XCOM 2
139 ratings
Alternate Weapon Techs
   
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6.310 MB
12 May, 2016 @ 5:16pm
27 May, 2016 @ 1:18pm
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Alternate Weapon Techs

Description
--- This mod should now be compatible with Grimy's Lootbox mod and LWS SMG Pack, go ahead and test it out and let me know if something isn't working correctly ---

To enable the Laser SMG you must set LASER_SMG_ACTIVE to true in the XComAlternateWeaponData.ini

I want to preface this by giving a HUGE thank you to CMDBob and his Total Advent Weaponry mod. His weapon models were used in the creation of this mod and are very high quality so be sure to check it out.

Adds Laser weapons which serve as a side-grade to 2nd tier magnetic weapons. Much like in Long War, Laser weapons are more accurate and cheaper than magnetic weapons at the expense of being less powerful and a smaller clip size.

Laser weapons can be unlocked by researching 3 technologies:

Laser weaponry (Assault Rifle and Pistol) - which is unlocked after researching modular weapons
Heavy Lasers (Cannon) - which is unlocked after researching Laser weaponry
Precision Lasers (Shotgun and Sniper Rifle) - which is unlocked after researching Laser weaponry

Weapon stats are configurable in the config and are as follows:

Laser Rifle - 4-6 Base Damage, +2 Crit, 3 Clip, 2 weapon mods, +6 aim
(Laser costs 80 Supplies, 10 Alloys / Magnetic costs 125 Supplies, 10 Alloys)

Laser Shotgun - 5-7 Base Damage, +2 Crit, 2 Clip, 2 weapon mods, +6 aim, +10 Crit Chance
(Laser costs 50 Supplies, 5 Alloys / Magnetic costs 75 Supplies, 5 Alloys)

Laser Cannon - 5-7 Base Damage, +2 Crit, 2 Clip, 2 weapon mods, +6 aim
(Laser costs 100 Supplies, 10 Alloys / Magnetic costs 150 Supplies, 10 Alloys)

Laser Sniper Rifle - 5-7 Base Damage, +2 Crit, 2 Clip, 2 weapon mods, +6 aim
(Laser costs 100 Supplies, 10 Alloys / Magnetic costs 150 Supplies, 10 Alloys)

Laser Pistol - 3 Base Damage, +2 Crit, No clip, No mods, +6 aim
(Laser costs 40 Supplies, 5 Alloys / Magnetic costs 60 Supplies, 5 Alloys)

Laser SMG - 3-5 Base Damage, +2 Crit, 2 Clip, 2 weapon mods, +6 aim
(Laser costs 80 Supplies, 5 Alloys / Magnetic costs 125 Supplies, 10 Alloys)

In addition, all Laser weapons take less range penalties.

I am considering adding an additional weapon if they are something the modding community wants:
Laser grenade launcher which has increased range but cannot arc over cover.

Workshop Link: http://www.nexusmods.com/xcom2/mods/570/?
129 Comments
Bawkdragon 31 Jan @ 2:37pm 
Is their anything that adds laser weapons the heroes can use, or makes them unlock hero units second tier gear.
viridi4n 7 Jul, 2021 @ 10:32pm 
DO NOT USE WITH LONG WAR 2

You will get a glitch where you can't use the PCS menu, it'll disappear and you'll have to alt+f4 the game. You already have laser weapons, which makes this mod a complete liability for your playthroughs.

- from a guy that struggled with no PCS menu for a month and multiple restarts before I figured this out.
Hvovi 6 May, 2020 @ 4:31pm 
I absolutely love this mod. I love the laser weapons accuracy compared to magnetic, the style, everything. 10/10
Vortex 15 May, 2018 @ 6:21pm 
where is the config?
brightjc 2 Dec, 2017 @ 3:07am 
Is this compatable with Long War 2???
CommanderNature 12 Oct, 2017 @ 9:44am 
i cant find the file alternateweapondata.ini
Landar486 6 Sep, 2017 @ 1:17am 
any plans to make this work with war of the chosen?
krymzonbladez 11 Jul, 2017 @ 1:25pm 
My laser weapons won't upgrade to magnetic :|
Lifeline83 26 Dec, 2016 @ 5:07am 
Is this mod compatible with the last game version?
Lehemoth 25 Dec, 2016 @ 1:35am 
Is this mid still being updated? Or is it dead?