XCOM 2
Mod Jam for LWOTC (OLD, UNSUPPORTED)
Kiruka  [developer] 26 Nov, 2020 @ 11:19am
Changes to Rocket Launchers
Good news: Thermobaric rockets (both tiers) and Plasma Ejectors have been re-enabled. Make sure you're running the latest build of LWOTC (Dev Build 27.1 or later), as the fix for this as well as the notorious fleche freeze have been fixed in that version.

- The Covert Action to acquire Nuclear Material for the Tactical Nuke is no longer gated behind Improved Rockets (which no longer exists). Instead, you need to research Encrypted Codex Data. Other requirements are the same, including needing a faction soldier to go on the Covert Action.

- Rocket Launchers and Rockets have their own infiltration costs. The Rocket Launchers are about 33% more expensive to infiltrate than a Grenade Launcher, and the Rockets cost about 50% more to infiltrate than Grenades do. The Tactical Nuke costs twice as much to infiltrate as any other Rocket.

- Experimental Rocket and Powered Rocket techs are gone. Rockets are now built one at a time in Engineering, and have a similar cost to grenades for the most part. All tier 2 Rockets and their Launchers are gated behind Gauss Weapons, and tier 3 is gated behind Heavy Plasma. Exotic rocket types are also gated behind autopsies, as follows:
  • White Phosphorus Rockets (tier 2 and 3) need the Viper Autopsy and corpse.
  • Lockon Rockets (tier 2 and 3) need the Advent Robotics research and Drone Wreck.
  • Napalm Rockets (tier 2 and 3) need the Flame Viper Autopsy and corpse.
  • Sabot Rockets (tier 2 and 3) need the Muton Autopsy and corpse.
  • Thermobaric Rockets (tier 2 and 3) need the Advent Turret Breakdown and wreck.
  • Flechette Rockets (tier 2 and 3) need the Faceless Autopsy and corpse.
  • Acid Rockets (tier 3 only) need the Andromedon Autopsy and corpse.
  • Plasma Ejectors (tier 3 only) need the Muton Elite Autopsy and corpse.
  • Tactical Nukes (tier 3 only...or is it tier 4?) are very expensive in terms of resources and require one Nuclear Material each as well, still exclusive to the Covert Action. They also require 9 Engineers, 9 Scientists, and still have to be built in the Proving Grounds every time, not Engineering. Earn your late-game pod-wiping toy.
- Rockets can no longer be given to other soldiers. I may bring this feature back if there's a better way to keep item weight consistent in the future (like if Iridar ends up doing his Inventory Overhaul).

- In the meantime, Rockets no longer have their innate weight feature, and instead use LWOTC's weight, which means the penalty to mobility still applies after you fire them, just like grenades. Each Rocket has a weight of 1, with the exception of the Tactical Nuke which has a weight of 2.

- Higher tier rockets in general do more damage than they did before, which was needed to make them appealing in LWOTC's resource and corpse crunch.

- The Tactical Nuke's shred and pierce values have been messed about a bit, and it can also do some Rupture.

- LWOTC's version of Volatile Mix now also benefits Rocket Launchers (not the Gauntlet's one, only Iridar's).
Last edited by Kiruka; 6 Jul, 2021 @ 11:21am