XCOM 2
[WOTC] Weapons Tweaks
11 Comments
Born To Snacc 15 Dec, 2020 @ 10:00pm 
@Rtma I think the only difference I can spot between the two mods is that this one doesn't include the buff to autopistols, otherwise yeah the two mods are virtually the same thing.
SupremeMorpheus 6 Nov, 2019 @ 8:24am 
Any way to configure this so that the bullpup goes back to using a close range table? Kind of the main reason I like them
TannerA 7 Dec, 2018 @ 6:59pm 
how much damage the the veiter rifle
Mr. Aquila 22 Oct, 2018 @ 9:10am 
doe this affect the axe and chosen sword as well?
Brudog 25 Aug, 2018 @ 10:22am 
Changes I have tried to make to the hero weapons do not take effect. Any ideas?
花兔 6 Aug, 2018 @ 2:49pm 
@Arkhangel
{LINK REMOVED}
:steamhappy:
José 23 May, 2018 @ 6:20pm 
@Hotl3looded: I think they're suggesting to make the machine pistol more unique, separate from the regular pistol.

I have a suggestion: Make the MP have reduced damage and hit 3 times. Ballistic does 1 damage, magnetic does 1-2, and beam does 2-3. Would encourage people to carry ammo on a Templar and give them more flavor. Plus, you don't have to add new animations due to them already having a bullet spray.
Hotl3looded  [author] 29 Apr, 2018 @ 1:33pm 
@Zaoll Could you be more explicit?
Sol-Phi 27 Apr, 2018 @ 9:14am 
Make suggestions. The Templar. Pistol. Equipment. How about this?
Dusty 25 Apr, 2018 @ 8:05pm 
All of these tweaks seem like very logical ones to me-- I imagine I'll be using this mod from now on. Very nice, thanks a ton.