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Let me know if the weapons still fail to appear after the above.
If you don't mind starting the game in debugging mode, you can try manually adding the weapons yourself using the console commands 'additem br_cv' and 'additem mr_cv'.
The mod itself is using the precoded mod ability to add these two items to the HQ inventory when loading a game with the mod installed, but with this kind of inconsistent behavior I might have to come up with another solution.
Thanks for the quick reply, that worked for me. I'll let you know if I have any more issues, and if you want me to give anything else to try to help get to the bottom of this I'd be happy to give it a go.
Do you recall what state the game was in when you loaded after first installing the mod?
I'll get to the bottom of it.
Running with 'Finite Armory' mod, did the 'Intermediate Magnetic Rifle' 'upgrade' in Engineering.... and got nothing for it.
Switching Finite off after the fact did not bring the Mag teir weapons in either.
I'll try again once I get the LW Laser's, swtich Finite off just before doing the project...
All things considered, LOVE the skunkworks upgrade to this pack. I can retire another mod with these. The BR's now my 'go-to' weapon for my Infantry. However, I have to point out that IRL a Marksman Rifle is a more accurate version of a normal Assault Rifle, so that -15 Aim... little off. Then again, you've placed it against the Sniper Rifle, so...
In the meantime, you can use the debug console and add BR_MG and MR_MG to manually place them into your base inventory.
Concerning the aim thing, it's... complicated. XCom 2 uses range curves for its weapons, so different weapons get different aim bonuses/penalties depending on how far away the soldier is to their target. The Assault Rifle gets its highest bonus at point-blank range, the sniper rifle at extreme range, etc.
Right now the Battle Rifle and Marksman Rifle use the same custom range curve I mathematically formulated, which has its highest bonus in yellow move range, down to almost no bonus at point-blank range. The intended purpose is that soldiers who use the Battle Rifle can engage effectively at longer range but cannot move as far and are at a disadvantage if the enemy is close than if they had an Assault Rifle.
The -15 aim bonus to the Marksman Rifle is not done in a vacuum; it is done to present a significant disadvantage to the Sniper Rifle at extreme range. The Marksman Rifle actually outclasses the Sniper Rifle in Blue Move and Yellow Move range even with this -15 aim penalty.
Technically, this gives it an aim disadvantage to the Battle Rifle, but it is not an apples-to-apples comparison, since normally no character could equip both the Battle Rifle and the Marksman Rifle, unless you are using some custom class that can equip rifles and sniper rifles. Then again, the Sniper Rifle itself has one of the worst range curves in the game. It is actually all penalties, coming up to 0 at extreme range.
This is the crux of the matter: the Sharpshooter (and probably other sniper-class custom classes) have a significant aim advantage over other classes, to the point that they are great shots even with weapons that do not apply any aim bonus.
So, if you could equip the Battle Rifle and Marksman Rifle on the same character, you would find that the Marksman Rifle underperforms. However, they're not made to be compared to each other. The Battle Rifle is meant to be stacked against the Assault Rifle and the Marksman Rifle against the Sniper Rifle. No other comparison really makes sense.
In any case, having Finite off allowed me to upgrade my guns to lasers as normal. So onwards with laser fire! ;)