XCOM 2
New Weapon Range Tables WOTC + LWOTC
288 Comments
ZJwh5S 21 Apr @ 11:32pm 
Is it possible to expose to config all the range tables by tier (i.e. conventional, magnetic, beam)? One problem with this mod is that you lose the ability to assign weapon ranges based on tier.
[Dragunov37] 12 Jan, 2023 @ 4:29am 
Can you add the original Weapon Range Tables WOTC? I don't understand what would be better.
rer1rer1 6 Apr, 2022 @ 4:49pm 
@ADVENT Avenger - I am playing LWOTC and there is a problem with LMGs, as they are using standard LWOTC tables. Rest of the weapons work properly with new range tables.
ironboy32 5 Apr, 2022 @ 9:00am 
also @Advent Avenger any cover mod that you know for sure is compatible?
ironboy32 5 Apr, 2022 @ 8:57am 
wait this is compatible with the 5TWO?
sluggiez 15 Apr, 2021 @ 4:55pm 
oh hey I' mvery stupid, could I ask what exactly this does? im a little confused
123nick 21 Mar, 2021 @ 12:33am 
Will this support Kirukas ABBA for LWOTC?
Rikimaru 28 Feb, 2021 @ 4:36am 
Thanks for the recommendation!
I went a bit less with the values but I also got Extra HP for everyone (I think it's called).
Think I've balanced my game while still making it Legendary tough. And I get to keep your mod too :steamthumbsup:
Juravis  [author] 26 Feb, 2021 @ 10:05am 
Use a cover increaser i suggest 60 40
Rikimaru 26 Feb, 2021 @ 8:42am 
Well to answer myself for anyone else who wonders here,
I'd say it is more realistic, longer ranger battles, which is cool. But a lot harder.

Advent are nailing my guys in full cover a lot more often. The stormtrooper aim for early enemies is gone.
I've had more deaths behind full cover in the past few hours than I have in my 700 hours haha

Trying to play legendary no deaths is near impossible now and unfortunately for me, that's how I prefer to play. :hunted:
Rikimaru 26 Feb, 2021 @ 6:18am 
So those that use this: Is the game harder? More realistic?
I'm gonna give it a go later, but I play on legendary. I'd appreciate reading some opinions :steamthumbsup:
Flamingcheesepie 8 Jan, 2021 @ 2:01pm 
Yes, it looks good
Juravis  [author] 6 Jan, 2021 @ 7:56pm 
Can you confirm it looks ok in game? You can test by checking point blank bonuses
Flamingcheesepie 6 Jan, 2021 @ 7:44pm 
Thanks!
Juravis  [author] 6 Jan, 2021 @ 8:44am 
It's up now.
Juravis  [author] 5 Jan, 2021 @ 10:47am 
Will do. Remind me if its not done tomorrow
Flamingcheesepie 5 Jan, 2021 @ 9:14am 
VektorRifle_LS
VektorRifle_CG
Bullpup_LS
Bullpup_CG
SparkRifle_LS
SparkRifle_CG

Could I also ask for Chosen Hero Weapons?

SparkRifle_Chosen
ChosenSMG_XCOM (Bullpup)
ChosenVektorRifle_XCOM
Juravis  [author] 4 Jan, 2021 @ 1:57pm 
Also I can tie his new guns to a table found here. Sawed off to shotguns, etc. as required, just provide what gun gets what table.
Juravis  [author] 4 Jan, 2021 @ 1:51pm 
I need all the template names he will use. Make me a shortlist and its done.
Flamingcheesepie 4 Jan, 2021 @ 8:15am 
Could I ask you to preemptively add support for Iridar's Coil and Laser weapons? He's making Coil and Laser bullpups, vektor rifles, and spark rifles. (Also Artillery Cannons, Sawed Offs, and Autopistols, but those aren't affected by this mod so they don't matter). From what I've seen he's following vanilla/LW naming conventions, so the laser bullpup is Bullpup_LS.
Juravis  [author] 30 Dec, 2020 @ 7:31am 
Squad sight starts at tile 18
BlazinHothead 30 Dec, 2020 @ 2:08am 
If I wanted to give Sniper Rifles a bonus at long range then I should do the following edits?

NWRT_SNIPER_RANGE[8] = 0
NWRT_SNIPER_RANGE[9] = 0
NWRT_SNIPER_RANGE[10] = 4
NWRT_SNIPER_RANGE[11] = 8
NWRT_SNIPER_RANGE[12] = 16
NWRT_SNIPER_RANGE[13] = 24
NWRT_SNIPER_RANGE[14] = 32
NWRT_SNIPER_RANGE[15] = 40
NWRT_SNIPER_RANGE[16] = 40
NWRT_SNIPER_RANGE[17] = 40

Also, how long is the range for a sniper with squadsight?
Thalioden 22 Dec, 2020 @ 9:48am 
Thank you for your quick help.
Juravis  [author] 22 Dec, 2020 @ 9:43am 
Also this mod doesnt affect Autopistols as they are not in the base game so its compatible.
Juravis  [author] 22 Dec, 2020 @ 9:42am 
No no no doing that will make all pistols have +0 to everything.
Thalioden 22 Dec, 2020 @ 9:31am 
Thanks. I think I understand what you are saying.

On another note, if I comment out the pistol range tables in this mod (e.g. for compatibility with Autopistol Overhaul ), will that make this mod not change pistols? Or will that cause a problem because this mod would be looking for a configuration that I removed from the file?
Juravis  [author] 20 Dec, 2020 @ 12:12pm 
If you dont think they mesh well, dont use one or the other. If they have different ranges and stats, just making them compatible would not fit well with the other modder's philosophy. It can be done, but it wont work as well as youd think i believe. I need the weapon templates and their tables and i can make the changes if you still require it.
Thalioden 20 Dec, 2020 @ 10:21am 
When you have a moment, would you please consider adding support for Additional Weapon Pack ? It's not merely a cosmetic pack. The weapons are intended to have slightly different ranges and attributes from the base game counterparts. I just don't think the ranges provided by Additional Weapon Pack necessarily mesh well with this fantastic mod. Thanks in advance for your consideration.
Juravis  [author] 18 Nov, 2020 @ 9:32pm 
Your templates are now up, unsub/resub to force refresh
Flamingcheesepie 18 Nov, 2020 @ 3:01pm 
Actually, could I ask you to add some guns? The Mercenary Plasma ones specifically, template names

AssaultRifle_MercPlasma
Pistol_MercPlasma
Cannon_MercPlasma
Shotgun_MercPlasma
Sniper_MercPlasma
SparkGun_MercPlasma
Bullpup_MercPlasma
VektorRifle_MercPlasma
Sidearm_MercPlasma
Flamingcheesepie 17 Nov, 2020 @ 9:19pm 
Yes, I meant the first, thanks!
Juravis  [author] 17 Nov, 2020 @ 9:12pm 
If you mean if you copy the table for a different gun no it wont you need to give me the gun you want to add a table to.
Juravis  [author] 17 Nov, 2020 @ 9:11pm 
If you mean values farther yes it would work. The table uses the farthest one when it stops for all ramges beyond that.
Flamingcheesepie 17 Nov, 2020 @ 9:06pm 
If I manually added range table values for a gun such as the sniper, would that work? That is, if I copied NWRT_SNIPER_RANGE[26] = 3, and so on and so forth, would that function?
Juravis  [author] 20 Oct, 2020 @ 3:58pm 
The values are not going to change.
ZJwh5S 20 Oct, 2020 @ 2:51pm 
I know I can change the values. But just wanted to provide feedback on what I thought of the default values so you can improve them if you want.
Juravis  [author] 20 Oct, 2020 @ 2:46pm 
You can change the table in the ini file of this mod no need to write an essay put the values you want
ZJwh5S 20 Oct, 2020 @ 2:32pm 
(1000 max char limit so I split up my comment)

The other issue I think is that all weapons seem to drop off (i.e. penalized) too quickly, which doesn't seem too realistic. Seen shotguns at 0% to-hit way too often. Even rifles drop off too quickly. All engagement ranges in the game would actually be CQB range in real life. So the max penalty on all weapons really shouldn't be as high as you placed them.
ZJwh5S 20 Oct, 2020 @ 2:32pm 
Thanks for this mod, especially since I couldn't really find another one like it (i.e. one for modifying weapon range tables). Searched for a mod that modified weapon range tables because it always bothered me that Advent doesn't get range penalties/bonuses based on range. But with this mod, they do now.

With that said, I don't really agree with your default values. I find that while you giving each weapon a "sweet spot" can be more interesting in terms of gameplay, it's problematic because it's:

1. Not intuitive/logical. Closer should be more accurate for any weapon.
2. You have to remember sweet spots for every type of weapon as you can't reference them in-game.
nobubblegums 5 Jul, 2020 @ 5:46pm 
Thanks for updates
Juravis  [author] 5 Jul, 2020 @ 1:25pm 
You cannot assign a weapon template via script or i wouldnt have made this mod in the first place.
General Disarray 5 Jul, 2020 @ 12:34pm 
Sorry if I am mistaken, but would it not be simple to open up the weapon templates to config (instead of adding them in the script)? Would mean you won't have to update the mod every time some new weapon templates pop up
Malek Deneith 5 Jul, 2020 @ 11:42am 
Awesome, thank you.
Juravis  [author] 5 Jul, 2020 @ 11:39am 
There were no errors. Support is up.
Juravis  [author] 5 Jul, 2020 @ 11:38am 
I will give them SMG as the devs intended. I'm not embarking on a discussion on that one like my old self, i'll just accept whatever's given.
Malek Deneith 5 Jul, 2020 @ 10:32am 
As a sidenote one of LWotC devs on their discord channel mentioned that LWotC drones apparently use SMG table for range, not Rifle like I put them down as on the list. So whoops, me bad on that one.
Malek Deneith 5 Jul, 2020 @ 10:00am 
Done. Fingers crossed that I didn't botch a copy-paste anywhere, but it doesn't seem so at a glance: https://pastebin.com/CPbePzBQ
Juravis  [author] 5 Jul, 2020 @ 9:20am 
Malek if you format the list yourself i will paste it directly into this mod. Just use my own mod's code and copy paste it a couple times and change the template names and table. I'll just update it.
Juravis  [author] 5 Jul, 2020 @ 9:15am 
LWOTC is in. Mod renamed, you will get a warning when loading just check the mod's name back to enabled and off you go.
Malek Deneith 5 Jul, 2020 @ 7:54am 
So, uh, spurred on by the work on LWotC list I decided to also sift through a bunch of raider faction mods I have earmarked for a future playthrough. It ended up being... a lot to be honest, more than I expected. It'd be great if you can put those in too, but I'll perfectly understand if you tell me you won't be doing these. Pastebin with list here: https://pastebin.com/VnNCePVf