XCOM 2
Alternate Weapon Techs
129 Comments
Bawkdragon 31 Jan @ 2:37pm 
Is their anything that adds laser weapons the heroes can use, or makes them unlock hero units second tier gear.
viridi4n 7 Jul, 2021 @ 10:32pm 
DO NOT USE WITH LONG WAR 2

You will get a glitch where you can't use the PCS menu, it'll disappear and you'll have to alt+f4 the game. You already have laser weapons, which makes this mod a complete liability for your playthroughs.

- from a guy that struggled with no PCS menu for a month and multiple restarts before I figured this out.
Hvovi 6 May, 2020 @ 4:31pm 
I absolutely love this mod. I love the laser weapons accuracy compared to magnetic, the style, everything. 10/10
Vortex 15 May, 2018 @ 6:21pm 
where is the config?
brightjc 2 Dec, 2017 @ 3:07am 
Is this compatable with Long War 2???
CommanderNature 12 Oct, 2017 @ 9:44am 
i cant find the file alternateweapondata.ini
Landar486 6 Sep, 2017 @ 1:17am 
any plans to make this work with war of the chosen?
krymzonbladez 11 Jul, 2017 @ 1:25pm 
My laser weapons won't upgrade to magnetic :|
Lifeline83 26 Dec, 2016 @ 5:07am 
Is this mod compatible with the last game version?
Lehemoth 25 Dec, 2016 @ 1:35am 
Is this mid still being updated? Or is it dead?
SootCoot 14 Oct, 2016 @ 4:11pm 
When i upgrade to magnetic, the modded snipers doesnt upgrade. team are sticking with the lasers even if gauss rifle is available.
Lehemoth 20 Sep, 2016 @ 4:42am 
Great mod, quick question - is there a way to fix the suppression animation on the laser cannon?
DabHand 4 Aug, 2016 @ 4:35am 
See my post below re the flat damage.
Barrelmaker 4 Aug, 2016 @ 1:00am 
Hm, indeed, something's off here. The info above says Laser Rifle base stats are 4-6 damage, but my in-game readout says 5 damage. Just 5.
Also, yes, the Laser Pistol UI image (armoury) is missing, it says img: with a test pattern colour background.
Randakuo 8 Jul, 2016 @ 11:18am 
Laser Pistol image is not there. It says img: with a multicolor backgruond
Verios44 8 Jul, 2016 @ 8:40am 
Is there a laser weapon for the SPARKS yet?
andbruu 3 Jul, 2016 @ 1:16pm 
@Wulfin
Yes. At least before the patch. Havent played since.
Yrjarik 3 Jul, 2016 @ 10:28am 
Does this mod work with Long War Studios SMG pack?
DabHand 24 Jun, 2016 @ 11:10pm 
Its bit annoying tbh, there are some bugs (pistol img), lack of spread with LWT that could be fixed by the author pretty quickly. The fixes have been posted in this thread.

Seems like the author started strongly but has lost interest :(
Juravis 24 Jun, 2016 @ 12:11pm 
This mod is awesome but it needs some way of being able to be setup to be obtained as a T2.5 alternative. It should be positionable between Gauss/Magnetic and Plasma. Can you make an option that Laser unlocks after you've researched the equivalent Magnetic tiers?

MG Cannon -> Unlocks Laser Cannon, etc.

To me its the easiest solution.
Phantom 20 Jun, 2016 @ 12:30am 
Hello, great mod! I am missing an image for the laser pistol in theequipping loadout where you can select it. Also some Weapons get upgraded others not.
DabHand 18 Jun, 2016 @ 3:25pm 
Hello!

Seems that LWT mod breaks the damage spread on weapons, regardless of damage roulette being used.

This is second hand info l'm just passing it on:

For anyone that has a weapon mod, the Author needs to add the following line to the end of their weapon template.

defaultproperties
{
bShouldCreateDifficultyVariants = true}
Zigg Price 13 Jun, 2016 @ 9:30pm 
I am really enjoying the laser weapons, but the issues mentioned here are true. Having no tier 3 to move to from here just sets you back. Is it possible to create a new 3rd tier, or even change Beam weapons so that you can research either Mag or Laser?
Juravis 11 Jun, 2016 @ 11:22am 
Just shot the Laser Pistol and it didnt apply Holo Targeting
Pequeno Churrasco 8 Jun, 2016 @ 7:47pm 
Greate Work dude, I'd just expect the laser tech to also unlock the beam weapons, unless they are supposed to be an 1.5 tier, but in this case it should be a prerequisito to mag weapons. (long war feelings beeing had)
andbruu 8 Jun, 2016 @ 2:37pm 
@Silben
I use a mod that make weapons finite - one effect of this is that mods dont move up anyways. I think it is more fun this way, as upgrading weapon tiers become many smaller steps (as you upgrade, and then mod), instead of one big leap. It does make the game harder, but other mods may take care of that. Just anothe rpoint of view, but I do see your point too - if playing without finite weapons.
Silben 8 Jun, 2016 @ 12:52pm 
There is a noticable problem combinning this mod + weapon modifications. If you take the detour to laser weapons even once you get Mag weapons your modified gear won't upgrade. So you get stuck with all your good mods on laser weapons despite having the stronger mag weapons unlocked. Makes unlocking laser weapons have a very steep price in both research and sunk material costs (cost to unlock + lost mods)
DrunKraken 3 Jun, 2016 @ 1:03am 
Welp one evening down the hole, but I found the solution to the LW toolbox "Damage Roulette" bug we're all having.

Add the following line to the end of all your weapon templates.

defaultproperties
{
bShouldCreateDifficultyVariants = true
}
DrunKraken 2 Jun, 2016 @ 7:18pm 
The pistol UI image ref got the phat finger treatment. Template.strImage = "img:///AlternateWeapons.Meshes.UI_BeamPistol'"; <--------extra ' before the ".
verhelstluk 2 Jun, 2016 @ 5:52am 
no placeholder for pistols?
oldboys 30 May, 2016 @ 8:25am 
the alternate weapon tech is a very nice addition, but it slows your research down and you still have to reserch mag weapons in order to get access to plasma. being almost a month back makes the difference on legendary. a reduction in research time for mag weapons if the corresponding laser tech is already researched would make the tradeoff "better weapons early for a slowdown in research" more viable at higher difficulties
thunderbeast 29 May, 2016 @ 10:14pm 
Is there no img for Laser pistol or just me?
All I can see is just rainbow color placeholder "img:"
Emaharekay 29 May, 2016 @ 6:20am 
Id love to be a part of it but im too busy bouncing between too many games plus consoles haha, im terrible at dedicating to one thing. Damn my strategy loving self lol
Zanthaus  [author] 29 May, 2016 @ 5:52am 
@Emaharekay Hey thanks! Your support means a lot. Honestly XCOM has one of the best modding communities I've seen and I'm just glad to be a part of it :)
Emaharekay 29 May, 2016 @ 5:05am 
That sounds really cool, keep up the good work. im sure we all appreciate what you modders do for us even if it looks like we take it for granted. good luck!
Zanthaus  [author] 29 May, 2016 @ 4:53am 
@Emaharekay Previously I had plans to add a Pulse weapons tier to function exactly how you described however after some discussion with the community I've decided to try to make the tier heavily upgradable lategame to keep up with Plasma weaponry.
Emaharekay 28 May, 2016 @ 8:20pm 
i think seeing tier 2 made me think something else. My bad. But do you have any plans for making a tier between mag and plasma?
Zanthaus  [author] 28 May, 2016 @ 5:56pm 
@Emaharekay I don't understand your question, Laser weapons are a seperate tier between ballisitic and mag.
Emaharekay 28 May, 2016 @ 3:53am 
is there a way to modify this to make it a separate tier of weapons all together like an inbetween for ballistic to mag or mag to plasma?
Zanthaus  [author] 27 May, 2016 @ 1:21pm 
@Вожбан-Литрус Вопурт-Тритьюдар 22 мая в NaIM sorry it took so long (focusing on finals) but I added the Russian localization files. Thanks!
NaIM 24 May, 2016 @ 8:28am 
Also I think you might've not noticed, so I will duplicate that message here:

Вожбан-Литрус Вопурт-Тритьюдар 22 мая в 3:31
@OCaptainMyCaptain
May I ask you to include my russian localization file into your mod? Thanks in advance, if you do so.

https://www.dropbox.com/s/wxky05q7obp7n1j/XComGame.rus?dl=0
andbruu 24 May, 2016 @ 5:59am 
5) Each type of laser weapon can be further enhanced by a unique tech/project:
..Shotgun can fire a "lance" that hits anything in a line for a fair deal of damage. 5-turn cooldown.
..Pistol becomes the perfect sidearm with double "ammo" capacity.
..Rifle can fire low-power shot that does not consume "ammo".
..Cannon gains increased rate-of-fire (+1 damage, +1 spread).
..Sniper can be charged (turn-ending action) for a +2 damage boost on next attack.
..SMG benefit from improved simplicity, allowing additional attachment.
andbruu 24 May, 2016 @ 5:59am 
4) In addition to craftable attachments, X COM can also make broader improvements to their laser weapons through research.
..Improved Damage 1 and 2 (unlocked after mag and plasma tech respectivly).
..Improved Crit 1 and 2 (unlocked by improved damage)
..Lighter Designs (increase mobility of lasers by one).
..Charge Cells (lasers gain free reload with a 4-turn cooldown).
..Perfect Lenses (Even more accuracy)
..Heavy Cell (Unlock utility item that increase "ammo" capacity for lasers by 5!, but reduce mobility by 3).
andbruu 24 May, 2016 @ 5:59am 
3) Lasers does not support special ammunition, but can recieve attachments that enhance their abilities. As advent does not use lasers, these attachments are never found, but must be crafted.
Attachments include:
..Hot-shot lense that cause burning.
..Dazzle lense that cause disorientation.
..Blue-Green lense with even better accuracy.
..Pulser that shoots with reduced damage, but action is refunded on a hit.
..Electro-Laser that can fire a stun-shot, costing two "ammo".
..Pin-Point lense that pierce up to 3 pips of armor.
andbruu 24 May, 2016 @ 5:59am 
Inspired by NaIM, here is my suggestion for laser weapons. I try to work within a theme of cheap "toy" weapons, that supports additional development, but leads to no new weapons technology.

1) All laser weapons are unlocked by a single tech. Once the principles are understood, they are easy to implement in various forms.
2) Lasers come with build-in laser sight for improved crit, but cannot accept it as attachment. As lasers does not cause bleeding, and leave no bullet in the victime, they deal less damage on a crit (only +1)
NaIM 24 May, 2016 @ 2:22am 
4. Laser weapons will support mods like you've mentioned before. These are weapon mods (different from ammo, which occupies utility item slot), which are given randomly through Proving Grounds "Laser weapon attachment" research. They may be installed on other weapons, but won't affect them. Common modules can be installed on laser weapons as well.
5. Since lasers lack mag capacity, I suggest "Laser battery capacitor" as utility item (not a weapon module) which gives +1 to magazine capacity for your laser weapon. It will help when you aren't lucky enough to get mag increasing modules.
6. Proving ground research for improving effects for #4 and #5.
NaIM 24 May, 2016 @ 2:20am 
So, here's my opinion on how laser tech tree may look like:
1. Lasers won't support custom ammo. You may use it, but it will have no effect.
2. There will be a research (if you have Lasers and Elerium researched already) for each weapon category (rifles + pistols, cannons, shotguns, snipers) which increases their damage by 2 (so they are 1 damage behind plasma tier) as well as adding tier-specific benefits (accuracy for sniper rifles, shredding for cannons, crit for shotguns etc.). Laser might change color after upgrading (to violet for example).
3. Both mag weapons and plasma weapons research will make laser weapon research faster, as well as both laser tier researches will speed up magnetic and plasma research respectively.
NaIM 23 May, 2016 @ 11:43pm 
@OCaptainMyCaptain from what I understand, you want to replace ammo types for lasers with weapon modules (which use weapon slots instead of utility item slots)? Sounds interesting.
Juravis 23 May, 2016 @ 11:25pm 
The Laser Pistol is missing a paperdoll icon. It just says IMG:
andbruu 23 May, 2016 @ 9:32pm 
As I understand it, Ion weapons work by accelerating ions (chaged atoms) via electromagnatism, making them more of a natural upgrade for magnetic weapons and plasma weapons who also use electromagnetism to accelerate slugs/plasma. In the same famelie are weapons shooting protonsI don't know how fusion weapons would work.
My point being, dont just add a random technology as the next tier for a weapon. Choose one that actually builds on the same principles. For lasers this could be electrolasers. As a low-power laser ionise the air it travels through, a follow-up electric charge passes via the ionised air, zapping the target. Such a weapon may be great against robots and also be stunning.