XCOM 2
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"Not-So-Mini"-Guns
   
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18 Feb, 2021 @ 11:52am
12 Aug, 2024 @ 11:41am
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"Not-So-Mini"-Guns

Description
This mod is my personal rebalance of the 3 vanilla tiers of Cannons to make them a more interesting option vs other weapons. This is especially useful when they can be used as an alternative to other weapons in modded classes, for example, the Marine in shiremct's Proficiency pack (which Iam personally using in my 400 mod 'Modpocalypse' run).

This mod increases the Cannon's overall damage (to be almost on par with the next Tier's Assault Rifles in effect), but imposes a harsh Mobility Penalty and also makes them louder, so they draw more attention to themselves. The idea is they are now a proper 'HEAVY' gun, as Mini-guns actually would be, rather than the 'LMG/UltraLight-Minigun' hybrid we see in vanilla.


UPDATE: MOCX Cannons now have the same stats, but with a slight bias towards higher damage rolls. Mobility Penalty for cannons has been reduced to -2.


New Stats:

Conventional (Tier 1)
  • Damage : 5-8
  • Crit Chance: 5%
  • Crit Bonus: 2
  • Environmental Damage: 10
  • Sound Range: 40
  • Mobility Penalty: -2
  • Shred: 1

Magnetic (Tier 2)
  • Damage : 7-10
  • Crit Chance: 5%
  • Crit Bonus: 3
  • Environmental Damage: 15
  • Sound Range: 40
  • Mobility Penalty: -2
  • Shred: 1

Beam (Tier 3)
  • Damage : 9-12
  • Crit Chance: 5%
  • Crit Bonus: 4
  • Environmental Damage: 15
  • Sound Range: 40
  • Mobility Penalty: -2
  • Shred: 1

Compatibility
This mod is entirely config editable and affects both Vanilla and TLP weapons of the 3 Vanilla Tiers. Any other mod that alters these values will conflict with this one, load order will define which mod's value take effect.

Companion mods
I make no changes to the weapon's range tables here, but I personally use New Weapon Range Tables WOTC + LWOTC along side it.



Enjoy!! If you like what I do, please Buy my Cats a Bag of Treats[www.buymeacoffee.com]
45 Comments
Elronhir 9 Nov, 2024 @ 1:10am 
I have found the issue! I forgot that I had enabled Weapons and Items Overhaul. With that disabled the penalty to movement is okay.
Elronhir 7 Nov, 2024 @ 4:42am 
Thanks, I will test that!
MrCloista  [author] 6 Nov, 2024 @ 4:05pm 
@elronhir if you are using iridar's Mission Launch Autosave mod and loading from the saves it produces, it'll be applying the perk that adds the penalty twice, restarting the mission should clear it
Elronhir 6 Nov, 2024 @ 3:26pm 
I am getting -4 penalty to movement even that when in config it says -2.
MrCloista  [author] 27 May, 2023 @ 6:49am 
use WSR
JurassicIan 27 May, 2023 @ 4:07am 
How would I go about doing that? That sounds like I need to modify the files directly
MrCloista  [author] 26 May, 2023 @ 7:45pm 
That's set by weapon category, you'd need to change the weapon cat of the mocx weapons
JurassicIan 26 May, 2023 @ 7:11pm 
Well, I like XCOM's cannons having the penalty, but the mobility penalty in the configs applies to both the XCOM cannons and EXALT cannons.
MrCloista  [author] 26 May, 2023 @ 7:00pm 
Yeah, just delete that part of the configs of this mod.
JurassicIan 26 May, 2023 @ 6:54pm 
Could you make it an option to not have the changed stats and mobility penalty for MOCX/EXALT weapons? I WSRed their weapons to be LMGs and made them favor mobility overall.