XCOM 2
Cannon Deploy Ability
47 Comments
meowbaawoof 30 Oct, 2024 @ 7:15am 
In addition, the "deployment of increased defense" is difficult to understand. Everyone can see that the cannon in the Grenadier's hand does not come with a shield, and this passive skill does not require him to stay in cover. A soldier can stand in a clearing for a round, stay still, be very visible, make a lot of noise, and then... Is it harder for the enemy to hit him? It was not as if a soldier had set up his gun, but as if he had quickly dug a machine-gun shelter.
meowbaawoof 30 Oct, 2024 @ 5:08am 
Also @Haite is quite right that having the cannon use 2AP shooting (like a sniper rifle) is a good addition. "Sprint" → "Deploy and crouch" → "Shoot" or "move and deploy" → "Shoot" are very logical ways of fighting, although the pace is equally slow but every 1AP has something to do. Or else, the middle round was really weird... What the hell are the grenadier doing? He shoots, throws, uses heavy weapons, and then finds time to deploy his cannon? Then why didn't he find time to do it in the previous turn?
meowbaawoof 30 Oct, 2024 @ 5:07am 
It's a very interesting idea, and I like the idea of making weapons more differentiated. However, the cost of two full turns is ridiculous, and "move" → "deploy" → "shoot" doesn't fit the rhythm of the base game.

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.
ARCHAON 7 Oct, 2021 @ 3:17am 
been lookin this kind of cannon mod, thanks mate!
Haite 15 Jul, 2021 @ 1:34am 
@Imbodenator That's...the idea. Although to be fair, I think it'd be better if cannon took 2 actions to shoot instead. Like it is, you basically have to wait 2 turns to shoot, one to move to location, and another to wait the penality to cool off, then, FINALLY, try to fire. 2 turns is an eternity.
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.
Imbodenator 29 Mar, 2020 @ 8:43pm 
I've uninstalled this mod as I found it made cannons a little too crappy when not deployed, and then very strong when deployed. Oddly enough however it still seems to be affecting a new campaign I started running without this installed. its apparently still under my workshop directory in steam for some reason. How can I edit the .ini of this mod properly to counteract its effects?i.e. where do I find key phrases or lines? I believe I already fixed aim
Imbodenator 28 Mar, 2020 @ 8:55am 
Is there anyway for me to alter this mod to make it an "active" ability? To me it doesn't make sense to have to stand a whole turn in one place to put up a bipod, but makes sense for it cost a single action to deploy it, and to take it down.
Jestimac 13 Mar, 2020 @ 9:28am 
@ Joul : Thank you very much.
Jestimac 12 Mar, 2020 @ 10:01am 
@ Joul Following previous message. I removed the other weapons and kept only the cannon. Everything is back to normal.
I hope you'll be able to release the sniper mod soon :)
Jestimac 11 Mar, 2020 @ 9:53pm 
Hello. I think it would make a lot of sense anyway to get a different mod for Sniper Rifle because it will allow different values. I would suggest "LocFriendlyName="Sniper Stabilized" (and other similar adjustment) for the localization file and mod name.

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.
PuffinMuffin  [author] 11 Mar, 2020 @ 8:42pm 
If you really do want to add multiple weapons, let me know, I'll just create a secomd mod with the same ability (called v2) so you can change the stats and add it to another gun!
PuffinMuffin  [author] 11 Mar, 2020 @ 4:20pm 
@Jestimac

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!
Jestimac 9 Mar, 2020 @ 4:20pm 
Hello. I am under the impression that the mod may not work as intended. I have modified the ini file to apply the abity to cannon (already in) and as an experiment, to Sniper Riles and Vekteor rifles as well. I now have the following lines :
[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....
PuffinMuffin  [author] 27 Feb, 2020 @ 10:14pm 
Update: Now you're able to change the weapon category this ability applies to if you wish in the config files.
PuffinMuffin  [author] 25 Feb, 2020 @ 2:28am 
@Jestimac
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. :steamhappy:
Jestimac 23 Feb, 2020 @ 12:45pm 
@ Flamingcheesepie and @ JouL

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.
PuffinMuffin  [author] 23 Feb, 2020 @ 9:07am 
@Flamingcheesepie
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!
Flamingcheesepie 20 Feb, 2020 @ 1:33pm 
Actually, as a second question, is there an active so that you can move, then use the deploy ability? If not, could that be added? As is, having to not move an entire turn to finally get +10 aim, while having -20 aim at all other times, would make it really hard to use cannons.
Flamingcheesepie 20 Feb, 2020 @ 9:40am 
Does this actively require your weapon overhaul (e.g. is some of the code for this mod in there), or is it self contained? Will it function without the overall changes?
Jestimac 18 Feb, 2020 @ 8:17am 
Don't worry ....be happy :)

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
PuffinMuffin  [author] 18 Feb, 2020 @ 7:43am 
@Jestimac
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.
PuffinMuffin  [author] 18 Feb, 2020 @ 7:38am 
@Jestimac
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?
Jestimac 18 Feb, 2020 @ 4:38am 
Everything works as intended, except the pop up, but that is not important. You anyway get the information in the bottom left box with the green double arrow. I changed the Ini file with non typical values (ie penalty -19 instead of -20 and bonus +33 instead of +30). It is far easier that way to confirm that these values are properly applied in all possible cases because they are distinctive.
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.
PuffinMuffin  [author] 17 Feb, 2020 @ 7:58pm 
@Jestimac @Valvatorez
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!
Jestimac 17 Feb, 2020 @ 1:55pm 
@ Valvatorez It is true that the pop up does not really show.
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...
Valvatorez(Cox Cable = awful ISP 17 Feb, 2020 @ 1:38pm 
This might not include functions for the TLP cannons. As I didn't notice the deploy option during the missions.
Jestimac 17 Feb, 2020 @ 12:21pm 
Of course, when you say permanently, it means "as long as you don't move...".
I guess that we will never hear "freeze !" in the same way now.... :)
Jestimac 17 Feb, 2020 @ 12:18pm 
OK thanks.
Glad to have been able to help.
Rgds
PuffinMuffin  [author] 17 Feb, 2020 @ 9:05am 
@Jestimac
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!
Jestimac 17 Feb, 2020 @ 5:50am 
@ JouL
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 ?
Jestimac 16 Feb, 2020 @ 9:43am 
@ JouL
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.
Jestimac 16 Feb, 2020 @ 5:11am 
OK thanks. I'll try it and I'll confirm whether it is OK now...
Thks
PuffinMuffin  [author] 16 Feb, 2020 @ 4:42am 
@Jestimac
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!
Jestimac 16 Feb, 2020 @ 12:20am 
@ Joul.
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.
PuffinMuffin  [author] 15 Feb, 2020 @ 10:11pm 
@Valvatorez
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.
Valvatorez(Cox Cable = awful ISP 15 Feb, 2020 @ 6:14pm 
Probably because it lacks screenshots and may be incompatible with some mods. Such as those that add laser and coilguns.
PuffinMuffin  [author] 15 Feb, 2020 @ 4:36pm 
@ Jestimac
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.
Jestimac 15 Feb, 2020 @ 1:35pm 
To Joul
I also noticed that the shotgun mod has disappeared ?
Jestimac 15 Feb, 2020 @ 1:26pm 
Thank you. I'll pay more attention...
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.
PuffinMuffin  [author] 15 Feb, 2020 @ 10:31am 
@Jestimac
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.
Flashstriker 15 Feb, 2020 @ 10:19am 
I prefer the way Marines do it, but if I ever return to other classes then this is gonna be an instant use. Cool idea!
Jestimac 15 Feb, 2020 @ 9:16am 
Hello. I did not see any indicator showing that he LMG is deployed. I assume however that this is logical because it is a passive ability.
In short, one just needs to remember how the LMG operate with the mod.
Am I correct ?
Jestimac 15 Feb, 2020 @ 7:33am 
Thanks for the answer. That is what I was planning to do. Use the first action without firing and overwatch to activate the deploy feature.
Definitely a good idea in any case. I have also decided to try the shotgun and SMG mod.

Thanks
PuffinMuffin  [author] 15 Feb, 2020 @ 7:03am 
@Jestimac
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.
Jestimac 15 Feb, 2020 @ 4:48am 
Hello
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 ?
DerBK 15 Feb, 2020 @ 1:42am 
Something like that was in my original (never released) version of ABB. However, mine was an active "Deploy" ability that was super clunky and annoying and ultimately had to be scrapped.

Making it a passive that auto-triggers when not moving might be the fix that i failed to implement back then. Good stuff :>