XCOM 2
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Amalgamation: Pistoleer Primary Specialization
   
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2023 年 2 月 9 日 上午 3:52
2024 年 4 月 7 日 上午 6:15
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Amalgamation: Pistoleer Primary Specialization

描述
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:
热门讨论 查看全部(1)
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2023 年 2 月 9 日 上午 10:03
置顶: Spec abilities
XpanD
48 条留言
XpanD  [作者] 10 月 12 日 上午 2:54 
Most of the required mods are fine, but I'm not entirely sure what True Primary Secondaries (required by Dual Wielded Pistols) does on an existing campaign. If you're starting a new one things should just work.
Teserax 10 月 11 日 下午 5:55 
Anyone happen to know if this works seamlessly with Christopher Odd's s9 modlist?
Homebrew 2024 年 8 月 31 日 下午 1:43 
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  [作者] 2024 年 8 月 31 日 下午 1:15 
...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.
Homebrew 2024 年 8 月 31 日 下午 12:46 
Might just fully reinstall everything
XpanD  [作者] 2024 年 8 月 31 日 上午 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.
Homebrew 2024 年 8 月 31 日 上午 10:39 
Jup was active when I restarted recently. But might a weird reaction with the auto pistol rework I'm running
XpanD  [作者] 2024 年 8 月 31 日 上午 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.
Homebrew 2024 年 8 月 31 日 上午 10:13 
I'm using TPS with the mod fixes
XpanD  [作者] 2024 年 8 月 31 日 上午 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.