XCOM 2
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SPARK Launchers Redux
   
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18.432 MB
7 Oct, 2017 @ 10:45am
22 Feb, 2021 @ 8:32am
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SPARK Launchers Redux

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
97 items
Description
Tired of being shot at from beyond LOS by enemies? Now you can deliver the same pain to ADVENT, with Heavy Launchers of your own! (Fits into the utility slot, Metal over Flesh adds this if you don't have another mod that adds a utility slot to SPARKs)

XCOM starts off with the Heavy Smoke Launcher, letting any SPARK equipped with it to fire two rounds of smoke coverage during a firefight.

The Adapted Shoulder Launcher, a combat variant equipped with one round of micro missiles, is available to be built individually after the ADVENT MEC autopsy is completed. 30 Supplies per launcher.

The Heavy Support Launcher, with three rounds, longer range, and the ability to switch between flashbang and smoke rounds on the fly, ASLs are upgraded to this after the ADVENT MEC Autopsy and Advanced Grenades Project have been completed, and are infinite.

The Archer Launcher, the combat variant of the heavy supporter launcher with two rounds and same range, can be built after the ADVENT MEC Autopsy and Plasma Grenade project has been completed. Costs 75 supplies to be built individually.

Thanks
To Pavonis Interactive, for making the Long War Alien Pack this mod uses assets from.

DerBk, for the ability code I used from A Better Advent 2.

Robojumper, for providing the new UI images and fixing the extended barrels on the tier 2 launchers.

Sebkulu for providing the French localization.
Popular Discussions View All (6)
5
13 Oct, 2017 @ 3:27pm
More back-mounted weapons?
TheLocalTechPriest
3
28 Dec, 2019 @ 6:16pm
Simplified Chinese Translation
zxc2008
1
23 May, 2018 @ 9:20pm
Bug or Feature?
José
107 Comments
Zanzibar133 19 Nov, 2023 @ 4:09pm 
Hey so will this mod work with Mechatronic Warfare: Total SPARK Overhaul?
骑着蜗牛赛跑 6 Jul, 2023 @ 3:55am 
Hello, my SPARKS can't find the ammo rack in the auxiliary equipment bar after being equipped with heavy weapons, I can only carry one ammo at a time even though I have built the ammo rack, I would like to ask you what is the problem
Kinsect 26 Jun, 2023 @ 8:49pm 
Does this work with Covert Infiltration?
Dragon32 23 Mar, 2023 @ 2:50pm 
@doomninjagaming
Do you have the Highlander enabled?
Try clearing your user configs
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
SuffeR 23 Mar, 2023 @ 2:36pm 
I'm not able to use the launchers on a spark at all, I click equip and it doesn't work. Used suggested mod for Utility slot still no success. Please help
EM7HydraFox 21 Feb, 2023 @ 12:54am 
This being an "explosive" weapon also means SPARK can somewhat boost it with Rainmaker but in an Interesting way, Spark's 'Rainmaker' ability supposedly buffs explosive equipment/weapon's Range and Damage significantly however that ability seems to both functions and have stroke with this. It buffs the Launcher's range but doesn't increase it's damage, this thing can turns Sparks into literal howitzers just a not very damaging one.
EM7HydraFox 21 Feb, 2023 @ 12:48am 
The Launcher's Damage is kinda disappointing but the Archer Variant's Range kinda makes up for it, they're relatively cheap and sort of give sparks a grenade of their own with lower damage.
Gandair 6 Sep, 2022 @ 5:03am 
This mod is compatible with Mechatronic Warfare by editing the XcomGameData.ini file.

Under [XComGame.X2AbilityTemplateManager] there is instructions in the file for how to add a utility slot. All one must do is delete the ; in front of +AbilityUnlocksExtraUtilitySlot="Overdrive" to activate the utility slot.
4rrakis 3 May, 2022 @ 10:17pm 
@The Teaser Of Horizons
Not exactly the one in the picture, but there is this one: https://steamproxy.net/sharedfiles/filedetails/?id=1768418191
Depresso Espresso 3 May, 2022 @ 5:48pm 
I wish we could take that tank in the photo tbh, love the idea of the resistance actually having vehicles after a time.