Better Oxyotl and Chameleon Stalkers
While the chameleon stalkers are in a good spot, the same can’t be said of the lord that introduced them, Oxyotl. In my opinion, his damage output and accuracy is too low and the lack of piercing shots makes him too weak versus infantry or any lord hiding in a crowd.
Changes made :
Chameleons Stalkers :
– More speed and maneuverability
– Slightly higher explosion damage and radius
– Slightly higher combat stats
Oxyotl :
– Higher ammo count
– Better speed and maneuverability
– Higher range and accuracy
– Lower reload time
– Higher armor piercing damage
CAUTION : Do not be fooled by the really high number displayed for Oxy’s ranged damage, it is mostly due to fast shooting. In testing, he can take down about two and a half unit of mid-tier infantry before running out of ammo if given the chance to fully unload his massive 80 ammos so he is not as broken as he seems. He also frequently misses one out of his three shots at least when shooting from afar or in a crowd and is easily countered by a high armor count or a big shield.
Compatibility : Anything that does not change the stats of Oxyotl or the Chameleon Stalkers should be ok. If there is any problem, don’t hesitate to contact me.
NOTE ———————
This mod is going to be part of a serie of mods that I am currently working on, aiming to "rebalance" (buff) certain factions to be more logical and consistant with their lore capabilities. It will NOT be a balanced serie of mods and the different races will clearly not perform at the same level. Consequently, I will divide this serie into races and each race will have their own modpack to buff certain units (like here with only Oxyotl and the Chameleon Stalkers) so that you all can choose your prefered race and go to town with it or choose a challenge and go full madman against races designed to be more powerful.