XCOM 2
Pistols Rebalanced
35 Comments
kregano  [author] 14 Jan, 2024 @ 11:28am 
Please follow the instructions in the new Troubleshooting discussion.
Gardener.J 13 Jan, 2024 @ 11:17pm 
Doesn't work for me (LWOTC)
Lupo 8 May, 2023 @ 11:53pm 
it's still working?
kregano  [author] 9 Sep, 2022 @ 12:31pm 
@horsepowerYT: The only practical way for this mod to do what you want would require me to DL every single mod with pistols, copy the relevant bits of .ini files, and repack the mod.

With Alternative Mod Launcher, you can just edit the pistols' .ini files to reflect these values.
horsepowerYT 4 Sep, 2022 @ 9:21am 
This mod does work, only problem is it does not work beyond base game pistol. Meaning modded pistols do NOT work. It's very huge disapointment. I looked at every pistol I had for mods, not a single one even had a solid base damage. There are no other mods that work as a "good" replacement.
Lex 18 Oct, 2018 @ 3:10pm 
Aren't pistols now even better than swords? More dmg, ranged, doesn't end turn.
RagingBlizzard 12 Dec, 2017 @ 6:55am 
i downloaded lots of mods and when i tried launching it kept saying the same crash msg and then i tried removing the mods i thought wer the cause,when i finally have the remaining mods i used bfore the lots of mods downloaded it stil giving the same bullcrap only by deselecting all the wotc mods was i able 2 launch the game,i xit selected my usual mods and it gave me the same shit so i finally decided 2 uninstal and then installing it again if this doesnt work goodbye wotc 4 the rest of my life!
kregano  [author] 11 Dec, 2017 @ 10:30am 
@bot/Ai MP hater: I highly recommend it, but these changes might work with previously made saves.
RagingBlizzard 11 Dec, 2017 @ 5:30am 
again new campaign?
thryllth 30 Oct, 2017 @ 12:04pm 
Thank you for this, I have always thought that having a higher tier pistol basically tickle the enemy was a bit silly. Yes it isn't a primary weapon but they should still know they got hit.
José 4 Sep, 2017 @ 2:07am 
@kregano: What do you think?
José 4 Sep, 2017 @ 2:07am 
@dmc32: Thanks. I was thinking thinking about what you said, and I guess I do have to concede that it might be overpowered with Bluescreens, as well as how pistols will be inplemented in LW2:WotC. As a fix, to make it more fair, why not change it to work like the Sawed-off from Long War? Add in John Luke Pack Hard's mod idea for reloads for the secondary, and there you go. You're (perhaps only slightly) nerfed. You get four charges of you pistol before you have to reload.
dmc32 3 Sep, 2017 @ 11:31am 
Yes, its up to him. Good discussion on the new skill sets José you have some creative ideas, that's good.
José 3 Sep, 2017 @ 7:02am 
@dmc32: At that point, I'd say that it's at the user's own discression. The only balance factor that they stilll have to consider the RNG for ammo Proving Grounds projects and their soldiers own aim. Not only that, but the skills still will have cooldowns, it's not like they could just spam the skills. During that time, it's not anything better than a rifle or shotgun, as pistols have short range, it would punish players if they tried too hard for those units.

Besides, it's just a suggestion. It's up to kregano, should they want to implement my idea, lol
kregano  [author] 3 Sep, 2017 @ 4:59am 
Added experimental Primary Pistols support.
dmc32 3 Sep, 2017 @ 3:55am 
Well, you could do it through the RNG I see your point, but if you get for instance, LH, FO, QD, RT and then Fan Fire which could happen. Now you have a lot of fire power and you would probably use that fire power OP style at the expense of the Templars awesome melee/PSI skill set. I agree the Templar has an awesome gun to compliment his skills but a gunslinger he is not, imho.
José 3 Sep, 2017 @ 3:00am 
I really don't see it that way, as each hit would have its own hit chance. Besides, the pistol would still not be as good as a rifle (no upgrades), and you're left to RNG as to what pistol skills your Templar gets through the training center; it could be that the best you get is Lightning Hands and Faceoff, or Quick Draw and Return Fire. You got a god roll if they get Fan Fire.

Plus, for my proposal, it's only almost as good as the Darkclaw in the original rebalance, and can compete with it with the recent update.
dmc32 2 Sep, 2017 @ 11:55pm 
That seems a little unbalanced for the templar with its skillset. The templar is melee/PSI. A little power wouldn't be bad though, but the templar has a unique skillset in this game not based on guns. Makes for a vey good challenge using the templar.
José 2 Sep, 2017 @ 11:08pm 
Actually, if you feel that this is too strong, you could even make it a Proving Grounds project so we have to earn it. If you like my idea, just make sure to test with Fan Fire to make sure it can hit up to nine times (if all shots hit).
José 2 Sep, 2017 @ 8:51pm 
While the Templar is mostly melee/psi oriented, the Autopistol just feels so sad. I think that this will make fighting with the weapon a more risk/reward feel, and finally giving the Templar a great feeling of power when taking on both melee-resistant Chosen and The Lost. An alternate damage layout I propose is 1, 1-2, 2-3, giving us 3, 3-6, and 6-9, making this the pocket rocket Gunslinger used to give you in the original XCOM: EU/EW.
José 2 Sep, 2017 @ 8:45pm 
@kregano: Lol. I got a shoutout in someone else's mod again. Glad you liked my ideas. I have another suggestion, if you're interested. This is for the Templar. Thier machine pistol is so cool, but it's a carbon copy of what the Sharpshooter gets. I propose a change in the WAY it does damage. Every time it fires, it hits three times (to not use new animations), each version hitting for 1, 2, 3 damage, making it 3, 6, 9 damage, if you're lucky, with a 5% crit.
José 2 Sep, 2017 @ 8:34pm 
@Cole: If you really, really want to, you can always tweak the settings to your liking in the .ini files.
kregano  [author] 2 Sep, 2017 @ 2:52pm 
@Cole: I'll take a look at Primary Pistols' balance, but I'm not sure I'd mess with it, since it's doing its own thing.
dmc32 2 Sep, 2017 @ 1:08pm 
Excellent idea with the 2 options for balance purposes the pistols can now actually kill an enemy not simply a wound but not to excessive either, thanks.
LargeLegume 2 Sep, 2017 @ 12:59pm 
any chance for compatability with Primary Pistols mod?
kregano  [author] 2 Sep, 2017 @ 5:11am 
@Mister Roboto: It's probably because they both use the same template and neither dev changed the package name. I'll upload a fix shortly.
Mister Roboto 1 Sep, 2017 @ 8:53pm 
Just wondering: I get a mod conflict in alternative xcom launcher against free camera rotation. Any reason why?
kregano  [author] 1 Sep, 2017 @ 7:33pm 
@Jose: a 5-10 crit buff (unless you mean crit chance ) would be a bit excessive, given the damage values here.

As for changing Sharpshooter to soldier, are you talking about in description text? That seems more suited for specific mods than a general rebalance. I'm also not sure how to change existing localization text.
José 1 Sep, 2017 @ 6:46pm 
Glad you like it. This'll make any class that uses pistols indespensable to fighting the lost. Oh, forgot to say, you could add a 5-10 crit buff. Or since you're already altering the game files, could you make the pistol say 'soldier' instad of 'Sharpshooter?'
kregano  [author] 1 Sep, 2017 @ 6:05pm 
@Jose: You know what, I like that idea of yours. I'll add it to the .ini file as an option you can enable.
José 1 Sep, 2017 @ 4:01pm 
Would I be able to edit this in the .ini?

Oh, and love your Farscape voice pack, by the by.
José 1 Sep, 2017 @ 3:43pm 
I think the pistols are pretty good as they are, but they really do need help. I propose that instead, you make them more reliable as a buff, rather make them equivalent to their rifle counterparts. In other words, no spread, with damage scaling as 3, 5, and 7, with crit damage being increased by one. This would make me want to use more ammo types, or even just go with Talon Rounds
Twice 1 Sep, 2017 @ 3:05pm 
Wait, who's saying Pistols aren't viable? They are fucking GREAT!
A kobold 🎖 1 Sep, 2017 @ 3:02pm 
this makes pistols extremely overpowered against teh lost, just a warning. (did similar for my game as it is simple number tweeks)
LCpl Bonnie 1 Sep, 2017 @ 1:58pm 
I like this damage rework, but is it possible to give it a mag cap to balance it?