Xcom 2 Chosen Weapons
Research, Weapons & Items New Projects List. As you progress in XCOM 2: War of the Chosen, you’ll find all-new research projects.These can completely change the way some items function,.
These commands are all tested and do work on my game. All you need to do to activate the console is to start the game with “-allowconsole”. Supplies, Intel, Elerium, Alien AlloyAddItem AlienAlloy 10000AddItem EleriumCore 10000AddItem EleriumDust 10000AddItem Intel 10000AddItem Supplies 100000 All Armor and VestsAddItem HazmatVest 100AddItem HeavyPlatedArmor 100; adds 100 E.X.O. SuitsAddItem HeavyPoweredArmor 100; adds W.A.R. EasyObjectIdsBelow is quoted from forums here:GetAll XComGameStateUnit strNickNameGetAll XComGameStateUnit strFirstNameGetAll XComGameStateUnit strLastNameGetAll XComGameStateUnit ObjectIDtyping one of the first three commands will give you a list of all units and their names (fist, last, or nick, depending on which command you used). The list doesn’t contain the ObectID, but it does give you something called XComGAmeStateUnit, which is a temporary number given to the unit by the game.Next, you use the GetAll XComGameStateUnit ObjectID command, which lists everyone b their ObjectID.
This list will also contain the XComGameStateUnit number from before, so you can match the two lists and get everyone’s permanent ObjectID.
Contents.Weapon Stats Main Weapons RiflesRifles are the standard issue weapons for Rookies, Specialists and Psi operatives. They are generalist weapons, not excelling in any particular situation.
Clip size 4WeaponBase DamageListed Crit Damage 1Actual Crit Damage 2Critical ChanceRangeMod Slots3-5?5-70%Medium15-7?8-100%Medium+27-9?11-130%Medium21 Notes.ShotgunsShotguns can only be equipped. They are high damage, short range weapons.
Xcom 2 Vs War Of The Chosen
They gain double aim bonus at close range relative to assault rifles, but suffer aim penalties at longer range. Clip size 4.WeaponBase DamageListed Crit Damage 1Actual Crit Damage 2Critical ChanceRangeMod Slots4-6?7-910%Short16-8?10-1215%Short+28-%Short21 Notes.CannonsCannons are the heavy weapons carried by Grenadiers. They do high damage but have smaller clips than assault rifles. Clip size 3.WeaponBase DamageListed Crit Damage 1Actual Crit Damage 2Critical ChanceRangeShreds 3Mod Slots4-6?6-80%Medium116-8?9-110%Medium+228-10?12-140%Medium323 Needs 'Shredder' AbilitySniper RiflesSniper rifles can only be used by Sharpshooters. They suffer penalties at short range. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles require two actions to fire/overwatch.
Clip size 3.WeaponBase DamageListed Crit Damage 1Actual Crit Damage 2Critical ChanceRangeMod SlotsSniper Rifle4-6?6-810%unlimited1Gauss Rifle6-8?9-1110%unlimited2Plasma Lance8-%unlimited2Sniper rifles will be able to shoot as long as the enemy is in a teammate LOS, but with an aim and critical chance penaltySPARK WeaponsSPARK Weapons can only be equipped by units, introduced in the DLC. Similar to the Grenadier's Cannon, they pack a punch and are capable of naturally shredding armor without any upgrades; however, due to the SPARK's poor skill, they quickly fall off at longer ranges. Modern firearms fallout 4 pc. Clip size 3.The DLC gave them the ability to their weapons with add-ons, similar to the other playablable classes.WeaponBase DamageListed Crit Damage 1Actual Crit Damage 2Critical ChanceRangeShreds 3Mod Slots4-6N/AN/A0%Medium116-8N/AN/A0%Medium+228-10N/AN/A0%Medium233 Needs 'Shredder' AbilitySecondary Weapons PistolsPistols are secondary weapons carried by Sharpshooters, mainly as backup weapons when the Sharpshooter needs to move, but with Gunslinger perks they can become quite potent in their own right. They cannot receive weapons modification but will shoot specialized ammo if you equip them.