XCOM 2
Battle Rifle Pack
131 Comments
MarsToSirius Aug 12, 2022 @ 1:58pm 
Edit: User @Veehementia appears to have ported this to WOTC in their "[WOTC] Uejji's Battle Rifle Pack with Customizable Abilities" mod. Pognaysh :cozybethesda:
MarsToSirius Aug 12, 2022 @ 1:50pm 
Much to my disappointment, does *not* work with WOTC. That is to say, game won't launch with this mod active. Uninstalling the mod resolved the launch issue. 2EZ.

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 ͡°)
No Name Legion Dec 27, 2021 @ 2:02pm 
compatible with WOTC?
Lithobraker Sep 6, 2020 @ 7:01pm 
I just wanted to compliment the sound design here. Just started using this mod, and I was floored by how BEEFY the ballistic Battle Rifle sounds! It sounds like a fucking bolter, and I love it!
Veehementia Sep 13, 2018 @ 2:01am 
@Uejji Hi, I would like to port this mod to WOTC. Can I have your permission to upload?
Uejji  [author] Jul 25, 2018 @ 12:07pm 
Hey, everyone. If you come across this, I've posted an announcement in the discussion board.
TannerA Feb 14, 2018 @ 4:27pm 
this needs to be in wotc NOW!!!!!!!
Lynsis Feb 13, 2018 @ 6:29pm 
Really wish you'd update this for WOTC, was my absolute favorite weapon mod.
Jorkie Oct 7, 2017 @ 2:32pm 
Missing the slimer lookingc conventional ARs and the BR for my infantry of cource. Playing wotc atm of cource. :steamfacepalm:
vesTanPants Oct 6, 2017 @ 6:41am 
Can I get the codes for different weapons so I can add them via console to check them out plz?
MichaelRossMD Sep 12, 2017 @ 6:53pm 
i would suck a lot of d to get this updated
XD
Claymore626 Sep 11, 2017 @ 2:44pm 
WAR OF THE CHOSEN!!! PLEASE AND THANK YOU!!! I MEAN ANYTIME WOULD BE NICE, BUT NOW WOULD BE GOOD!!!
maximustrajan23 Sep 8, 2017 @ 5:29am 
wotc? please?
Lady Silentice Sep 3, 2017 @ 4:22am 
How did you make the marksman rifle require only one action to fire? Thank you.
Grunt4life Sep 1, 2017 @ 12:17pm 
WOTC Compat plssss ASAP
Newt Sep 1, 2017 @ 10:43am 
no
Reduviid Aug 30, 2017 @ 7:16pm 
does this work with WOTC?
Ghengis Khunt Aug 20, 2017 @ 4:46pm 
Can someone help me? I'm trying to edit the aim penatly to -5 rather than -15. Could someone point me in the right direction where to makie that edit?
MightNight Aug 12, 2017 @ 9:20am 
Planning on making a LMG? :3
Giant Hat Jul 16, 2017 @ 8:02pm 
Could you add an option to reduce the BR's aim after moving, like the old LW battle rifles?
flashfireball Jul 10, 2017 @ 7:15pm 
is it me or is the battle rifle all around better than the sniper rifle?
Boisegangpc Jun 30, 2017 @ 5:55pm 
I hope you don't mind me asking this, but how far are you to the release of the Machine Gun pack?
Uejji  [author] Jun 29, 2017 @ 9:35am 
I read that comment on that mod. My rifles already had a custom range curve, and, to be frank, if they're brazen about not being bothered to take two minutes to download a mod to check its weapon templates, I don't really trust them to take the time to balance the weapons in properly.
azairvine Jun 27, 2017 @ 6:04am 
Hey Uejji. There's a mod that updates the weapon ranges for LW2. They're happy to add your Battle Rifles to the mod but they need the template names for the weapons. Are you able to provide? Cheers
Uejji  [author] May 28, 2017 @ 5:34pm 
I know it's not the update everyone was waiting for, but to get back into the creative spirit, I've recorded, mixed and assembled a promo video for the BR Pack. I've attached it to this mod page.
=[NK]= Col. Jack O'Neil May 25, 2017 @ 12:33am 
Thank uejji :)
Uejji  [author] May 25, 2017 @ 12:31am 
Additionally, since the sweet spot is so far forward, flanking becomes a more difficult prospect, since instead of just stepping around a corner your soldier often has to travel across a great distance to get a flanking position on a target. Pair that with the reduced mobility, and you might see how this could be difficult.

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.
Uejji  [author] May 25, 2017 @ 12:31am 
Hello, all.

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.
=[NK]= Col. Jack O'Neil Apr 21, 2017 @ 10:29pm 
So you said you enabled this mod as well as??

https://steamcommunity.com/sharedfiles/filedetails/?id=683192394&searchtext=Alternate+Weapons+Tech

As well as using that paste bin you've linked?
=[NK]= Col. Jack O'Neil Apr 21, 2017 @ 10:13pm 
Is there a way that this could work with the advent flashlight mod???

https://steamcommunity.com/sharedfiles/filedetails/?id=722174182&searchtext=flashlight
Landar486 Mar 16, 2017 @ 2:51am 
it's been working so far. ...although a recent update made me lose the marksman rifles for some reason. i'd investigate more but i just got home from vacation. But yeah all the battle rifles so far have worked.
Beltalowda Feb 25, 2017 @ 3:35pm 
@Landar486 so if I jusr replace the XcomLW_Overhaul.ini with what you have in paste bing, that should do it?
Landar486 Feb 23, 2017 @ 2:48pm 
er.. clarification: the AWT laer research is there, but is just a time sink with no reward because LW2. the "coilgun" tier gun still shows up when you research coilguns. Also I did not edit the costs just yet. I just posted that baseline for the ini to share that it indeed works. Edit the weapon costs as you feel fit i guess. This is not my project, afterall, so balance is not my final say.
Landar486 Feb 23, 2017 @ 2:38pm 
ooh Victory! Thanks to RM's ini example, I got the laser tier and a proxy coilgun tier battle rifle to work! pastebin to what i used is here: http://pastebin.com/HdZWLjCp I had to proxy in the Alternate Weapons Tech for the coilgun tier, however. And turn that mod on as well, otherwise it's an invisible gun, which does still fire and deal damage anyway. I assume it would work with the ElectroChemical guns the same way if you replace the BR_AW with BR_ETC (and the MR_ equivalents), and also needing the mod on for the value. Activating said mods also puts the research project in the lab, but they don't do anything anyway because AWT at least isn't LW2 compatible right now.
Landar486 Feb 22, 2017 @ 6:02pm 
so i've been using the ini to try to get the coilguns a battle rifle tier, when I realized "oh, how do I give it a name? it's not in any of the editable files i've seen..." I basically have all the values in, balance aside, just no, well..body for it. :(
Raithnor Feb 20, 2017 @ 2:53pm 
The .ini settings get the base Rfles in the game. However, LW2 progression goes Conventional > Lasers > Magnetics > Coilguns > Plasma.

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.
Jek Porkins Feb 12, 2017 @ 1:45pm 
RM's .ini setting worked exactly as he said, however I'm finding that it does not work for his ETC weapons, unless I've got some other issue.

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.
crymson Feb 10, 2017 @ 7:40pm 
Make a new text file in the config directory for this mod.
Name it XComLW_Overhaul.ini
Copy the code from RM's link below into that file and save it.
Done deal it words perfectly.
Beltalowda Feb 8, 2017 @ 11:16pm 
Where exactly do we purchase the schematics? I've got LW running with laser unlocked, but can't find this anywhere
Nitsah Feb 4, 2017 @ 9:35pm 
I would like to know too.
Raithnor Feb 1, 2017 @ 8:00pm 
If I understand correctly, I make a copy of XComLW_Overhaul.ini into the battle rifle mod's directory and it should work?
RealityMachina Jan 27, 2017 @ 5:39pm 
Made a pastebin of the .ini settings I'm using for this + LW2.

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.
Raithnor Jan 26, 2017 @ 6:15pm 
This is from the Long War 2 compatible mods spreadsheet:

"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.
Boisegangpc Jan 21, 2017 @ 6:08pm 
@SJunior I don't think it would, considering that LW2 uses different mechanics for weapon upgrading.
SJunior Jan 21, 2017 @ 6:07pm 
Would this work with LW2?
BionicCinamun Dec 30, 2016 @ 9:30am 
For what it's worth Lifeline, I have found with extensive use that the BR's mobility penalty can really hamper it, especally on timed objectives.

However, it certainly is over powered (more than usual) with Grimy's Loot Mod
Lifeline83 Dec 30, 2016 @ 8:43am 
Oh, found it!

Everything should be in XComBattleRiflePack.ini.
Lifeline83 Dec 30, 2016 @ 6:41am 
Very good customer service! :)

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.
Boisegangpc Dec 29, 2016 @ 8:31pm 
Do you know if the "Intermediate Range Rifle" project could be renamed to "Battle Rifles" instead? I got confused when that popped up in my engineering build options.