XCOM 2
[LW2] A Better Arsenal
65 Comments
CaptArcticWolf 23 May @ 9:54pm 
["clip sizes for all weapons were jacked to 33 with a raise to 6 on previously single shot."]

Were you smoking cannabis when you wrote that (And into the code)?

5? Cool. 7? Op ,but cool. THIRTY THREE?

I had to go into the .ini file just to edit it all back to Vanilla so i could use my Extended Mag attachments. I cant even get through 33 Turns of shooting if i tried. There simply inst enough enemies even if you missed like 20 turns worth of shots.

Other than that, this mod is absolutely perfect you are my adorable child and i love you for this mod. Thank you.
AzureFirehawk 17 Nov, 2022 @ 10:58pm 
Does anyone know how to get the mobility bonuses to work for the armors other than light? I've tried changing them in the ini files, but they aren't showing up in game
DengerClus | Your Grillfriend 12 Aug, 2021 @ 5:55pm 
how can I add the star wars and halo weapons to this mod? It sucks having to use vanilla weapons for the weapon boosts
TheRiseOfCharlie 19 Sep, 2020 @ 1:11pm 
cheat mod
Scuba Steve  [author] 10 Oct, 2019 @ 7:01am 
Check the DIY section in the details/description above. You can edit the file and change the clipsize for shotguns to what works best for you.
OldSkool 27 Sep, 2019 @ 11:25am 
Is there a way that the shotguns could hold a more realistic amount of ammunition? 33 is fine for a rifle but 8-10 is better in a shotgun.
Scuba Steve  [author] 9 Feb, 2018 @ 2:58pm 
I accepted Erysch, I'll try and help where I can. :)
Erwin von Gulaschkanone 31 Jan, 2018 @ 10:55am 
Hey I added you because I got a question about modding. Would you please help me, senpai? ;/
Scuba Steve  [author] 13 Sep, 2017 @ 11:01pm 
WOTC Compatible versions of my A Better' MODS have been released!!!

A lot of additions were made by WOTC that made upgrading a few of these a bit more tedius.. I'm looking at You, A Better Arsenal!

Thank you all for your patience. In the interest of getting these out ASAP I didn't get to do the full amount of play testing that I would like. Please send me your feedback. (please refrain from commenting that these mods are too OP as that is their intent. That said, if I didn't dile back the LITE versions enough then pass those notes along.)

--- A special thanks to reCLUsive7 for sponsoring this work.
Scuba Steve  [author] 4 Sep, 2017 @ 10:13pm 
Just had awesome subscriber gift me the DLC so that I can get these mods updated. You can thank, :steamhappy: reCLUsive7 :steamhappy: for his sponsorship of the update of these mods. What a crazy cool XCOM gamers community we have!

An additional shout out goes to Spartan A291 and Force2reckon for their generous offers to pick up the DLC for the cause as well.

I expect to get WOTC compatible version of this mod within the next 2 weeks.
Scuba Steve  [author] 4 Sep, 2017 @ 7:05pm 
Haven't got the DLC just yet. So no new updates in the near future.
Grunt4life 1 Sep, 2017 @ 1:27pm 
is this WOTC compatible
Scuba Steve  [author] 11 Aug, 2017 @ 5:11pm 
for the perk pack you will want to use the LW2 versions
Messiah Kahn 30 Jul, 2017 @ 7:19am 
Hey, any chance of upgrading the Alien Hunter Armors too?
Gel214th 24 Jul, 2017 @ 4:16pm 
If all I have is the LW2 Perk Pack (so I can use a few custom classes) do I need A Better Arsenal Vanilla, or A Better Arsenal for LW2? Same question for Start and Rookie actually.
Error_404 11 Jul, 2017 @ 12:50pm 
I do like this mod as the only OPness is the weapon themselves, and only works if the soldier know where the barrel is pointing and if they hit. I never used your other mods as, just by looking at them, is just straight up OP.

Beside, it lets me to understand the strategic field of LW2 so I can go back to not using this once I know how things works.
Reddert 9 Jul, 2017 @ 5:58am 
I know that feeling, i just retured from a trip.
Scuba Steve  [author] 8 Jul, 2017 @ 1:31pm 
I'll revisit the mod and see what I can do. I'll be away on international travel for a bit so it may be a while before I get an update out.
Reddert 30 Jun, 2017 @ 10:33pm 
Coilguns for Lw2 are not made by pavonis, take note of that please.
Reddert 30 Jun, 2017 @ 10:32pm 
No, i mean for the long war weapon packs like " Lasers for LW2 " , " SMGs for LW2 ", (Unofficial) " Coilguns for LW2 ", that sort of thing.
Scuba Steve  [author] 30 Jun, 2017 @ 10:17pm 
I only modified the weapons your soldiers can work with. I left all of the alien weapons alone to keep the advantage pro-Xcom!
Reddert 21 Jun, 2017 @ 5:51am 
The weapon packs, not just the original long war two.
Reddert 21 Jun, 2017 @ 5:49am 
Can you make a version of this for the long war weapon packs?
Nephleim 19 Jun, 2017 @ 10:29pm 
@DeLiWrAp... i found the file just wandering where is the number value to change to make them usable since their even weaker than the base game weapons
Grimothy 17 Jun, 2017 @ 10:37am 
does this also give the aliens weapons more dasmage?
DeLiWrAp 17 Jun, 2017 @ 9:38am 
@scuba steve i've been using notepad++ that way i can save a back up of my custom ini and easily just copy and paste my settings if the mod is ever updated, i've found it simplifies things when i'm changing mod ini's for other games, just never too sure about messing with xcom as it's a fragile game balance.
Scuba Steve  [author] 16 Jun, 2017 @ 8:51pm 
Hey DeLiWrAp, that's awesome. Once you start modding the ini's you probably realized how easy it is to do this. The only downside to hacking a subscribed to mod is that if or when the mod is updated by the author it will overwrite your changes. You can do a dance to move the mod files to a location that keeps this from happening however its a big pain and plus you will miss a possibly cool update. What I used to do is make a copy of the ini file with a ".xxx" extension. Then when an update comes you just merge it back in... Still a pain but it somewhat easier than making your own mod of the mod... (aye, but once you learn how to make a simple .ini file mod you cackle at the new power)
Scuba Steve  [author] 16 Jun, 2017 @ 8:46pm 
bradley.mcconnon, yep its a known issue. It's nature of how the setup occurs for a rookie's first mission. What I can deduce is when the rookie comes under your command and prior to a mission they are given a standard ammo amount. Simply perform a reload and for the rest of their tour they will join a mission with full mags.

This also especially happens if you activate this mod on a saved game where rookies have existing guns and ammo loaded.
DeLiWrAp 16 Jun, 2017 @ 3:58pm 
@scuba steve ^^ i've already adjusted the other mods to fit in with the changes, figure it was better to do it myself as i may learn something new :P
Gex 15 Jun, 2017 @ 5:58pm 
I'm having an issue where all guns, though the max clip size is correct, at mission start only has as many rounds as the original long war mod. Anyone else having this issue? Known issue?
Scuba Steve  [author] 14 Jun, 2017 @ 10:05pm 
No patches that I know of have come out that would cause it to stop working...

On the request to modify the halo reach mod, DeLiWrAp you will need to hit up the the mod owner. Even if I did add elements to mod the halo guns likely that mod is newer and would override anything I put in. What you can do though is check out the ini file on my mod to see what I changed and then edit the ini file of the Halo reach mod to up the weapon stats and the like.
Nephleim 14 Jun, 2017 @ 1:52pm 
Did a patch come out that made this not work... i played a few hours ago and then had to do an errand and now its not working
DeLiWrAp 13 Jun, 2017 @ 3:37pm 
@ostalius: I use the halo reach and halo 5 weapon packs, any chance that i can get that modified .ini from you ?.? ^^
Scuba Steve  [author] 11 May, 2017 @ 11:33pm 
Thanks Ostalius for offering this.
Ostalius 9 May, 2017 @ 4:45pm 
For those who uses Mass effect Weapons, Halo reach Weapons, Oblivion Gun, and the L115 Sniper, can ask me for the ajusted .ini files so that they can be as good as the default weapons in this mod.
Ostalius 8 May, 2017 @ 1:03pm 
How can I apply this to downloaded weapons? (Mass Effect weapons,Halo Weapons)
Scuba Steve  [author] 20 Mar, 2017 @ 1:25pm 
I thought I had. I'll double check and see if I can get it in. Thanks for the feedback.
mrcoolize 19 Mar, 2017 @ 11:06pm 
I have a small and simple request could you include pistol and primary pistol (from the mod) in this mod?
Scuba Steve  [author] 1 Mar, 2017 @ 1:54pm 
Thanks Error_404 for the catch. I've updated the mod today with the increased clipsize for plasma grenades. It's now 3 like the other nades.
Scuba Steve  [author] 28 Feb, 2017 @ 4:29pm 
I must have missed that in the conversion. I'll take a look and get that updated.
Error_404 28 Feb, 2017 @ 4:16am 
Have I noticed plasma grenades are now 1, rather than 3
Court3syW3vil23 24 Feb, 2017 @ 5:49pm 
OOOH YEAH BABY!
Marik Marauder 12 Feb, 2017 @ 11:49am 
nvm, cross-referenced w/ lite description
Marik Marauder 12 Feb, 2017 @ 10:30am 
is there an ini file i can go to alter the clip size? i want this version while making the reload button useful
Scuba Steve  [author] 11 Feb, 2017 @ 9:10pm 
I have released a LITE version of this mod here, [quote] If you find this mod too over powered please check out a lite version, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=862275801
matthias 10 Feb, 2017 @ 5:31am 
Is this mod customizable in all armor stats like the mod "Armor Stat Customiser" from Raeli wich is sadly not compatible with LW2?
Scuba Steve  [author] 9 Feb, 2017 @ 9:10pm 
I'll be working on a A BETTA' LITE version of this mod and my others this coming weekend. As I have folks who enjoy the OP'ness of this mod I don't want to rob them of that option I'll build a new mod and leave this one in place. I'll post here when the LITE version is released.
OGCattleman 9 Feb, 2017 @ 4:45pm 
would be perfect without the 50% weapon dmg increase
talemore 9 Feb, 2017 @ 8:40am 
I'd want to see a mod who reduces the vanilla damage and increases the accuracy, because convential weapons are not so convential anymore in xcom, we're fighting with stick and stones and it seems wooden swords are stronger than steel.