XCOM 2
Halo Reach Weapons
Showing 11-20 of 27 entries
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Update: 14 Mar, 2016 @ 4:49am

Update: 13 Mar, 2016 @ 1:45pm

Update: 13 Mar, 2016 @ 11:41am

Update: 13 Mar, 2016 @ 5:55am

Default DMR tooltip added

Update: 13 Mar, 2016 @ 5:26am

Tooltips fixed on sniper and other guns

Update: 13 Mar, 2016 @ 4:54am

~~~~~v1.20~~~~~
+Sniper Rifle
Same stats as the tier that youre using
(Default = convential)
(Advanced Ballisitcis = Magnentic)
(Advanced AI = Beam)

Resource costs for all guns reverted to:
125 supplies (Advanced Ballistics)

200 supplies (Advanced AI)

Update: 12 Mar, 2016 @ 7:37pm

~~~~~V1.12~~~~~
-Updated some code,
game should no longer crash upon a new campaign

Update: 12 Mar, 2016 @ 3:58am

~~~~~V1.11~~~~~
Resource Costs changed to 70/100 supplies across all guns (mag/beam)
DMR Range table updated:

DMR now shoots 3 tiles further and up close it loses even more aim,
while gaining even more aim at a distance

Update: 11 Mar, 2016 @ 2:35am

Update: 10 Mar, 2016 @ 11:36pm

~~~~~V1.10~~~~~
+DMR

----DMR Stats and Use----

The DMR is a Medium to long range weapon that has increased
accuracy at range as opposed to the assault rifle, however up
close the DMR becomes in effective, the DMR aims to fill the spot
inbetween the Front line and the Sniper.

Default Tier: 4-6 dmg, 1 pierce, 3 ammo, 3% crit chance
Mag Tier: 5-7dmg, 1 pierce, 3 ammo, 5% crit chance
Beam Tier: 6-8dmg, 1 pierce, 3ammo, 7% crit chance
----End DMR Stats----

+Updated Icon for the Assault Rifle
+Lowered supplies and artifacts costs for these guns
+Mild Texture updates to AR and Shotgun (Darker/lil more shine)

Thanks to firaxis the default guns wont be added to exisitng saves
you must purchase the mag tier versions instead, im working on
the fix, sorry for the inconvience. It still works with save games.
You just need Mag tier at least.