XCOM 2
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Reaction Fire Suppression [WotC & Vanilla]
   
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5 jun 2017 om 18:23
30 sep 2017 om 13:28
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Reaction Fire Suppression [WotC & Vanilla]

In 2 verzamelingen van RealityMachina
RealityMachina's Mods (and the occasional other mod you should try)
65 items
RealityMachina's War of the Chosen Mods
97 items
Omschrijving
A rebuild of Suppressive Reaction Fire, it uses the OnPostTemplatesCreated system, and more closely resembles suppression rather than having flashbang-like effects.

Details
It only decreases Aim by -20 when a unit takes an overwatch shot against another applicable unit.

In exchange, the effect of the shot acts as Suppression in proxy on said targeted unit: it will activate any exclusions an ability has for the unit being suppressed if it wasn't already used. This will prevent grenades from being used, but not cause a sectoid's zombies to disappear if shot at, for instance.

Like the original mod, this excludes robotic units. In addition to that, it also excludes certain alien unit groups and soldiers (or aliens/ADVENT who have them!) who have certain abilities.

By default, it will exclude Gatekeepers, Chryssalids, Faceless, Avatars, and Alien Rulers from being affected.

Any unit that has Will to Survive, Lightning Reflexes, Cool Under Pressure, Resilience, or Extra Conditioning, will not be affected. (So if you need to move a unit to break an overwatch, try an Assault in LW2.)

It also supports my Genji and Krogan mods, as those units will also ignore the effects.

This can all be customized in the mod's XComReactionSuppression.ini, located at (wherever XCOM 2 is installed)\steamapps\workshop\content\268500\940805825\Config
22 opmerkingen
Haite 12 jan 2024 om 23:07 
THANK YOU! I find insane putting everyone on overwatch, then the alien casually walks by to have a clean shot. At least, this mod makes them work for it.
MikeWazowski 7 apr 2022 om 23:18 
awesome mod, i felt the original was to OP with the reaction fire penalties, This is just right, a -20 to aim so its like they are scare d/ panicing and you even excluding the strong aliens for us to have fun not being able to gimp em! Thank you.
Nemo Jr. 18 jun 2021 om 7:02 
Hello! Does the aim penalty stack if the target takes fire from multiple sources? How about multiple shots from the same source (e.g. Guardian)?

Also, does the aim penalty from regular Suppression ability stack, with itself or this mod's reaction shots? With all the patches and DLCs in the game's lifetime, it's hard to find info on how suppression exactly works right now in WotC...

(I have more stuff I want to learn, like a complete list of abilities blocked by Suppression, so if anyone has a good source for that, you'll have my gratitude.)
HeavyFermion 5 jan 2019 om 17:01 
@Vortex ♀ Pixalation

Thanks.
Jewels 21 dec 2018 om 18:42 
@HeavyFermion it'd be

+CharacterImmunities=ChosenAssassin
+CharacterImmunities=ChosenAssassinM1
+CharacterImmunities=ChosenAssassinM2
+CharacterImmunities=ChosenAssassinM3
+CharacterImmunities=ChosenAssassinM4

+CharacterImmunities=ChosenSniper
+CharacterImmunities=ChosenSniperM1
+CharacterImmunities=ChosenSniperM2
+CharacterImmunities=ChosenSniperM3
+CharacterImmunities=ChosenSniperM4

+CharacterImmunities=ChosenWarlock
+CharacterImmunities=ChosenWarlockM1
+CharacterImmunities=ChosenWarlockM2
+CharacterImmunities=ChosenWarlockM3
+CharacterImmunities=ChosenWarlockM4

Hope this helps :D
HeavyFermion 21 dec 2018 om 13:46 
Are the unit idetifiers for the Chosen as simple as they seem? ie, if I add

+CharacterImmunities=Hunter
+CharacterImmunities=Warlock
+CharacterImmunities=Assassin

in the XComReactionSuppression.ini file will that make them immune to the debuff?
d09smeehan <MHN> 5 mrt 2018 om 16:47 
Is there a version of this which works for units that are directly targeted? Toned down obviously or it would break the actual Suppression ability.

Considering "suppression" apparantly costs two shots, having 3 or 4 guys shooting at someone should probably make them keep their heads down at least a bit.
Kittah Khan 7 okt 2017 om 6:39 
@RealityMachina
If I'm not mistaken, the debuff lasts until next player turn end, is next player turn begin not preferable?

That way, if the effect triggers during the player's turn, it'll last until the next player turn, and if triggers during the alien turn, it doesn't keep showing as a debuff during the player's turn.
RealityMachina  [auteur] 12 sep 2017 om 19:19 
I'll probably just update the title to reflect it's WotC compatible.
Dallan 12 sep 2017 om 19:15 
This seems to work with WotC (unexpectedly) but I was still wondering if you had any plans to update it?