XCOM 2
ZombY's Anti-Material Rifle mod [outdated]
39 Comments
Mid Favila 7 Jul, 2019 @ 8:52am 
I mean...
It __does__ say that it's outdated.
Helldragon075 7 Jul, 2019 @ 8:24am 
does this mod work
Wash 2 Jul, 2017 @ 1:35pm 
:´( the first and last XCOM 2 Anti-Material rifle :(((((
Metadeth901 1 Jul, 2017 @ 11:47pm 
I would love to have it ingame but I understand when you make something so damn cool, only to be outdated by few days later :(
Riftwalker  [author] 1 Jul, 2017 @ 7:37pm 
sure thing (i was working on fixing it but i simply forgot when i stopped playing xcom 2)
Metadeth901 1 Jul, 2017 @ 6:08pm 
What you said about this not working anymore, would you please out [OUTDATED] in the title? Thank you.
Mid Favila 3 Jun, 2017 @ 2:31pm 
Ah, alright, fair enough. That's too bad, here I was all excited for having a fuck-off huge rifle.
Riftwalker  [author] 3 Jun, 2017 @ 2:29pm 
outdated beyond belief.

they changed how weapon modding worked shortly after release and I had already lost satisfaction playing the game by then.
Mid Favila 3 Jun, 2017 @ 1:52pm 
I understand that this mod is fairly old, but I'd still like to use it. After installing, it doesn't show up for any of my soldiers to equip. Is it locked behind research, or just outdated? Thanks in advance for the response.
marshmallow justice 6 Nov, 2016 @ 8:44am 
This is a really neat idea! Can be really good with another class mod's skill that's basically a free limited squadsight to any primary (can't remember the name of said mod), I might try it out with that.

Is it just my eyes or is the gun huge as well?
Riftwalker  [author] 9 Apr, 2016 @ 3:46am 
no, it should reload just fine continuosly, and the config should be in with the mod itself.
空.明 8 Apr, 2016 @ 9:51pm 
Where can I find the config? Can't find it in the xcom2/config folder
空.明 8 Apr, 2016 @ 9:43pm 
Is there also a limited number of times it can be reloaded? In my first game with it, it stopped firing after my 3rd reload..
Riftwalker  [author] 23 Mar, 2016 @ 2:20pm 
exactly why i chose my route, though I don't see the point of the free extended mag, you could use that to create free superior mags if i'm not mistaken...

IF i was to rework this, I would create a new mod that has the firing skill attached to it, and make it exclusive to the loader and what not, but I'd still have to edit the loader mods to be exclusive to my mod as well, as it only checks one way... and then this mod would also start showing up in random loot. It really isn't a great solution any way i look at it.
Shadowslyph 23 Mar, 2016 @ 1:04pm 
In regards to your compromise, It is possible to force a weapon to have an attachment upon creation.(Grimy's Loot Mod has shown us this) A neat and tidy way to make things work the way it sounds like you want, would be to reduce the magazine size to 1 and force it to generate with a superior extended magazine, and then set the extended magazine and the auto-reload to be mutually exclusive on the AMR. With each shot consuming four ammunition, one *could* remove the extended clip for an autoloader, but there would be no point. (there may be unintended consequenses of doing things this way though)

As far as editing the AWC skills, that way lies badness and mass-incompatability.
Riftwalker  [author] 23 Mar, 2016 @ 3:13am 
also feel like mentioning, the skills still being usable was a compromise. The game doesn't allow you to not allow certain mods on certain weapons, so I couldn't remove loader and ammo compacity. It's probably possible but I'm not aware of any calls that would allow me to make the weapons not use certain mods. in the game files there are no mod slots, certain mods simply confict with other mods so you could easily remove the exclusive calls and you could equip a loader and amo capacity at the same time.

back on the original topic, I'd have to edit all the AWC skills to make them not work with the gun as well.
Riftwalker  [author] 23 Mar, 2016 @ 3:06am 
what did the last patch do that made the weapon not upgrade correctly? I stopped playing and decided to wait til DLC came out efore i played again.

@shadow I mostly used it on grenadier focused heavies that could fire while the reload was needed. the idea is it's a support weapon that is meant to allow you to shred armor or mitigate it, and only realiably could be used once per engagement unless you wanted to spend actions. I used it on legendary to great effect with another gunner grenadier.
Aurenical 22 Mar, 2016 @ 7:48pm 
Since the last patch this has become essentially useless. I liked the idea, and I even used it to a great extent in a previous run thru. It does come with some heavy downsides, but the gun works well with skills like chainshot that don't actually fire the weapon, but just use it's ammo. I got a gunner with chain shot and got a 2nd use from the random AWC perk. I could tear down some heavy targets in a single round.

However, this is not utterly useless, as only at higher tiers was it worth the dmg difference and now you can't upgrade the weapon past conventional firearms anyways. So until the modder updates this, or someone else picks it up, I won't be using this. Great concept, love when modders add new weapons to this game, as that and classes make this more fun to me.
Shadowslyph 19 Mar, 2016 @ 2:43pm 
I just tried out this thing, and I must say, it is the most combersome weapon I have ever used in any game. The restriction on amunition means that each shot costs three actions. If it were a sniper weapon that would be fine, but as it is a heavy weapon it does not come with squadsight, which means that the grenadeer would ned to constantly move to get the enemy in sight. If it only cost one action to fire and an additional action to reload it would be fine, but as is, it will sit in the armory untill Grimy Loot blesses me with a superior sidearm holster.
Riftwalker  [author] 18 Feb, 2016 @ 6:55pm 
probably going to add _z to the end of everything
IceMaverick 18 Feb, 2016 @ 8:24am 
Yeah I believe his mod page states that the item name is the same and thus conflicts. Can I suggest (for the future) naming it something like "ZomAMR_TECHLEVEL" so that your own little signature assures that common item names won't conflict?

As for the typo, you can see it in the screenshot on this page: "Use upgrades recovered from ADVENT enemies to improve the DMR's tactical effectiveness."
Riftwalker  [author] 17 Feb, 2016 @ 10:51pm 
also yeah, i got a ton of typos, can you tell me exactly where it's listed?
Riftwalker  [author] 17 Feb, 2016 @ 10:51pm 
I'll look into it, i'm planning on make a sorta overhaul and so i'll look into his mod to see if his incompatability is due to him using the same item name of "AMR_TECHLEVEL"
IceMaverick 17 Feb, 2016 @ 10:15pm 
Don't know if this has been mentioned, but the description in the loadout has a potential typo. It mentions a "DMR" when discussing weapon mods but I believe it meant to say "AMR".
IceMaverick 17 Feb, 2016 @ 10:11pm 
Any chance this might see future compatability with Teh T's Anti-Material rifle? Currently both mods use the same name but for two different classes and two different roles and I hate that having the same mod name prevents them from loading correctly :/
Riftwalker  [author] 15 Feb, 2016 @ 12:08pm 
yes, it's +5 aim, it's only +5 aim because i teted it a bit and man stackign a superior scope, PCS perception and tracer rounds just gets you so far...
Bomjus 14 Feb, 2016 @ 6:48pm 
does this weapon give an inherent aim boost to the grenadier? since he/she is using a rifle now instead of a minigun. plus with such a high risk of one shot per turn and then needing another turn just to reload (since it can only fire with 2 actions)
Riftwalker  [author] 13 Feb, 2016 @ 1:46pm 
pro tip: use inspire to reload the thing. :P
Riftwalker  [author] 12 Feb, 2016 @ 4:10pm 
@123Nick i've actually been using it for a bit now, and on legendary at least it's not unbalanced, it can't 1 shot anythign a sniper rifle can't(same minimum damage but has higher max damage), it's value comes from it's armor pierce and native shred. As for the model, on my other mod, I did put a little announcement that I'm looking for someone who can handle UPK editing and/or modeling editing.

@evilMonk they should show up after installing, some people have been reporting that they aren't which is annoying because it works for 99% of people, and the code is sound. Basically if all else fails the weapons always show up in a new game.
RhuzCruise 12 Feb, 2016 @ 3:06pm 
thanks for the answer zomby
123nick 12 Feb, 2016 @ 1:51pm 
oh and 1 last thing: thought of requesting someone to make a model for it, a new one?
123nick 12 Feb, 2016 @ 1:50pm 
oh and if you think my changes might be- unbalancing, thats ok. you might know more about balancing then i do.
123nick 12 Feb, 2016 @ 1:49pm 
have u thought of some other things to make it more balanced? like, maybe have it have lower damage, but higher armor pierce? so it doesent do, say ,a ton of damage , but a lot against armored targets? oh and u can only fire 1 shot per clip, right? it seems great, but im afraid it might be unbalanced... somehow. maybe give it a aim- reduction, and lower critical hit chance?
EvilMonk 12 Feb, 2016 @ 12:45pm 
how do i get the wepon ingame? i have all your mods but no of the Weapons show up?
Riftwalker  [author] 12 Feb, 2016 @ 11:29am 
@NyxKerrigan @ddx77 as was i.

@richard, it shreds 1 per tier and peirces 2 per tier, remember that if you don''t have high enough pierce it will just hit the armor. they're visable in the config files.
RhuzCruise 12 Feb, 2016 @ 11:21am 
How much does it shred and armor/pierce? Those stats aren't visible here.
Legendary Lawbro 12 Feb, 2016 @ 11:14am 
@NyxKerrigan I was honestly thinking about that myself XD
NyxKerrigan 12 Feb, 2016 @ 5:25am 
hey look it's an anti-tank rifle. HOLY shit it's an anti-tank rifle.
BITCHES LOVE CANNONS.
ljsalty 12 Feb, 2016 @ 12:06am 
Looks great, however could you upload this on Nexusmod.com as I am tired of having to restart games when the mod gets changed and ends up corrupting my current save file. Many Thanks.