XCOM 2
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Coil Plasma Tier Swap
 
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0.137 MB
Feb 11, 2017 @ 8:24pm
Feb 15, 2017 @ 2:04pm
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Coil Plasma Tier Swap

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Description
Because those new weapons just look excellent...

Exactly what it says on the tin, this simple mod swaps the Coilgun and Plasma weapon tech tiers within Long War 2.

Let's face it, for some people the aesthetics of the final weapon tier in XCOM2 just feel a smidge off. Feels a bit strange that we'd just copy the alien's designs, especially when you have Shen mentioning how she wants to combine the alien's tech with human ingenuity and whatnot. And that's even without really delving into how impractical the idea of a handheld plasma gun really is (spoiler alert: very).

Or maybe you just think the new models look cool, that's fair too.

Will this work with existing saves?
Yes! If you haven't yet researched either of the weapon tiers then you can load this into an existing save with no issues. However, loading this onto a save where you're currently engaged in any type of Coilgun or Plasma research will likely screw up the order of the remaining un-researched techs in addition to retroactively buffing any Coil weapons you may have (which is bad for the balance of your campaign).

What changed?
  • Damage values for the Plasma and Coilgun weapon tiers have been swapped.
  • Build costs have been swapped.
  • Relevant research tiers have been swapped.
  • There are now two tiers of Plasma research, while specialized Coilguns all have their own projects.
  • Research titles and relevant flavor text was altered or re-written to line up with the new changes.
  • Advanced Magnetic Weapons are now a pre-req for Coilguns while Advanced Lasers are a pre-req for Plasma. Skipping the Magnetic weapon tier may no longer be a viable strategy, depending on your playstyle.
  • Mag Shorty (sawed-off shotgun variant) now tied to Coilgun tech, since it's farther down the research path.

What stayed the same?
  • The Coilgun tier still retains its armor-piercing capability. Damage values may need to be adjusted in the future if this proves too powerful.
  • SPARK unit Plasma weaponry is unchanged, as there are no Coil variants for it.
  • Build and Research costs are largely the same, despite being swapped across tech tiers.

Compatability
  • Long War 2 is required (duh).
  • This mod is mostly just extensive .ini edits. You may have issues if you load other mods that effect XComGameData_WeaponData.ini or XComLW_Overhaul.ini.
  • Although the mechanical changes will still function correctly, using this mod with an unsupported language will cause the research and flavor text to confusingly appear as their Long War 2 defaults. Currently only English is supported.

To-Do
  • Update research images to correspond with their titles and descriptions.
Popular Discussions View All (2)
7
Sep 5, 2017 @ 2:45am
Bug Reports & General Feedback
S.Flo
0
Feb 15, 2017 @ 9:28am
Adding Localization
S.Flo
< >
110 Comments
Saint Nov 24, 2018 @ 1:44am 
is there a mod that does this for WoTC?
兔毛 Nov 21, 2018 @ 9:48am 
Any chance of a straight coil plasma skin swap mod for WotC? Coil guns look sooo much better.
Commander Harrington Nov 1, 2018 @ 8:01am 
Thank you so much for this
Lord Tachanka Aug 27, 2018 @ 5:48pm 
So do the plasma guns still inflict rupture on hit?
supaflava May 17, 2018 @ 10:19am 
I'mma test this with the long-war toolbox...
Significantly Incompetent Jan 2, 2018 @ 2:39pm 
We aren't seeing a WotC version of this huh..?
Jim Holden Oct 4, 2017 @ 5:01pm 
@S.Flo - I never had any problems with releasing my own Coilgun pack using Pavonis's assets. They never said anything to me about it, and I made sure to credit them at every step.
Jim Holden Oct 4, 2017 @ 4:59pm 
@11cng - not happening. pavonis is making their own, and it will come out eventually. be patient.
11cng Sep 23, 2017 @ 6:21am 
wotc version plz gib!!
4rrakis Sep 5, 2017 @ 11:03pm 
Actually they gave permission on their mod pages to use their assets as long as credit is given.