Alternate Weapon Techs
— This mod should now be compatible with Grimy’s Lootbox mod and LWS SMG Pack, go ahead and test it out and let me know if something isn’t working correctly —
To enable the Laser SMG you must set LASER_SMG_ACTIVE to true in the XComAlternateWeaponData.ini
I want to preface this by giving a HUGE thank you to CMDBob and his Total Advent Weaponry mod. His weapon models were used in the creation of this mod and are very high quality so be sure to check it out.
Adds Laser weapons which serve as a side-grade to 2nd tier magnetic weapons. Much like in Long War, Laser weapons are more accurate and cheaper than magnetic weapons at the expense of being less powerful and a smaller clip size.
Laser weapons can be unlocked by researching 3 technologies:
Laser weaponry (Assault Rifle and Pistol) – which is unlocked after researching modular weapons
Heavy Lasers (Cannon) – which is unlocked after researching Laser weaponry
Precision Lasers (Shotgun and Sniper Rifle) – which is unlocked after researching Laser weaponry
Weapon stats are configurable in the config and are as follows:
Laser Rifle – 4-6 Base Damage, +2 Crit, 3 Clip, 2 weapon mods, +6 aim
(Laser costs 80 Supplies, 10 Alloys / Magnetic costs 125 Supplies, 10 Alloys)
Laser Shotgun – 5-7 Base Damage, +2 Crit, 2 Clip, 2 weapon mods, +6 aim, +10 Crit Chance
(Laser costs 50 Supplies, 5 Alloys / Magnetic costs 75 Supplies, 5 Alloys)
Laser Cannon – 5-7 Base Damage, +2 Crit, 2 Clip, 2 weapon mods, +6 aim
(Laser costs 100 Supplies, 10 Alloys / Magnetic costs 150 Supplies, 10 Alloys)
Laser Sniper Rifle – 5-7 Base Damage, +2 Crit, 2 Clip, 2 weapon mods, +6 aim
(Laser costs 100 Supplies, 10 Alloys / Magnetic costs 150 Supplies, 10 Alloys)
Laser Pistol – 3 Base Damage, +2 Crit, No clip, No mods, +6 aim
(Laser costs 40 Supplies, 5 Alloys / Magnetic costs 60 Supplies, 5 Alloys)
Laser SMG – 3-5 Base Damage, +2 Crit, 2 Clip, 2 weapon mods, +6 aim
(Laser costs 80 Supplies, 5 Alloys / Magnetic costs 125 Supplies, 10 Alloys)
In addition, all Laser weapons take less range penalties.
I am considering adding an additional weapon if they are something the modding community wants:
Laser grenade launcher which has increased range but cannot arc over cover.
Workshop Link: http://www.nexusmods.com/xcom2/mods/570/?
