80 ratings
GnaRs LW2 Tactical Submod
File Size
0.185 MB
Jan 27, 2017 @ 1:11am
Feb 25, 2017 @ 7:01am
18 Change Notes ( view )

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GnaRs LW2 Tactical Submod

This Long War 2 submod brings back Flanking AIM bonuses, Aiming Angles, with modified weapon ranges, and cover values -- changes all work together to bring control back into your hands.

The Game's limitations and imposed restrictions, including RNG, are tactical variables that a player must maneuver and try to beat in order to attain control and success.

The aim of this submod is to provide just that: Control and means of beating RNG through tactics.

You can now:
Hunker forward to gain advantage, through distance, or angle
Expose targets and gain control over RNG with increased Aim through Aiming angles, or Flanking bonus
Setup retreat, flanking fire zones
Risk going into less than 100% inflitration and have some measure of success through the control you now have.

No more 64% Aim at point blank range!

Adds flanking AIM bonus +20 to all XCom Soldiers
Enemy soldiers gain +10 flanking AIM bonus
Increased weapon AIM bonus via range
Adds Good Angle bonuses from 10 degrees upward to Flanking position

Values currently:
(Still testing these values, but they are fine)

I. Low/High Cover = 35/50
II. Angle Bonus Range = 5-80 (0-1) at range 12
III. Flanking = 20 (Xcom), 10 (Alien)
IV. Weapons range = too many to list. But ranges are extended. Getting close can be a risk, or advantage depending on your position.

Version Info:
Presently under development, and further changes will only make the submod more balanced!

Additional Notes:
You may change values through ini. There are no scripts involved.

Additional Credits:

Thanks to Crymson for providing clean ini files.
JLtheking2, Papers Please Guy for brainstorming, troubleshooting, and SouthLane for suggestions.

Please refer to change notes for version update changes.
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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?
Zerra 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?
csnitka 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.
Bernie Sandwiches Mar 7, 2017 @ 9:01am 
Does good angle not proc at all at a certain range? I had almost flanked enemies but no bonus.