XCOM 2
Viper's Weapon Rebalance
26 Comments
TITANMASTER25 26 May @ 11:47am 
Not sure what's going on but, my soldiers with grenade launchers can't bring grenades with them. They can be put in the utility, grenade slot, whatever. But in the level itself, those grenades aren't there, as if I never equipped them on the soldier, appreciate any help
Bada 19 May @ 3:22am 
I'm really enjoying your mod incredibly fun to play with!
Just wondering, do you have any plans to create an add-on mod for five-tier weapons in the future? I think it would be an awesome addition. Thanks again for your amazing work!
LeyShade 29 Apr @ 9:28am 
Seen. Thanks for clarifying, will remember to adapt ours to the same =)
Dęąth Viper  [author] 29 Apr @ 9:05am 
I removed the permanent will loss from some of the items, so I fixed the localization to show that in game.
LeyShade 29 Apr @ 3:47am 
Quick side question - Localisation folder, what's the purpose of including the SavHudson items? Were they missing prior, or these a personal take?
Dęąth Viper  [author] 23 Apr @ 9:23pm 
The changes here only affect the weapons listed in the discussions tab. I have links up in the description. Anything not there this mod wont touch. I am still updating as I find things.
Cereal 23 Apr @ 8:11pm 
How is the compatibility with RPGO, Iridar's 5-tier weapons, and Stukovs 9-tier weapons?
I tried for a bit, loved some changes(like the bullpup), but though some were too broken, like the sniper(that now is nerfed) and rapid fire as rifle default skill.
I like playing with harder enemies so these changes could come really nice, but i fear that something will break with some of the other mods i use, specially with RPGO.
grammarsalad 23 Mar @ 8:53am 
I've made a lot of similar changes to my own setup that you have here. In particular, I added remote hacking to the bit and gremlin, and suppression to cannons (though, I added it to the rifle as well).
Dęąth Viper  [author] 19 Mar @ 11:01pm 
Unrestricted customizations and chosen reward variety. Its their orion armor set mixed with the skirmisher half cape
Westman 19 Mar @ 6:45pm 
what mod did you use for the skirmisher's armor?
Dęąth Viper  [author] 19 Mar @ 2:20pm 
I can add compatibility in the future. The infil times are for covert infiltration. LWOTC has 5 tier weapons so I would have to find and edit the template names of said items... Im also not sure on how to fully balance lwotc as I dont play it
Dexetro 19 Mar @ 1:57pm 
Is this compatible with long war things? Some weapons mention infiltration time so i assume yes but just wanna make sure since it looks awesome
[Dragunov37] 16 Mar @ 9:21pm 
I'd like to read more about the changes, because I'm blind and can't figure out what's changed from the screenshots.
Dęąth Viper  [author] 16 Mar @ 1:16am 
For sure! Keep in mind this is designed around a heavily modded campaign with stronger enemies. (Looking at you reshi and stukov).
Nagumkei 15 Mar @ 7:03pm 
In 2025, someone is still putting a lot of effort into the good old game, and I'm really grateful to you and all the mod makers for making xcom2 better and fresher than the original, thank you!:praisesun:
Machine translation. I'm sorry if that's not true:MH_Death:
Dęąth Viper  [author] 15 Mar @ 3:00pm 
Update - Added sweeping chnages to heavy weapons and added support for advent duelist and sniper.
Dęąth Viper  [author] 14 Mar @ 10:11pm 
Update: Lots of rolling changes. Check discussion tab for details. (Don't worry, its not empty now lol).
Nu-13 14 Mar @ 2:25pm 
Cut my gun into pieces. This is my knife and fork. Recreation, then building. Don't give a damn if i nerf what im making!
grammarsalad 14 Mar @ 1:45pm 
E.g. I've tried, with varying success, to implement multiple different 'calibers' for conventional firearms. E.g. light and concealable but lower damage and range pistols vs heavy caliber pistols that are less concealable, etc
grammarsalad 14 Mar @ 1:43pm 
Yeah, I use wsr when I want to make a change to a specific weapon, and itm for more sweeping changes
Dęąth Viper  [author] 14 Mar @ 8:52am 
Def needs a revamp. This was more experimental to see what I can do with the template core iridar made. This thing is insaely comprehensive once you spend a bit of time deciphering his 30 page instructions. Much much better and more efficient than wsr!
Zigg Price 14 Mar @ 5:32am 
"Detailed Changes Here"
Blank page.

YOU FUCKING TROLL! XD

This is interesting. I usually make pretty sweeping changes to the weapons as well, but I'm interested to see what you've come up with. I also would be interested to see what abilities you assigned. I always thought of trying that, but never learned how or even what I wanted to do.
Papistman 14 Mar @ 3:55am 
Thumbs up.
jat11241976 14 Mar @ 2:30am 
Looks interesting, well done!:steamthumbsup:
Dęąth Viper  [author] 14 Mar @ 1:10am 
Intend to integrate changes to them here. Testing right now the new weapon damage charts / abilities. Will give the axes / boltcasters there own weapon categories and specific gimicks though.
mr.error3654 14 Mar @ 1:05am 
Do you intend / already have to add hunter rifles, boltcasters, battle axes and other mod-added weapons to the weapons cache for use with classes or can we expect to have them all kitted with vanilla weapons?