XCOM 2
[WoTC] Hunter Rifles
109 Comments
Dragon32 24 Apr @ 10:40am 
@Lord Bubba
They're hidden in the screenshots
Lord Bubba 24 Apr @ 9:42am 
What are the stats?
Epic Dovahkiin 3 Sep, 2024 @ 4:32pm 
thanks @SculptedFool this was bugging me too
SculptedFool 19 Apr, 2024 @ 10:08am 
never mind, found out it was the "Pathfinders" mod that was adding hunter rifles.
SculptedFool 19 Apr, 2024 @ 9:34am 
I don't know how, but I have this weapon in a brand new save, but I've never installed this mod, does anyone know if another mod adds this?
Jesse Porkman 16 Mar, 2024 @ 3:35pm 
Can somebody please help me? I have this mod in the long war modpack ( so there is can be old version), and in the game, this rifle can be used by anybody, even mod classes, BUT NOT THE SNIPERS, what should i do?
VS-lockon 13 Feb, 2024 @ 4:41pm 
so where this in mod jam i want add a better clip to it but i cant
Sest 11 Jan, 2024 @ 2:24am 
The range table says it has short and long range penalties:
These are the ideal ranges:
HUNTERRIFLE_BEAM_RANGE[11]=10
HUNTERRIFLE_BEAM_RANGE[12]=12
HUNTERRIFLE_BEAM_RANGE[13]=10
John Fortress II 27 May, 2023 @ 1:57pm 
hey homie, I heard you liked Suppressors
TGalaxy 4 Sep, 2022 @ 4:10am 
is it mid game compatible?
Jess 11 Jun, 2022 @ 11:13pm 
Is there a way to change the classification to a sniper rifle instead?
chromedbustop 7 May, 2022 @ 8:40pm 
Neat weapon to add to the mix. Would recommend trying to mod. I found that I didn't use them much, but that was because I had so many other options for classes/weapons. If you're using a smaller set of mods I think this is a really nice addition.
Ken Sunisaki 28 Jul, 2021 @ 10:00am 
Ah sweet, a DMR!, I have wanted something like this for xcom for a long time :D
dnceleets 20 Jan, 2021 @ 10:16am 
figured it out i had this and pathfinder enabled by accident and pathfinder's stats for the weapon overrode my adjustments to the weapon in it's own mod file. as a note for some reason pathfinder's weapon values are different from what they claim to be. As i stated my weapon's damage range was 1-5 at base, according to someone on the pathfinder mod page the weapon's base and spread are 3 and 2 respectively. could be a bug/mistake just letting everyone know
dnceleets 20 Jan, 2021 @ 9:36am 
alright i'm having an issue trying to modify this weapon's damage range. For me the damage range is 1-5 which is just ridiculous. dont know why though because the file says its base damage is 4 and the spread is 2 so it should be 2-6. I tried modifying it to have a spread of 1 which should have changed it to 3-5 but after saving the changes in notepad and running the game the weapon's damage range is still 1-5. Am i doing something wrong here or is something else overriding the weapon's damage? I don't normally modify things so I don't know if I'm even messing with the files in the right place
endersblade 24 Nov, 2020 @ 7:33pm 
Is there a way to tone down the volume when firing? It's REALLY loud compared to all other weapons...
Dragon32 27 Oct, 2020 @ 11:36am 
@Orton Ville
I've been using this mod for my current campaign, only the last mission to go, never seen anything like what you describe. I think you need to look elsewhere for the culprit.
Orton Ville 26 Oct, 2020 @ 7:15pm 
Hey guys, I use a 7 man squad on a mission, 3 of them rookies with hunter rifles, after what should be a flawless mission, 4 soldiers get captured, only those 3 rookies with hunter rifles are not captured everytime i re-load the same mission whatever mission whatever map, rookies with hunter rifles are the only ones left. I'll load a previous save and deploy rookies without hunter rifles and see...
Red110 28 Jun, 2020 @ 4:46am 
How about add laser and coil version of hunter rifles?
Nero 22 Jun, 2020 @ 10:33pm 
how do i add this to a custom class?
Lobuno 3 May, 2020 @ 6:25am 
@Compo The Smoggie

[WoTC] Pathfinders mod have this weapon included, and you can change the values in XcomPathfinderXcom.ini of that mod to tweak the weapon stats.
Shield of Ultramar 1 Feb, 2020 @ 12:02pm 
I've been using this mod for awhile now and I absolutely love it!

I do have one question though; is there any way to increase the amount of upgrade slots for the guns? I tried to mess around with the files and couldn't seem to do it there, but I'd like to increase the amount of slots to 6.
RoxeusRose 29 Nov, 2019 @ 9:09pm 
Love that mod good cosmetic and perfect weapon for kill <3
Compo The Smoggie 26 Aug, 2019 @ 11:46am 
@Claus

Unsubscribing from the mod as per for the issues detailed below.
Compo The Smoggie 26 Aug, 2019 @ 11:43am 
@Claus,

There isn't a compatibility issue between this mod and the Pathfinders mod is there?

Changing the stats here on the Hunter Rifles mod makes no difference in game, whereas, it works with your Pathfinders mod.
Valvatorez(Cox Cable = awful ISP 30 Apr, 2019 @ 5:45am 
How do I gave the Disruptor rifle(Warlock's gun) the same same range as the weapons here?
TannerA 23 Apr, 2019 @ 3:04pm 
Is there a Mercenary Plasma version of this
initium 5 Mar, 2019 @ 11:57pm 
Follow up to protip by Nomadic

If the damage unpredictability (2 - 6 on conventional weapons) is making you reluctant to pick this weapon, here's how to edit it.

In the ini file Nomadic points you to, you will see...

HUNTERRIFLE_CONVENTIONAL_BASEDAMAGE=(Damage=4, Spread=2, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_BeamXCom")

What this means

Damage=4; is the base damage on a hit

Spread=2; is the amount of variance possible, giving a variance between 2
minimum (4-2) and 6 maximum (4+2) damage

Crit=3 is +3 damage on a critical hit.

By changing the Damage to 5 and Spread to 1 a hit provides damage of 4 to 6 and crit damage of 7 to 9, which you may find easier on your nerves =)

There are entries for magnetic and beam.
Edit as you like, but remember this is already a strong weapon with the marking ability and no soldier class exclusions.

Further info at Reddit - "How to edit the weapon .ini files"
Legion 5 Jan, 2019 @ 6:00pm 
Protip for those who don't like the stats.

Steam>Steamapps>Workshop>Content>268500>1200161630>Config>XcomHunter_WeaponData

Change the stats yourselves to fit your idea of what you want. Easy.
Compo The Smoggie 3 Jan, 2019 @ 6:03pm 
@Claus

What is the command line in the console commands to give this weapon.

As of yet, I can only use the coventional hunterrifle and even though I've resreched all the way to plasma tier with all the weapons, the mag and beam hunter rifle isn't visible as a weapon I can choose.

For instance is like a console commad like:

additem hunterrifle_bm

or

givetech hunterrifles

Thanks,

Michael.
CloneDylan 23 Oct, 2018 @ 1:46pm 
really like it. though I also would love to have the variants the Pathfinders use
dstaal 21 Jul, 2018 @ 12:21pm 
I actually like the 2-6 damage, and thought it was part of the balance for this mod. It means that there is a significant chance that a hit on a low-level Trooper won't be enough to kill them - and that even two hits won't be enough to kill an Officer or better. So then you have the choice: Do you take the normal rifle - where you're sure you can one-shot some of the low-level enemies, if you can hit, or do you take this, which means you're more likely to make the hit, but you have a chance of not making the kill? Heck, there's a lot of *Lost* this rifle won't guarantee a kill on, that a normal rifle will.
lawlerx 21 Jul, 2018 @ 2:21am 
The look and feel of these rifles is great! I'm having a blast using them and thank you for creating this mod. I was wondering, however, since I'm using musashi's RPG overhaul if it were possible to add squadsight to these? The Musashi overhaul locks squadsight to sniper rifles and the odd Reaper that happens to get it in their skill tree. I'd like to be able to use these for scout recon type roles instead of having to fall back on full sniper rifles. I've already tried simply adding a +Ability line to the .ini, but it didn't seem to have any effect. Any help there would be greatly appreciated.
Elster 27 Apr, 2018 @ 12:27pm 
Great mod! One question, though - is there a way to disable the hunter mark effect in the .ini? I'm tweaking the settings to make them function similarly to the battle rifles in Long War, but I wanted to disable the mark ability (and by extension, its visuals) outright rather than just remove the bonuses from it.
TannerA 27 Apr, 2018 @ 7:08am 
will it work with loot.
ShunBrokuSatsu 14 Mar, 2018 @ 8:49am 
So from my last post I actually am curious if it is actually possible to make the weapons give you less mobility in the ini files. I see you can change many things in there like aim and crit chance and was wondering if I could just add a line to change mobility or if that is something that would need to be added to support. Is there a way to do this?
ShunBrokuSatsu 14 Mar, 2018 @ 12:40am 
@Umie Even if they did the same damage as the Assault Rifle it would still be better to use them. The aim and crit chance bonus alone makes them far more worth to use than Assault rifles. I wouds say that the best way to balance them is to have them also reduce mobility by 1 or maybe even 2 (they are pretty big rifles but would also work great on ever vigilant specialists).
HUNK 1 Feb, 2018 @ 1:47pm 
Does this have a flashlight for the dark maps?
panagiwthsrx8 29 Jan, 2018 @ 12:23am 
For me also 2nd and 3rd tier is not appear...any solution?
Killian 27 Jan, 2018 @ 1:33am 
The description here mentions their damage range is 4-6, but ingame the damage range is 2-6. You might want to look at your config files.
tanksall 25 Jan, 2018 @ 12:05pm 
i have 2 different campaign saves with this mod,both in endgame and 1 save has all 3 tiers of rifles and other has only conventional.Mod sort of broken...
LeoArcticaa 25 Jan, 2018 @ 3:47am 
I still have no Magnetic or Plasma version of these weapons :<
Glasswalker 14 Jan, 2018 @ 4:52pm 
This is a really great mod, been using it with the classless mod, works really good with that. Hope you decide to add hunter rifles for Laser and Coil weapons now that mods have come out making them available in WOTC. Id love to have this weapon on those teirs. Aslo, wanted to add in... the weapons are amazing looking, especially mag teir. The sounds, hnnng sounds great.
LeoArcticaa 14 Jan, 2018 @ 4:41am 
I'm a little confused, the mod works great but for some reason I cannot find (or research) the 2nd or third tier of them. Have I done something wrong?
Umie 13 Jan, 2018 @ 11:31am 
my suggestion would be to keep the smaller cartridge size, and aim bonus, but change the damage to match the assault rifle. otherwise there's absolutely no reason to use the assault rife.
Umie 13 Jan, 2018 @ 11:27am 
giving this a thumbs down, because it's extremely broken, especially late game. there are no drawbacks to using this instead of the assault rifle. great visuals though.
WillyWonka™ 12 Jan, 2018 @ 1:18am 
is there a way to edit the damage of it?
UndreTheGiant 31 Dec, 2017 @ 5:18pm 
awesome mod - awesome weapon. Completely replaces the need for the standard assault rifle, I don't have a single trooper equipped with the standard rifle... except that I wish there was something out there that would give the standard assault rifle a situational edge over the hunter because as it stands right now hunter rifle is just better in every way.
Lord Bubba 11 Dec, 2017 @ 11:00pm 
This a good mod! Just need to touch up the icon in premission briefings and in mission images.:steamhappy:
花兔 11 Dec, 2017 @ 7:37pm 
You need an artist friend
Make ICONS