MW can technically be installed mid-campaign and some of it will work fine, but you could suffer from any or all of these issues: I WILL NOT BE FIXING ANY BUGS THAT RESULT FROM MID-CAMPAIGN INSTALLS. If you want to use those mods, you can disable MW's ammo slot in the configs.Īlmost everything in this mod, such as resource costs, ability cooldowns and damage, and much more can be adjusted in the config files. SPARKs also get an ammo slot to make their weapon more useful, so any mods that give SPARKs ammo slots are not needed. But once the Advent MEC Breakdown is researched, the Repair Bay can be expanded to two slots with a new Proving Ground project. In the beginning of the campaign, Engineering will only be capable of repairing one SPARK at once. Finally, their autocannons will now benefit from the Cannon Breakthrough research. They don't have any randomly rolled abilities, though - partly because that doesn't make any sense on a robot and partly because there's already so much to choose from on the tree. SPARKs can now Bond with other soldiers, equip PCS, and earn Ability Points. You can see a few of the abilities in action in the trailer above. Rest assured, the changes and additions are extensive. I won't go into any more detail on the rest of the tree here, because it would take forever. Arbalest: A backline support unit that focuses on hacking, sniping, and battlefield support.Trailblazer: A close range melee unit able to deal devastating damage with a variety of different attacks. Behemoth: A frontline support unit there to draw fire and punish the enemy for targeting the SPARK. Because gigantic mechs are WALKING COVER.Īs for the branches/subclasses, there are three rows of abilities: SPARK autocannons also have shredding by default (because the Squaddie rank got too crowded for me to add Shredder to the class), and the robot immunities include Bulwark's cover effect, without the armour point. The debuffs can be completely negated with the Redundant Systems ability. After coming out of Reboot, the SPARK will be hit with immense debuffs to aim, mobility, and hack. Reboot is similar to Sustain in that it shields the user from all damage when their health hits zero and can only trigger once per mission, but it has a twist. Repair is also upgraded by the new skills Heavyduty Repair and Rapid Repair. It can also remove acid and reset shredded armour back to full. Repair now heals only four HP, but the amount of charges scale with the tech of your BIT (2/3/4). In perhaps the biggest changes of this mod, at Squaddie the SPARK has access to not only Overdrive, robotic immunity, Arsenal, and Hack, but also the reworked Repair ability and a new one, Reboot. The tree instead boasts 15 all-new abilities and 5 reworked abilities that are loosely based on removed skills. Then it's a dead tank.Įvery single SPARK ability has been removed from the tree except for Overdrive, Adaptive Aim, Rainmaker, and Sacrifice. Being a tank is really the only unique thing the SPARK brought to the table, and it does it decently enough. In vanilla, the SPARK is a cross between a Grenadier, a Specialist, and meatshield.
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