XCOM 2
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GnaRs LW2 Tactics Plus
   
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1.041 MB
2 Feb, 2017 @ 6:44am
10 Mar, 2017 @ 8:05am
36 Change Notes ( view )

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GnaRs LW2 Tactics Plus

Description
Tactics Plus offers tactical gameplay theme similar to that of Tactical Submod, but grants further challenge.

Features:
---------
With default soldier aim reduced, and conferred to weapon range, cover are more effective at defending against frontal attacks.

Soldiers must now rely on range, flanking, height, abilities, add-ons, and angle of attack to extend their hit chances.

Need for positioning, luring the AI, or other positional maneuvers is now more highlighted.


Key differences with Tactical Submod:
-------------------------------------
Aim average is much closer to vanilla Long War 2
Harder to hit enemies
Flanking, Range, and Attacking at an angle is now more necessary to attain clean shots
Increased Mission Timers

Changes included:
-----------------
i. Technical Soldier's rocket are less prone to scatter.
ii. Trenchgun range increased to 125%
iii. Low Cover/High Cover = 35/50
iv. Aiming Angles - 10-90 (0-1) 14
v. Weapon Range adjustments
vi. AI FLAT Weapon Range adjustments
vii. Plating absorption and weights adjusted
viii. Removed weights for ammo
ix. Medikit weight +1
x. Increased mission timers +2 turns
xi. Bleedout Chance overkill reduced to 5 per point of damage
xii. Increased base soldier Mobility to 16
xiii. Soldier Aim defaults reduced to 40.
(Note: Default LW2 dice roll is at -10 to +15 for NCE)
ix. Reduced preferred Viper Grab range
x. Reduced Drone Stun aim bonus, removed flanking bonus
xii. Reduced Stun Lancer stun chance, reduced flanking bonus
xiii. Increased hair trigger bonus to match soldier reduced aim for overwatch shots
xiv. Weapon damage adjustments
xv. AI Throttling
xvi. Infiltration takes longer, and boosting costs 75 intel, 100 for hardest difficulty
xvii. Coil and Plasma weapons tech branch off individually
xviii. Explosives changed: throw range, area of effect radii, etc.
xix. Reduced supply cost for weapons and armors, and increased elerium and alloy costs accordingly
xx. Changed pod alert level bonus/penalty per infiltration level
xxi. Added two optional soldier types available in the GTS

To do:
------
Further testing

General Notice:
--------------
This submod is still in under development. Some values that require changes to fit the general theme of the mod might be added or removed along the way.

Suggestions are always welcome.

Please refer to the Change Notes for more info on current tweaks. Thank you.Tactics Plus offers tactical gameplay theme similar to that of Tactical Submod, but grants further challenge.

Features:
---------
With default soldier aim reduced, and conferred to weapon range, cover are more effective at defending against frontal attacks.

Soldiers must now rely on range, flanking, height, abilities, add-ons, and angle of attack to extend their hit chances.

Need for positioning, luring the AI, or other positional maneuvers is now more highlighted.


Key differences with Tactical Submod:
-------------------------------------
Aim average is much closer to vanilla Long War 2
Harder to hit enemies
Flanking, Range, and Attacking at an angle is now more necessary to attain clean shots
Increased Mission Timers

Changes included:
-----------------
i. Technical Soldier's rocket are less prone to scatter.
ii. Trenchgun range increased to 125%
iii. Low Cover/High Cover = 35/50
iv. Aiming Angles - 10-90 (0-1) 14
v. Weapon Range adjustments
vi. AI FLAT Weapon Range adjustments
vii. Plating absorption and weights adjusted
viii. Removed weights for ammo
ix. Medikit weight +1
x. Increased mission timers +2 turns
xi. Bleedout Chance overkill reduced to 5 per point of damage
xii. Increased base soldier Mobility to 16
xiii. Soldier Aim defaults reduced to 40.
(Note: Default LW2 dice roll is at -10 to +15 for NCE)
ix. Reduced preferred Viper Grab range
x. Reduced Drone Stun aim bonus, removed flanking bonus
xii. Reduced Stun Lancer stun chance, reduced flanking bonus
xiii. Increased hair trigger bonus to match soldier reduced aim for overwatch shots
xiv. Weapon damage adjustments
xv. AI Throttling
xvi. Infiltration takes longer, and boosting costs 75 intel, 100 for hardest difficulty
xvii. Coil and Plasma weapons tech branch off individually
xviii. Explosives changed: throw range, area of effect radii, etc.
xix. Reduced supply cost for weapons and armors, and increased elerium and alloy costs accordingly
xx. Changed pod alert level bonus/penalty per infiltration level
xxi. Added two optional soldier types available in the GTS

To do:
------
Further testing

General Notice:
--------------
This submod is still in under development. Some values that require changes to fit the general theme of the mod might be added or removed along the way.

Suggestions are always welcome.

Please refer to the Change Notes for more info on current tweaks. Thank you.
78 Comments
Iceberg 2 Mar, 2018 @ 2:17pm 
You can easily modify the PCS with the combat sims variable in the classdata file found in the config folder. Just make sure the squaddie rank says 1 and not 0. I found that the file had it set to zero. It unlocks on rank up though so if you already ranked up you'll need to modify the variable for the next rank. I wouldn't play with the class unless you're ready to edit the ini and rearrange the perk tree though.
pauloel7 31 Oct, 2017 @ 7:39pm 
Sure, thanks! No worries - moved on to WotC... but this is a great project... hope you keep it up!

Indeed I found where to config the angles directly in the XcomGameCore.ini file.
GnaReffotsirk  [author] 31 Oct, 2017 @ 8:32am 
It's XcomGameCore.ini for the angles. Sorry for the late reply. Been AFK for a while.

I may be able to get around and follow through with your guys' request. But no promises.
pauloel7 28 Aug, 2017 @ 1:32pm 
Why Chrono Support class has no personal combat sims (PCS)? The slot is disabled! Can it be enabled in some .ini file? Where?
pauloel7 24 Aug, 2017 @ 8:31pm 
Hey Gna, what about gremlin grab loot for chrono infantry? Can you work that mod integration out?
pauloel7 4 Aug, 2017 @ 7:45pm 
What about "MIDSHORT_COIL_RANGE" - is this SMG?
pauloel7 4 Aug, 2017 @ 7:11pm 
In XcomGameData_WeaponData.ini file, "FLAT_CONVENTIONAL/MAGNETIC/BEAM_RANGE" refers to what weapon in the game?
pauloel7 3 Aug, 2017 @ 1:06pm 
Another thing, how does one change marksman rifle stats?! I could not find where in the weapons.ini file for neither marksman nor carabine weapons are listed there.
pauloel7 3 Aug, 2017 @ 1:04pm 
Sure, thanks!
Nijugo-Cinq 29 Jul, 2017 @ 4:26pm 
@pauloel7 Faceless don't use cover/can't be flanked