XCOM 2
Long War SMG Pack
McMuster 7 Feb, 2016 @ 8:53pm
Production cost tuning
I find it kind of odd that developing Tier II/III shotguns is less expensive(supply wise) than developing new SMGs. You'd think the SMG, being small(like a shotgun) and having lower power demands than the shotgun or rifle(less dmg) would be the same price or slightly higher than the shotgun(owing to the miniaturiztion needed to maintain mobility).

Currently it feels a little spendy for such a niche weapon that only one or two of my soliders will ever equip
Last edited by McMuster; 7 Feb, 2016 @ 8:54pm
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Showing 1-6 of 6 comments
Xtrm Schuesseled 9 Feb, 2016 @ 9:55pm 
I agree, the supply cost should be halved. They cost the same amount as magnetic rifles. I would half the cost and have an engineer requirement.
Earth Dragon 18 Feb, 2016 @ 5:05pm 
Agreed. It should be set against the shotgun costs NOT the rifle costs. It also adds a weapon to the mix, so you are having to spend more to upgrade your armory anyway. This needs to be mitigated a little better.
LoBo 19 Feb, 2016 @ 2:47am 
very much agree: should not cost any more than the shotgun unlocks
SlaveMaster 24 Feb, 2016 @ 3:42am 
you can edit it here (bellow) and change fields ****_SCHEMATIC_SUPPLYCOST

..\Steam\steamapps\workshop\content\268500\577409322\Config\XComLW_SMGPack.cfg
bot 15 Mar, 2016 @ 9:12am 
Yeah, the cost doesn't make sense. In fact I made it slightly less than the shotgun upgrade. The way I see it, it's probably the last gun I would upgrade seeing as it's going to be used on characters who rarely shoot. It is also the weakest and lightest gun so it makes sense that it would be the cheapest to make.
!?! 16 Jul, 2016 @ 12:48am 
There's nothing "niche" about a weapon everyone who can carry rifles can use and the higher the tier, the less damage difference there is between assault rifle and smg so they almost become an upgrade.
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Showing 1-6 of 6 comments
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