26 ratings
Cannon Deploy Ability
File Size
0.095 MB
Feb 14, 2020 @ 11:29pm
Feb 27, 2020 @ 10:13pm
9 Change Notes ( view )
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Cannon Deploy Ability

Part of a complete weapons overhaul to make all weapon types feel unique and lend to their own tactical advantages.
Download the Custom Weapon Stats Overhaul Mod here:

Makes Cannons and LMGs have a -2 Movement Penalty.
Also gives a -20 Aim Penalty until deployed, which will provide a 30 Aim Bonus (Nett 10 Bonus), 20 Defense Bonus and 8 Weapon Range Bonus.

Deploy is a passive ability which auto triggers when you have not moved the previous turn. Deploy is lost upon moving.

Cannons are now more suited for holding ground while your flankers clean house. Its like Sniper Rifle Lite, more flexible but without the squadsight and massive range.

All stats such as movement penalty, Aim Penalty, Deployed Aim and Defense Bonus are configurable in the INI files.
You can now also swap this ability to other weapon categories if you wish. Do not put more than 1 weapon category in the config or it'll probably break.
Applies ability to all weaponcat 'cannon', modded in cannons included.

War Of The Chosen Compatible. Will not break any mod as its just an additional ability.

Credit to Favid's Perk Pack, Iridar, Shiremct and DerBK's mods for learning how to mod by reverse engineering your methods.
Feel free to use any of the contents for your own modding purposes.

My third mod upload. More mods to come. Feedback appreciated.
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ANTARA Oct 7, 2021 @ 3:17am 
been lookin this kind of cannon mod, thanks mate!
Haite Jul 15, 2021 @ 1:34am 
@Imbodenator That's...the idea. Although to be fair, I think it'd be better if cannon took 2 actions to shoot instead. Like it is, you basically have to wait 2 turns to shoot, one to move to location, and another to wait the penality to cool off, then, FINALLY, try to fire. 2 turns is an eternity.
However, the mod does include .ini files to play around, and deploying gives a defense bonus by default. You can make cannons just give a mobility penalty or reducing the range of deployment aim if you want.
Huge kudos to the modder, cannons do feel very "same" in Xcom2 in my opinion. Any attempt to differentiate them deserve my praise.
Imbodenator Mar 29, 2020 @ 8:43pm 
I've uninstalled this mod as I found it made cannons a little too crappy when not deployed, and then very strong when deployed. Oddly enough however it still seems to be affecting a new campaign I started running without this installed. its apparently still under my workshop directory in steam for some reason. How can I edit the .ini of this mod properly to counteract its effects?i.e. where do I find key phrases or lines? I believe I already fixed aim
Imbodenator Mar 28, 2020 @ 8:55am 
Is there anyway for me to alter this mod to make it an "active" ability? To me it doesn't make sense to have to stand a whole turn in one place to put up a bipod, but makes sense for it cost a single action to deploy it, and to take it down.
Jestimac Mar 13, 2020 @ 9:28am 
@ Joul : Thank you very much.
JouL  [author] Mar 13, 2020 @ 1:56am 
Jestimac Mar 12, 2020 @ 10:01am 
@ Joul Following previous message. I removed the other weapons and kept only the cannon. Everything is back to normal.
I hope you'll be able to release the sniper mod soon :)
Jestimac Mar 11, 2020 @ 9:53pm 
Hello. I think it would make a lot of sense anyway to get a different mod for Sniper Rifle because it will allow different values. I would suggest "LocFriendlyName="Sniper Stabilized" (and other similar adjustment) for the localization file and mod name.

For the values, this is a suggestion only. I'll let you think about it and decide about the values.

Finally, I have found that there seem to be penalties that appear in the end game, that have nothing to do with your mod but negate some of its benefit. I saw that with two yellow arrows pointing down, in the bottom left of the buffing zone. There seem for exemple to be a cap on aim for cannons. As indicated, I need to investigate further. Nothing to do on your side I would imagine, but one just needs to be aware of it.
JouL  [author] Mar 11, 2020 @ 8:42pm 
If you really do want to add multiple weapons, let me know, I'll just create a secomd mod with the same ability (called v2) so you can change the stats and add it to another gun!
JouL  [author] Mar 11, 2020 @ 4:20pm 

Hey Jestimac, unfortunately my current coding only allows for 1 weapon category to be used at once, meaning you can't add more than 1 +WeaponCategory. Removing the other 2 should fix your problem!