XCOM 2
Battle Rifle Pack
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Uejji  [developer] Jul 31, 2016 @ 12:04pm
Bug Reports
Use this thread to discuss any suspected bugs you may be experiencing.
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Showing 1-13 of 13 comments
Uejji  [developer] Jul 31, 2016 @ 12:09pm 
If you are having problems with conventional Battle Rifle and Marksman Rifle visibility, please try the following.

  1. Create a new saved game in Strategy view (XCOM Base mod)
  2. Quit the game
  3. Load the saved game you just created

Let me know if the weapons still fail to appear after the above.
Last edited by Uejji; Aug 1, 2016 @ 6:52pm
I started a (heavily modded) new game with the mod installed, and have never seen the weapons after going through a few missions. I tried the steps above with no luck so far, though I am going to try a few more things to see if I can coax them into showing up. I'll let you know if I have any luck.
Last edited by Theodore Roosevelt; Aug 1, 2016 @ 10:27am
Uejji  [developer] Aug 1, 2016 @ 12:19pm 
Originally posted by Theodore Roosevelt:
I started a (heavily modded) new game with the mod installed, and have never seen the weapons after going through a few missions. I tried the steps above with no luck so far, though I am going to try a few more things to see if I can coax them into showing up. I'll let you know if I have any luck.

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.
Originally posted by Uejji:

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'.

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.
Uejji  [developer] Aug 1, 2016 @ 3:29pm 
Originally posted by Theodore Roosevelt:
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 had started a new game, I believe, without the tutorial mission.
Last edited by Theodore Roosevelt; Aug 1, 2016 @ 4:57pm
Uejji  [developer] Aug 1, 2016 @ 5:12pm 
That's the darnedest thing. I must have started a dozen new campaigns during my testing of this mod and never saw this occur.

I'll get to the bottom of it.
Uejji  [developer] Aug 1, 2016 @ 6:53pm 
Well, I took a bit of a sledgehammer to the problem, but now the mod explicitly checks to see if the weapons are in your base inventory every time you load a game to Strategy. Hopefully this will solve this problem.
Dragon-Raptor Aug 13, 2016 @ 10:33pm 
Sorry to say this, but found another mod-related error/bug.

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...
Uejji  [developer] Aug 14, 2016 @ 12:25am 
I'll take a look at Finite Armory and see if anything conflicts.

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.
Last edited by Uejji; Aug 14, 2016 @ 12:29am
Dragon-Raptor Aug 14, 2016 @ 6:38am 
Yeah, figured that it was related to being balanced against the Sniper Rifle. For the record, I LOVE the BR, that's perfect as is.

In any case, having Finite off allowed me to upgrade my guns to lasers as normal. So onwards with laser fire! ;)
BionicCinamun Aug 25, 2016 @ 2:32pm 
Not sure if this qualifies as a bug, but with Grimy Loot I'm still getting (tier 1) Marksman Rifles from boxes when I have the Magnetic verions purchases and used; it upgraded the MR I had, but further ones are stuck as conventional.
Uejji  [developer] Aug 25, 2016 @ 5:40pm 
That's unfortunate. I don't use Grimy's Loot Mod, so I haven't tested it myself, but I followed the steps he laid out to make the BR Pack compatible. I'll look into it and see what I can figure out.
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