XCOM 2
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Cannon Deploy Ability
 
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0.095 MB
Feb 14 @ 11:29pm
Feb 27 @ 10:13pm
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Cannon Deploy Ability

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Description
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:
https://steamcommunity.com/sharedfiles/filedetails/?id=1998091234

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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41 Comments
Imbodenator 17 hours ago 
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 @ 9:28am 
@ Joul : Thank you very much.
JouL  [author] Mar 13 @ 1:56am 
Jestimac Mar 12 @ 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 @ 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.
CANNON_MOBILITY_PENALTY = -1
CANNON_AIM_PENALTY = -10
DEPLOY_BONUS_AIM = 20
DEPLOY_BONUS_DEFENSE = 15
DEPLOY_BONUS_RANGE = 4

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 @ 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 @ 4:20pm 
@Jestimac

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!
Jestimac Mar 9 @ 4:20pm 
Hello. I am under the impression that the mod may not work as intended. I have modified the ini file to apply the abity to cannon (already in) and as an experiment, to Sniper Riles and Vekteor rifles as well. I now have the following lines :
[CannonDeploy.X2ModifyCannonStats]
+WeaponCategory = "cannon"
+WeaponCategory = "sniper_rifle"
+WeaponCategory = "vektor_rifle"

I get strange modifying values in the shoot recap (bottom center) values and I never get the cannon deploy message in the buffing zone (bottom left of screen with the two green arrows).
Would you be kind enough to check ? I really like this mod and I wonder whether the change made end of february may not have modified something. I should have checked earlier....
JouL  [author] Feb 27 @ 10:14pm 
Update: Now you're able to change the weapon category this ability applies to if you wish in the config files.
JouL  [author] Feb 25 @ 2:28am 
@Jestimac
Thanks for hitting the nail on the head! Yes the overall goal was to make LMG work completely differently from your run and gun approach. Its hefty defense and slight aim and range bonus is to encourage you to plan where you would want to make your stand.

@Flamingcheesepie
If you think about it, making a 1 action cost deploy ability simple turns the LMG into a variation of sniper rifle (1 action to deploy, 1 to shoot = 2 actions to shoot) or (Move then Deploy, next turn shoot = 2 actions to shoot)
So you're really just looking at a Sniper rifle with no squadsight but with defense bonuses. The point is to make LMG uniquely separate from Snipers. Takes some getting used to but you might enjoy the tactical complexity this new LMG brings as Jestimac has mentioned. :steamhappy: