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That said, read the announcement(s), and I hope author @Uejji is able to sort things out for themselves so they can be happy and pursuing the things they like. Not for the mods here, but for life and happiness in general <3
b-but maybe someone will make a sweet port of this mod for WOTC though ( ͡° ͜ʖ ͡°)
XD
Finally, while the Battle Rifle excels at outdoor combat, especially with a height advantage, it is mediocre in a lot of Urban Warfare situations (unless firing from a rooftop or down a street) and absolutely terrible at clearing a building, where the point-blank bonus of the Assault Rifle or Shotgun becomes almost absolutely necessary.
I hope this gives more insight into my own design process for this mod. Thank you all for using and enjoying it so far.
People have asked, if the Battle Rifle does more damage and is so great at medium range, why ever use the Assault Rifle again? The answer, at least in my own experience constantly dogfooding my own mod, is that the Battle Rifle is *only* good at medium range.
While with the Assault Rifle you just have to focus on staying close to the enemy, giving you a much smaller radius for flanking, to use the Battle Rifle most effectively you have to be constantly pushing forward and falling back to keep your target in that sweet spot. This makes a soldier with a Battle Rifle especially weak against rushing enemies, such as the Stun Lancer and second stage Andromedon.
https://steamcommunity.com/sharedfiles/filedetails/?id=683192394&searchtext=Alternate+Weapons+Tech
As well as using that paste bin you've linked?
https://steamcommunity.com/sharedfiles/filedetails/?id=722174182&searchtext=flashlight
Looking though the Mod it looks like the tech tree goes Conventional > Alt > ETC > Magnetics Laser > Plasma
Still like the rifles, and RM's ini is a good starting point.
Could it be because of his recent update to ETC, where in LW2 they become tier 1.5? I'd love to be able to use both, however I'm unaware if simply messing with the .ini files will fix the problem.
Name it XComLW_Overhaul.ini
Copy the code from RM's link below into that file and save it.
Done deal it words perfectly.
http://pastebin.com/HYbrrGiw
You need to add this to an .ini called XComLW_Overhaul.ini, preferably contained within this mod's config folder so it can be overwritten when Uejji does an official update for LW2 compatibility.
"Weapons need to have 3 mod slots total. If the slots are added and there are no additonal cusotmizattions then then the modded weapons work as intended in the tactical game."
It sounds like all it would take is a tweak to the mod slots and it would be GTG for LW2. Which would be appreciated since the Sharpshooter needs another rifle option.
However, it certainly is over powered (more than usual) with Grimy's Loot Mod
Everything should be in XComBattleRiflePack.ini.
I don't have experience in the field with your mod yet so it might be too early to say, but the Battle Rifle seems a very powerful weapon to me. It has not just a +1 damage over the Assault Rifle, but also a much better aim at medium / long range.
I really like your idea of lowering close range aim bonus. However, I still don't see why I shouldn’t switch heavily to Battle Rifles with such an high aim bonus. Because this is an “add-on” weapon I would rather the Battle Rifle to be a bit underpowered instead, so it can be effective just in the right hands but not impact too much the general gameplay.
Based on your curves, the average aim bonus over Assault rifle for Conventional, Magnetic and Beam is +15 from 8 to 17 tiles. A +15 aim in all medium / long range shots seems, on the paper, game changing.
If your aim curves are editable in .ini files, I’d be happy to test your mod with reduced Battle Rifle aim bonuses.