XCOM 2
[WOTC] Rocket Launchers 2.0
1,074 Comments
blasterscope Apr 15 @ 4:27pm 
@lridar thank you for answering my question
Iridar  [author] Apr 15 @ 4:24pm 
There isn't.
blasterscope Apr 15 @ 4:22pm 
Hello is there a vanilla version of this mod for xcom 2 been trying to find one but no luck?
«Wyvern» Apr 4 @ 4:34pm 
Hi
I cannot tell if its only me or not, but the Flechette rocket doesn't deal any damage. 0, like a miss. No matter if the target is armored or not. Bug ?
The-world-ender-jeff Feb 24 @ 8:17am 
i have some bug where while running the LWOTC it worked flawlessly? UNTIL i added a few other mods and now the rockets are a limited supply (suboptimal)

any idea whaat couls be causing this
RakkoHug~<3 Feb 10 @ 2:09am 
Yes, Nuclear weapon is indeed wonderful. Makes me really appreciate all of Iridar's hard work every single time I use it. :)
firefox456 Feb 9 @ 1:12pm 
with the grenadier of LWOTC does not appear
vinistrifezza Feb 5 @ 8:11pm 
This mod is so great... I really love blowing up a pod of unsuspecting enemies with a nuke XDXD
I have a question... is there any way for the Elerium Rocket Launcher to use the blaster launcher's targeting system? I'm thinking about this because I fondly remember the rocket launcher from XCOM 1, where the last tier of rocket launchers had homing sights, and things were so much easier XDXD

Thank you very much for the work on your spectacular mods
Dramn Jan 26 @ 9:28pm 
wow I just subscribed to XSkin which also seems amazing and ty<333
Iridar  [author] Jan 26 @ 8:56pm 
You can reskin weapons with Weapon Skin Replacer or XSkin.
Dramn Jan 26 @ 7:39pm 
This looks beautiful but I have a question; is it possible to retain the appearance of the first launcher while upgrading the launchers? Or is that something that'd be done with config
Iridar  [author] Jan 12 @ 10:50pm 
This mod is not compatible with LWOTC out of the box, you need Mod Jam or Ted Jam, refer to those mods in regards to changes to this mod's tech tree.
Pokey1751 Jan 12 @ 9:58pm 
where to i find the next tier in long war of the chosen?
RakkoHug~<3 Dec 13, 2024 @ 6:03pm 
Artianis, I use the rocket launcher mod with covert infiltration mod which has prototype armoury as a requirement.

There does not seem to be any issue with getting Elerium Rockets (+ Powered Rockets) with the bridge mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=2526470557&searchtext=rocket+launcher+bridge

However, ability to manufacture more improved rockets (such as upgraded sabot) seems to get impaired at certain point in the game.
Iridar  [author] Dec 12, 2024 @ 8:37pm 
There might be a bridge mod somewhere, but it's not entirely well done.
ArtanisKAI Dec 12, 2024 @ 7:48pm 
does the advanced rockets(ie, the elerium rockets) will ever show up if i made the rocket launchers single build using the prototype armoury?
RakkoHug~<3 Dec 1, 2024 @ 3:37am 
Thank you :)
Iridar  [author] Dec 1, 2024 @ 12:38am 
It's random.
RakkoHug~<3 Nov 30, 2024 @ 6:23pm 
It seems that poison length seems to vary for the different types of enemies affected Phosphorous rockets. Certain units seems to only last one turn (unlike fire which continues), so what determines the poison duration?
dawfydd Nov 26, 2024 @ 6:33pm 
there doesn't seem to be a limit on getting the missions i could see but once i got three i didn't get anymore the last three months, i do think i had a months break inbetween getting them though.
Iridar  [author] Oct 29, 2024 @ 11:21pm 
One per project.
Yekob Oct 29, 2024 @ 8:19pm 
I just finished the nuke proving ground project and nothing happened. It just seemed to skp the project when it finished. Is it something i should be able to build instantly in engineering or should i of gotten one of them per proving ground project?
RakkoHug~<3 Oct 29, 2024 @ 2:42pm 
No problem, Thank you very much
Iridar  [author] Oct 29, 2024 @ 2:40pm 
Yeah, I know, can't really do anything about it.
RakkoHug~<3 Oct 29, 2024 @ 2:39pm 
Iridar, it seems that mobility penalty removal for heavy armors does not apply in barracks. It works fine on the tactical map, but in barracks the penalty per rocket is still displayed on the stat window.
Dragon32 Oct 20, 2024 @ 7:09am 
@dawfydd
I don't understand "when you are enabling them in the did" but I think you want template name?
https://old.reddit.com/r/xcom2mods/wiki/index/template_names
dawfydd Oct 20, 2024 @ 5:54am 
(Adding the stuff from the tech to other classes worked but it also enables the techs wrist thingy, which isn't too bad)
dawfydd Oct 19, 2024 @ 7:51am 
no, i mean by when you are enabling them in the did @dragon32
like "Sniper_Rifle" i have one of the mod jams that enables it on grenaders and technical on the base LWOTC i was hoping to add it to a couple of other classes.

I guess i could try giving other classes the technical wrist launcher and seeing if that adds it.

I did have a look through all the ini files that i can think of uses rocket launchers including those that add it lol
Iridar  [author] Oct 19, 2024 @ 1:03am 
My Rocket Launchers can work only as secondary weapons.
AlShegardy92 Oct 19, 2024 @ 1:00am 
When i added the rocket launcher to the
"Dedicated pistol slot". It doesnt work.

My technical has lw2 gauntles as secondary and the rocket launcher as dedicated pistol slot

Although i can fix this by making rocket launcher secondary or just removing it all together. Iam curious why this happens. And if adding a mandatory skill via ability to slot reassign can fix it
Dragon32 Oct 18, 2024 @ 7:24am 
@dawfydd
By label do you mean the text displayed in game? That's set in the localisation files - .int for English, .deu for German etc.
dawfydd Oct 17, 2024 @ 6:25pm 
is the weapon label launcher or rocket_launcher? i can't seem to find an ini that includes any label.
foodfairy Oct 10, 2024 @ 2:08am 
I fixed it with [WOTC] Open Class Weapon Restrictions
Iridar  [author] Oct 10, 2024 @ 1:40am 
Then I don't know, I don't support LWOTC.
foodfairy Oct 10, 2024 @ 1:37am 
Thank you! though I just installed jam with everything it asked and its still not working...
Iridar  [author] Oct 10, 2024 @ 1:07am 
You need Mod Jam for compatibility with LWOTC.
foodfairy Oct 10, 2024 @ 12:46am 
Does this work for LWWotC? It shows the rocket launcher but it isnt equip-able
Iridar  [author] Oct 9, 2024 @ 3:27pm 
For what its worth, I intend to get rid of both scatter and mobility penalty when I eventually rework this mod.
Joker_Newbee Oct 9, 2024 @ 3:04pm 
Thanks for your reply. In the UI it was correctly shown (-1). But in the tactical game (mission) the mobility is heavily restricted. The reachable tiles could be the original soldier mobility combined with the penalty but i can not confirm this at the moment.
For now, i set the mobility penalty in your config to 0, this works. But you put in the penalty for more realism (the rockets are very heavy). For the same reason i separated the original grenadier class to two classes (one with cannon, one with grenade/rocket launcher). I don´t believe that a normal soldier can carry a cannon and a grenade launcher in combat (maybe only for a short period).
Iridar  [author] Oct 9, 2024 @ 2:03pm 
Mobility reduction is absolute. Mods don't always correctly display their stat changes in the UI correctly, could be that.
Joker_Newbee Oct 9, 2024 @ 3:40am 
Is the mobility penalty for rockets an absolute or a relative value? Because i use own classes with a higher mobility (22 per default). When i give one rocket to this soldier the penalty should be one (resulting in 20-21), but the movement is seriously restricted. Therefore it feels that the mobility penalty is more than 1. A relative penalty will be an explanation for this behaviour.
Xterra Sep 22, 2024 @ 3:41pm 
Has anyone made a mod that bridges this and Multiple Covert Actions? I'm NEVER able to send soldiers out to grab the Refined Elerium it takes to make nukes with that mod in place.
RakkoHug~<3 Sep 20, 2024 @ 7:58pm 
If I recall correctly, the blinking white portion used to work (for the epicenter) under earlier version of Extended Information so it could be just compatibility issue introduced by the new Extended Information! version.
Iridar  [author] Sep 19, 2024 @ 5:12am 
There is no blinking white portion of the HP bar for grenade launchers or grenade throws in my game either. Is it even supposed to be there?

> Yes, I am playing with Covert Infiltration.

Then you're either missing the bridge mod or the bridge mod doesn't do everything it needs to do to make my mod compatible with single buildable system. Eiether way it's not a problem on my end. You can probably fix it by tweaking configs for this mod, removing some of the required items for the proving grounds projects.
RakkoHug~<3 Sep 19, 2024 @ 4:33am 
So to be precise the blinking white portion of the HP bar is missing for epicenter area.
RakkoHug~<3 Sep 19, 2024 @ 4:31am 
Yes, I am playing with Covert Infiltration.

For the damage preview, the epicenter portion does not show damage values.

Then again I also use Extended Information! so it may be a compatibility issue?
Iridar  [author] Sep 19, 2024 @ 3:48am 
> it seems that "Experimental Rocket" disappears from Proving Ground at some point in the campaign

Regarding this, are you playing with Covert Infiltration / LWOTC or some other form of single-build system?
Iridar  [author] Sep 19, 2024 @ 3:44am 
> Not sure if this is a bug but the epicenter damage preview for Elerium Nuclear Rocket does not work.
Just retested, works fine on my end. What do you mean by "not working"? Can you make a screenshot while targeting?
Iridar  [author] Sep 18, 2024 @ 10:52pm 
I don't know.
RakkoHug~<3 Sep 18, 2024 @ 6:18pm 
If the Elerium Nuclear Rocket is un-armed, does it get affected by the Fuse Psi-ability?