XCOM 2
[WotC] Richards Weapon Pack [Old, Unsupported]
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Richard  [developer] Oct 21, 2018 @ 5:38pm
Richards Weapon Pack Changes
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ASSAULT RIFLES CATEGORY
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*SMG (2-4 DMG, +10% Crit Chance, 2 Ammo, Short Range, +4 Mobility, Concealment Bonus, Can be fired for 1 action)
The SMG (LW SMG Model) is the lightest primary weapon for rifle users. It has low damage and ammo capacity and is best used for soldiers who rely on other abilities to deal damage.

*Carbine (2-4 DMG, +10% Aim Chance, 3 Ammo, Short Range, +2 Mobility)
The Carbine (Bullpup Model) deals less damage than the assault rifle but is a lot easier to use for less experienced soldiers and performs better at short range. Overall it's a reliable weapon.

*Assault Rifle [No Changes]
The Assault Rifle is balanced, no changes needed.

*Battle Rifle (4-6 DMG, -10% Aim Chance, 6 Ammo, Medium Range, -2 Mobility)
The Battle Rifle (TLE Assault Rifle) deals heavy damage and gives rifle users a chance to be on par with other weapon users if they have the skill. The weapon is hard to handle and slows a soldier down but the extra ammo and damage can be worth it in skilled hands.

*Boltcaster
The Boltcaster has recieved a change to crit damage to make it on par with the other balance changes that I've made, I also reduced the Aim and Crit chance to 10% but upped the stun chance to +25%.

*Disruptor Rifle
This has had a damage increase, I consider it to be a tier 4 assault rifle and it now deals 9-11 damage, making it even more powerful than a battle rifle.

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SHOTGUNS CATEGORY
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*Combat Shotgun (3-5 DMG, +10% Aim Chance, +10% Crit Chance, 4 Ammo, Short Range)
The Combat Shotgun (TLE Shotgun) is easier to handle than the regular shotgun. It performs better at longer range but suffers from a lower damage output.

*Shotgun
The base game shotgun is a little OP so I nerfed it giving it a -10% Aim Chance to make it harder to use at range (no more shotgun sniping) but on the up side it now has 6 ammo before a reload.

*Arashi
I'm treating this as a tier 4 shotgun so it gets the same shotgun changes (-10% Aim and 6 ammo) but has recieved a damage increase now dealing 10-12 damage.

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CANNONS CATEGORY
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*SAW (3-5 DMG, 4 Ammo, Medium Range, +2 Mobility)
The SAW (TLE LMG) is a good option for Cannon users who want more mobility but the trade off is 1 less damage.

*Cannon
I've made the cannon more difficult to use giving it a -10% Aim Chance. Cannon users generally have low aim so will likely use the SAW. On the plus side I've upped the ammo capacity to 6 now so you have to see that slow reload animation less.

*SPARK Rifle [Not Technically a Cannon but...]
I treat this on par with the cannon, it gets the 6 ammo capacity but doesn't suffer from aim penalties (as SPARKS are sturdy enough to hold it and have sucky aim as it is)

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SNIPER RIFLES CATEGORY
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*Combat Rifle (3-5 DMG, 4 Ammo, Vektor Range, +2 Mobility)
The Combat Rifle (Vektor Rifle Model) is a lightweight rifle perfect for scouts and gunslingers. It has a low damage output but can be carried easily and operated with ease. It uses Vektor Range which is basically a better version of medium range so performs well in close quarters.

*DMR (4-6 DMG, +10% Crit Chance, 4 Ammo, Long Range)
The DMR (TLE Sniper) doesn't need 2 actions to be fired and can be operated without any snapshot penalties. It allows Snipers to have more flexible positioning and retain relative damage output to Shotgun/Cannon classes.

*Sniper Rifle
The Sniper Rifle has recieved a massive buff, it now deals 6-8 DMG and has 6 ammo before a reload. XCOM 2 nerfed the sniper classes a lot with its fast pace and focus on gunslinger power (2 pistol shots often better than 1 sniper) so here is an attempt at rewarding a well positioned sniper with high damage output.

*Darklance
I'm treating the Darklance as a Tier 4 DMR as it only needs 1 action to fire. I've upped ammo capacity to 4 (like DMR's) and upped damage output to 10-12 (which is on par with a tier 3 sniper rifle now). It's a unique weapon for sure and as with most of the chosen weapons they should feel superior.

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SWORDS CATEGORY
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*Combat Blade (3-5 DMG, +20% Aim Chance, +20% Crit Chance)
The Combat Blade (TLE Sword) is a weaker melee weapon entry but is the easiest blade to handle and crit with making it ideal for squaddie sword users or as a weapon where you need a 100% hit chance.

*Combat Sword
I've renamed the Sword to the Combat Sword, in addition it now deals (4-6/5-7/6-8) Damage and has no aim bonus meaning you have to rely on soldier skill alone. Overall it's plus 1 damage from the Combat Blade but is it worth the risk of missing?

*Hunters Axe
I've made this weapon harder to wield, it now has -10% Aim Chance but has a +20% chance to crit. It's a heavy looking weapon for sure and requires some skill to use correctly. In addition it now deals (5-7/6-8/7-9) damage.

*Katana
I'm treating this as a Tier 4 Combat Sword, it still has it's 100% chance to hit and armor pierce but now deals 8-10 damage and has a +10% crit chance.

NOTE:
Except for the Katana all Tier 3 Swords get a 25% chance to stun enemies in the game in addition to the tier 3 burn chance. This is based on the logic of superior weapon is superior effect.

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PISTOLS CATEGORY
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*Handgun (1-2 DMG, +10% Aim Chance, Short Range)
The Handgun (TLE Pistol) is now the weakest pistol in the game but serves as the most accurate. The +10 aim chance is a good compliment for fighting mid-long range.

*Magnum
I renamed the Pistol to the Magnum as thats what it feels like to me. I've also changed the damage range to (2-3/3-4/4-5) which is basically just a removal of the 3-6 on Tier 3 it had before.

*Autopistol (1-4 DMG, -10% Aim Chance, +10% Crit Chance, Short Range)
The Autopistol (Templar Sidearm Model) is a bit of a wildcard pistol to use. While it can deal the same low damage as a Handgun it can also deal more damage than a magnum but also suffers from being harder to handle than most pistols.

*Shadowkeeper
I added spread to this weapon and nerfed the Crit Damage to +10%. The weapon now deals (2-4/3-5/4-6) DMG.

*Darkclaw
I'm treating this as a Tier 4 Magnum meaning I changed the damage to (5-6) which does make it slightly weaker than before.

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REAPER WEAPONS CATEGORY
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The Reaper gets the following "Sniper Rifle" Type weapons:
-Combat Rifle
-DMR
-Sniper Rifle
They are all classed as Vektor Rifles in game and must be purchased seperately to unlock for the Reaper Class.

NOTE:
All weapons in this category (except claymore) benefit from the Vektor Rifles Damage/Mod Breakthroughs

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SKIRMISHER WEAPONS CATEGORY
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The Skirmisher gets the following "Assault Rifle" Type weapons:
-SMG
-Carbine
-Assault Rifle
They are all classed as Bullpups in game and must be purchased seperately to unlock for the Skirmisher Class.

NOTE:
All weapons in this category (except wristblades) benefit from the Bullpup Damage/Mod Breakthroughs

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TEMPLAR WEAPONS CATEGORY
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The Templar gets the following "Pistol" Type weapons:
-Handgun
-Magnum
-Autopistol
They are all classed as Vektor Rifles in game and must be purchased seperately to unlock for the Templar Class.

NOTE:
All weapons in this category (except gauntlets) benefit from the Autopistol Damage/Mod Breakthroughs
Last edited by Richard; Oct 25, 2018 @ 7:43am