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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.
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.
Here you go!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2020860787
I hope you'll be able to release the sniper mod soon :)
For the values, this is a suggestion only. I'll let you think about it and decide about the values.
CANNON_MOBILITY_PENALTY = -1
CANNON_AIM_PENALTY = -10
DEPLOY_BONUS_AIM = 20
DEPLOY_BONUS_DEFENSE = 15
DEPLOY_BONUS_RANGE = 4
Finally, I have found that there seem to be penalties that appear in the end game, that have nothing to do with your mod but negate some of its benefit. I saw that with two yellow arrows pointing down, in the bottom left of the buffing zone. There seem for exemple to be a cap on aim for cannons. As indicated, I need to investigate further. Nothing to do on your side I would imagine, but one just needs to be aware of it.
Hey Jestimac, unfortunately my current coding only allows for 1 weapon category to be used at once, meaning you can't add more than 1 +WeaponCategory. Removing the other 2 should fix your problem!
[CannonDeploy.X2ModifyCannonStats]
+WeaponCategory = "cannon"
+WeaponCategory = "sniper_rifle"
+WeaponCategory = "vektor_rifle"
I get strange modifying values in the shoot recap (bottom center) values and I never get the cannon deploy message in the buffing zone (bottom left of screen with the two green arrows).
Would you be kind enough to check ? I really like this mod and I wonder whether the change made end of february may not have modified something. I should have checked earlier....
Thanks for hitting the nail on the head! Yes the overall goal was to make LMG work completely differently from your run and gun approach. Its hefty defense and slight aim and range bonus is to encourage you to plan where you would want to make your stand.
@Flamingcheesepie
If you think about it, making a 1 action cost deploy ability simple turns the LMG into a variation of sniper rifle (1 action to deploy, 1 to shoot = 2 actions to shoot) or (Move then Deploy, next turn shoot = 2 actions to shoot)
So you're really just looking at a Sniper rifle with no squadsight but with defense bonuses. The point is to make LMG uniquely separate from Snipers. Takes some getting used to but you might enjoy the tactical complexity this new LMG brings as Jestimac has mentioned.
Hello. I have been using the mod for some time now and I do like the changes it brings. It does oblige you to rethink the use of gunners. LMG are not a "large rifle" anymore, that you can more or less use for all soldiers having high mobility. It does make you think where and when you will want your LMG installed if and when things get "interesting". I suppose that this is exactly what JouL had in mind.
It does bring additional complexity and depth to the tactical side of the missions. Because a deployed LMG can seriously hurt the sectoids coming at you. Which of course is what any sectoid deserves.
No need the weapon overhaul mod, this mod works independently! I built the mod that way previously, but you'll realise having to press the deploy button so often will turn into a huge pain in the ass. I'll release an alternative though if you like!
It has been fun to help you indirectly. And it made me rediscover features that I was not using frequently but are in fact very useful ....
Rgds
I'll remove the buggy animation. Was trying to add the flyover on the character showing deployed whenever it activates. Its frustratingly hard to make that work though, sorry but you'll have to live with looking at the green buff arrows for now.
Holy crap I was wondering which mod I dled made the guns shoot the ground. XD
Alright so should I remove it or you prefer if I keep it there?
The only small glitch that remains is that, when the mission starts, the gunner shoots in the ground, then the whole team can start their moves (including the gunner). So basically, it is a small visual reminder that you have a gunner in your team, with no impact whatsoever on the team and the mission. If it is intended, it is smart. If it is not intended, then it is kind of useful anyway.
Definitely a useful and smart mod.
Well done.
Yep as Jestimac mentioned it applies to TLP cannons too. Only way it doesn't is if whoever modded your TLP cannons categorised it as some other weapon category.
There will be a passive ability icon on the bottom left of your screen if the ability applies to your weapon, and a green buff arrow will appear on your character name when the deploy bonuses activate. Working on making the flyover appear only when ability activates!
But the shot percentages that appear at the bottom of the screen after aiming (ie selecting your target) but before taking the shot do reflect it. It did the last time I checked...
I guess that we will never hear "freeze !" in the same way now.... :)
Glad to have been able to help.
Rgds
Apologies I was trying to improve the code better and accidentally reverted to it not lasting permanently. Thanks for the catch, should be fixed now!
Another question on something I'm not sure of. It seems that you loose the "deploy benefits" when you shoot. This is the situation :
Turn 1/ LMG deployed, bonus applied, you shoot with benefits. OK, normal.
Next turn : even if you don't move, you seem to loose the deploy benefits, both in aiming and in defense.
I would think that, as long as you don't move and you only keep firing, the LMG should remain deployed ?
Am I correct ?
It seems OK now. All the LMG, including from mods, display the additional "negative bonuses" on the weapon loadout screen as well as the sentence related to the Deploy ability (ie before the mission).
During missions, I did not really see the pop up "deployed" appear. I may have missed it, even if I did try to pay attention.
Thks
I've just revamped the code so now this mod automatically applies to all weaponcat 'cannon' even those modded in. Should work now!
Also added in a passive perk icon so you can read if the ability is on your cannon user regardless if the deployed mode is active or not. The buff if applied will now be shown with the green upwards arrow on your character.
Thanks for your extensive testing!
As indicated yesterday, I played close attention. This is what I found. The cannon deploy ability does appear for the standard cannon of the game. It does appear in the weapon details window and I did see the "cannon deployed" during the mission itself.
But is does not operate for the heavy weapons coming from mods. I use :
- Call of duty Black OpsIII from E3245 (It had two LMG)
- TLP Conventional Weapons with vanilla attachments (there is one LMG)
I am also wondering whether the "deploy status" stays in the next turn after you shoot ? I would imagine it does, right ? But is does not seem to show at the start of the turn and I am not sure the shooting statistics display it.
Well I reuploaded Shotguns Give Flank with a screenshot minus the kitten picture. Good idea, will add in laser and coilguns too once i figure out their weapon template.
Strangely on the workshop page it says this item is incompatible with Xcom2. No idea why but someone banned it I think? Can't figure out a fix. Any advice would be appreciated.
I also noticed that the shotgun mod has disappeared ?
I use WOTC of course, with RPGO and a few other mods (lot of nasties for exemple).
For weapons, I do use TLP as well as 3245 COD.
I don't use extended information. I have a Mac and there is a warning about performances on Mac when using extended information.
But I'm sure that what you mention will work just fine. I'll try tomorrow...
Thanks.
When you highlight your mouse over the character's name on the bottom left at at the start of the mission, you should be able to see a little green upward arrow at the rank, showing that the buff is active. (Since they haven't moved yet)
Also when the game starts on your character with any cannon weapon (TLP Weapons included) there should be a quick popup on their body saying deployed. Try downloading extended information mod if you're not sure. Extensively tested this with a whole bunch of other mods and it has always worked.
Are you playing with WOTC? As the mod doesn't work without WOTC.
In short, one just needs to remember how the LMG operate with the mod.
Am I correct ?
Definitely a good idea in any case. I have also decided to try the shotgun and SMG mod.
Thanks
Yep the plan was to make cannons a hold the line type of weapon, note with the +20 Defense and behind cover, you can really stick it out for awhile.
Been testing it for a week, seems to really suit the grenadier role as with salvo you can grenade the first action, overwatch/fire the next action, end the turn and by overwatch you have deploy up and running. Also very useful with Proficiency Class mod's Marine for shootyness, but do remove the cannon movement penalty as he added it in recently.
@DerBK
Yeah I was working off your idea on making all weapons special, got the idea from your shotgun makes auto hunker.
Looks like a good idea. I am starting a new campaign, I think I'll give some of your mods a try.
I however wonder what the effect will be. This kills two turns (one to get in position, one to wait in order to benefit from the "deployed" cannon stats.
It however has the merit to better simulate reality (if one can speak about reality when shooting sectoids or Faceless...).
I assume that you have tested it : does this modify the gameplay only a little or significantly ?
Making it a passive that auto-triggers when not moving might be the fix that i failed to implement back then. Good stuff :>