XCOM 2
More Unique Weapons
 This topic has been pinned, so it's probably important
SeveN  [developer] 11 Oct @ 10:37am
Range Tables Update
This mod now replaces all range tables for each weapon. In base game there are only 4:


Base game:
Short:
Pistol, Shotgun, Bullpup, SMG
Medium:
Assault Rifle, Cannon
Long:
Sniper Rifle
Vektor Rifle comes with it's own, which is basically slightly better Medium.

This mod:

Very Short:
Shotgun
Very Short to Short:
Pistol
Short to Medium:
SMG, Bullpup
Medium:
Assault Rifle
Medium to High:
Cannon
High:
Vektor Rifle
High to Very High:
Hunter Rifle
Very High:
Sniper Rifle

New range tables are in mod's XComGameData_WeaponData.ini

Custom range tables are further helping to solidify each vision I have for each weapon. Different damage and perks while fun, I felt like were not enough. Now each weapon having a different range table actually makes them unique.

So how they actually play off now?

Shotgun:
Huge bonus to point blank and close range, but it falls of to 0 at 6 tiles and goes negative at 9 and further.

Pistol:
Slightly weaker bonuses up close than Shotgun, but range drop off starts slightly further.

SMG/Bullpup:
Same up close bonuses like Pistol, but range drop off starts even further.

Assault Rifle:
Weakest bonuses up close than first 3, but range penalty starts even further away.

Cannon:
Aim penalty up close(but weaker than Sniper Rifles. No long range penalty when shooting from max distance (17 tiles). Big stacking penalties when shooting from squadsight range.

Vektor Rifle:
Weakest up close bonuses, no long range penalties at max distance. At squadsight ranges(18 tiles and above)penalty is only -4(in addition to stacking penalty from squadsight).

Hunter Rifle:
Aim penalty up close(weaker than Cannon), some small bonuses at medium range and no long range penalties. At squadsight range penalty is only -2(in addition to stacking penalty from squadsight).

  • Shotguns and Pistols got slightly nerfed

  • SMG's and Bullpups are no longer forced strictly into close range(where they would be outshined by Shotguns... yes even with my mod, I'd be lying if I said that I was actually using them a lot. At best 1 or 2 Bullpups per campaign and SMG only for meele classes to boost their mobility...)This change finally makes them viable as alternative to Assault Rifles.

  • Assault Rifle is no longer the jack of all trades. If you want to stay accurate at longer ranges, you need to use something else.

  • Cannon range wise is basically Assault Rifle but with close range penalties but much weaker penalties at range compared to Assault Rifle

  • Vektor Rifle can now be alternative to Assault Rifles on all soldiers and not just crit builds. Small bonuses up close and no long range penalties other than at squadsight range.

  • Hunter Rifle is now a fully long range weapon. Can now even be considered as a full time replacemnt for Sniper Rifle on some soldiers.

  • Sniper Rifles were left untouched. Compared to Hunter Rifle, they still offer higher damage and free pierce. Also no long range penalties at all, only the in-built one from squadsight.

2 more additional Perks for SMG's:
Headwind:Reduce damage taken scaling with distance from the attacker.
Blurred:Provides bonus defense and dodge based on distance from the attacker.

Even with those range changes, SMG would still be competing with Bullpup and let's be honest. Damage is king in this game, so having the ability to shoot twice or even 3 times with Accelerator was really hard to beat. So we won't be trying to beat it. Bullpup remains as an aggresive option, while SMG's wielders will have much better survivability. SMG can now even be a viable option to use on Assaults, if you want to trade some damage for defense.

It might seems like that's too much, but compared to Bullpup or Shotgun, SMG can't always reliably kill targets in CQC. The best defense is to kill your target before their turn. For example Shotgun and Bullpup can do it easily and so on the next turn those soldiers will be shot only from aliens that are further up at medium and long range.

Meanwhile SMG wielder is going to be shot at those at medium, long and possibly at those from close range that they failed to kill. Those perks will provide an alternative way of defending yourself, but it has to be strong enough to be comparable to the first way that is simply killing your targets, making it so that less of them will shoot you back on their turn.