XCOM 2
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Custom Weapon and Armor Stats Overhaul
   
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Feb 15, 2020 @ 4:28am
Mar 6, 2020 @ 11:35pm
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Custom Weapon and Armor Stats Overhaul

Description
Part of a complete weapons overhaul to make all weapon types feel unique and lend to their own tactical advantages. Weapons are tightly balanced for Legendary Difficulty and are changed using standard Rifle Damage as Basis. All weapons will have their distinct advantages magnified over each tech tier.

Includes custom Armor Stats, replacing HP with Shield (Except Spark) to reduce wound times and modifying all armors to focus on their unique strengths.

All stats are explained and configurable via INI file.

To be paired with the following mods:
1. Shotguns Flank Crit Bonus
2. Cannon Deploy Ability
3. Armour Gives Defense
4. Vektor Armor Crit Bonus
5. Long War SMG Pack - WotC (unofficial) by NStriker. REFER TO NOTES AT BOTTOM
6. [WOTC] Armor & Vest Config by Charmed. REFER TO NOTES AT BOTTOM
7. Utility Slot Sidearms WOTC by Ginger. REFER TO NOTES AT BOTTOM


Helpful mods for greater fun:
7. So all classes can equip whatever you want
[https://steamcommunity.com/sharedfiles/filedetails/?id=1533060800] WOTC Open Class Weapon Restrictions by Iridar[/url]
8.

All weapons now have unique tactical advantages, separated by category. Now with the Armor Gives Defense mod, Anti Armour is always needed, or pack lots of grenades.

Rifle and Bullpup are now viable alternatives using medium range table. Decide between better aim or raw Damage. Vektor Rifles keep their unique range table and are your default Anti Armour go to gun.

Mid Range, For Regular Shooting:
1. Rifle: 4 - 5 Dmg, Has most ammo, Highest Dmg growth per tier
2. Bullpup: 4 - 5 Dmg, +10 Aim
3. Vektor Rifle: 4 - 5 Dmg, -10 Aim, +10 Crit%, 2 Piercing, +Crit% per armor of enemy target

Shotguns and SMGs now both serve flanking purpose, SMGs make flanking much easier with their high Mobility Bonus, while Shotguns give greater reward for a successful flank with increased crit chance and crit damage. Their close range bonus helps mitigate defense gained by armour.

Short Range, Specialised for Flanking:
4. Shotgun: 4 - 5 Dmg, +10 Crit%, +Crit Dmg. (+20 Crit% on Flank, also applies to your secondary weapon)
5. SMG: 4 - 5 Dmg, +2 Mobility

Snipers maintain their focus on killing large targets, usually mechanical, while Cannons once deployed provide great fire support. Both trade mobility for greater stopping power.

Mid Long Range, Slower but More Powerful:
6. Sniper Rifle: 5 - 6 Dmg, +10 Crit%, 3 Piercing, 2 AP to Shoot
7. Cannon: 4 - 6 Dmg, - 2 Mobility, - 15 Aim, +30 Aim and 20 Defense when Deployed.

As backup, you can arm Pistols or Ripjacks for Piercing, Autopistol or Sword for raw Damage. Added Slash ability to Ripjacks and Swords for you. Note, rangers will get duplicate slash ability, working on removing that.

Secondaries:
8. Pistol: 2 - 3 Dmg, 2 Piercing
9. Autopistol: 3 - 5 Dmg
10. Sword: 4 - 5 Dmg, +10 Crit%
11. Ripjack: 3 - 4 Dmg, 2 Piercing, +10 Aim, +1 Shred


Grenades have also been modified to reduce the ease of Armour Shredding. NOTE: Frag Grenades do not Shred.

Now all Grenade types have unique uses.
(Eg. Fire Grenade for High Dmg but no Pierce, Acid for Shredding, Plasma for Balanced, Gas for Debuff and DOT and EMP for the win.

Now with Armour also adding Defense, Armour Piercing and Shredding is very important. Making Grenadiers crucial even till the late game.

Also rebalances Alien's and Advent's weapons to remove any shredding except for a few instances. Many buffed with Pierce.
In general:
MagAdvent weapons (Advent and Mecs) have no pierce,
Weak BeamAlien weapons (Sectoid, Viper, Muton, Spectre, Codex, Archon) have 1 pierce,
Strong BeamAlien weapons (Andromedon, Gatekeeper, Sectopod, Avatar) have 2 pierce,
All enemy Melee Attacks except Zombies and Lost have 2 Pierce
Explosive weapons will shred slightly (Sectopod cannon, Micro Missiles, Self Destruct, Tier 3 grenades)
Acid weapons will shred badly (Andromedon)


War Of The Chosen Compatible. Will clash with any mod that also changes the ini stats of any xcom weapon.


NOTES AT BOTTOM, PLEASE READ
Long War SMG Pack - WotC
Download the mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=1126071432
To mod the SMG stats, simply copy and paste the whole XComLW_SMGPack_WotC config file located in this mod's config folder into the XComLW_SMGPack_WotC mod's config folder and replace the file.

[WOTC] Armor & Vest Config
Download the mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=1129753213
To mod the Armor stats, simply copy and paste the whole 'XComArmorConfig' config file located in this mod's config folder into the WOTCArmorAdjust mod's config folder and replace the file.

Utility Slot Sidearms WOTC
Download the mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=1194081262
To add usable abilities to the secondary weapons, simply copy and paste the whole 'XComUtilitySlotSidearms_WOTC' config file located in this mod's config folder into the Utility Slot Sidearms WOTC mod's config folder and replace the file.

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 sixth mod upload. More mods to come. Feedback appreciated.
9 Comments
initium Mar 11, 2020 @ 11:16am 
@JouL - Love your ethos. So good to see mods that build on the immersion of the game by giving the commander something to consider. Makes the tactics meaningful. Couldn't agree more about thanking those great modders you've listed, along with others. If I could only get my head around RealityMachinas mods
initium Mar 11, 2020 @ 11:13am 
@Void Light - AFAIK RealityMachina's MOCX and Raider faction mods come with their own AI, Loadouts. Weaponstats and class template config files. So I believe this mod wouldn't overwrite those other mods, therefore the weapons used will be the stats that are provided in the mod config file of MOCX, ect.
If you wanted to change the stats of MOCX and Raider factions then you can do this in their config files. Hope that helps
PuffinMuffin  [author] Feb 25, 2020 @ 2:37am 
Update: Added Slash ability to Ripjacks and Swords, so now all users should have the ability when equipping the weapon!

Note, rangers will get duplicate slash ability, you can remove that by going to your original WOTC folder's defaultclassdata config files and manually replacing the base slash ability of rangers with something else.
Flashstriker Feb 17, 2020 @ 1:19am 
I am being really tempted to take all your mods for a spin now. Armour health being shields is something I've wanted for so long, because it harkens back to how EW did health and I love it. Keep up the amazing work
PuffinMuffin  [author] Feb 15, 2020 @ 10:08pm 
@kaerka
From what I gather, TLP weapons take config values from their base weapons. So it should override without issue!
Flashstriker Feb 15, 2020 @ 11:13am 
Oh I can't imagine playing this with Proficiency classes. I can see it working but hell no am I doing that to myself XD You're a braver man than me
PuffinMuffin  [author] Feb 15, 2020 @ 11:09am 
@Void Light
If they rely on weapons from base file, then yes. Alien weapons have also been balanced.

@Flashstriker
Its a pleasure! I ran it with Proficiency Pack, A Better Advent, Iridar's Open Class Weapon Restrictions and Covert infiltration Beta + 50 other mods.
Been a beast of a game. =D
Flashstriker Feb 15, 2020 @ 10:23am 
With all these mods you've made, I'm tempted to run a campaign with just your stuff. Great work!
VoidLight Feb 15, 2020 @ 10:19am 
Does this impact Advent and other enemies stats such a Mix and raider factions as well?