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I have no idea, since I've never used such a mod, but from my understanding of how the game works, it *should* work. I could be wrong.
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1286369683
At that point, I'll probably make new versions of this, the Medkit version, and then I might just as well make one for vests, too, if possible.
Yeah, it's essentially what it comes down to, I think it's a stupid-a** decision, and I've elected to ignore it, I just felt like explaining why I feel that way. The limitation to 1 grenade just feels arbitrary and off. It's ultimately not a balance issue, it's a "feels" issue.
It just feels wrong to be limited to one grenade and one grenade only, when you can still take some other grenade(s) (like smoke grenade), just because of "muh balance". If grenades are *so* powerful that you feel you have to create a restriction like this, you might want to re-examine how the grenades are balanced towards other pieces of equipment to begin with.
The developers are basically saying that grenades are so powerful that you should never consider taking something else instead of them, and must thus be forced to pick only 1 damage-dealing or debilitating grenade per mission, per character. Which isn't just false, but a terrible design decision.
There *is* a medkit version for this.
Great mod! Thanks!
great idea - keep up the modding, bro
I think it would be cool to bring out a full secalistsquad and have one guy with six gremlins floating around his head
https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/
If you have already, then just ignore my post :)
Please double check if this bug in ModBuddy may apply to your mod to help modded X2 games run better.
Also, don't forget that this is a thing: http://steamworkshopdownloader.com/
Finally, I'm not uploading anything to the Nexus on account of the Nexus being shit. I hate how the Steam Workshop has split the modding communities, but at the end of the day, I'm banned on the Nexus but not in the Workshop, so there's that.
However, I could see a logical and balanced use of two ammo types with each only applying some of their effects (roughly 50%-60%). Lore wise, you are using half of one ammo type and half of the other. Remember, you do lose a slot by doing this.
For example, AP and Dragon: you could get 3 out of the 5 AP and set the target on fire. You don't get 2 of the AP and the +1 damage.
For example, Bluescreen and Talon: you could get 3 out of the 5 EMP damage and get the extra crit chance. You don't get 2 of the EMP damage and the +1 crit damage.
For example, Viper and Dragon: you could get the poison and set target on fire. You don't get the +1 damage from each (so +2 total).
For example, Bluescreen and AP: you could get 3 out of the 5 EMP damage and get 3 out of the 5 AP. You don't get 2 of the EMP damage and 2 of the AP.