XCOM 2
New Weapon Range Tables (Vanilla+LW2)
50 Comments
Green Raven 4 Aug, 2020 @ 4:06am 
Interesting... thanks for showing me this...
Juravis  [author] 13 Dec, 2018 @ 5:58pm 
Not supported
Demon 13 Dec, 2018 @ 1:50pm 
Hi, i want to use it with the Total Advent Weaponry. Generelly overrides this Mod the range table in all other mods like Total Advent or Sparts Weaponmods?
Rambit23Z 14 Sep, 2018 @ 10:55am 
Alright, thanks.
Juravis  [author] 14 Sep, 2018 @ 5:57am 
If you add them manually to the ini file, any weapon works.
Rambit23Z 14 Sep, 2018 @ 5:21am 
Does this work with cosmetic weapon mods? Specifically Mercenary Plasma Weapons.
Juravis  [author] 21 May, 2018 @ 1:27pm 
UPDATED 2018-05-21
- 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.)
Mystic501 5 Aug, 2017 @ 6:45pm 
with the new dlc comming out, will you be addign thsoe weapons to the mod?
Juravis  [author] 9 Jul, 2017 @ 3:01pm 
You cant, if you want something added in you have to supply me all of the template names.
marshmallow justice 9 Jul, 2017 @ 1:05pm 
Hey Avenger,
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.
Bullett00th 7 Jul, 2017 @ 1:46am 
got it, thanks. more likely a perfect information bug because I'm not using Red Fog
Juravis  [author] 5 Jul, 2017 @ 1:04pm 
The Stun Lance is not affected. Either the percentage reported is incorrect (Perfect Information is notorious for not being perfect), you have a buff thats not shown to defense or the unit is afflicted by Red Fog and is damaged, thus incurs a melee penalty to it's accuracy rating.
Bullett00th 5 Jul, 2017 @ 3:06am 
ok first of all, I absolutely adore this mod, it's much easier to predict the aim depending on your weapon and range. It's just more logical than what the vanilla games has.

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
Jorkie 1 Jul, 2017 @ 12:54am 
Thank you very much

Juravis  [author] 30 Jun, 2017 @ 10:46pm 
Updated.
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.
Jorkie 30 Jun, 2017 @ 6:52pm 
Mod: Unofficial Battle Rifle Expansion

"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
Juravis  [author] 27 Jun, 2017 @ 6:19pm 
Also in Vanilla, ADVENT never got bonuses for being close.
Juravis  [author] 27 Jun, 2017 @ 6:15pm 
Here are all the tables for Vanilla.

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).
azairvine 27 Jun, 2017 @ 6:04am 
Working on it!
Bullett00th 27 Jun, 2017 @ 2:07am 
would you be so kind as to make a similar table for vanilla?

Just to ahave a clear visual comparison.
Juravis  [author] 25 Jun, 2017 @ 7:51pm 
I can add any template to the mod. I just need the weapon's internal names and what class they are. For example,

Name : 'Battle_Rifle_CV' -> Rifle

And so forth. I'm not going to actively find template names, youll have to ask for them.
azairvine 25 Jun, 2017 @ 7:34pm 
LOL That's coincidental then! Until I saw your table I'd assumed closer was better regardless. At least I'm getting an education :D

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=732321325
Juravis  [author] 25 Jun, 2017 @ 4:09pm 
Wait did you say Battle Rifle? Those arent supported by this mod, that's a third party addition. I have no idea what it's range modifiers are.
Juravis  [author] 25 Jun, 2017 @ 1:32pm 
Sawed-Off Shotgun now has its own table, in pics above.
azairvine 25 Jun, 2017 @ 12:50pm 
Just about all my point blank shots with the Battle Rifle (80% prob) in my last mission missed :steamfacepalm:
Juravis  [author] 24 Jun, 2017 @ 10:07pm 
Fixed table colors because I'm retarded. Also adjusted the formula for the long range ADVENT penalty to be more consistent.
azairvine 23 Jun, 2017 @ 5:59pm 
I'm gonna give it a crack! Looks interesting. I'm particularly pissed by Advent who take pot shots with one health (Red Fog on) at half-cover XCOM units and outright KILL them.
Jorkie 21 Jun, 2017 @ 9:59am 
This would be a good golden solution. Some classes don t need a secondary weapon, it feels wrong. Why not a med kit in this slot for a medic ? Whatever.
Juravis  [author] 21 Jun, 2017 @ 12:15am 
I'm not a fan of the LW2 Arc Thrower mechanics. I wish the Assault secondary was retooled in its entirety and a new concept released. I think the Assault class shouldnt have a secondary weapon and just be allowed another Pocket slot for specific items instead, like vests for example.
Jorkie 20 Jun, 2017 @ 11:51pm 
The new "LW 2 Field Medic" Class and the "LW2 Shadowops Infantry" Class all use the Arc thrower. That´s why i think it is a bit to strong. Off cource this is my choise of class mods.
Prov 20 Jun, 2017 @ 6:55pm 
That's a fair explanation. I can't argue with that logic. I just wish the sniper rifle played a bit better with the game design. I mean, you're resistance soldiers, sniping would be a lot more common because it's one of the few tools that would be effectively available, but alas, it's not meant to be.
Juravis  [author] 20 Jun, 2017 @ 2:00pm 
The Arc Thrower range adjustment is only for LW2 as the original Vanilla ArcThrower only checks for enemy health and is usable only at super close ranges.

In LW2 only the Assault uses it, and is balanced around that fact.
Jorkie 20 Jun, 2017 @ 1:56pm 
Arc Thrower should only be effectiv at close range imo. This tool is too strong if you play with more classes who use it.
Juravis  [author] 20 Jun, 2017 @ 10:43am 
Youre not hallucinating, it is. It compensates for the fact that the enemy is mostly defenseless against it. In my personal opinion the LW2 sniper isnt a strong class. You practically have to take Snap Shot because youre always running from something. Snipers are strong in situations where you are defending or timerless, like the Spy Missions. Consider the Sniper a specialized unit that is situationally useful. I can't give the Sniper Rifle any aim bonuses, and LW2 doesnt either.
Prov 19 Jun, 2017 @ 8:39pm 
I think this is going to add some solid depth, my only issue is that sniper rifle has no aim bonus, but only aim penalties. Squadsight lets it go beyond visual range, but the problem is, unless your sniper has stupidly high accuracy, he's going to miss a lot. I'm already seeing that happen a lot with not created equal and hidden potential. I mean maybe I just have terrible luck with snipers and good stats, but it seems to me the sniper rifle is a very underpowered weapon in terms of aim with the way this is constructed. I'll reserve final judgement though, until I've played with this more.
Juravis  [author] 19 Jun, 2017 @ 2:04pm 
I updated the description, I agree it can be misleading. The Sniper Gun Squadsight was not nerfed.
Belhedler 19 Jun, 2017 @ 2:03pm 
"The Sniper Rifle does not have maximum range. The table stops at 17, but the Sniper Rifle can use SquadSight beyond that."
Fair enough then.
Juravis  [author] 19 Jun, 2017 @ 2:00pm 
"As the table stands, there is little benefit between sniper riffle and riffle unless the range for sniper goes beyond 17"

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.
Juravis  [author] 19 Jun, 2017 @ 1:57pm 
I thought about giving the sniper rifle a bonus in the middle spot and making its "sweet" spot 11
Belhedler 19 Jun, 2017 @ 1:56pm 
Ok sorry for that but another comment: the table for riffle may not match how the map are designed. Covers are roughly spread at 7/8 tiles from each other. Taking a riffle shot at 3 tiles is actually rare. Shooting at 8/9 tiles is much common. For tactical sake, it may be better to set the sweet point of riffle around there. But doing so should also benefit to Advent as this is close to their most prefered distance to shoot.
Belhedler 19 Jun, 2017 @ 1:37pm 
The sniper riffle appears nerfed compared to Rifle in this table. The aim could be increased noticebly around 15 to reflect the aim provided by an actual scope which fades at longer range. A gain of 10 to 15 in the sweet spot seems OK to me. As the table stands, there is little benefit between sniper riffle and riffle unless the range for sniper goes beyond 17, what is not clear here.
Belhedler 19 Jun, 2017 @ 1:30pm 
Pistol range seems fine to me. On top of that there is a perk to increase the aim more.
Juravis  [author] 19 Jun, 2017 @ 12:36pm 
I'd like people's opinion on the Arc Thrower. Do you think it should use the Pistol table allowing it to be used at somewhat all ranges or should it be way more effective up close and then degrade at long ranges? It's frustrating as hell to miss with the Arc Thrower at 1 tile distance and I don't think anyone would use it at a great distance?
Juravis  [author] 19 Jun, 2017 @ 12:12pm 
1. Note that the AI is unchanged, there is no AI recode here. ADVENT and Aliens will still take stupidly low shots, but now they will hit the 0% mark more often, and refuse to do so over long distances.

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.
Lux Manifestus 19 Jun, 2017 @ 11:57am 
Great idea. Vanilla was definitely laking here.
Belhedler 19 Jun, 2017 @ 11:54am 
Any difference with LW2 which already tweaked noticeably the range table?
(Gk) Erasels 19 Jun, 2017 @ 9:30am 
The rest of the weapons seem to be pretty good, haven't noticed much of a change in ADVENT behavior but that's because most of them died before getting in a shot.

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.
(Gk) Erasels 19 Jun, 2017 @ 4:38am 
This looks great! Thanks for taking your time to do this :D:
Bullett00th 19 Jun, 2017 @ 2:18am 
oh god what is this?
LOGIC for weapon range bonuses in XCOM?


I CALL HERESY! BURN THE WITCH!!!