XCOM 2
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TITANFALL 2: PREDATOR CANNON
   
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90.545 MB
26 Jun, 2021 @ 11:37am
13 Sep, 2022 @ 7:52am
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TITANFALL 2: PREDATOR CANNON

Description
NOTE:
- ONLY COMPATIBLE WITH "WAR OF THE CHOSEN".
- Require "X2WOTCCommunityHighlander".
- Require "SPARK's Miniguns". (There are 2 versions in my workshop)

This mod is the final piece of my "Legion cosplay" mods, giving SPARKs a BIG weapon.

* You also need the latest version of SPARK's Miniguns. Remember to update that mod.
* Either use vanilla version or LW version, you don't need both.
- 3 Tier version: https://steamproxy.net/sharedfiles/filedetails/?id=2490309515
- 5 Tier version: https://steamproxy.net/sharedfiles/filedetails/?id=2505432902

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- Predator Cannon research is available in Proving Ground after unlocking Gauss Weapon tech. Like special armor or heavy weapon, you have to spend resource and it takes some days to acquire a single cannon.
- After unlocking Heavy Plasma tech, Predator Cannon Mk.II schematics will be available in Engineering.

- Predator Cannon Mk.III is not available in the game by default, it is meant for LWotC or any other mods which provide additional techs and weapon tiers (coil, laser, ...)

- If you are using such mods, open config/XComPredatorCannon.ini, get to the bottom. There, you have to put name of the tech you want for Mark.III in "PredatorMk3_ReqTech" and name of the Breakthrough type in "PredatorMk3_Tier".
(There is a list of tech names from LWotC in the file for you to choose if you are purely a mod user and cannot read script files.)

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* Predator Cannon is very similar to BSG series in my miniguns mod but has considerably lower base damage than minigun of the same tier. Furthermore, it cannot equip Auto Loader and Suppressor.
To compensate for this, Predator Cannon has clip size of 6. Expanded magazine provides 1 extra ammo and Inside Knowledge grants 2 bonus instead of 1.

* Predator Cannon has a "Power Up" ability, you can power up the weapon twice with Mk.I or thrice with Mk.II and Mk.III.
Each activation reduces the unit's damage and mobility, but after an attack from primary weapon (Standard Shot, Dead Eye, Chain Shot, Rapid Fire,...), the SPARK will immediately follow up with an extra shot.

* By default, powering up the cannon 3 times reduces Spark's mobility by 3 and per-shot damage by 25% but allow it to fire 3 more shots every time you trigger Standard Shot, Dead Eye, Rupture, ....

* There are a few rules with Power Up:
- You cannot use Power Up after movement. This ability is meant to punish your mobility.
- You can "unspin" the weapon with a "Power Down" button right beside.
- However, after triggering Power Up once, Power Down button will become unavailable until next turn. This means you cannot spin-up then unspin in the same turn.

*If the unit is equipped with Legion Chassis from Spark's Minigun mod. Power-up level also affects Legion's abilities.

- Power Shot:
+ Level 2 unlocks Dual Powershot, allows you to Power Shot twice in a row. Use "Dual Powershot" ability to mark an area for the second shot then activate Power Shot.
+ Level 3 allows the Spark to fire 2 more standard shots after a successful Dual Power Shot, provided that it still has ammo left.
+ Dual Powershot can be canceled with a button right beside.
! Predator Cannon's Powershot has seperated settings (XComPredatorCannon.ini) from regular Powershot provided by Legion Chassis.

- Gun Shield:
+ Each power-up level increases Gun shield's HP by 33% but reduces mobility even more when the shield is active.
+ For example, if you want shield with 2x HP, power up to lv3 first then activate gun shield, or else the bonus will not take effect.
+ By the way, the latest update of Spark's minigun makes Gun Shield unusable after movement.

- Smart Core:
+ Level 2 allows the Spark to shoot at 2 targets simultaneously when the Core is active but also consumes 2 Energy Core.
+ Energy Core is a new item of Spark's Minigun mod. It costs 1 core every time you activate Smart Core and you don't need to equip it at all. You can buy Energy Core in Engineering-->Armor
+ Level 3 allows the Spark to shoot at 3 targets simultaneously when the Core is active but also disables Predator Cannon for 1 turn after that.

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* There are two problems though these only happen in extremely rare case.

- First problem is not with this mod but with the Legion chassis. If your Spark somehow has "Covering Fire" or "Return Fire", these abilities will occasionally mess up Gun Shield's counterfire animation. Not a gameplay but a visual problem.

- Second problem is when you load a saved game in which the Spark is STUNNED or STASIS, Predator Cannon will stop spinning. This does not affect gameplay at all, again just a visual problem. Power Down then Power Up again will fix this.
Loading a saved game in which the Spark is not STUNNED or STASIS will also make the weapon spin again.

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CREDITS:
- Firaxis and 2K Games for creating Xcom and give us the SDK
- Respawn Entertainment & EA for Titanfall games.
- My thank to all awesome modders in Modding discord who help solving my problems.

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Check this link for Titanfall collection
https://steamproxy.net/sharedfiles/filedetails/?id=923367652
41 Comments
Taco Man 21 minutes ago 
I think an issue appears when using this with Xskin. When you equip the cannon with the reskin mod, it LOOKS right, but it has no sound or firing effects. Is this a conflict or what?
GrimRose0 9 May, 2023 @ 1:33pm 
Any updates?
xxPYROxxJONESxx 1 May, 2023 @ 11:01am 
please cook this - its too cool
追风少年 10 Dec, 2022 @ 3:45am 
Wish you success in your studies! Keep an eye out for this mod and expect more titan
NovaSnake 19 Aug, 2022 @ 6:50am 
@anthinh297 Much appreciated
anthinh297  [author] 19 Aug, 2022 @ 12:21am 
@NovaSnake There can be a bug after the latest update, i will check.
NovaSnake 19 Aug, 2022 @ 12:12am 
@anthinh297 Yes, I did. I've had Spark Minigun for a solid while now
anthinh297  [author] 18 Aug, 2022 @ 11:41pm 
@NovaSnake Did you download "Spark Minigun" mod?
NovaSnake 16 Aug, 2022 @ 5:12pm 
There doesn't seem to be any animations... Or projectiles. And i'm not sure why.
Krakenous 30 Jul, 2022 @ 2:21am 
Question regarding SPARK miniguns requirements, is it a hard requirement? Reason I ask is I would like to use the predator cannon in my game with some personal tweaking to balance it out for my play through, but don't want to use the miniguns as I will simply end up with too much/too many spark weapons. If it's just a case of commenting out the minigun tech from proving grounds/research and removing them from being buildable in the armoury then that's fine.