XCOM 2
Long War SMG Pack
McMuster 7. feb. 2016 kl. 20:53
Production cost tuning
I find it kind of odd that developing Tier II/III shotguns is less expensive(supply wise) than developing new SMGs. You'd think the SMG, being small(like a shotgun) and having lower power demands than the shotgun or rifle(less dmg) would be the same price or slightly higher than the shotgun(owing to the miniaturiztion needed to maintain mobility).

Currently it feels a little spendy for such a niche weapon that only one or two of my soliders will ever equip
Sidst redigeret af McMuster; 7. feb. 2016 kl. 20:54
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Xtrm Schuesseled 9. feb. 2016 kl. 21:55 
I agree, the supply cost should be halved. They cost the same amount as magnetic rifles. I would half the cost and have an engineer requirement.
Earth Dragon 18. feb. 2016 kl. 17:05 
Agreed. It should be set against the shotgun costs NOT the rifle costs. It also adds a weapon to the mix, so you are having to spend more to upgrade your armory anyway. This needs to be mitigated a little better.
LoBo 19. feb. 2016 kl. 2:47 
very much agree: should not cost any more than the shotgun unlocks
SlaveMaster 24. feb. 2016 kl. 3:42 
you can edit it here (bellow) and change fields ****_SCHEMATIC_SUPPLYCOST

..\Steam\steamapps\workshop\content\268500\577409322\Config\XComLW_SMGPack.cfg
bot 15. mar. 2016 kl. 9:12 
Yeah, the cost doesn't make sense. In fact I made it slightly less than the shotgun upgrade. The way I see it, it's probably the last gun I would upgrade seeing as it's going to be used on characters who rarely shoot. It is also the weakest and lightest gun so it makes sense that it would be the cheapest to make.
!?! 16. juli 2016 kl. 0:48 
There's nothing "niche" about a weapon everyone who can carry rifles can use and the higher the tier, the less damage difference there is between assault rifle and smg so they almost become an upgrade.
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