Xenonauts

Xenonauts

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Mikiztli's Nifty SMGs
   
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7 Nov, 2015 @ 11:47pm
26 Dec, 2019 @ 3:13am
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Mikiztli's Nifty SMGs

Description
No longer being worked on.

Enables the Ballistic Submachine Gun+Machine Pistol for use directly at the start of the game, and enables the Laser Submachine Gun+Machine Pistol (Laser Weaponry), the Plasma Submachine Gun+Machine Pistol (Plasma Weaponry) and the MAG Submachine Gun+Machine Pistol (MAG Weaponry) for manufacture once they've been researched (might require a New Game to take effect).

Sounds for all of these weapons, and images for most of them, are derived from the original game (Xenonauts, by Goldhawk Interactive).

::::: ARTISTS :::::
Ballistic SMG: xenohunter (recolored by me)
Laser SMG: base game's Laser Carbine (recolored by me)
Plasma SMG: Selig (given longer barrel by me)
MAG SMG: Selig
Ballistic MP: base game's Pistol (slightly altered and recolored by me)
Laser MP: Selig
Plasma MP: base game's Plasma Pistol
MAG MP: Selig





Submachine guns (SMGs) are burst firing assault weapons that are very similar to shotguns/carbines (basic TU costs, number of attacks before having to reload, weight, reaction modifiers and manufacture costs are exactly the same), but they are not entirely identical:
-- SMGs have longer range (10, versus 8).
-- SMGs have greater damage potential (240/375/540/825, versus 225/342/495/765)
-- Shotguns/carbines have better base accuracy (38, versus 35).
-- Shotguns/carbines are better at suppressing (50/58/64/72, versus 45/51/58/66).
-- Shotguns/carbines have a bigger suppression radius (2, versus 1.5).
-- Shotguns/carbines can spend additional TUs for better aim (SMGs can't).

::::: SUBMACHINE GUN WEAPON TYPE DESCRIPTION :::::
Submachine guns are short range assault weapons capable of impressive burst fire. They have great damage potential, but are of limited use where there is little opportunity to close with the enemy.

::::: BALLISTIC SUBMACHINE GUN DATA :::::
RANGE: 10
DAMAGE: 16 Kinetic
SUPPRESSION: 45 Burst
SUPPRESSION RADIUS: 1.5
MITIGATION: 0
AMMO CAPACITY: 30 shots
REACTION MODIFIER: 1.5x
RELOAD COST: 30 TU
FIRING MODE: 28% TU for 35 Acc x 5 shots

::::: LASER SUBMACHINE GUN DATA :::::
RANGE: 10
DAMAGE: 25 Energy
SUPPRESSION: 51 Burst
SUPPRESSION RADIUS: 1.5
MITIGATION: 0
AMMO CAPACITY: 30 shots
REACTION MODIFIER: 1.5x
RELOAD COST: 30 TU
FIRING MODE: 28% TU for 35 Acc x 5 shots

::::: PLASMA SUBMACHINE GUN DATA :::::
RANGE: 10
DAMAGE: 36 Energy
SUPPRESSION: 58 Burst
SUPPRESSION RADIUS: 1.5
MITIGATION: 0
AMMO CAPACITY: 30 shots
REACTION MODIFIER: 1.5x
RELOAD COST: 30 TU
FIRING MODE: 28% TU for 35 Acc x 5 shots

::::: MAG SUBMACHINE GUN DATA :::::
RANGE: 10
DAMAGE: 55 Kinetic
SUPPRESSION: 66 Burst
SUPPRESSION RADIUS: 1.5
MITIGATION: 0
AMMO CAPACITY: 30 shots
REACTION MODIFIER: 1.5x
RELOAD COST: 30 TU
FIRING MODE: 28% TU for 35 Acc x 5 shots





Machine Pistols (MPs) are one-handed burst firing weapons that are similar to pistols (their basic TU costs, weight, range, reaction modifiers and manufacture costs are exactly the same), but they are not entirely identical:
-- MPs have greater damage potential (135/210/315/480, versus 90/135/210/315).
-- MPs are better at suppressing (30/35/41/48, versus 20/23/26/32).
-- Pistols have better base accuracy (45, versus 30).
-- Pistols can spend additional TUs for better aim (MPs can't).
-- Pistols don't have to reload as often as MPs.

::::: MACHINE PISTOL WEAPON TYPE DESCRIPTION :::::
Machine pistols are smaller submachine guns, or pistols that are upgraded and/or modified for burst fire, usable with only one hand. They are primarily useful as a sidearm for units equipped with precision rifles or heavy weapons, or when a unit has only one hand free (e.g. if they are carrying a combat shield in the other hand).

::::: BALLISTIC MACHINE PISTOL DATA :::::
RANGE: 10
DAMAGE: 15 Kinetic
SUPPRESSION: 30 Burst
SUPPRESSION RADIUS: 1.5
MITIGATION: 0
AMMO CAPACITY: 15 shots
REACTION MODIFIER: 1.5x
RELOAD COST: 20 TU
FIRING MODE: 28% TU for 30 Acc x 3 shots

::::: LASER MACHINE PISTOL DATA :::::
RANGE: 10
DAMAGE: 23 Energy
SUPPRESSION: 35 Burst
SUPPRESSION RADIUS: 1.5
MITIGATION: 0
AMMO CAPACITY: 15 shots
REACTION MODIFIER: 1.5x
RELOAD COST: 20 TU
FIRING MODE: 28% TU for 30 Acc x 3 shots

::::: PLASMA MACHINE PISTOL DATA :::::
RANGE: 10
DAMAGE: 35 Energy
SUPPRESSION: 41 Burst
SUPPRESSION RADIUS: 1.5
MITIGATION: 0
AMMO CAPACITY: 15 shots
REACTION MODIFIER: 1.5x
RELOAD COST: 20 TU
FIRING MODE: 28% TU for 30 Acc x 3 shots

::::: MAG MACHINE PISTOL DATA :::::
RANGE: 10
DAMAGE: 53 Kinetic
SUPPRESSION: 48 Burst
SUPPRESSION RADIUS: 1.5
MITIGATION: 0
AMMO CAPACITY: 15 shots
REACTION MODIFIER: 1.5x
RELOAD COST: 20 TU
FIRING MODE: 28% TU for 30 Acc x 3 shots
113 Comments
Vazl  [author] 22 Apr, 2018 @ 7:44pm 
Melee damage on pistols? That's news to me :O
Gonflick 22 Apr, 2018 @ 7:37pm 
so whys the meele damage for balistic subgun 0? back to pistols :/
van_nova 23 May, 2016 @ 7:16pm 
Love this mod the way it is, could you make a mod to cut the burst TU cost for ARs& MGs to 40\AR & 50\MG or something like that? This mod make them less effective when it comes to burst. And I also always hated how they did the MGs, only getting one shot per turn, if I don't move why I can't get two shots off.
If you don't want to, can you tell me where I can learn how to find all the stat. I tried to mod the stats my self once just for fun. But I missed something somewhere, & it ended poorly, vary poorly.
Heimdall 25 Apr, 2016 @ 4:43pm 
ok thanks, I will first try to mess with the research file and later try a new game
afrothundaaaa 25 Apr, 2016 @ 4:17pm 
I would just ensure that this mod is 1st in load order, and start a new game to test. I had exact same problem.
afrothundaaaa 25 Apr, 2016 @ 4:15pm 
Yeah, you are gonna have to restart game. If you just got to lasers, its not that far into it, so not huge deal, but its worth it to go back if you like the smgs. I liked it i quite a bit.
Heimdall 25 Apr, 2016 @ 4:12pm 
I had since the beggining of the game, I was using the ballistic ones since mission 1. Is there a way to remove the tech requirement? Maybe it was a conlfict with something that I failed to catch running community edition.
Vazl  [author] 25 Apr, 2016 @ 4:07pm 
FriendlyPsicopath: Check the previous comments :) I believe you'll find your answer(s) there. In short, you'll have to have this mod active at the actual time you research Laser Weaponry, Plasma Weaponry and MAG Weaponry, in order to unlock them.
Heimdall 25 Apr, 2016 @ 3:38pm 
Shit I only got the ballistic one.... any idea how to fix? wanna keep using your weapons as I tech up
Vazl  [author] 20 Feb, 2016 @ 8:56am 
Glad you got it working, buddy :) Oh, and yeah, the Flamethrower mod requires you to have it installed and active while you complete the "Heavy Plasmas" research, in order to be able to manufacture the Plasma Torch. The basic Flamethrower is always available, however, since it requires no research to unlock.