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Smashing four rocketeer
Smashing four rocketeer





smashing four rocketeer

  • - Master mechanic no longer grants repair charges - Toning down late game strength as they start with 4 now.
  • - Cluster Bomb (from sectopods) will always show a warning location now, even when out of sight - Too frustrating otherwise.
  • - Psychic Storm and Orbital Ray no longer have any range requirements - There already is multiple other 'safe guards' in place that prevent frequent spamming from a single unit and firing without seeing XCOM first, so this feels fine.
  • - Sentry no longer grants any ammo - It's strong enough with just the graze.
  • - Sentinel no longer grants Slayer - Tweak to make the perk more stream-lined, nerfed late game strength (on xcom and aliens).
  • - Bullseye now grants +20 aim to targets on overwatch - Makes it better at it's role, buff to strike rifle scout and Shogun.
  • - Ready For Anything no longer grants 30 crit resistance while overwatching - Due to removal of crit susceptibility.
  • - New Perk: Mortar Barrage: Fires up to 4 mortars at long range dealing 2 + 20% of the unit's damage on each explosion - New global ability for Mechtoids and Sectopods.
  • Can be temporarily silenced for a turn if this unit takes any damage or is not idle.
  • - New Perk: Fervor: Enemies that can see this unit will feel an uncontrollable desire to kill it and will be unable to move away.
  • - Stagger chance is equal to % of total HP in damage dealt (from double total HP in damage dealt) - It was a little too common to get staggers.
  • - The final room will have 4 random enemies and the uber ethereal (instead of the uber, an ethereal and 3 random enemies) - Makes the mission easier.
  • - Reenabled the visualization of countercharge on units - Makes it more obvious for players.
  • - Cover now prevents the extra penetration from sets of 10 damage - Makes biotanks and cover in general more effective into the end game.
  • - Suppression, Steady, and overwatching no longer increase crit by 30 - Was convoluted and didn't increase gameplay value enough to warrant it's inclusion.
  • - Clues about sneaking aliens no longer have a direction associated with them - Makes them slightly more effective.
  • - North America continent bonus grants 15% faster aircraft rate of fire - Buffed for balance.
  • smashing four rocketeer

    - Bloodlust and blood call wont't clear acid if they are in acid.- Fixed a bug where Electropulse would not disable some units immediately.- Outsiders gain Impact - Helps make them better at dealing with XCOM tanks and makes them a little stronger early game.

    smashing four rocketeer smashing four rocketeer

    - Sectoid HP down 1 (the +1 on growth was enough as it was more late game they were too weak) - Slight nerf.- Sectoids and Sectoid Commanders lose Light 'em Up and replace it with Gunslinger - Stops their stacking damage.- Alloy plating base DR to 20 (from 25) - Slight nerf as the HP boost was strong.- Alloy Carbide Plating base DR to +10 (from 20) and HP to +4 (from +5) but mobility to 0 (from -0.6) - Makes it more accessible to non-tank MECs.- AR Targeter cost to 160 (from 210) - Slight reduction.- Aurora and Vortex armor grant +2 damage to countercharge (from +1) but no longer increase cc chance - tweaks it so it's not too strong on high will units.- Zhang's unique perk "Gunslinger" changed to "Ex Triad" - Makes space for new Gunslinger perk.- Absorption Fields grants +25% DR (from +35%) - Reduces some of the tankiness of late game allied and enemy MECs.- Mortar Barrage deals 1 + 20% of unit's damage (from 2 + 20%) - Slight tone back.- New Perk: Gunslinger: Standard pistol shots cost only 1 AP - New perk for sectoids and sectoid commanders.

    #SMASHING FOUR ROCKETEER MODS#

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    Smashing four rocketeer