XCOM 2
SMG Rapid Fire
49 Comments
Juravis  [author] 19 Feb, 2020 @ 1:01pm 
Only if the smg pack runs first. The template names have not changed.
Adam Jensen 007 19 Feb, 2020 @ 12:26pm 
does work with war of the chosen?
Kendov 3 Feb, 2018 @ 5:15am 
Could this be updated to Spectrum Green compatibility?
Juravis  [author] 24 Jan, 2018 @ 10:42pm 
The template names did not change, so I foresee no problems that is correct.
RickGrimes74 24 Jan, 2018 @ 10:25pm 
To anyone wondering,
this works with the unofficial wotc smg port.
thinkbomb 24 Oct, 2017 @ 6:36am 
cool, i'll dig around and look for it. thanks
Juravis  [author] 23 Oct, 2017 @ 9:05pm 
This mod is not going to get updated, but its possible yes.
thinkbomb 23 Oct, 2017 @ 7:38pm 
one other question - is it possible for us to add other mods to be affected by this? / some of the MW2 ported weapons (like FNP90) are really more SMG than anything, but aren't registered as such.
Juravis  [author] 19 Jul, 2017 @ 3:20pm 
My mod "Customize All Abilities" supports changing Rapid Fire's cooldown.
thinkbomb 19 Jul, 2017 @ 3:18pm 
yeah, this is a great idea, but OP without tweaking other variables (as you pointed out). Have you thought about having a cooldown available in the .ini that we could adjust ourselves for the ability?
Juravis  [author] 28 May, 2017 @ 11:49am 
Make a mod, copy everything thats here, but add the ability also to "SMG_CG" template.
Kolonel Kimchi 28 May, 2017 @ 11:48am 
how would i add coil gun compatibility on my own?
Tracer 16 Apr, 2017 @ 2:01am 
Thank you!
Juravis  [author] 14 Apr, 2017 @ 4:48pm 
You can have either the SMG pack standalone, or LW2. It works for both. However, the Coil Gun was not present when I made this and isnt included.
Tracer 14 Apr, 2017 @ 3:52am 
So this says LW2 compatiable but it requires the Long war smg pack. The Long war smg pack says don't subscribe if you have LW2 because its in it. Im not sure if Im looking in the wrong spot but I would love rapid fire.
=[NK]= Col. Jack O'Neil 28 Feb, 2017 @ 7:42pm 
I tried to do that with another mod, twice ages ago and I literally may as well try learn japanese :( :( No worries :)
Juravis  [author] 28 Feb, 2017 @ 12:47pm 
I'm not updating any of my old mods because i deleted all the source code by accident. You can steal my mod, put it up and add the template name that is missing if you like.
=[NK]= Col. Jack O'Neil 28 Feb, 2017 @ 12:39pm 
Hey advent, sorry to bring this up again.. So some of the custom guns, like the caseless smg in https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=874249653&tscn=1488308428 's template is NH5_SMG, NH5_SMG_LS and so on.. Is there any chance you could do a quick edit so that we can add other templates to apply rapid fire to??

Or is there another way I can edit those ini's to add rapid fire to them???
Juravis  [author] 18 Sep, 2016 @ 6:08pm 
I didnt run absolute numbers but my guess is if the opponent is unarmored at medium range the SMG performs better
BionicCinamun 18 Sep, 2016 @ 5:13pm 
I mean does it act strictly better than an AR or shotgun?
The Rifle still has the higher base, better long range accuracy, and ammo.
Shotgun similiarly will have higher ammo; even if the smg's max damage with rapid of both shots hitting is higher than the shotgun's max
Juravis  [author] 18 Sep, 2016 @ 2:55pm 
Its all about your personal perspective.
BionicCinamun 17 Sep, 2016 @ 3:08pm 
Is this really that op with the smg stats as-is? I would think that tiny mag size and low damage (especially against armor, as was said) would balance it out.
Uejji 5 Aug, 2016 @ 9:42pm 
Just a small suggestion: if you can "run up" the upgrade path for SMG_CV, you should be able to detect any SMG mods that play nicely with others. In short, this would involve checking each weapon template to see if its BaseItem attribute matches the previously upgraded weapon, stopping when no more results are found.
birb on da pooter 4 Aug, 2016 @ 5:18pm 
Thank you! Thanks especially for the quick replies as well.
Juravis  [author] 4 Aug, 2016 @ 5:15pm 
I'd need the template names. I'd also have to make this mod "soft" so you can add any weapon names via a list might be easier. TBH i just made this as a quick and dirty fix for existing SMGs, might want to ask the mod maker to implement it themselves its really not hard to add 1 ability as a config option. But ill see what i can do.
birb on da pooter 4 Aug, 2016 @ 5:05pm 
ElectroThermal Chemical Weapons
Adds in the EU weapons as a 1.5 tier
Juravis  [author] 4 Aug, 2016 @ 4:32pm 
I have no idea what that is, but sure
birb on da pooter 4 Aug, 2016 @ 4:18pm 
Would it be possible to add compatibility with ETC?
Juravis  [author] 27 Jul, 2016 @ 12:38pm 
SMGs at Rapid Fire also reduce variance, firing twice makes it more likely that the target will take -some- damage.

To use a poker analogy, it's like "running it twice".
Lago 27 Jul, 2016 @ 12:37pm 
The more I think about this, the more it creates a very distinct weapon.

The new SMG acts like two weapons: at medium range it behaves like a slightly better pistol when you're taking single shots. Because of Rapid Fire's aim penalty you're going to waste ammo and probably not hit anyway if you try to Rapid at range.

Up close you can use Rapid Fire, which will deal greater damage than a rifle if both shots hit, but to do that you'll have to flank aggressively because otherwise they won't.

I've switched out my SMGs to your specs (+1 mobility, no detection, clip size 6 (so only three shots at full auto) and damage at -2 from the rifle instead of -1) and I'll see how they go. Could be interesting.
Juravis  [author] 27 Jul, 2016 @ 11:37am 
I tried it. The SMG in this mode is exceptional against unarmored exposed targets. It doesnt do very well against heavy armor, and its exactly how i wanted it to operate.
Lago 27 Jul, 2016 @ 11:26am 
What's the design reasoning behind the edits? The tactical decision with the old LW SMG was choosing damage or mobility/stealth (the smaller weapon being less cumbersome, allowing you to be faster and quieter) but they were much more like mini rifles than submachine guns. This seems like it'll be a better representation of an SMG but I'm wondering how it operates as an alternative to the assault rifle.
=[NK]= Col. Jack O'Neil 27 Jul, 2016 @ 11:24am 
I use other mods live cv that adds a bunch of other weapons, but I just realised that I can use the LW smgs, and use xskin to just make them look different :)

Sorry for wasting your time! :)
Juravis  [author] 27 Jul, 2016 @ 9:52am 
You can and should edit the costs to make the SMG. Since its only 1 gun, and the other techs usually unlock 2 guns, you should make the SMG cost at least half as much as the rifle schematic.
ashton0.fenix 27 Jul, 2016 @ 9:44am 
Funnily enough, this mod might make me reinstall the SMG mod, I alway felt that the SMGs were fair to weak to useful, and too expensive to upgrade.
Juravis  [author] 27 Jul, 2016 @ 9:26am 
What other smgs are you talking about? This mod adds rapid fire to: SMG_CV SMG_LS SMG_MG and SMG_BM
=[NK]= Col. Jack O'Neil 27 Jul, 2016 @ 9:13am 
Ah, I see it's only added the rapidfire ability to the basic smg, sorry I was using some of the weapon packs...

Is there a way I could edit some ini's to give the added packs the same ability??
=[NK]= Col. Jack O'Neil 27 Jul, 2016 @ 8:29am 
Ok, yeah so I've got the smg pack, I don't have LW laser, but I do have alternate weapons tech, yours is loaded last out of my list. Would AWT conlfict with this??
Juravis  [author] 27 Jul, 2016 @ 8:27am 
You need the regular SMG pack. The laser one is optional. They are both updated.
=[NK]= Col. Jack O'Neil 27 Jul, 2016 @ 7:22am 
Not sure if I'm missing something.. You say both SMG packs, I've got long wars one, but which other one do I need?? I just loaded this mod up and not having rapid fire show up :\

Although I did edit longwars ini files to have the template you suggested.

Btw, I've pretty much got all of your mods, love your stuff :)
Juravis  [author] 27 Jul, 2016 @ 12:05am 
Sounds like you have everything covered
buchanan.johnd 26 Jul, 2016 @ 11:52pm 
And I guess the pointer is just to look at how you've implemented it. :)
buchanan.johnd 26 Jul, 2016 @ 11:51pm 
OMG. That is the point of this mod. What the f. Super long day at work... haha.
buchanan.johnd 26 Jul, 2016 @ 11:49pm 
Thanks! I guess it is straightforward edits to XComLW_SMGPack.ini. Of that list, the only thing I don't know how to do is grant it Rapid Fire. A pointer on that would be appreciated!
Juravis  [author] 26 Jul, 2016 @ 9:55pm 
I thought about it but theres variables that might not be the same anf I dont like ini configs I avoid it. I can provide pointers and locations however
buchanan.johnd 26 Jul, 2016 @ 9:29pm 
@AdventAvenger - that SMG balance sounds awesome... any chance you could make it a mod? Pleeeeeeeease!
Juravis  [author] 26 Jul, 2016 @ 7:40pm 
@d_valroth I removed all of that i dont like that SMGs give magical massive movement bonuses and detection. I went with 1 Mobility and Rapid Fire, no detection, double ammo, low environmental damage and damage just above a regular pistol of its class.
d_valroth 26 Jul, 2016 @ 7:34pm 
The SMGs are actually really good on Shinobi with Covert. Tiny detection range plus more Fleche movement. Being near-invisible is REALLY good if you're playing True Concealment or Guerrilla War.
Zlayer 26 Jul, 2016 @ 6:34pm 
This make so much sense, as in it add something to differentiate the SMG, Before i only found it useful for all my melees for 3+ move never fired gun.