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We might see a prototype of that soon.
Not in the next update. Maybe if it's something more people want in the future after most of the big bullet points have been hit.
I'm pretty hesitant to separate the BR from the MR logically. My justification is that they're the same rifle; they just throw a scope and bipod on it when they're handing it to a sniper instead of to an infantryman.
But, like I said, maybe if it's something more people want in the future.
Don't expect the SAW and LMG to persist as-is. They won't be in this mod in the next update. They'll be spun off into another mod soonish.
But, generally, the idea is that SAW is AR-based and LMG is BR-based. I don't think Squadsight should be a weapon ability, but I'm willing to have a discussion about it.
The main difficulty for me will be balancing the SAW, LMG and Cannon. I'm intending a trade-off between damage and mobility for Grenadiers. LMG may or may not have the BR aim curve. I think right now it does, but I will probably give it the default AR aim curve unless it seems beneficial for a Grenadier to have an intermediate range weapon that isn't a grenade launcher.
Though like everything else it'll all be ini-tunable.
However, what is the difference between the LMG and the SAW? I'm assuming one grants limited squadsight like in LW1?
@Badass_Ben
Unfortunately, I'm not too keen on audio engineering. What I've been doing so far is experimenting with sometimes dozens of combinations of in-game sound effects to come up with something that is distinct and hopefully appropriate. This could change in the future, but as of right now this is a limitation in my skillset.
@The Scout
In an upcoming update will be a way to define the weapon type. They will default to cannon to fit in with stock classes, but you will be able to, if you choose, define them to be a custom weapon type and then modify any classes you wish to use them by including that weapon type as an equippable weapon.
@Everyone asking about SAW, LMG
I'm going to be spinning off the SAWs and LMGs into something like a "Machine Gun Pack" soon, with the ultimate goal of meeting the standard set by the Battle Rifle Pack in terms of useful variety and tiering.
http://steamcommunity.com/workshop/filedetails/discussion/707548632/348293230312368631/
Need tier 2, 3 SAW & LMG badly... :(
;Grimy's Loot Mod integration
AR_CV_Upgrade = GrimyCustomStock
AR_CV_Upgrade = GrimyStabilizer
AR_CV_Upgrade = GrimyDuelist
Edit in to XComBattleRifleMeshPack.ini.
Personally id also like a different audio for the basic assault rifle, ideally something a bit meatier (for example the Halo 1 assault rifle sounded like it tore shit up)
Please post in the Feedback discussion topic with suggestions and constructive criticism!
You have to choose one or the other. It's just reskinning the Assault Rifle already present in the game.
-New Conventional and Magnetic Marksman Rifle scopes based on Central AR weapon mesh
-Bipod on Conventional Marksman Rifle and modified bipod on Magnetic Marksman Rifle
-INI tweaks for Assault Rifle, including carbine version, long rifle version, foregrip on/off/specific upgrade
How do i put the carbine version and the standard version into my game?
Is it specifically related to the Skunkworks? If you still encounter the bug without Skunkworks, make a post in the BR Pack Discussion topic ( http://steamcommunity.com/workshop/filedetails/discussion/732321325/360670708792247111/ ) and we can try to hammer out what's going on.
2D assets are a bit of a hodgepodged mess currently, but it's something I'll fix sooner or later.
I'm working on adding some visual distinctiveness for the Marksman Rifles. My current project is adding folded bipods for the Convention and Laser MRs. I'll probably flip around the Magnetic BR bipod as well.
Concerning the AR, I'm playing around with the idea of removing the foregrip and making it part of one of the upgrades, probably the Stock upgrade. But I think I'll keep the carbine look with the smaller frame and shorter barrel.
I do sort of wish the Marksman Rifle was a bit more distinct, I thought I saw in a screenshot somewhere one with the normal Sniper Rifle muzzle brake on it, and that looks pretty cool.
Also for prior commentor, I am using Grimy's Loot. It works great so far. The like 2D weapon image on the loadscreens and the bottom right in mission looks a bit "weird" with the highlighted parts of the upgrades, but in-game on the actual models everything so far has fit deliciously.
Also I have received a Marksman Rifle from a loot box, if that was a question; it does the same thing I've seen with other mods in that I chose "sniper rifle" and got a marksman, the same thing happens with axe mod, spec ops knives, etc. when you choose sword, it seems to be a chance to replace.