upgrading effective range) and just add 40 dmg like a mod on nexus mods.
The mod I'm refering just added 40 Fire dmg to the LSR and 20 Acid Dmg to the VIdar (assault, grenade launcher)
Lampros 2022 年 10 月 30 日 上午 6:08 
Also, would it be possible for you to unbundle the OP Living Weapons sub-mod from your Super Mod as a standalone? I really like this sub-mod, but I'd rather not use the main Super Mod, because it causes conflicts with a lot of other mods - as well as apparently creating game lag - because there are so many moving parts in it.
Lampros 2022 年 10 月 30 日 上午 5:35 
I agree with Metallia. The LSR could've gained either range or damage buff; to get both is a bit too much.
Metallia 2022 年 10 月 11 日 下午 5:38 
I disagree with you you did with the LSR. Too powerful. I like everything else though.
Dtony  [作者] 2022 年 8 月 21 日 下午 5:12 
@impsuley the parameter is called StopOnFirstHit and we set it to false.