XCOM 2
Battle Rifle Pack Skunkworks
Uejji  [developer] Aug 14, 2016 @ 12:33am
Feedback
Have some helpful feedback or constructive criticism? Let me know here!
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Showing 1-8 of 8 comments
Cosmic Castaway A90 Sep 10, 2016 @ 12:15pm 
I've been using this mode for a week now and it's very well done. Giving a new model for the assault rifles to look lighter while making the new battle rifles sound like they are of a higher caliber is a fantastic idea. I honestly haven't found many issues with this mod, but one suggestion I might make is with regards to the heavy weapons like the SAW. Maybe you could play around with the "weight" of those weapons some more, like you did with the Battle Rifle, for a little added balancing? It'd give some more things to consider when deciding between taking out the LMG and the SAW. Like I said though, everything is practically perfect so far, keep up the good work!
Uejji  [developer] Sep 10, 2016 @ 4:16pm 
Hey, thanks for the feedback!

Don't tell anyone, it'll be just our little secret, but I'm working on a Machine Gun Pack that the LMG and SAW will spin off into, and then I'll be able to tackle them more specifically.

Concerning the weight--you're not wrong; I just need a lot more testing to figure out something that scales realistically against the cannon, since my goal with these projects isn't to just add weapon skins (like most other weapon mods do) but to add weapons that fit in well with existing weapons.
Well so far you've done a perfect job with these weapons, they're top tier. Honestly there aren't any faults in this pack, just a ton of potential. Keep it up man, can't wait to see more content from you!
I left a similar comment in the comment section before I saw this thread so sorry if I'm annoying you but, wouldn't the LMG look better if it was styled after the vanilla cannon weapon. The Minigun like design seems like it would have more range and power but would weigh more and you can't move as fast. The SAW seems great, I feel like it should have a drum mag but that's just me. Like I said in my first comment, I love the gameplay aspects of both of these new weapons.
Oh and keep up the good work love what you do :)
thunderbeast Oct 14, 2016 @ 9:01am 
This mod provide wide range of choices to Cannon use class. It's really powerful and fun.
But I think LMG should have some penalty. It is just too damn good.
-5% aim, maybe? (I know I can config it my self. but...)

I hope you have plan to add more tiers of those weapons, just like BR-mod. :)
Sol-Phi Nov 11, 2016 @ 10:03pm 
There's a problem with the weapon stats.

Canon dam 4-6, clip 3
LMG dam 4-6, clip 4
SAW dam 3-5, clip 3, mov + 1

It is absurd, It should change.
Uejji  [developer] Nov 30, 2016 @ 6:32pm 
@Zaoll
You're correct. These were preliminary values that I was testing. In fact, the entire inclusion of the SAW and LMG in this mod was testing.

I'm still testing to find a good way to fit them all together. Right now (locally) it is more like:
Cannon: Same as stock. Short range, medium damage, mag 3
LMG: Medium range, medium damage, mag 3
SAW: Short range, low damage, mobility +1, mag 3

I will not touch the cannon values, so it is through testing that I am trying to fit the LMG and SAW in in a way that is neither nerfed (no point to include them if players will not use them) nor overpowered (cannon should still have a purpose).
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