New GUI installation interface with options for backup and restoration introduced!
Also, shotguns now have fixed clip capacities so they're no longer infinite, Revenant correctly has 1 spare clip, and various other tweaks introduced!

Just download the latest version, one with yellow icon.

Good hunting!

Old entry:
From Readme file (not complete)

Before we get to technical stuff,
Ever since I started playing, I wanted to do something like this, but never quite found the time
or knowledge how. Now, one of my Life's side-quests (petty dreams) are made true and
I hope you have as much fun kicking Reaper ass, as I did creating this modification.

Good hunting!

Installation instructions are below the changelog.

-- Enabled the code for ammo regeneration, simulating the weapons cooling down.

-- Player classes weapon loadouts changed greatly.

Infiltrators, Soldiers and Engineers carry everything, since these classes appear to be very skilled in firearms usage.
Vanguards and adepts do not carry sniper rifles, since one would assume that all the biotic training doesn't leave
hundreds of hours of free time to practice with sniper rifles
Sentinels do not carry shotguns, since they're more range and support/defense oriented rather than CQB.

You can also select "none" under weapon category, if you don't wish to carry a particular weapon with you.

-- Armor, shields and barriers no longer protect against effects of powers.

Powers will not do any damage they weren't doing before, simply the physics effects will be present
-- 1.4 Squadmates all do exact same damage with same weapons as player.

And more!

The full change log is in the Readme file.

Higher quality video over at:

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Hybrid Combat (final)

Hybrid Combat (final)

Sep 21, 2012 Full Version 4 comments

Last version with upgraded Glyph, final gameplay tweaks for maximum gameplay balance, and tons of fun!

Hybrid Combat (complete)

Hybrid Combat (complete)

Aug 26, 2012 Full Version 3 comments

Finally, a completed version of the modification, Including the Text Fix. I have written a nice installer interface, Glyph, to help you back up files...

Hybrid Combat text fix

Hybrid Combat text fix

Aug 26, 2012 Patch 0 comments

If you already have Hybrid Combat installed, download this. If you don't yet have the mod, go back one page and download full version.

Hybrid Combat (without text fix)

Hybrid Combat (without text fix)

Aug 22, 2012 Full Version 0 comments

New version and text fix (replacing in game text descriptions) is authorized and can be downloaded). This file is obsolete. ...

Post comment Comments  (10 - 20 of 42)
Chashan Apr 21 2013 says:

Only just now stumbled upon this through the me3explorer-forum, loving it.

One question: I used to run ME2 through the RCW Modmanager that's out there, fiddled with weapon-stats prior to finding your mod here and had those deactivated. Yet, even only running entries that do not touch weapons and powers at all it seems to override your changes.

Is there any way to fix that? Kind of missing that good ol' ME1-Alliance suit instead of the Kerberos-one...

+1 vote     reply to comment
Chashan Feb 1 2014 replied:

Been a while, but thought I might as well share:

To answer my own question, the way VLM is structured it is fairly easy to just copy over the entries therein into the coalesced via the modmanager it provides, notepad and Notepad++. Matter of checking the different entries in the manager, copying those added (marked by a plus in front) to notepad, use the edit/replace function to delete the '+'-signs. Then, what's left to do is to open up the Coalesced.ini found in BioGame/Config/PC/Cooked of the main-game folder with Notepad++ and place the now plus-less entries in the correct category, which can be gleaned from modmanager (usually in [ ]-brackets], like [SFXGame.SFXPawn_Player]).

Final step to enable all that is to use me2inifixer.exe, and it should work in-game.

+1 vote     reply to comment
alvargon Apr 17 2013 says:

Could it be possible to choose which mods I want to have assets?
I like your mod but some of your improvements change the game a lot.

+1 vote     reply to comment
DarkMajor21 Mar 28 2013 says:

Where is the readme?

+1 vote     reply to comment
Murderdevil Jan 28 2013 says:

Although I will not be play ME anymore since, well, I'm burned out from 3 games and multiple playthroughs I'd say anyone willing to play again should try this because it adds some interesting features.

Good work!!

+1 vote     reply to comment
pilot99 Dec 30 2012 says:


Sorry for not saying anything for long time but my PC is down ;(

Maybe i'll be back after new year, right now i'm on some kind of **** laptop ;)

BTW: 200.000 entries??? AYFKM? There is official PL version so i just need to modify "few" things ;)

+1 vote     reply to comment
TheillusiveMan Nov 29 2012 says:

The problem with this mod is it makes things too easy, I love the new combat experience that comes from your squad mate ai having good having good accuracy and equal damage to you, but ME2 enemy ai targets the player much more than squad mates, so my two squad mates just gun everyone down before I can do much, cause the enemies are focused on me.

It would be great if you could edit the ai behavior for this ME2, making them hold back more and use their powers as much as the player. If only they had released an sdk.

+1 vote     reply to comment
Guest Dec 7 2012 replied:

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Eudaimonium Creator
Eudaimonium Nov 26 2012 says:

Why would it be bannable by steam? ME2 has no multiplayer components and no "No modding" policy.

Yeah you can use this :p

+1 vote   reply to comment
Guest Nov 24 2012 says:

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