New Ammo

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Author: ADVENT Avenger

Last revision: 10 Jan, 2021 at 19:19 UTC

File size: 119.81 KB

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Description:

-= AMMO LIST =-
Bluescreen Rounds: +1 Damage VS Robots, Bypasses Shields if any.

Reaper Rounds: +10% Crit and +1 Crit Damage

Eagle Eye Rounds: +10% Hit, -20% Crit (Editable in INI file)

Hollowpoint Rounds: Causes Rupture 1 VS Organic but 1 less damage against armored targets (Penetration -1).

Psi-Bane Rounds: +1 damage and +1 crit damage to Psionic units. The extra damage is type "Psi". The damage will not show up in preview UI, but does work once you fire the sectoid paladin i blew up in test says yes.

Showstopper Rounds: Upgraded Tranq rounds for late game. Unlocks when you get the Improved Assembly. +1 damage and a chance to disorient organic targets. Of course, also renders unconscious instead of kill.

-= DETAILS =-
Requires a new campaign to kick in.

All available from game start for 50 credits. They aren’t terribly powerful ammo, but they’re there from the game start. Reaper are supposed to be outclassed by Talon Rounds for example.

I can see someone using Bluescreen until the end of the game easily, it’s pretty powerful, but it can be replaced with Venom or Dragon Rounds. It’s all situational. They can certainly help you if you think Sacred Coil is too strong, which I do believe compared to the other factions.

My campaign uses +5% Tracer, so having an ammo that gives +10% Aim with some drawbacks is good for Rookies or notoriously bad shooters (I’m looking at you Claymore). You can customize the values in the INI file of this mod.

Psi-Bane Rounds are great against the squishy factions like Progeny. Hollowpoints work great against Chryssalids or Berserkers.

Having all these options from the start might help with problems you encounter from factions.

-= COMPATIBILITY =-
Don’t sub to RealityMachina’s Bluescreen Rounds version (it doesn’t work since the last patch anyway, and I discovered why).

-= TECHNICAL NOTES =-
– Bluescreen Rounds didnt just bypass shields, they actually removed it entirely. This is now removed (no shield removal, just bypass).
– Bluescreen Rounds added ammo capacity originally in code, it’s been removed (0).
– It also did extra damage to organics as electrical damage, this is removed (0).
– The damage against robots is now considered Electrical, it had no modifier type. If you play with a mod that gives Electrical immunity to a unit, your unit will do no damage to it (this **does not exist in vanilla XC:CS**, nobody is immune to Electrical damage). I do not believe XC:CS differentiates your bullet damage from the bonus, it’s all converted to "Electrical".
– Talon Rounds bonus Critical damage increased to 2 (so they will supplant the ones i created, and also because Talon Rounds suck massively at 1 you’d always pick Fire or Poison rounds).
– The damage from Psi Rounds is Psionic.