XCOM 2
Heavy Weapons Tweaks
46 Comments
Postmaster  [author] 3 Nov, 2018 @ 6:03am 
If I recall, LW2 makes a whole slew of tweaks itself so it probably makes this mod irrelevant.
You could always try, this mod should uninstall without incident if needed.
P0s7-n0Rm4L 29 Oct, 2018 @ 7:06pm 
Is this working as intended while using the Long War 2 mod :question:
WeaponisedMoron_2 31 Dec, 2017 @ 4:28pm 
Awesome
Postmaster  [author] 31 Dec, 2017 @ 10:59am 
Yeah it's basically completely the same
WeaponisedMoron_2 31 Dec, 2017 @ 5:23am 
So this mod does the same as the WOTC version i assume. I just find the description of the other easier to undertsnad but ill just quickly ask if it does completely the same?
Red Knight 9 Nov, 2017 @ 1:00pm 
A big Viper hug to you, sir.
Postmaster  [author] 9 Nov, 2017 @ 12:58pm 
@Lt. Victor, has now been ported to WotC, just search the workshop again and choose the WotC option.
Badger 15 Sep, 2017 @ 12:34am 
confirmed; anyone who wants these changes back, open the weapon_data config in the main game folder; the heavy weapons are at the bottom. Change the flamethrower clip sizes to 2, radius to 14 and plasma blaster pierce to 6.
Badger 15 Sep, 2017 @ 12:24am 
If these are just .ini edits pretty much anyone should be able to go into the config folders and adjust the values to be whatever they want.
Red Knight 1 Sep, 2017 @ 11:50pm 
I understand, such is life. :)
Postmaster  [author] 1 Sep, 2017 @ 1:47pm 
@Lt. Victor, At the current moment I am a little too busy with life to update it. I still need to fire up WOTC myself. If I have time, I will make an honest effort to see if I can remake it. Unfortunately I can't make any promises right now.
Red Knight 31 Aug, 2017 @ 8:24am 
Hey man, I love this mod. Will we ever see a WOTC compatible version?
Nasarog 30 Jan, 2017 @ 1:55pm 
Thank you for the quick response.
Postmaster  [author] 30 Jan, 2017 @ 1:48pm 
@Nasarog, LW2 is handling things differently. If after playing LW2 (I'm working on it right now) I think it needs a change, then I would consider making a new mod. As it stands this is certainly geared toward vanilla.
Dragon32 30 Jan, 2017 @ 11:10am 
@Nasarog:
No idea, but this is balanced (or a re-balancing) for vanilla. Might be OTT for LW 2.
Nasarog 30 Jan, 2017 @ 7:43am 
Is this working with Long War 2?
Postmaster  [author] 22 Aug, 2016 @ 7:18pm 
@All-a-Mort If I recall, range is simply the linear range (can't remember if tiles or meters, but I think tiles). Radius is basically the horizontal spread of the cone at max range (i.e. cone width at max range). It's a strange system.
All-a-Mort 22 Aug, 2016 @ 1:03pm 
If I might ask: for the flamethrower cone, how does the range and radius relate to the tile length and tile width? Is it as simply as the range=volume of the cone, such that by default tile_width (5) x tile_length (15) /3 = range (25)?
2257tempest 2 Aug, 2016 @ 11:58pm 
where is the file i Could't find it?
Postmaster  [author] 31 Jul, 2016 @ 6:09pm 
@2257tempest this is unlikely to happen due to balancing reasons and lack of demand. However if you simply go into the config file for this mod and/or the base game itself, you could probably accomplish this yourself pretty easily with a little ini editing.
2257tempest 31 Jul, 2016 @ 12:44am 
Can you mak a mod that give heavy weapons more charges like 2-3 more please i can,t find a mod for that this is the closest i have found to that?
buchanan.johnd 8 Jul, 2016 @ 12:02am 
I gave my Spark a Flamethrower in this mod, and it just felt OP.
Nasarog 10 Apr, 2016 @ 7:50am 
Thank you for this one. It will make some of the other heavy weapons more useful.
Postmaster  [author] 17 Mar, 2016 @ 9:01am 
This does not include the Flamethrower Panic Fix. However, it should not conflict with it either. So you're free to install both.
bilfdoffle 17 Mar, 2016 @ 5:58am 
curious if you also included the Flamethrower Panic Fix
PSY 12 Mar, 2016 @ 5:53pm 
cool thanks. i'll keep an eye out just in case.
Postmaster  [author] 12 Mar, 2016 @ 6:49am 
@Astronomical Feline I have no reason to suspect it will conflict.
PSY 12 Mar, 2016 @ 4:14am 
Any idea if this will conflict with grenade falloff mod?
Postmaster  [author] 11 Mar, 2016 @ 4:38pm 
New patch 1.2 released
Postmaster  [author] 9 Mar, 2016 @ 7:43pm 
@Natural Causes you are correct, I'll try to patch that "bug" within a week. If other people feel the same way (negatively) about shredder, I'll consider bumping range back up 1.
Experiments 9 Mar, 2016 @ 6:32am 
I'm repeatedly finding the shredder cannon just 1 tile short to hit targets now. Not sure if I'm incredibly impressed about its new combat role or irked. I'm fond of the flamethrower spread.

The info panel in the loadout screens is inaccurate in this version. Range and Radius are values you've altered (Tile Length in XComGameData_SoldierSkills.ini) but the values we can read ingame seem to be pulled from XComGameData_WeaponData.ini.
Postmaster  [author] 3 Mar, 2016 @ 5:51pm 
Version 1.1 up
EnterElysium 2 Mar, 2016 @ 3:22am 
weapons*
Damn morning typing.
EnterElysium 2 Mar, 2016 @ 3:22am 
I actually really like how subtle the tweaks are - god knows the heavy weapaons needed it.
SakuraKoi 2 Mar, 2016 @ 12:48am 
@Natural Causes, Rapture can actually be found in one of the Heavy's ability as well, it's the last one in the Gunner's tree which also entails a 100% Crit.
Ashnal 1 Mar, 2016 @ 8:56pm 
Hmmm, I've been wantinga reason to toast my enemies with the flamethrower.

Nice start. I'll be using it. Small suggestion though. Make the Flamethrowers the weakest direct damage, but give them guaranteed panic for organics, with maybe a slightly shorter and wider angle. Either that or guaranteed burning. Maybe one or both. THe problem in vanilla is that other weapons doa lot more guaranteed damage, and you can't rely on the flamethrower to neutralize enemies.

With changes like that, the flamethrower would be a good less damage, more crowd control option with enemy type weakness, like Long War had for EW flamethrowers.
Postmaster  [author] 1 Mar, 2016 @ 7:56pm 
@NaturalCauses Rupture would indeed be an interesting addition, but for now I'm going to try and make small tweaks rather than a radical mechanic change. Plus, honestly, I'm not good at modding yet to be able to do that lol. After preliminary testing of attempting to modify the fire spread arc and shredder range, I think I know how to change those things. Whats interesting is the plasma blaster uses an entirely different targeting set of code and, although I only looked for 5 minutes, I didn't see a way of modifying that as easily.
Sparky 1 Mar, 2016 @ 7:44pm 
Excellent! I was just thinking that Shredstorms easily outperform other heavy weapons. I like how the different weapons behave on the battlefield so thank you for making the others viable.
Experiments 1 Mar, 2016 @ 7:10pm 
@SakuraKoi @Postmaster, if the Shredder/Shredstorm Cannons are nerfed they still are best kept in a distinctive combat role. An option is to use the "Rupture" status effect that Psi Insanity can be upgraded with. Rupture is works like Shred from EU/EW in allowing more damage dealt to the target. It's an interesting mechanic that is rarely useful with Insanity and not used anywhere else in vanilla thus far. (Probably because the game not being balanced for extended firefights where it would be most useful but still.)
Postmaster  [author] 1 Mar, 2016 @ 4:02pm 
@SakuraKoi @Zenteck I'll look into tweaking some of the other heavy weapons, like your ideas.
Arkan 1 Mar, 2016 @ 3:15pm 
Very Nice! :dipaddle:
Zenteck 1 Mar, 2016 @ 7:37am 
Both seem like reasonable changes. Good call. I tried to find uses for Flame/Hellfire but they just couldn't compete with the utility of a rocket. Had to deliberately go out of my way to get a kill with the Hellfire by late game.
Could you consider widening the arc while shortening the range of the flames?
And I'd agree that the range of shredstorms is far too generous. I shouldn't be able to ruin two pods and half a building with my opening shot.
SakuraKoi 1 Mar, 2016 @ 7:17am 
This reminds me that I have actually been wanting to do my own Heavy Weapons reimagination and set it up already because they are kinda boring indeed...

namely giving the Plasma Blaster an "unlimited" range (one will/could snipe relays with Blaster Launchers anyway), along with the Rocket Launcher (why did it always had a limited range to begin with? "Game Balance"...).

The flamethrowers would be special in their use since it creates a flame-ring for area denial (if I am not mistaken, melee is one ability that is blocked by burning).

Lastly the Shreddercannons of Doom would have their range decreased, a lot while shredding a bit more.

Well, that's about it, feel free to see this simply as some suggestions iand indeed, no changes to the Blaster Launcher atm.
BHunterSEAL 29 Feb, 2016 @ 9:17pm 
This seems really well thought-out, I was also rather underwhelmed by vanilla's so-called "heavy weapons." Once you unlock plasma grenades I generally found it more productive to keep the extra slot for the launcher, especially because (unless I'm mistaken) WAR suits negate the Heavy Ordnance bonus for Grenadiers.
Bosmun 29 Feb, 2016 @ 6:55pm 
ummm it requires two canisters to create a safe flamethrower that doesnt have an active flame
d_valroth 29 Feb, 2016 @ 5:52pm 
Nice changes. Shredstorms were kinda just the best.