Creating XCOM 2 mods is my passion. Over the years I've gotten pretty good at it, I'm one of the few people who can create custom animations, and I can also create new weapons, soldier classes and abilities.My includes Dual Wielded Pistols and Akimbo Class, Jet Packs, System Infiltration ability, Autopistol Overhaul, Weapon Skin Replacer, Underbarrel Attachments, and more.I have and several projects in progress. Unfortunately, modding requires A LOT of time and hard work. It's basically like a second job.
As an adult, I must provide for my family, and I cannot afford to work for free.XCOM 2 is one of my most favorite games ever, and I won't stop creating mods for it until a better game comes along, but the more support I get from Patreon, the more time I can invest in creating more awesome mods. Creating XCOM 2 mods is my passion.
![Xcom Xcom](/uploads/1/2/4/1/124141288/124079071.jpg)
Over the years I've gotten pretty good at it, I'm one of the few people who can create custom animations, and I can also create new weapons, soldier classes and abilities.My includes Dual Wielded Pistols and Akimbo Class, Jet Packs, System Infiltration ability, Autopistol Overhaul, Weapon Skin Replacer, Underbarrel Attachments, and more.I have and several projects in progress. Unfortunately, modding requires A LOT of time and hard work. It's basically like a second job.
As an adult, I must provide for my family, and I cannot afford to work for free.XCOM 2 is one of my most favorite games ever, and I won't stop creating mods for it until a better game comes along, but the more support I get from Patreon, the more time I can invest in creating more awesome mods.
Endgame Stats:Was able to finish up my first Spectrum Green Legend Ironman Campaign this afternoon. I goofed around on Gatecrasher and subsequent missions for most of my first day to learn the general feel of the mod, then got a campaign to stick and took it through the Golden Path pretty quickly.I picked up free Plasma Weapons research from Gatecrasher, giving access to very early Plasma Pistols. Gunslinger seems like an absurdly strong perk to me, even with recent nerfs to Lightning Hands and Run and Gun, so I just gave everyone Gunslinger and Lightning Hands and built six Plasma Pistols.
Paired with a couple of Spartans with Heavy Cannons to provide cover destruction this formula pretty much cut through everything in the entire game.I grabbed Predator Armor and then went up to Disruptor Rifles/Pistols, which I regret (should have gone straight to Alloy). These gave me a little extra damage, but with six Plasma Pistol soldiers already I wasn't having any trouble with shredding armor, so I eventually realized I needed to go through Mag to Alloy Rifles/Pistols.As the game matured my two Heavy Cannons weren't really doing what was needed in terms of cover destruction anymore (although eventually getting Saturation Fire on them helped a lot), so I skipped building any Warden Armor and went straight to WAR Suits, building six of those for my squad and leaving them all with the default Rocket Launchers. My endgame Tactical equipment was just Alloy Rifles (and the free Disruptor Rifle from researching that tech), a couple of Ballistic Heavy Cannons (don't need damage to cast Demolition or Saturation Fire, and they had pistols to deal damage with anyway), and a mix of Alloy and Disruptor Pistols which I traded around depending on what the Shadow Chamber said I'd be fighting.I pretty much just used the same A-team for the entire campaign. I prioritized Squad Size Upgrades as soon as possible and had 8 soldiers leveling up, which gave me just barely enough of a roster to cover a couple of wounds each mission.
I think the most important take-away from your campaign is how exploitable the 'classless' perk tree really is. Unless the tree ends up being balanced just right, you end up with some dominant strategy that trumps all other. In addition, i feel like having the same perk tree on every soldier could end up being a bit boring, once the novelty has worn off. All together, the perk tree is probably the weakest part of Spectrum in my opinion and may need some diversification between classes. Doesn't have to be the whole tree, either. I have been thinking about this for a bit and my solution would be splitting up the perk tree.
There's seven columns. Four of them could be 'core perks' for everyone, 1 of them be unique to that class and 1 each that is shared with another class.
![Mod xcom 2 Mod xcom 2](/uploads/1/2/4/1/124141288/305588513.png)
Something like that ^Of course, it is counterbalanced by what i think is the best part, which is all that sweet loot and having the freedom to use any weapon combination. You basically brute-forced everything with alloy, seems to me that should ideally be less viable than using more specialized weapons (Undodgeable Beams against Drones and Codices, Disruptor tech against heavily armored opponents.). I have hopes that Yzaxtol will eventually get the balance to a point where all weapons have a good amount of use cases.Like i said in my recent series of posts on Spectrum here, the mod has a couple of rough edges and needs a few balance passes. But damn, do i like the skeleton of the mod.Finally, i'd like to mention that i've been watching you play a few times during the last few days - i have to say, it was cool seeing one of the LW2 emissaries tackling Spectrum and offering his insights. Entertaining, too. Nicely done.:). I'm in the middle of my campaign on Veteran.
I honestly think that pistols are the most useful part of Spectrum Green for one reason: soldiers now get two uses. I can carry both plasma and gauss on the same soldier, so there's always tactical options.Granted, I'm not giving everyone pistols (I'm enforcing diversity), but whenever I'm promoting a new soldier, I'm thinking, 'pistol vs something else,' not 'what secondary weapon do I want.'
I think that might be a problem.The classes don't seem particularly well-balanced either. I'm not seeing much use for scouts. Their purpose works best when concealed, and I'm making use of 6 soldiers in the 'strip armor then gauss' tactics. Why would I bring a scout when I could bring a soldier that has a more useful ability, like a Spartan to tank or another Desperado? They get two rather useful abilities. If Battlespace operated on a cooldown, it might be usable, but right now it feels rather useless. If you throw all of the 'useless' abilities nobody picks and throw them into the AWC Perk blender, these same 'useless' abilities can become surprisingly useful because they can now be combined with other abilities.For example, in vanilla X2 I never get Covering Fire or Ever Vigilant on Specialists because I prefer Threat Assessment/Guardian (plus spending all moves on sprinting is poor planning, as is needing an OVW to try to kill something behind cover)BUT, if you landed one (or both!?) of those perks on a sniper, suddenly they become useful.
Xcom 2 Overhaul Mods Ps4
Yugioh gx tag force 2 cheats all cards. Sure, not DFA/Serial useful, but pretty good.