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...but why. Mastercraft armor is the /second/ armor upgrade. Even without stacking that's a +2. it would be +3 WITH stacking. Why a +1 only TOTAL after /2/ upgrades?
All I am saying is that Zephyr has her uses and she's perfectly viable after using her in an entire Impossible game.
Tranq rounds + ventillate
There's also the other aoe ability.
But also, you only need 5 people captured to get the bonus. Any more than that doesn't do anything.
I don't see Godmother doing this from across the map and getting multiple captures as well. She will also apply debuffs as well on each attack, one of them being Stunned.
Godmother will kill, which in the early game you want to get captures for extra intel. Zephyr can do that easily with her 2nd skill perk to make her attacks always knockout on kill and will sprint across the entire map in order to do so.
[MeleeBuffs.X2DownloadableContentInfo_MeleeBuffs]
ZephyrBuffTierOne=0; enhanced
ZephyrBuffTierTwo=1; mastercrafted
AxiomBuffTierOne=0;
AxiomBuffTierTwo=0;
This will give +2 late game damage to Zephyr, same has if th eglove would had to +1 upgrade like all other weapons, still lacking the epics ability from a would be epic gloves, but the Fearless Advance buff from this mod and Lockdown Inconsistency Fix buff from the other mod compensate.
ZephyrBuffTierOne=1; enhanced
ZephyrBuffTierTwo=1; mastercrafted
AxiomBuffTierOne=1;
AxiomBuffTierTwo=2;
to
[MeleeBuffs.X2DownloadableContentInfo_MeleeBuffs]
ZephyrBuffTierOne=0; enhanced
ZephyrBuffTierTwo=0; mastercrafted
AxiomBuffTierOne=0;
AxiomBuffTierTwo=0;
A few agents a very underpowered compared to others.
Zephyr is the worse, because no epics weapon, no weapon mods.
The best mobility is grip + another weapon mod + ammo + agents abilities.
Fearless Advance now also prevents a targeted Aggressive enemy from acting. from this mod is a genius way to buff that.
Axiom and Cherub can use a grip late game so they to not rely on melee damage.
Lockdown Inconsistency Fix from the same also help.
You could use those the mods and put the other bonus at zero in the config file.
So zephyr and Axiom would only gain +1 melee damage.
No, she's not.
In the 3rd investigation even on normal she is useless.
She can't have weapon mods, so there's no reflex grip, ammo mod, stock or anything really.
Patchwork can do the same damage, stun a group of people 100% of the time and at a longer range. She also has a weapon, so she can even shoot in the same turn.
Getting the +1 damage makes you give up her most powerful skill, which is not worth it.
Also, with all the buffs you mentioned, Godmother can mulch a whole room, while she can barely get by...
So yeah, she needs a seriouse bump to be competitive.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2078758545
Her attacks also have a chance to stun enemies for an entire turn, and can use Berserker serum to vastly improve her survivability. She can also be given extra turns through Cooperation, TeamUp and Motile Inducers. She's very viable, even on Impossible.
I would like the gloves to have this ability from Zephyr
Pressure Point: Melee attacks that would deal lethal damage will instead render enemies unconscious. Melee attacks do +1 damage. Replaces subdue. (Unlock option at Field Agent rank)
If possible has a stand alone version.
I do agree, there should be an epic version of her gloves though.
Zephyr needs buffs though - but I actually don't like that it buffs her equipped armor to give her damage. It's like, she has gloves equipped in her weapon slot, but it never gets replaced. I would rather have the option to get better gloves for her and tie the +1 enhanced, +1 mastercraft damage stuff to Pistols or Submachine Guns upgrades.
@Thane_Ragnar thanks for the tip!
For those who wants to change the buff value, locate the XComGameData.ini in folder
" ?:\SteamLibrary\steamapps\workshop\content\882100\2076740133\Config "
change it in notepad.
Quote from the Mod Description for the people who think the Damage Buff for Axiom is to high. Just change it.