XCOM 2
Battle Rifle Pack
131 kommentarer
MarsToSirius 12. aug. 2022 kl. 13:58 
Edit: User @Veehementia appears to have ported this to WOTC in their "[WOTC] Uejji's Battle Rifle Pack with Customizable Abilities" mod. Pognaysh :cozybethesda:
MarsToSirius 12. aug. 2022 kl. 13:50 
Much to my disappointment, does *not* work with WOTC. That is to say, game won't launch with this mod active. Uninstalling the mod resolved the launch issue. 2EZ.

That said, read the announcement(s), and I hope author @Uejji is able to sort things out for themselves so they can be happy and pursuing the things they like. Not for the mods here, but for life and happiness in general <3

b-but maybe someone will make a sweet port of this mod for WOTC though ( ͡° ͜ʖ ͡°)
No Name Legion 27. dec. 2021 kl. 14:02 
compatible with WOTC?
Lithobraker 6. sep. 2020 kl. 19:01 
I just wanted to compliment the sound design here. Just started using this mod, and I was floored by how BEEFY the ballistic Battle Rifle sounds! It sounds like a fucking bolter, and I love it!
Veehementia 13. sep. 2018 kl. 2:01 
@Uejji Hi, I would like to port this mod to WOTC. Can I have your permission to upload?
Uejji  [ophavsmand] 25. juli 2018 kl. 12:07 
Hey, everyone. If you come across this, I've posted an announcement in the discussion board.
TannerA 14. feb. 2018 kl. 16:27 
this needs to be in wotc NOW!!!!!!!
Lynsis 13. feb. 2018 kl. 18:29 
Really wish you'd update this for WOTC, was my absolute favorite weapon mod.
Jorkie 7. okt. 2017 kl. 14:32 
Missing the slimer lookingc conventional ARs and the BR for my infantry of cource. Playing wotc atm of cource. :steamfacepalm:
vesTanPants 6. okt. 2017 kl. 6:41 
Can I get the codes for different weapons so I can add them via console to check them out plz?
MichaelRossMD 12. sep. 2017 kl. 18:53 
i would suck a lot of d to get this updated
XD
Claymore626 11. sep. 2017 kl. 14:44 
WAR OF THE CHOSEN!!! PLEASE AND THANK YOU!!! I MEAN ANYTIME WOULD BE NICE, BUT NOW WOULD BE GOOD!!!
maximustrajan23 8. sep. 2017 kl. 5:29 
wotc? please?
Lady Silentice 3. sep. 2017 kl. 4:22 
How did you make the marksman rifle require only one action to fire? Thank you.
Grunt4life 1. sep. 2017 kl. 12:17 
WOTC Compat plssss ASAP
Newt 1. sep. 2017 kl. 10:43 
no
Reduviid 30. aug. 2017 kl. 19:16 
does this work with WOTC?
Ghengis Khunt 20. aug. 2017 kl. 16:46 
Can someone help me? I'm trying to edit the aim penatly to -5 rather than -15. Could someone point me in the right direction where to makie that edit?
MightNight 12. aug. 2017 kl. 9:20 
Planning on making a LMG? :3
Giant Hat 16. juli 2017 kl. 20:02 
Could you add an option to reduce the BR's aim after moving, like the old LW battle rifles?
flashfireball 10. juli 2017 kl. 19:15 
is it me or is the battle rifle all around better than the sniper rifle?
Boisegangpc 30. juni 2017 kl. 17:55 
I hope you don't mind me asking this, but how far are you to the release of the Machine Gun pack?
Uejji  [ophavsmand] 29. juni 2017 kl. 9:35 
I read that comment on that mod. My rifles already had a custom range curve, and, to be frank, if they're brazen about not being bothered to take two minutes to download a mod to check its weapon templates, I don't really trust them to take the time to balance the weapons in properly.
azairvine 27. juni 2017 kl. 6:04 
Hey Uejji. There's a mod that updates the weapon ranges for LW2. They're happy to add your Battle Rifles to the mod but they need the template names for the weapons. Are you able to provide? Cheers
Uejji  [ophavsmand] 28. maj 2017 kl. 17:34 
I know it's not the update everyone was waiting for, but to get back into the creative spirit, I've recorded, mixed and assembled a promo video for the BR Pack. I've attached it to this mod page.
=[NK]= Col. Jack O'Neil 25. maj 2017 kl. 0:33 
Thank uejji :)
Uejji  [ophavsmand] 25. maj 2017 kl. 0:31 
Additionally, since the sweet spot is so far forward, flanking becomes a more difficult prospect, since instead of just stepping around a corner your soldier often has to travel across a great distance to get a flanking position on a target. Pair that with the reduced mobility, and you might see how this could be difficult.

Finally, while the Battle Rifle excels at outdoor combat, especially with a height advantage, it is mediocre in a lot of Urban Warfare situations (unless firing from a rooftop or down a street) and absolutely terrible at clearing a building, where the point-blank bonus of the Assault Rifle or Shotgun becomes almost absolutely necessary.

I hope this gives more insight into my own design process for this mod. Thank you all for using and enjoying it so far.
Uejji  [ophavsmand] 25. maj 2017 kl. 0:31 
Hello, all.

People have asked, if the Battle Rifle does more damage and is so great at medium range, why ever use the Assault Rifle again? The answer, at least in my own experience constantly dogfooding my own mod, is that the Battle Rifle is *only* good at medium range.

While with the Assault Rifle you just have to focus on staying close to the enemy, giving you a much smaller radius for flanking, to use the Battle Rifle most effectively you have to be constantly pushing forward and falling back to keep your target in that sweet spot. This makes a soldier with a Battle Rifle especially weak against rushing enemies, such as the Stun Lancer and second stage Andromedon.
=[NK]= Col. Jack O'Neil 21. apr. 2017 kl. 22:29 
So you said you enabled this mod as well as??

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=683192394&searchtext=Alternate+Weapons+Tech

As well as using that paste bin you've linked?
=[NK]= Col. Jack O'Neil 21. apr. 2017 kl. 22:13 
Is there a way that this could work with the advent flashlight mod???

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=722174182&searchtext=flashlight
Landar486 16. mar. 2017 kl. 2:51 
it's been working so far. ...although a recent update made me lose the marksman rifles for some reason. i'd investigate more but i just got home from vacation. But yeah all the battle rifles so far have worked.
Beltalowda 25. feb. 2017 kl. 15:35 
@Landar486 so if I jusr replace the XcomLW_Overhaul.ini with what you have in paste bing, that should do it?
Landar486 23. feb. 2017 kl. 14:48 
er.. clarification: the AWT laer research is there, but is just a time sink with no reward because LW2. the "coilgun" tier gun still shows up when you research coilguns. Also I did not edit the costs just yet. I just posted that baseline for the ini to share that it indeed works. Edit the weapon costs as you feel fit i guess. This is not my project, afterall, so balance is not my final say.
Landar486 23. feb. 2017 kl. 14:38 
ooh Victory! Thanks to RM's ini example, I got the laser tier and a proxy coilgun tier battle rifle to work! pastebin to what i used is here: http://pastebin.com/HdZWLjCp I had to proxy in the Alternate Weapons Tech for the coilgun tier, however. And turn that mod on as well, otherwise it's an invisible gun, which does still fire and deal damage anyway. I assume it would work with the ElectroChemical guns the same way if you replace the BR_AW with BR_ETC (and the MR_ equivalents), and also needing the mod on for the value. Activating said mods also puts the research project in the lab, but they don't do anything anyway because AWT at least isn't LW2 compatible right now.
Landar486 22. feb. 2017 kl. 18:02 
so i've been using the ini to try to get the coilguns a battle rifle tier, when I realized "oh, how do I give it a name? it's not in any of the editable files i've seen..." I basically have all the values in, balance aside, just no, well..body for it. :(
Raithnor 20. feb. 2017 kl. 14:53 
The .ini settings get the base Rfles in the game. However, LW2 progression goes Conventional > Lasers > Magnetics > Coilguns > Plasma.

Looking though the Mod it looks like the tech tree goes Conventional > Alt > ETC > Magnetics Laser > Plasma

Still like the rifles, and RM's ini is a good starting point.
Jek Porkins 12. feb. 2017 kl. 13:45 
RM's .ini setting worked exactly as he said, however I'm finding that it does not work for his ETC weapons, unless I've got some other issue.

Could it be because of his recent update to ETC, where in LW2 they become tier 1.5? I'd love to be able to use both, however I'm unaware if simply messing with the .ini files will fix the problem.
crymson 10. feb. 2017 kl. 19:40 
Make a new text file in the config directory for this mod.
Name it XComLW_Overhaul.ini
Copy the code from RM's link below into that file and save it.
Done deal it words perfectly.
Beltalowda 8. feb. 2017 kl. 23:16 
Where exactly do we purchase the schematics? I've got LW running with laser unlocked, but can't find this anywhere
Nitsah 4. feb. 2017 kl. 21:35 
I would like to know too.
Raithnor 1. feb. 2017 kl. 20:00 
If I understand correctly, I make a copy of XComLW_Overhaul.ini into the battle rifle mod's directory and it should work?
RealityMachina 27. jan. 2017 kl. 17:39 
Made a pastebin of the .ini settings I'm using for this + LW2.

http://pastebin.com/HYbrrGiw

You need to add this to an .ini called XComLW_Overhaul.ini, preferably contained within this mod's config folder so it can be overwritten when Uejji does an official update for LW2 compatibility.
Raithnor 26. jan. 2017 kl. 18:15 
This is from the Long War 2 compatible mods spreadsheet:

"Weapons need to have 3 mod slots total. If the slots are added and there are no additonal cusotmizattions then then the modded weapons work as intended in the tactical game."

It sounds like all it would take is a tweak to the mod slots and it would be GTG for LW2. Which would be appreciated since the Sharpshooter needs another rifle option.
Boisegangpc 21. jan. 2017 kl. 18:08 
@SJunior I don't think it would, considering that LW2 uses different mechanics for weapon upgrading.
SJunior 21. jan. 2017 kl. 18:07 
Would this work with LW2?
BionicCinamun 30. dec. 2016 kl. 9:30 
For what it's worth Lifeline, I have found with extensive use that the BR's mobility penalty can really hamper it, especally on timed objectives.

However, it certainly is over powered (more than usual) with Grimy's Loot Mod
Lifeline83 30. dec. 2016 kl. 8:43 
Oh, found it!

Everything should be in XComBattleRiflePack.ini.
Lifeline83 30. dec. 2016 kl. 6:41 
Very good customer service! :)

I don't have experience in the field with your mod yet so it might be too early to say, but the Battle Rifle seems a very powerful weapon to me. It has not just a +1 damage over the Assault Rifle, but also a much better aim at medium / long range.

I really like your idea of lowering close range aim bonus. However, I still don't see why I shouldn’t switch heavily to Battle Rifles with such an high aim bonus. Because this is an “add-on” weapon I would rather the Battle Rifle to be a bit underpowered instead, so it can be effective just in the right hands but not impact too much the general gameplay.

Based on your curves, the average aim bonus over Assault rifle for Conventional, Magnetic and Beam is +15 from 8 to 17 tiles. A +15 aim in all medium / long range shots seems, on the paper, game changing.

If your aim curves are editable in .ini files, I’d be happy to test your mod with reduced Battle Rifle aim bonuses.
Boisegangpc 29. dec. 2016 kl. 20:31 
Do you know if the "Intermediate Range Rifle" project could be renamed to "Battle Rifles" instead? I got confused when that popped up in my engineering build options.