XCOM 2
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Cannon Deploy Ability
   
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14 Feb, 2020 @ 11:29pm
27 Feb, 2020 @ 10:13pm
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Cannon Deploy Ability

Description
Part of a complete weapons overhaul to make all weapon types feel unique and lend to their own tactical advantages.
Download the Custom Weapon Stats Overhaul Mod here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1998091234

Makes Cannons and LMGs have a -2 Movement Penalty.
Also gives a -20 Aim Penalty until deployed, which will provide a 30 Aim Bonus (Nett 10 Bonus), 20 Defense Bonus and 8 Weapon Range Bonus.

Deploy is a passive ability which auto triggers when you have not moved the previous turn. Deploy is lost upon moving.

Cannons are now more suited for holding ground while your flankers clean house. Its like Sniper Rifle Lite, more flexible but without the squadsight and massive range.

All stats such as movement penalty, Aim Penalty, Deployed Aim and Defense Bonus are configurable in the INI files.
You can now also swap this ability to other weapon categories if you wish. Do not put more than 1 weapon category in the config or it'll probably break.
Applies ability to all weaponcat 'cannon', modded in cannons included.

War Of The Chosen Compatible. Will not break any mod as its just an additional ability.

Credit to Favid's Perk Pack, Iridar, Shiremct and DerBK's mods for learning how to mod by reverse engineering your methods.
Feel free to use any of the contents for your own modding purposes.

My third mod upload. More mods to come. Feedback appreciated.
47 Comments
meowbaawoof 30 Oct, 2024 @ 7:15am 
In addition, the "deployment of increased defense" is difficult to understand. Everyone can see that the cannon in the Grenadier's hand does not come with a shield, and this passive skill does not require him to stay in cover. A soldier can stand in a clearing for a round, stay still, be very visible, make a lot of noise, and then... Is it harder for the enemy to hit him? It was not as if a soldier had set up his gun, but as if he had quickly dug a machine-gun shelter.
meowbaawoof 30 Oct, 2024 @ 5:08am 
Also @Haite is quite right that having the cannon use 2AP shooting (like a sniper rifle) is a good addition. "Sprint" → "Deploy and crouch" → "Shoot" or "move and deploy" → "Shoot" are very logical ways of fighting, although the pace is equally slow but every 1AP has something to do. Or else, the middle round was really weird... What the hell are the grenadier doing? He shoots, throws, uses heavy weapons, and then finds time to deploy his cannon? Then why didn't he find time to do it in the previous turn?
meowbaawoof 30 Oct, 2024 @ 5:07am 
It's a very interesting idea, and I like the idea of making weapons more differentiated. However, the cost of two full turns is ridiculous, and "move" → "deploy" → "shoot" doesn't fit the rhythm of the base game.

A more appropriate approach would be to make deployment an active skill, as @Imbodenator says, using 1AP, rather than spending a turn and in fact you're still free to use that turn of 2AP for anything other than movement.The latter is also logically very strange.
ARCHAON 7 Oct, 2021 @ 3:17am 
been lookin this kind of cannon mod, thanks mate!
Haite 15 Jul, 2021 @ 1:34am 
@Imbodenator That's...the idea. Although to be fair, I think it'd be better if cannon took 2 actions to shoot instead. Like it is, you basically have to wait 2 turns to shoot, one to move to location, and another to wait the penality to cool off, then, FINALLY, try to fire. 2 turns is an eternity.
However, the mod does include .ini files to play around, and deploying gives a defense bonus by default. You can make cannons just give a mobility penalty or reducing the range of deployment aim if you want.
Huge kudos to the modder, cannons do feel very "same" in Xcom2 in my opinion. Any attempt to differentiate them deserve my praise.
Imbodenator 29 Mar, 2020 @ 8:43pm 
I've uninstalled this mod as I found it made cannons a little too crappy when not deployed, and then very strong when deployed. Oddly enough however it still seems to be affecting a new campaign I started running without this installed. its apparently still under my workshop directory in steam for some reason. How can I edit the .ini of this mod properly to counteract its effects?i.e. where do I find key phrases or lines? I believe I already fixed aim
Imbodenator 28 Mar, 2020 @ 8:55am 
Is there anyway for me to alter this mod to make it an "active" ability? To me it doesn't make sense to have to stand a whole turn in one place to put up a bipod, but makes sense for it cost a single action to deploy it, and to take it down.
Jestimac 13 Mar, 2020 @ 9:28am 
@ Joul : Thank you very much.
Jestimac 12 Mar, 2020 @ 10:01am 
@ Joul Following previous message. I removed the other weapons and kept only the cannon. Everything is back to normal.
I hope you'll be able to release the sniper mod soon :)