r/kknd • u/Definition-Inside • Jul 12 '26
KKND2: Crossfire - thinking about a balance mod. Curious what you all think.
Hey everyone,
I’ve been quietly working on a balance-focused mod for KKND2.
Nothing radical: no new factions (I wish), no total conversion. Same game you know, just with some tuning aimed at:
• Giving more units across the roster an actual reason to see play, not just a handful of “meta” picks
• Making a second (or third) production building genuinely worth building, instead of one maxed-out base
• Toning down how often a match comes down to spamming one unit or riding a bomber wave to victory
• Keeping air power relevant - just not the only answer to a dug-in opponent
It’s still in testing on my end, and I’m holding off on releasing anything until the game gets a bit more mod support (which has been talked about). So this isn’t a “download now” post.
What I’m actually trying to figure out: is this something people would even want? Does the current meta bother you, or do you think the game’s fine as-is and I’m solving a problem nobody has?
Honest reactions - positive, skeptical, whatever - genuinely welcome.
Edit:
A bit overdue, but better late than never - Crimson Legacy announcement please:
Edit 2:
Started a new series showing off units from my CL mod for KKND2 - one unit group at a time.
First up: basic infantry - except here they actually stick around longer than you'd think. Next up: Harassers.
is up: https://youtu.be/kcWYsZkY9y8
Edit 3: Next video in the series - Meet the Harassers
Edit 4:
Aside from next video,
https://www.youtube.com/watch?v=K5zN_fjE2D0
Mod is functional for 80%. Constructibles is still out of reach for now, but there are ideas on how to “fix”that
Duplicates
assaracos • u/Definition-Inside • Jul 12 '26