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The idea behind this mod lives on in the Rescue Denmother mod.
I've got a lifehack for you. Next time you need something from someone, say: "Hey, can you please do X?" instead "Hey, why haven't you done it already, you lazy ass?". It'll do miracles, all the pro guys hate this trick.
https://youtu.be/0TvFxj-cecQ
Your attitude, lack of doing so already and response certainly says to me that "never" seems to be more applicable here than not. Sorry for showing even an ounce of interest. However, you're not worth the hassle and pointless drama. If anyone seems to think they're entitled it's you if you ask me.
"Never" is a big word. You acting all entitled about it certainly doesn't motivate me to give this a higher priority.
That's a "maybe one day" on the WOTC version.
maybe one day.
No, it takes much more than a few .ini edits. Just google "how to make XCOM 2 mods", that would be much more efficient.
If by "art" you mean Ammo Belt inventory icon, then it can't be "exact" same, because I made it myself by rotating and duplicating existing icon of a single round.
Auto Loaders have limited chargers and limited availability, based on RNG. Ammo Belt is always there for you. Additionally, Ammo Belt can be targetet at a Gunner after he used Area Suppression, refilling his ammo to full, and potentially giving them more reaction shots.
This works great if you use the strategy of Area Suppressing 3-5 enemies, and then blowing up their cover, so they will all run and get shot at.
I have been playing LW2, and I still take a gunner on almost every mission for suppression. I don't think they have lost that much usefulness. I have also gotten some really powerful AWC skills with them.
Read the mod description, you can configure it to be able to target any class with Ammo Belt.
@pintocat
I don't know enough to make "reaction reload", but GREMLIN reload should be doable, interesting idea. I'll look into it. I mean, we already have GREMLINs dropping grenades, why not ammo?
I had thought about making Ammo Belt giving a free action to a gunner, but decided that would be overboard. Maybe I'll add that option to configuration.
I use that mod, and recommend to everyone else. The problem with Free Reloads is that they run out, and the item itself is not guaranteed to drop. Ammo Belt serves as a safety net, and as infnite source of ammo. It's not something you're supposed to take on every mission with a Gunner.
I like the graphic and the idea, but it just has to do something more I think.
I know that mod, I'll check it out once I have some time, thank you!
Unfortunately, I have no idea how to check target's weapon.
@Mastnosis
Yes, shoot and move. That is kind of a big deal, because many Long War 2 missions have timers, and after the last patch, Gunners have seen little use, specifically because they have to reload nearly every turn. AutoLoaders solve that to an extent, but not consistently enough. Some of the Gunner's abilities take both actions, so they can't be used if you reloaded normally in the same turn.
Main reason I didn't go with limited charges by default - soldiers already carry unlimited amounts of ammo for their weapons, it makes sense to sacrifice a utility slot to carry an additional set of infitinite ammo for someone else.
No, it should work for your existing campaigns too. Please let me know if it doesn't.