XCOM 2
"Not-So-Mini"-Guns
45 comentarii
Elronhir 9 nov. 2024 la 1:10 
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 la 4:42 
Thanks, I will test that!
MrCloista  [autor] 6 nov. 2024 la 16:05 
@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 la 15:26 
I am getting -4 penalty to movement even that when in config it says -2.
MrCloista  [autor] 27 mai 2023 la 6:49 
use WSR
JurassicIan 27 mai 2023 la 4:07 
How would I go about doing that? That sounds like I need to modify the files directly
MrCloista  [autor] 26 mai 2023 la 19:45 
That's set by weapon category, you'd need to change the weapon cat of the mocx weapons
JurassicIan 26 mai 2023 la 19:11 
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  [autor] 26 mai 2023 la 19:00 
Yeah, just delete that part of the configs of this mod.
JurassicIan 26 mai 2023 la 18:54 
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 mart. 2023 la 23:10 
No problem. Didn't know it would be that complicated. lol

Thanks for the reply. :-)
MrCloista  [autor] 13 mart. 2023 la 19:40 
@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 mart. 2023 la 17:03 
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 la 10:06 
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 la 9:54 
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  [autor] 15 oct. 2022 la 9:18 
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 la 8:57 
ok, means i didn't get what this spray is, so it's like Maradeur perk but with aim penalty
MrCloista  [autor] 15 oct. 2022 la 8:49 
Spray is single target, not a cone.
Noname 15 oct. 2022 la 8:40 
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  [autor] 15 oct. 2022 la 8:03 
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 la 8:00 
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 la 7:43 
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  [autor] 15 oct. 2022 la 3:32 
It is getting replaced by the Spray ability from A Better Weaponry
MrCloista  [autor] 15 oct. 2022 la 2:32 
@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 la 20:06 
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 mai 2022 la 1:49 
Great to use with TF2 Heavy inspired/ripped off cxom.
JurassicIan 30 mart. 2022 la 21:24 
That later point im going to investigate because it might be due to Infinite TLP Weapons?
JurassicIan 30 mart. 2022 la 21:17 
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 febr. 2022 la 20:05 
Ahhh shame. Thanks for the quick response
MrCloista  [autor] 21 febr. 2022 la 20:04 
this wasn't made for lwotc. it only adjusts vanilla cannons
Master Fire-tits 21 febr. 2022 la 20:01 
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 la 0:22 
Love this rebalance except for the free demolition. Throws off my classes skill tree when demolition is in them.
Theobald 12 aug. 2021 la 2:12 
Thanks for the quick answer !
MrCloista  [autor] 11 aug. 2021 la 17:08 
nope this is intended to be an alternative to WIO which i wasn't using in previous run.
Theobald 11 aug. 2021 la 15:34 
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 mart. 2021 la 9:47 
@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  [autor] 25 febr. 2021 la 3:04 
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 febr. 2021 la 1:29 
Any chance this would play well with Irdar's Five Tier Weapon Overhaul?
MrCloista  [autor] 21 febr. 2021 la 5:36 
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 febr. 2021 la 5:22 
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  [autor] 20 febr. 2021 la 16:15 
@drax yeah it's just a config edit so will just overwrite original values
drax 20 febr. 2021 la 12:45 
mid campaing?
Arkhangel 18 febr. 2021 la 22:23 
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 febr. 2021 la 17:00 
@neuromancer for those of us that care about the difference between autocannons and chainguns/cannons
neuromancer 18 febr. 2021 la 16:24 
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.