XCOM 2
[WoTC] Deployable Turret
41 Comments
silverleaf1 5 Apr, 2024 @ 10:05am 
A couple possible options.
Destroyed turrets should not be recoverable.
Turrets should not be recovered when XCOM has not destroyed all enemies.
patrickevans61 5 Aug, 2021 @ 12:32pm 
love dis mod
any chance of it being moddable like weopon up grades or diffrent weopons like sniper rifle or cannon
Lumiere 14 Jul, 2021 @ 1:49pm 
Is there any way for a version where the turrets are controlled by the AI? Like they spawn as a resistance faction?
mfitz1970 17 Jun, 2021 @ 8:56pm 
@Numralan, I was wondering if it is possible to increase the armor, hit points and fire power of the turrets and if so what file do I need to edit to do so? also is there anyway to configure the turret so it can be packed up and moved to a different location?
clbod 2 Jun, 2021 @ 5:19am 
how about it being able to lob grenades?
clbod 2 Jun, 2021 @ 5:17am 
awesome. one game I managed to open an upgrade slot on the turret(don't know how, wasn't starting mod, think it was bonus from radio tower) and gave it a superior mag.....x4 turrets!!!! Had three soldiers with them and ended up with x9 turrets available for last run!
HeraldOfDoom 8 Jan, 2020 @ 3:09pm 
@Bellum,
Yeah! a tarantula sentry would fit perfect with a techmarine or the AdMech mod
Dęąth Viper 21 Nov, 2019 @ 2:19pm 
can you please remove the turret requirement? I never get to fight no turrets to get the deployables
Aries 22 Sep, 2019 @ 5:49pm 
maybe do several tiers? conv, mag, and plasma could be nice. its just a simple projectile edit
Bellum 25 Apr, 2019 @ 11:42am 
This is just a thought that popped up in my head when i saw this, is there anyway you could and a warhammer 40k skin to this? If not, no worries.
Imma Cylon 9 Apr, 2019 @ 2:25am 
I've played through two iron man games and got two unavoidable crashes with this mod installed and a turret active.
mfitz1970 26 Mar, 2019 @ 9:26pm 
@Numralan Hi I'd like to know if I can get a copy of the code for your turret mod, I see where someone posted something about making the turret able to be upgrade and I'd like to take a shot at it if possible. Is it ok if I give it a try??
=[NK]= Col. Jack O'Neil 7 Nov, 2018 @ 3:36pm 
There isa mod for the mimic beacon that consumes on use that you could use the code if you wanted to make it 1 time use, which would be cool :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=636127546
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1178479904
DaddyHammer 31 Mar, 2018 @ 1:08pm 
hi i love u mod but can u make this turret will desapear after using one time and u need some corbs ore money to rebuild sone? cause its to op..
CommanderShepard153 17 Mar, 2018 @ 12:44pm 
@大魔王 The difference is that this one is scaled for the entire game. And can act as cover when combined with the "all turrets are cover" mod
花兔 20 Feb, 2018 @ 3:26am 
[WotC] CX UA 571-C Automated Sentry Gun
What's the difference
花兔 20 Feb, 2018 @ 1:56am 
How to change the damage?
daggerrat 8 Jan, 2018 @ 5:40am 
I agree the look is fine, I was just considering offering the laser, plasma and rocket types as upgrades without changing the looks, well the rocket might need to look less like a turret, but the rest could just have the color in the middle of the barrel changed to match what they are such as blue for plasma & red for laser.
Coach Awesome 7 Jan, 2018 @ 7:02pm 
Nah, was hoping it was the exact way you've set it up.

Subscribed and liked, thanks!
Numralan  [author] 12 Nov, 2017 @ 1:27pm 
@daggerat : True, I have done some tries with retexturing, might post them if I can make them look halfway decent :)
daggerrat 5 Nov, 2017 @ 2:04pm 
@Numralan: Well for the Plasma and maybe even Laser verisons it shouldn't require any major changes to the turret look accept maybe for plasma being blue, laser being red and magnetic being orange, I'm talking about the color going up the barrel btw not the whole thing :)
Numralan  [author] 5 Nov, 2017 @ 6:58am 
@daggerrat : Very possible yes, unfortunately I don't know the first thing about 3d modeling so I'm mostly stuck reusing existing assets
daggerrat 27 Oct, 2017 @ 9:32am 
Numralan: Have you ever considered making rocket turrets? or Plasma Beam Turrets I think it would be cool with the turrets could be upgraded like the other weapons and it would give the player a one up on the aliens is it possible to do this?
Lampros 16 Oct, 2017 @ 4:49pm 
GUA,

Which mod is that?
GUA 30 Sep, 2017 @ 7:13am 
FYI, another mod came out making the turrets have Bulwark(Full cover). Win/win. this is one of the best mods I've played with.
Numralan  [author] 14 Sep, 2017 @ 2:31pm 
@frizzeldian12 : Yes, they should apply
Dęąth Viper 13 Sep, 2017 @ 10:39pm 
so mods that add squadsight to turrets or armor apply to deployed turrets too??
Suisai13 13 Sep, 2017 @ 10:18pm 
Just sayin, I always loved this mod. That is all.
arti_llery 13 Sep, 2017 @ 6:25pm 
Have taken to sending one of these with my troops that have a chance of being ambushed during the Ring missions.

Had a blast with 3 on a mission with nothing but lost recently. Was debating on bringing the sonic grenades to bring in MORE. lol
Numralan  [author] 13 Sep, 2017 @ 1:06pm 
@Thanos : Yeah sounds like a close call ^^
UATUU 12 Sep, 2017 @ 5:52pm 
So I was on a mission with my Templar, who sadly disturbed a hornets nest..errr alien pod. I had my specialist in the ready with her deployable turret, which she placed in the spawn to take the overwatch fodder. After the beatdown to my Templar who had 2 bars of health left, he used exchange and swapped places with the turret. Damn amazing.
arti_llery 11 Sep, 2017 @ 7:12pm 
Love this little item. Came in handy a few times during chosen battles. And makes for an effective distraction for the troops.
UATUU 9 Sep, 2017 @ 5:59am 
I've always liked this mod for the shear fact it adds to my specialist, and its another gadget they can use at their dispersal. If you add it to a unit with free "grenade throws don't cost an action", its a great damage dealer. The new skirmish unit has this ability.
Numralan  [author] 9 Sep, 2017 @ 1:08am 
Thanks for the kind words everyone !

@tmonahan23 : I like the idea, I could see it the trigger for an upgraded version, much like the Stun Lancer is the trigger for the Tier 2 sword.

@Daddy Kon : My thoughts exactly !

@Coach Awesome : no, by default the item is not consumed on utilisation, but you can make it so in the .ini file
Coach Awesome 9 Sep, 2017 @ 12:55am 
Does it permanently consume the item to use it? IE: Do I need to constantly keep killing turrets in order to keep a supply of these?
Daddy Kon 8 Sep, 2017 @ 9:49pm 
This is cool but it doesn't seem overly powerfull. Most turrets are found in missions where you have to evac and don't get the wrecks. Also, it's kinda like a mimmic beacon that shoots. When you drop it, it might help with the one pod you're fighting at the time but then you move on. I still like the idea thow but definately not OP.
UATUU 8 Sep, 2017 @ 7:36pm 
Glad this one is back. Thanks
tmonahan23 8 Sep, 2017 @ 4:54pm 
I would suggest you need a sectopod as the trigger. The concept is your using the tech from them to make a active portsble turret. This will ensure the turret is late game and help balance it.
Kuma the Trash Panda 8 Sep, 2017 @ 4:51pm 
Man this mod would just go perfect with a soilder who has the TF2 Engineer voice mod. Lol
LeMarteau 8 Sep, 2017 @ 3:26pm 
I like this mod. Very glad to see it come back for a WotC tour!
Mr. Meta Mika Goomington 8 Sep, 2017 @ 3:11pm 
Moi qui cherchais quelque chose comme cela. Je DL et je te dit si c'est fonctionnel! :3