XCOM 2
M249 Light Machine Gun
114 Comments
Yard1  [author] 30 Aug, 2017 @ 1:07am 
I am not working on my XCOM 2 mods anymore, nor do I have WoTC, so I cannot update the mod anyway. Your best bet is waiting for some compilation/other author to fix my mods.
Fritzchen 29 Aug, 2017 @ 8:24am 
Seems a lot of Trouble out there since WOTC-Release (Users) - Update in Progress?

If so, PLEASE (!!!) keep in Mind that an Update (WOTC) makes this fine MOD unplayable for ALL XCom2-Players, who will not add WOTC !!

A second, separate MOD-Release (if done) of this is the Solution - I guess !
Militus Immortalis 29 Mar, 2017 @ 5:26am 
It really isn't cool to keep advertising on others' mods, even if your mods are great. Atleast acknowledge whoever did this.. :P
∑3245 16 Nov, 2016 @ 2:36pm 
Check out my M249 SAW:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=800984705

It should fix all the issues that everyone's been having (Available for all tiers, upgradable, configurable with mobility/reaction fire modifiers, etc) but with a better model. It also contains a UI icon, some attachments, and firing sounds.
75338 12 Oct, 2016 @ 12:08pm 
Doesn't the other CVWeaponPack that uses this gun have a proper UI icon for it? I prefer loading individual weapon mods as I use only a few and don't want to scroll through a huge menu of stuff.

Would love to see the UI icon updated. Thanks for a great mod of a great weapon that was a royal b* to carry around when I did.
Viri 18 Jul, 2016 @ 9:18am 
it would be possible to replace "cannon" with m249 and chose some kind of better looking magnetic weapons (and plasma)?
Hydrorox 5 Jul, 2016 @ 10:38pm 
Hi Yard1PL, love this port.

also I've updated the mod to follow the tiers of a rifle with cannon dmg ( no mesh changes,) will it be ok if I upload it to the workshop?
Yard1  [author] 15 May, 2016 @ 11:26pm 
I'll double check the file then.
Lord Coyote 15 May, 2016 @ 4:39pm 
I was using the one machinegun just fine for a while (was even kind of cool to move it between dudes each mission) but strangely, after this mod updated, the one M249 I had disappeared from my inventory when I swapped it off the guy holding it. No longer appears in my inventory at all, and I can't even spawn in more copies.

It might be a mod-to-mod conflict, although it really shouldn't be. None of the other extra weapon mods have behaved this way so far (all the others are back to unlimited items, actually).
Wu Sha Ling 13 May, 2016 @ 1:26pm 
Current patch reduces the weapon to a single item. Will you be updating this change?
stefan_nieberding 2 May, 2016 @ 10:47am 
I really like this, but without custom sounds, it just misses some punch. Maybe ask Nigel Thornberry how to integrate the sounds, whe also helped the guy who made the vintorez and and as val mod.
K. Constantine 16 Apr, 2016 @ 3:20am 
Needs fixed normals, looks like plastic.
Cyboran 15 Apr, 2016 @ 7:54pm 
I'd like to request that this mod be updated as such so it can be used throughout the entire game with the scaling of tech level.
redsargeant 16 Mar, 2016 @ 5:33pm 
BUG REPORT!
So apparently when you have the LMG 249 equipped on a soldier that gets promoted, you cannot select SUPRESSION fire, only DEMOLITION, until you unequip the LMG249 and equip the gatling cannon, then you can select the skill on the righthand side.
Yard1  [author] 9 Mar, 2016 @ 2:06am 
That would take far too much work for too little gain I am afraid.
Disgruntled_Cat 8 Mar, 2016 @ 2:23pm 
Is there any way for this to scale with tech level by editing the .ini myself? I love the M249 model and would rather keep it throughout the whole game but don't want to have to edit the .ini every time I increase tech level.
Zyrrashijn 6 Mar, 2016 @ 9:57pm 
Yeah, i already did so. Was just curious if someone knew the proper way. I have been digging through the .u files and tried to copy from other Mods where it might be working, but to no avail.
Yard1  [author] 5 Mar, 2016 @ 4:04pm 
Just increase the shred value in the damage field in the config as a workaround.
Zyrrashijn 3 Mar, 2016 @ 12:11am 
Im wondering, does anyone know how to apply higher tier tech (Mag, Beam) to these Weapon Mods so they can use the Shredder Ability (shreds 2, 3) properly?
Mattiator 1 Mar, 2016 @ 3:32am 
I want to modify this so that it adds additional mobility for the carrier. Any idea how to do that? Zomby's Semi-Auto weapons add a mobility malus, so I'm trying to work backwards from that...
Snina? 28 Feb, 2016 @ 8:25am 
Hay yard1pl Can i use your guns in my mod Gotterdammerung
drake_hound 26 Feb, 2016 @ 2:58pm 
M60E6 next :P so everybody can remake Rambo !
Well do both version classic M60 and the M60E6 modern version.
viskarenvisla 24 Feb, 2016 @ 6:17am 
Thanks a lot for everything you do. This makes the game much more interesting!
Verlux 24 Feb, 2016 @ 12:49am 
Hey mate, awesome mods and all. Just wondering what the 'ISOUNDRANGE' value is? Thanks
gamesfahan 22 Feb, 2016 @ 10:00pm 
I love the mod, but are there any plans to add higher tier versions for this and your other weapons?
marshmallow justice 18 Feb, 2016 @ 11:08pm 
@Yard1PL
Much like the "It Will Take Many Bullets" mod, is it possible for myself to create multiple versions of this/these gun with different values to replace/unlock with the required research?
Yard1  [author] 18 Feb, 2016 @ 10:07pm 
I can't figure how to make them carry over the attachments, sadly :(
Naru 18 Feb, 2016 @ 6:51pm 
I'm not sure if it was some other mod I have, a bug, or intended, but I noticed that the M249 and your other gun mods don't carry the attachments over to the Mag rifle tier. Is this on purpose or just a think that is difficult to address? Either way good work!
fu7al1ty 18 Feb, 2016 @ 1:24am 
Wow!! this is awesome. I have always wished the granadiers carried actual SAWs then those ridiculous cannons. more power to you Yard1PL
Yard1  [author] 18 Feb, 2016 @ 1:13am 
Increase the Shred value by 1?
Dawri 18 Feb, 2016 @ 1:08am 
@Yard love all the weapon mods. Was wondering if it's possible to make equivalents to magnetic or beam? Right now I'm editing the mods to get the damage values, though I can't figure out how to make it recognize as magnetic for the shredder perk (it just takes 1 armor, not 2 like the mag cannon). Appreciate all the hard work!
Yard1  [author] 17 Feb, 2016 @ 9:59pm 
You can change the amount of attachments in the config file.
S.Collins 17 Feb, 2016 @ 3:35pm 
any chance of diffrent getting a diffrent fireing sound?
YonDaBomb 17 Feb, 2016 @ 3:01pm 
Hey
Awesome guns and thank you for the hard work!

Why can I only put one attachment on the weapon?
Yard1  [author] 17 Feb, 2016 @ 12:24pm 
Bullpups would be cool, I agree.
Trex 17 Feb, 2016 @ 12:04pm 
I hope we get to see an M4 in the future, or at the very least, some form of bullpup rifle, ala FAMAS, MTAR, F2000, etc.
7000¥EARS 16 Feb, 2016 @ 7:36pm 
@Yard1PL

I do not know if you take any requests, however - if you do. I would *REALLY* love seeing a PKP Pecheneg or a Gewehr 36. I really do enjoy your work so far, and think it is very impressive.
Paradigm 16 Feb, 2016 @ 6:50pm 
@Yard

What program are you using to convert the assets from other games to ones usable by the Unreal Editor or am I doing this the entirely wrong way?
Grimgoth 16 Feb, 2016 @ 4:25pm 
So i looked up the exact stats for the mag weps on in the xcom ini file and i made Yards weapons to be like the mag weps so when i unlock mag wep i use yards awsome weapons instead of the ugly orgininal mag weps, with out cheating with op weapons in the early game :D
andreborges73 16 Feb, 2016 @ 11:01am 
i always love to see new weapons in this can, until now we only had the submachine gun and this looks great XD
andreborges73 16 Feb, 2016 @ 11:00am 
can this weapon be upgrated,in terms of it's technology ?
vulchor 16 Feb, 2016 @ 9:18am 
Would you mind uploading this to the Nexus please? nexusmods.com/xcom2

Steam Workshop is really clunky, but if you put this on the Nexus then people can use Nexus Mod Manager with it. I'm currently running 40 mods on my game, all of them are from the Nexus and make use of the Mod Manager.
Yard1  [author] 16 Feb, 2016 @ 8:26am 
That would have sound problems (sound ending before bullets). Something to do in the future I suppose.
Jman 16 Feb, 2016 @ 8:06am 
great mod - would be awesome if the firing length was as long as the cannon i.e. the soldier fires longer / more bullets
Yard1  [author] 16 Feb, 2016 @ 4:07am 
HK417 DMR is planned. Sadly I only have paypal :(
Artimise Flare 16 Feb, 2016 @ 3:37am 
Gah, i didn't see that, awesome! I for some reason keep getting an invalid amount when trying to donate. Is there another method for me to donate to you? Like a Patreon or something?

Was wondering if you plan on doing something like a DMR mod (Not as much power as a sniper rifle, but better accuracy at medium ranges?)

There's another mod out there that's kind of like that, but doesn't quite offer what I'm looking for.
Yard1  [author] 16 Feb, 2016 @ 3:34am 
Yeah, it uses assault rifle aims as evidenced in one of the screens.
Artimise Flare 16 Feb, 2016 @ 3:17am 
Does this use different animations as opposed to the traditional cannon?
Kitsune 15 Feb, 2016 @ 11:42pm 
I like the model, but just to keep the weapons from being all the same I changed this LMG to be -1 damage for +10 aim. Since it's smaller and easier to handle than that big ass cannon. Keep up the good work though :D.
Apathy Enrage 15 Feb, 2016 @ 4:56pm 
So, Yard, just wondering if there's a way to have the stats auto upgrade as the different tiers are unlocked, so that I don't have to go edit each .ini as I get the upgraded weapon tiers.