XCOM 2
Stukovs 9-Tier Weapon Overhaul
 This topic has been pinned, so it's probably important
Stukov81-T.TV  [developer] 11 Nov, 2023 @ 11:39am
Feedback - Balance
What should be changed in your opinion
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Showing 1-8 of 8 comments
tylercobb2003 7 Apr, 2024 @ 10:13am 
Overall I'm definitely liking this. Coil, improved laser, beam, and plasma / improved plasma are all useful at endgame for different roles. Biggest issue I had was in interactions with suggested mods.

Interaction with TeslaRage's loot mod is just ... not there. Every item I got from a lockbox was of the standard coventional/mag/beam tiers.

When running a campaign with Weapon and Item Overhaul, the Improved Lasers project ended up doing nothing. No new buildable items, no changes to existing stats. I ditched that campaign shortly afterwards because I realized I honestly don't like most of the changes WIO does.

With A Better Barracks Arsenal the production cost for improved laser, plasma, and improved/turbulent plasma is weirdy inconsistent. Some items fall around the "normal" cost of about 40 supplies per build, some are less, some are twice as much. Most beam, plasma, and improved/turbulent plasma guns require an elerium core (which is kinda prohibitive) but some don't. Could use some smoothing out.
Stukov81-T.TV  [developer] 8 Apr, 2024 @ 9:05pm 
Thanks for your feedback

Tesla Loot Mod has configs to give also Laser and Coil tier items. You just need to work through that config.

Don't know whay WIO behaved that way in your campaign. I do use WIO and ABBA and the Improved Laser project gives me a few additional weapons to build

Building costs are a big thing that agreed. The thing is mainly, they change depending on what Mods you have active. You say most beam and plasma require a core? It should be every weapon of those tiers requiring a core.
Definitely not liking the new range tables. The change just seems to be a straight nerf by adding long-range penalties to weapons that did not previously have them, and Vektor rifles having both short-range and long-range penalties kinda ♥♥♥♥♥ over any class that uses them.

Also, in my most recent campaign I tried to run without ABBA enabled and it seemed to really mess up the tech tree. None of the research items or proving grounds projects enabled advanced lasers, plasma, or advanced plasma. I also had items show up in the research options again after I had already completed them. If running without it borks things so badly I would suggest making it a dependency.
Stukov81-T.TV  [developer] 24 Mar @ 10:05pm 
Yes the range tables does make Rifles and Cannons no longer superior to Sniper Rifles. It is a nerf and in that way intended. you can always change it if you don't like that

Advanced Lasers, Plasma and Advanced Plasma all are content only coming from ABBA. So those not appearing is just normal. I could make it a dependancy, but really it isn't you just miss out on a lot of late game content. Appearing again after researched should not happen with anything though, do you remember what researches those have been?
The research topics that popped up again were Coilguns and Advanced Pulse Lasers..

Also I'm kinda new to config editing. Which file would I find the tables in?
Last edited by tylercobb2003; 26 Mar @ 2:49pm
Stukov81-T.TV  [developer] 27 Mar @ 9:30am 
if you look into the folder 0Base you will find a file called XComGameData_WeaponData.ini. This file is responsible for the RangeTable changes
Stukov81-T.TV  [developer] 27 Mar @ 9:31am 
concerning the double researches ... did you add any mod that adds laser or coil researches?
Stukov81-T.TV  [developer] 27 Mar @ 9:31am 
and thanks a lot for the feedback
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