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Specialist, Psy, Shinobi have submachine guns
the mobility bonus is + 5 with your mod
if I equip them with a rifle they lose 5 in mobility
instead of 3, so the gain is + 2
Otherwise I started a LW2 part again
2 days before the surprise Chimera squad and return to LW2 now.
then tried your mod, I like it, I reported my opinion
seen your mods on Chimera
Thank you and encouragement
in the sense that getting around an enemy becomes too easy
excessive for a "lite" version
a very lite version, would be preferable
All Implementations of what I want are written in a completely different way to how LW has it's equivalent files, and thus I can't really translate what I found into something that would work
there are a few abilities I'd actually like to be on the Weapons instead of the Soldiers for they'd make more sense on said Weapons
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.
+ A Better Start for WOTC | A Better Start for WOTC(LITE)
+ A Better Rookie for WOTC | A Better Rookie for WOTC(LITE)
+ A Better Arsenal for WOTC | A Better Arsenal for WOTC(LITE)
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.
To darkxeno2104, There are values that determin the min and max (and math) of damage for weapons that is specifically used by damage roulette. Although I did poke at these values a bit I didn't give it the attention I probably should. As my mods were aimed at being OP I went with the assumption that the player wouldn't use Damage Roulette as they would always want max damage... In hind site, that was a poor assumption... as most assumptions typically are.
I hope this helps. Thanks for subscribing. I'll take a look at the Coil & Plasma mod and see if there is anything I can change in my mod to allow for the swap. I must be messing with a tier parameter of some sort.
I'm curious to know how, but somwhow your mod ALWAYS overrides any other mods altering the XComGameData_WeaponData.ini file, despite changing the mod load order, and ini file cleaning processes. This conflict is also not detected by the 'XCOM 2 Mod Launcher' (The good 3rd party tool, not the Firaxis/Steam launcher.)
But to be honest, "A Better Arsenal" is way over powered and I found the "Lite" version to be somewhat under powered. But I beleive I may have found a common middle ground: the "Advent Rifle" mod fills the gap nicely. The rifle can be upgraded in terms of accuracy, magazine size, and damage to a degree. It's a great stop gap weapon until you research magnetic based weaponry.
Also make sure you don't have both A Better Arsenal for LW2 and the LITE version enabled in the launch menu. That may be messing with it. Also are there any other mods that might be conflicting that mess with clipsizes and ammo. Last, you may want to consider a purge of your config directory under your MyGames folder if this persists.
I found you other mod 'A Better Arsenal for LW2 Lite' much better and more realistic. However I noticed a bug: whenever a weapon discharges, there is no indication of an expended round. The magazine remains full!
If I wanted too, how could I edited your mod?
Great work, thanks once again.