XCOM 2
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23 Apr @ 7:42am
13 May @ 8:52am
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More Unique Weapons

Description
After playing many campaings with Amalgamation, I wanted to try something new. While most of the specs have their perks tied to their primary weapon, there are some that don't and that gave me an idea. I thought what if any spec could use any weapon? That would open a few more playstyles and create new ways to play an old spec that you know well. Obviously you have to try to balance and diversify all weapons for this, so there are no outliners.

Something to keep in mind first :
You will see damage numbers are much higher, more in line with LWOTC numbers and also all primary weapons(except bolt caster) now have 3 upgrade slots across all tiers. This is intended for Legend campaigns with Requiem and many other difficulty enhancing mods. If that's not to your liking, you can copy back damage numbers from original FTWO, while keeping new abilities.
Chemthrowers are included and by included I mean that they're enabled for everyone, but I did not alter their stats in any way. They probably won't work well outside of their intended classes but I included them just for the sake of it.



A mod aiming to diversify all primary weapons, powered by Iridar's Five Tier Weapon Overhaul.
Each weapon brings something to the table and have been categorized into 5 damage tiers :

  1. low : SMG, Bullpup
  2. low-medium: Vektor Rifle
  3. medium: Assault Rifle, Shotgun
  4. medium-high: Hunter Rifle
  5. high: Cannon, Sniper Rifle



SMG
Low range as Bullpup and Shotgun, but grants +2 mobility and 2 abilities:
RootShot ability - shot that immobilizes target.
ExpectedRisk - will always dodge reaction shots.
Primary weapon for hit and run tactics. Doesn't have raw power of the shotgun to immediately take down enemies, so it needs something to boost soldier's survivability in close range. RootShot stops dangerous meele enemies and ExpectedRisk helps getting out.

Bullpup
Damage and range as SMG, standard shots are non turn ending. Comes with Accelerator ability
Accelerator - activate to gain +1 standard action for the following two turns(6 turns cooldown)

Bullpup has low range and because of this the only time you actually got to shoot twice would be against meele enemies that would come to you. Otherwise, you'll always be forced to use 1 action to move, if you actually want to hit something. In base game Skirmishers gets around this with Reflex and Grappling Hook, that increases their mobility greatly. Therefore Bullpup now comes in with Accelerator ability, so that normal soldiers lacking Skirmishers perks can still somewhat take advantage of non turn ending shots more reliably.
Perfect for soldiers that can utilize double shot for something beyond standard DPS - special ammo, debuffs, some special shots used on 2nd shot.

Vektor Rifle
Less base damage than Assault Rifles and Shotgun, but has the same huge crit scaling of the shotgun an are effective at all ranges. Ideal weapon for soldiers that have some kind of crit bonuses, but don't have the mobility or some kind of defensive perks to afford going into close combat.
CritShield - on landing a crit, gain a minor barrier(2 ablative hp points)

Assault Rifles
Better damage than all 3 previous weapons, on par with shotguns if damage spread hits right, but they have normal crit scaling damage, no special ability and no stat boost. Instead they now allow up to 4 upgrade slots, so their strength and how you use them is solely dependent on those.

Shotguns
Base game Shotguns shared the highest damage alongside Cannons and Sniper Rifles. It was no brainer to pick them for CQC over SMG's and Bullpups. Hence their damage was brought down to medium tier. They offer consistent damage, same as max spread on Assault Rifles, considering you're usually firing them at very close range or point blank. They also has a huge crit scaling, same as Vektor Rifle. Comes with 2 new abilites
HammerShot - shot knocks back on hit.
ShotgunWedding - cone attack that's stonger with more targets.
HammerShot can potentially knock targets out of cover allowing your teammates to finish them.
ShotgunWedding to provide and additional reward and reason for risky plays.
Damage nerf forces Shotgun wielders to invest heavily into crit chance, so in case you can't always reliably crit your enemies, those 2 new abilities give you some damage and utility back.
Ideal weapon for soldiers who can afford to get close and stay alive.

Hunter Rifles
No changes. It keeps it's original flank debuff and high aim. Damage can be as low as bottom tier and as high as top tier and they only have 2 ammo by default. Good for support soldiers that are focusing more on their abilities and not their primary weapon.

Cannons
Highest damage. Cannons themselves now offer in built shred. +1 on Magnetic and
Coil tiers and +2 on Laser and Beam.
To balance this out, Cannons now lower mobility by -1 on Conventional, Magnetic and Coil and by -2 on Laser and Beam. I found -1 to be irrelevant on later ranks, while -2 was too crippling at the start of the game, so it simply scales with weapon tech which means it should be scaling along your soldiers and their stats.

Sniper Rifles
Highest damage like Cannons. +1 pierce on Mag and Coil and +2 on Laser and Beam. No stats penalty. Lack of squadsight and 2 AP to shoot keeps the balance in check for non Sniper classes.

Required Mods:
Check discussion

Recommended Mods
Check discussion for better experience.

Compatibility
Refer to compatibility section of Five Tier Weapon Overhaul.
For RPGO make sure to turn off it's weapon changes in MCM.

Balance
You can edit stats and perks in the config to suit your game better.

Known Issues
-Some weapon abilities aren't showing up in armory UI screen, but everything works on missions.
- This mod indirectly buffs Skirmishers, as they will get Accelerator ability as well.

Final Thoughts:
This mod tries to make weapons a more dynamic part of XCOM 2's gameplay, as you can now use all weapons and swap them at any time, based on circumstances.
Soldier's Stats and Perks, Map, Sitrep, Enemies, Dark Event, Mission Type - all of this can now be taken into consideration when outfitting for a mission.
Before you would only consider which Soldiers to bring in and swap around their utility items. Now Weapons are playing major role as well.

  • Your soldier may now use different weapon at the early ranks, but as their rank up, their stats increase and they get additional perks, you may realize they will now synergize better with different weapon.
  • Got a Savage sitrep? Consider bringing more SMG's to kite easier.
  • Lost sitrep? Shotguns with their cone attack to clean up stacks easily.
  • Small map? Bullpups may shine if you have enough mobility or some other action buffing abilities(Soldier Bonds) when Accelerator is on cooldown.
  • Alloy Padding Dark Event is on? Try more Cannons or Sniper Rifles if the map allows it, and if your soldiers can handle them.
  • Have to bring your Assault on unfavorable map/mission type because other soldiers are wounded? Swap his Shotgun to Vektor Rifle for the time being, so they won't be forced to close distance.
  • Sniper to a subway? Swap his weapon to Hunter Rifle, so he won't be a deadweight.

In the end how much you will get out of this depend solely on your class mods. Amalgamation and RPGO are working best, because their perks get really wild and unconventional. On the opposite side, the more "grounded" and standard other class mods are, the less fun options you'll have.
Popular Discussions View All (2)
0
23 Apr @ 10:13am
Required Mods
SeveN
0
23 Apr @ 8:38am
Recommended Mods
SeveN
3 Comments
Oblivious Naga 29 Apr @ 9:22am 
Thanks
SeveN  [author] 29 Apr @ 1:27am 
4 upgrades from the start, so breakthrough would make it 5
Oblivious Naga 28 Apr @ 11:57pm 
For assault rifles, is it 4 upgrade slots including the breakthrough slot or do we get a 5th slot? Sorry but I havent had time to test and see and I thought I would just ask