XCOM 2
GnaRs LW2 Tactical Submod
133 Comments
Rambit23Z Jul 19, 2018 @ 9:41am 
Do you have a table for the new weapon ranges.
I'm currently using this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=950156708
And i'm wondering which one has what values.
GnaReffotsirk  [author] Oct 31, 2017 @ 8:34am 
It's XcomGameCore.ini for the angles. Sorry for the late reply. Been AFK for a while.

I may be able to get around and follow through with your guys' request. But no promises.
rogersmithbigo Sep 1, 2017 @ 12:36pm 
war of the chosen?
Dusty Jul 12, 2017 @ 1:09am 
This mod's activated plated and powered helmets and allowed them to appear on soldiers when I still only have kevlar. Is there a reason for this that I'm not aware of?
rogersmithbigo Jul 4, 2017 @ 1:03pm 
I desperatly need help editing this mod to create the experience im looking for. I would like to effectivly kill the dice; at least for gatecrasher, before all the buffs and perks kick in. I would like to edit the files with the intention of these goals :

- flanked (firing from 90°+ of targets cover) and exposed (target is a single tile or more from cover) attacks have 100% hit rate.

- when positioned 0° - 85° of targets full cover; attacks have 0% hit rate.

- when positioned 0° - 85° of targets half cover; attacks have 0% - 25% hit rate.

- when positioned 85°-89° of targets full cover; attacks have 0% - 50% hit rate.

- when positioned 85°-89° of targets half cover; attacks have 25% - 75% hit rate.
mister.hyde Jun 23, 2017 @ 10:43am 
For some reason I don't get the flanking bonus with aiming. I'm getting a bonus for range and I'm geeting it with 'crit'. Any idea where to look/change things?
Adray May 2, 2017 @ 9:51pm 
Which .ini should I edit to apply good aiming angles to squadsight or infinite distance (if it doesn't already)?
Bullett00th Mar 13, 2017 @ 4:45pm 
THanks, this is great!

I would love to have a fair play option where XCOm soldiers don't get a better flanking aim bonus than the enemies
GnaReffotsirk  [author] Mar 7, 2017 @ 4:14pm 
Your soldier must be at least 12 tiles away.
tree frog Mar 7, 2017 @ 9:01am 
Does good angle not proc at all at a certain range? I had almost flanked enemies but no bonus.
GnaReffotsirk  [author] Feb 25, 2017 @ 8:05am 
That's quite interesting. Thanks again man.
Anbalsilfer Feb 25, 2017 @ 7:36am 
"Stasis lance" actually refers to the skulljack. It's was apparantly intended to be a melee weapon (similar to the stun rod in UFO Defense) at some point in development. The old name for it is still used in the config files.
GnaReffotsirk  [author] Feb 25, 2017 @ 6:40am 
Will revert. I didn't realize skull mining and stasis lance where using the same values.
Anbalsilfer Feb 25, 2017 @ 5:32am 
This mod changes the accuracy of the skullmine skill from 70% to 25%, as an entirely unadvertised feature. While I can see why this was done from a tactical point of view, it has caused me a lot of problems in my current campaign by making it significantly harder to find alien facilities and thereby control the AVATAR progression, and it took me HOURS to figure out the problem.

I don't really suggest changing it by a lot, but this feature should be more clearly advertised, and to the extent that the base chance is lowered, I suggest you increase the value of XComGame.X2AbilityCharges_StasisLance a bit to compensate, becuse skullmining with just one charge and a 25% success change is nerfed to the point beyond mortal frustration.
GnaReffotsirk  [author] Feb 13, 2017 @ 10:36pm 
The viper grab, and helmet doesn't seem to have any effect, so I'm not sure.
GnaReffotsirk  [author] Feb 13, 2017 @ 10:33pm 
Thank you. List update is in order.
glasscutter292 Feb 13, 2017 @ 5:29pm 
Sorry the multiple comments, I see why now. For info this version still has some of the plus version changes you made active here. Viper changes, mission timers, helmet changes for example.
glasscutter292 Feb 13, 2017 @ 5:08pm 
Also there is changed entries for Helmets in Content.ini?
glasscutter292 Feb 13, 2017 @ 4:57pm 
Why does this mod include entries in Overhaul.ini for mission timers?
GnaReffotsirk  [author] Feb 11, 2017 @ 12:57pm 
RNG hates me as well. just missed a shot at 99%. Immediately reloaded a autosave.
Godrik Underscore Feb 11, 2017 @ 8:42am 
Great start but I still find myself missing shots at 63% more often than not. Grenades are far more reliable at 3-4 tiles away than any gun.
GnaReffotsirk  [author] Feb 7, 2017 @ 11:54am 
I'm finding soldiers with negative defense are prone to getting hit. Even in the most unlikely circumstance that it should.
LeftPaw Feb 7, 2017 @ 2:58am 
Can't complain. At least you got your part right. :)
GnaReffotsirk  [author] Feb 7, 2017 @ 1:09am 
Aliens have some wonky stuff. I have experienced getting hit at 2% hit chance from the AI. They are more balanced at 60-70% in my opinion.
LeftPaw Feb 6, 2017 @ 11:02pm 
This is incoming, and I just realised this mod probably doesn't cover what the aliens get up to. Sorry.
GnaReffotsirk  [author] Feb 6, 2017 @ 11:28am 
The AIM total as well as the soldier is targeting. We can always have higher cover values.
GnaReffotsirk  [author] Feb 6, 2017 @ 10:54am 
What's the aim rating your soldier is getting, and what class and rank?
LeftPaw Feb 6, 2017 @ 9:56am 
Having quite a lot of head on, full cover, shots getting through. More than I would say was normal that is.
crymson Feb 1, 2017 @ 7:29pm 
Deleted my last post as reading comments further I see that you already see the point I was making. :-)
crymson Feb 1, 2017 @ 7:16pm 
Just a note http://steamcommunity.com/sharedfiles/filedetails/?id=848750275 already modifies the scatter profile of technical class rockets, your changes will conflict with that mod.
GnaReffotsirk  [author] Feb 1, 2017 @ 2:39pm 
Range bonus adjustments only. The damage changes are commented out.
MigPost Feb 1, 2017 @ 2:37pm 
Have you released the actualization with the changes on the weapons?
GnaReffotsirk  [author] Feb 1, 2017 @ 3:12am 
Yes, it's working.
falloutguy2999 Feb 1, 2017 @ 1:41am 
@GnaReffotsirk does this mod work or is this mod still a
Works In Progress?
GnaReffotsirk  [author] Feb 1, 2017 @ 12:00am 
I don't see it here too. I suppose you'll know it's working when you see "Good Angle" bonus appearing in the stats. And High Cover is 50.

Regarding the new damage changes, I will be releasing it in another mod, to keep this one free from any of that.
D1Z4STR Jan 31, 2017 @ 4:28pm 
Thanks Gna for the help. Lastly, how can i tell that your values are loading last? Is there a way to verify? when I check my configs under my documents / games i dont see your values in those ini's.
GnaReffotsirk  [author] Jan 31, 2017 @ 3:23pm 
Also, I am approaching another update. You might want to revert from the update back to your modded files.

Changes will include damage changes, and weapon range changes per weapon class.

You may backup WeaponData.ini, gamecore.ini, and characterStats.ini
GnaReffotsirk  [author] Jan 31, 2017 @ 3:20pm 
you can change the values in gamecore.ini

+MIN_ANGLE_TO_COVER=5
+MAX_ANGLE_TO_COVER=75 <---
+MAX_TILE_DISTANCE_TO_COVER=16 <--
+MIN_ANGLE_BONUS_MOD=0.0
+MAX_ANGLE_BONUS_MOD=0.75 <--
+MIN_ANGLE_PENALTY=0.0
+MAX_ANGLE_PENALTY=80.0

Max_Angle_to_cover has been set to that value since the game calculates a bias against a soldier targeting from the left (target is towards the right)

Reducing max_angle_bonus_mod will reduce the amount of cover negation as you reach flanking.

Max_tile_distance_to_cover is the range where aiming angles kick in.
D1Z4STR Jan 31, 2017 @ 3:09pm 
I have changed the flank angle bonus to XCOM down to 15 from 20. What are some other minor ways to make it slightly more difficult? Thanks Gna
LeftPaw Jan 31, 2017 @ 10:13am 
At least hits and misses feel about right now, and are no longer WTF moments. :D
MigPost Jan 31, 2017 @ 5:42am 
That's great, should be more fair to shoot with shotguns now!!! xD
Keep up the great work.
LW2 is very good but you don't have any kind of control, i realy think this mod is a must have wile playing LW2. Still not perfect but with the help of the comunity it can be a must have(for me already is)

Thanks again.
GnaReffotsirk  [author] Jan 31, 2017 @ 1:12am 
Same here, SouthLane. In LW1, I think they had an option for aiming angles. I wondered why it wasn't included in LW2. Maybe a future release might get that one added in?
LeftPaw Jan 30, 2017 @ 11:50pm 
Your doing good work Gna. I was about to quit LW2 because of the mental way RNG had been incorporated into the mod. Getting in position for shots became pointless, and nothing made any real sense.
Thankfully this mod brings back sanity to LW2.
GnaReffotsirk  [author] Jan 30, 2017 @ 9:42pm 
Not sure, haven't checked. Aiming angle, probably yes. Not sure about flanking bonus. These are defined in characters.ini

MigPost, I've reduced ranged down 3 tiles.
D1Z4STR Jan 30, 2017 @ 8:21pm 
Will the aiming values work with the new enemies added by A Better ADVENT: Long War mod?
MigPost Jan 30, 2017 @ 6:04pm 
For shotguns i think 4/5 tiles to start decaing.
Right now i'm talking of several shoots i've made from arround 8/10 tiles with 20+ ain from weapon distance.
At least for me it don't make lots of sence since a shootgun sould have a lot of scater, and if it is not possible to apply a dmg to range reduction it has to be applied a aim to range reduction.

BTW sorry for the bad sppeling!!! xD
crymson Jan 30, 2017 @ 12:32pm 
The 0% hit at any range and regardless of cover is a long long time bug, its usually uncommon to rare these days but it actually has to do with a disagreement between the LOS and the cover mechanics. To my knowledge there is no fix for it. Simply put the LOS system says you cannot see the target for whatever glitchy reason. Meanwhile the combat wywtem says you can. So it glitches. Most of the time if you could sidestep even a single tile you'd see it vanish.

Regarding shotguns I think the old xcom standard was minor aim falloff after 3 tiles with it ramping up quickly after 5, I think back in xcom 1 anything over 10 was just spray and pray.
GnaReffotsirk  [author] Jan 30, 2017 @ 9:05am 
I too feel they are a bit long range.. how many tiles do you feel should be proper for a shotgun?
MigPost Jan 30, 2017 @ 7:36am 
Hello and thanks for the great mod.

Well i don't know if it is intended or not but in my game i find that Shotguns have a lnger range than they shoud, i'm firering mid range shots with no penalty in the shotgun.
GnaReffotsirk  [author] Jan 30, 2017 @ 4:28am 
Strange. I will try to replicate this anomalous occurence.