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- Fixed the typo in Shotgun table
- Made the mod run more often because of LW2 update issues (The tables would not get updated correctly depending on your load order. Now it doesnt matter anymore, the mod is run regularly non stop.)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1129694779
with this: "This mod does not support 3rd party weapons outside of Vanilla and LW2, by choice"
does the mod files allow us to add this support in? I'm tinkering with mods to start a run with Spectrum Green, and was just wondering if their weapons cause any issues, because apparently they have a bunch of different weapons.
However yesterday I had a weird situation where my unit was attacked by a stun lancer who missed a melee attack. Perfect Information showed his hit chance was 51%. He wasn't flashbanged or otherwise debuffed, while my guy wasn't buffed by aid protocol or smoke or anything.
How come? Is this a bug or something?
Can't say I'm against NOT being hit by stun lancers but 51% with melee range seems criminally low
BR : Rifle Table
MR : Sniper Table
SAW: Cannon Table
Note: This may or may not be balanced, youll have to tweak the Battle Rifle mod.
"The Intermediate Range Table BRs, MRs, and SAWs use have been adjusted", says the mod page but i dunno how this interact with your mod. Its kinda importent that the Battle Rifle/ Marksman Rifle/ Saws have their own range since they are balanced around it.
I don t know if this is what you need for adding templates but here we go:
BR_CV
BR_ETC
BR_LS
BR_MG
BR_CG
BR_BM
MR_CV
MR_ETC
MR_LS
MR_MG
MR_CG
MR_BM
SAW_CV
SAW_ETC
SAW_LS
SAW_MG
SAW_CG
SAW_BM
https://gaming.stackexchange.com/questions/255340/at-what-range-do-various-weapons-get-range-bonuses?rq=1
Differences:
The Shotgun gets way bigger penalties in my table at long range. I dont want you to use it there.
The Rifle gets no aim penalties at long range in Vanilla. It also gets worse bonuses for being close.
In Vanilla the max penalty for Sniper at point blank is -30.
In Vanilla there is no LMG, SMG or Sawed Off Shotgun table.
In Vanilla the Pistol uses the Short range (shotgun).
Just to ahave a clear visual comparison.
Name : 'Battle_Rifle_CV' -> Rifle
And so forth. I'm not going to actively find template names, youll have to ask for them.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=732321325
In LW2 only the Assault uses it, and is balanced around that fact.
Fair enough then.
The Sniper Rifle does not have maximum range. The table stops at 17, but the Sniper Rifle can use SquadSight beyond that. The penalty is always 0 at whatever range it is. A Rifle in squadsight mode at 17 gets -33.
The Long Gun (Sniper) starts getting a lot better around 14 tiles where it eclipses the rifle. I think the Sniper has enough good perks to compensate for it's gun being very slightly subpar. If the balance was to be made exclusively gun-wise, I agree that the sniper may not look extremelly appealing as is.
2. The difference with LW2 is in the numbers, and also i have attributed the LMG table to some enemies which they do not.
3. I disagree with the Rifle/Shotgun thesis. You can still fire a Shotgun safely from 10 tiles away at -10 to hit for better crit and damage. But I understand your opinion. I assure you this is only an impression. Also, a Shotgun's main purpose is to kill humanoid targets up close. A Shotgun is a terrible weapon against a Sectopod. It's like saying Rock beats Scissors and it's unfair. It's why the Sectopod has Lightning Field, so you get the hell away from it. Treat it with respect.
Shotguns:You've made teir range table realistic but I don't think it's quite feasible in the game. Getting up close and personal almost always guarantees a hit anyways so their increase in aim doesn't help much in that regard. The problem is that getting close and personal just isn't feasible most of the time, being only 5 tiles away from a Sectopod is a bad idea, being even less tiles away from any other enemies will nearly gurantee your troopers a stay in the clinic. The little increase in damage you get from wielding the SG get's undermined heavily by the advantage of using the rifle.
Nice idea, you've made the weapon ranges make sense but you've made shotguns a flat out worse option compared to rifles. This is only my opinion but if I had to choose between Rifles and SGs I'd pick rifles 100% of the time with this.
LOGIC for weapon range bonuses in XCOM?
I CALL HERESY! BURN THE WITCH!!!