XCOM 2
"Not-So-Mini"-Guns
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.
Haywire 13 Mar, 2023 @ 11:10pm 
No problem. Didn't know it would be that complicated. lol

Thanks for the reply. :-)
MrCloista  [author] 13 Mar, 2023 @ 7:40pm 
@Haywire that'd require me to make 2 new perks to attach to the other cannons as that is how they get their mobility penalty. I have no plans to do so as i consider this mod 'complete'. i may consider something of that nature if i ever get around to doing my own weapon overhaul.
Haywire 13 Mar, 2023 @ 5:03pm 
Would it be possible to make the movement penalty configurable by weapon level? Basically as Shen makes cannons with newer and lighter materials, the penalty goes from -3 at Tier 1 to -2 at Tier 2 to -1 at Tier 3.
Noname 15 Oct, 2022 @ 10:06am 
i mean double shot cannot be more accurate it would be too cool for the ability ITSELF, but genearal buff for your cannon is possible (mb even + 1 shred or smth).
Noname 15 Oct, 2022 @ 9:54am 
Understood, well anyway it reminds maradeur perk though works a bit differently, it's much less unique than demolition. YES, -25 looks better to me for a double-shot ability - on such a HEAVY weapon (with massive damage introduced specially it this mod) as cannon. Frankly speaking i tnink cannon could be BUFFED a little (it doesn't have any improved "chosen version" after all:). k, it's more of a joke. But if talking seriously - yes, 3 mobility penalty is A LOT even for that bonus damage we now have.
MrCloista  [author] 15 Oct, 2022 @ 9:18am 
it's a seperate shot entirely. it works like standard shot but doesn't end the turn, and has a large penalty (i'm actually increasing it to -25).
Noname 15 Oct, 2022 @ 8:57am 
ok, means i didn't get what this spray is, so it's like Maradeur perk but with aim penalty
MrCloista  [author] 15 Oct, 2022 @ 8:49am 
Spray is single target, not a cone.
Noname 15 Oct, 2022 @ 8:40am 
Well, balance is a tough thing.. For ex. if playing with - larger enemy pods (bthw Same author who created spray ability uses this feature in his ABA), spray will be more powerful ofc., in addition he makes it non turn-ending, hm. So it means one will be able to shoot (ok with a significant penalty but still..) TWICE in a turn at every enemy in a cone, meaning that for some reason shooting this way is EASIER for a soldier than taking a standard shot, why?
MrCloista  [author] 15 Oct, 2022 @ 8:03am 
Spray is a non-turn ending shot with a -20 aim penalty, it really isn't overpowered, it's less powerful than having Demolition as a freebie.
Noname 15 Oct, 2022 @ 8:00am 
And yes, if to look at it - logically, imho such things as spray or saturation fire still require ..some SKILL from a weapon user to make the most of it, it's not just WEAPON, whereas "shooting at a pile of rocks or a wall" is a more simple task) and CAN BE perfomed by anyone (any rank, any soldier who is capable to hold the gun in his hands..)
Noname 15 Oct, 2022 @ 7:43am 
As i undestand "spray" is smth like Saturation Fire ability of colonel rank grenadier, won't it be an overpowered perk to add? Well, if it's your decision then i would make sure to have this new ability demand a decent quatity of ammo.. By the way i personally use your mod with additional ammo (simple change in the game ini file) + my own less accurate range table to compensate this buff. Well, sure it's YOUR mod, but just in case i'm gnnna keep its old version).
MrCloista  [author] 15 Oct, 2022 @ 3:32am 
It is getting replaced by the Spray ability from A Better Weaponry
MrCloista  [author] 15 Oct, 2022 @ 2:32am 
@Pudge or feed that's because I removed that from the dev build and didn't realise it was still in the current live version, it will be going away when I push the next update.
Noname 14 Oct, 2022 @ 8:06pm 
I like the idea of granting them also a bonus demolition perk (really, to me it's quite a pleasant surprise), but why don't u mention this in the description?
Klockeye 14 May, 2022 @ 1:49am 
Great to use with TF2 Heavy inspired/ripped off cxom.
JurassicIan 30 Mar, 2022 @ 9:24pm 
That later point im going to investigate because it might be due to Infinite TLP Weapons?
JurassicIan 30 Mar, 2022 @ 9:17pm 
Hey, is it possible to make the TLP weapons separate so you can modify them specifically? Also, the LMG from TLP deals the same damage as vanilla, might want to check that out.
Master Fire-tits 21 Feb, 2022 @ 8:05pm 
Ahhh shame. Thanks for the quick response
MrCloista  [author] 21 Feb, 2022 @ 8:04pm 
this wasn't made for lwotc. it only adjusts vanilla cannons
Master Fire-tits 21 Feb, 2022 @ 8:01pm 
Is this mod supposed to not work with LWOTC? It doesn't apply the damage change to the cannon but still applies the movement penalty.
Ty 13 Dec, 2021 @ 12:22am 
Love this rebalance except for the free demolition. Throws off my classes skill tree when demolition is in them.
Theobald 12 Aug, 2021 @ 2:12am 
Thanks for the quick answer !
MrCloista  [author] 11 Aug, 2021 @ 5:08pm 
nope this is intended to be an alternative to WIO which i wasn't using in previous run.
Theobald 11 Aug, 2021 @ 3:34pm 
Looking at your mods, I see you're using ShireMct stuff too - they don't work with this mod here, do they ? Or am I doing something wrong ?
Duk of Deth 25 Mar, 2021 @ 9:47am 
@Arkhangel - its not necessary to combine a chain drive and the mechanisms that power the action of a gatling. As is suggested with the name, a chain-gun uses a chain to link an electric motor with the action assembly. This makes the movement of the action bolt independent of the firing of the weapon. If a round misfires, the weapon contines regardless as it does not derive its power from either tapping the propellent gases [gas-operated weapons] or from simple blowback. In a gatling the connection to the electric motor is done by gears. In a way the gatling is several weapons in one as each barrel has its own action.
MrCloista  [author] 25 Feb, 2021 @ 3:04am 
No because he completely redoes how the weapons' stats are managed. You could always copy the settings into that mod, but I haven't done this for 5 tiers. I may do a plugin at some point once I've looked into 5TWO more though.
thepixel 25 Feb, 2021 @ 1:29am 
Any chance this would play well with Irdar's Five Tier Weapon Overhaul?
MrCloista  [author] 21 Feb, 2021 @ 5:36am 
This mod doesn't touch aim, and has no unrealscript that could cause a conflict that would cause that issue either. It is literally a new perk added to the cannons to add the mobility penalty, and then config edits of damage/crit/sound values. Not sure what's causing that for you @GreatOldOne but it's not this mod.
GreatOldOne 21 Feb, 2021 @ 5:22am 
You don't mention a penalty to aiming for a movement that turn, but there is a weird effect where the aim drops to 1% when it should be 50/50 or so. That's a complete nerf if intentional.
MrCloista  [author] 20 Feb, 2021 @ 4:15pm 
@drax yeah it's just a config edit so will just overwrite original values
drax 20 Feb, 2021 @ 12:45pm 
mid campaing?
Arkhangel 18 Feb, 2021 @ 10:23pm 
Speaking of that, there was an experimental man-portable one as well that was called the "Microgun."

The diff between ACs and Chainguns is the loading mechanism, for anyone who isn't aware. Chainguns are also NOT gatling guns, though I suppose it's entirely possible you could make a gatling-style chaingun.
N/A 18 Feb, 2021 @ 5:00pm 
@neuromancer for those of us that care about the difference between autocannons and chainguns/cannons
neuromancer 18 Feb, 2021 @ 4:24pm 
Engage Pedantic Mode:

Technically these are Rotary Machine Guns, not miniguns. The minigun is actually a specific weapon, the GE M134 Minigun, so named to differentiate it from their other rotary weapon at the time, the M61 Vuclan rotatry cannon. Mini to note smaller than the 20 mm cannon, and gun to indicate using rifle ammunition.

End Pedantic Mode.

:snaggletooth:
I doubt anyone cares, just thought I'd point it out.
Popular usage is for 'minigun' to refer to any rifle calibre rotary machine gun, but the official and technical designations used by the manufacturers and the military is rotary machine gun.

With that said, this is a sound idea, squad support weapons tend to be heavier weapons, and designed to be so. Especially if it's a rotary machinegun/ minigun instead of an LMG.