Xenonauts

Xenonauts

Khall's Carbines & Shotguns
54 Comments
A HORDE OF CATS 14 Apr, 2021 @ 2:43pm 
I think it's a bug but it's pretty funny: the laser carbine shoots a burst of 3 projectiles like the shotgun... but is capable of automatic fire like the carbine it's meant to be.

Pretty scary.
Cold|Heat 1 Mar, 2021 @ 4:39pm 
This would be a great little mod if it wouldn't replace the M16 with the AK47. I have the soviets weapons mod for that and then I have 2x AK but no M16.
-L1ch 7 Jan, 2018 @ 2:54pm 
Any way to return back to the M16 instead of the AK47?
GFNeves 21 Aug, 2017 @ 3:57pm 
@Alathaniel Hey, if you could release the fix in the forums, that would be great.
Voodoo 11 Feb, 2017 @ 3:10pm 
Alathaniel,

Looks like he's abandoned this, please release the gold!
Alathaniel 26 Jan, 2017 @ 7:40pm 
Khall,

Are you still around and supporting the mod in any way? I'm working on getting the missing text bits for the new energy carbines into my local copy, and I'd like to make it available but I don't want to take credit for what you've already done.
eevee gaming 24 Feb, 2016 @ 4:40pm 
Khall,

I have found that this mod is incompatible with retacrew7's Creating Value mod, as well as the default Custom Soldiers options. Is there something you can do about that?
Aetius 24 Jan, 2016 @ 10:43am 
The carbines after lasers are stupid powerful with 3 shots normally and 9 on burst. Anyways, is there a reason why the shotguns aren't appearing in my game?
R o c k y J e t 8 Jul, 2015 @ 5:45pm 
OP up the ass!! had to unsubscribe. Too easy now and no fun. Sorry
Yerude 5 Jul, 2015 @ 4:06am 
Overpowered as hell, ripped out all fun of the game.
LordDeepain 2 Jul, 2015 @ 3:04am 
i dont see the ak
dustfang61 22 Feb, 2015 @ 5:34am 
ive notic that this made combines very OP
Jarlek 9 Feb, 2015 @ 4:54pm 
Why hasn't he updated it yet? Is he not aware of the bug?
Bebop 7 Feb, 2015 @ 1:43pm 
this was due to Khall's Carabine based on original carabine wich discribed in source asset as some kinde of shotgun that shot with 3 pellet. Khall's mode overrides this file but with missing 3 pellet original settings. Mod with that fix is fine.
Casaubon 7 Feb, 2015 @ 11:04am 
so the 3 laser pellets for carbines were a mistake by the mod author? I wish the xml was updated officially by Khall with makudos´ solution.
Helpful Stepbro 6 Feb, 2015 @ 5:15pm 
Can anyone else confirming this working? Cuz if so I'll redownload it immediately
Bebop 6 Feb, 2015 @ 2:15pm 
for another carabine types do the same. Just set preffered pellet count)
PS This is very nice mod, because CQB/CQC is most interested in that game
Bebop 6 Feb, 2015 @ 2:07pm 
I have found the solution for laser carabin balancing issue

just seek the the file C:\Program Files (x86)\Steam\SteamApps\common\Xenonauts\assets\mods\Khall's Carbines & Shotguns\weapons_gc.xml

and find the laser carabine asset.
then change the pelletCount in ammo asset

like that

<Ammos>
<Ammo MODMERGE="update" pelletCount="1" name="ammo.laser.lasercell" type="energy" damage="38" mitigation="0">
<Projectile spectre="projectiles/laser/laser" speed="1500" showAfterDistance="60.0"/>
<Impact spectre="particles/laserexplode/laserexplode"/>
</Ammo>
</Ammos>
</Weapon>
Helpful Stepbro 5 Feb, 2015 @ 1:37pm 
Yeah I think the best call is to bypass this mod, it totally breaks the game once you get into laser tech. Hopefully we'll see a patch before too long cuz I like the idea
76561198116348687 5 Feb, 2015 @ 12:02am 
nice
☆ N✪ 千εαℝ ☆ 4 Feb, 2015 @ 4:42pm 
me guta
LinkerH 3 Feb, 2015 @ 9:01pm 
So nice
Jarlek 3 Feb, 2015 @ 3:19pm 
@Casaubon. I can confirm. A 3 burst shot with a lazer carbine gives you 3 pelllets in each shot for a total of 3x3=9 possible hits in one burst.

Lazer Carbine? More like lazer DEATH CANNON!
๑۩ Skar™ ۩๑® 3 Feb, 2015 @ 12:53pm 
норм
kikarapaa 3 Feb, 2015 @ 5:24am 
these guns are rily greit nike enklis
Casaubon 3 Feb, 2015 @ 3:04am 
@Tosh 2.0 Maybe I´m wrong but yeah I thought it was intentional with the laser carbine? Makes it somewhat overpowered though. If theres 3 pellets emerging times 3 in burst mode it feels like a little flamethrower.
YZuN 3 Feb, 2015 @ 3:03am 
...
君子,当以自强不息 2 Feb, 2015 @ 10:09pm 
哈哈哈哈
Bebop 2 Feb, 2015 @ 4:06pm 
How make it works on Mac OS version of the game? Due to unformal installation process it seems game dosnt see what subscribtion is needed to upload :(
Kye 2 Feb, 2015 @ 2:49am 
...
Drunetovich 2 Feb, 2015 @ 2:47am 
1,5 reaction mod for shotguns was made for interier assault with shotguns, now soldiers will get reaction fire from aliens, and possibly screw reaction shots against reapers. Not very nice idea for compensation, lowering per pellet damage should be sufficient due to enemy armor.
Kiraki 2 Feb, 2015 @ 2:37am 
not bed
Helpful Stepbro 1 Feb, 2015 @ 8:41pm 
Are people able to use laser carbines (and I assumer plasma and mag carbines) without the shotgun effect? The ballistic one works just fine but the higher ranked ones seem to still shoot shotgun shells with carbine damage and accuracy. Has anyone experienced otherwise?
Casaubon 1 Feb, 2015 @ 3:25pm 
I like it very much. Still having tooltips when hovering mouse in the squad equipment screen above also for the modified weapons would be helpful.
Chief White-and-Empty 1 Feb, 2015 @ 9:27am 
Love it, well balanced and fun. Carbines are my new go-to weapon.
SYS.KEY 1 Feb, 2015 @ 3:31am 
zx
Doug Dimmadome 31 Jan, 2015 @ 10:00pm 
Is there any difference in accuracy or damage for the new ballistic rifle (AK-47) since the up in caliber would have more stopping power and slightly less accuracy due to being a less precise weapon than the m16, for realism's sake of course. Also as a footnote, the carbine would have 83% effective range of the original and weigh about a pound less while the new rifle would weigh lets say a pound more and be about 60% of the effective range, though known soldiers have said the m16 is effective to 500 rather than the rated 600 and the m4 to 400 rather than 500, about the same percentage and less accurate during burst due to increased recoil. I think it would be an interesting change for realisim but perhaps difficult, sorry for a long comment but ocd and being an amateur historian got to me.
Terkala 31 Jan, 2015 @ 7:40pm 
Yeah, I just deactivated this mod because it makes laser carbines into massively overpowered death machines.
Jarlek 31 Jan, 2015 @ 4:07pm 
Gonna report the same thing as Tosh 2.0. Laser carbine still shoots pellets so the possibility of 2 3-round burst with every shot having pellets... It's a dooms-day device!
Helpful Stepbro 31 Jan, 2015 @ 3:55pm 
My bad, its acting like a shotgun not a carbine. Idk why I typed that
K0n0p1ya 31 Jan, 2015 @ 3:55pm 
bardzo dobre
Allefkk66 31 Jan, 2015 @ 3:45pm 
ok
Helpful Stepbro 31 Jan, 2015 @ 12:30pm 
My laser carbine seems to still be acting as a carbine. It has 15 rounds in a mag but when shooting a burst it sends out at least 10 or so shots with carbine style damage. It is hugely unbalanced, giving carbine accuracy and damage while shooting what seems to be shotgun quantities of lasers every shot. Any suggestions?
Yan 31 Jan, 2015 @ 11:28am 
very good
★♛ The King ★♛ 31 Jan, 2015 @ 5:50am 
very good!
torvenral 31 Jan, 2015 @ 12:13am 
awesome
Raquel 30 Jan, 2015 @ 11:31pm 
nice
沉重盾牌 30 Jan, 2015 @ 10:13pm 
very good!
Markusaw 30 Jan, 2015 @ 6:18am 
@Gumballthechewy MP5 is a submachinegun, not a carbine
An unreasonable badger 29 Jan, 2015 @ 10:25am 
Hilarious little bug. My laser carbine is less of a carbine and more of a fully automatic laser shotgun of doom. burst fire shotgun. twice in one turn. pew pew pew pew pew such dead