VLM is a revisal of the armor and weapons used in Mass Effect 2, granting the player access to all available weapons and more...

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A detailed list and brief overview of changes made to weapons in the upcoming release of VLM.

Posted by Vetron on Nov 24th, 2012
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As part of an upcoming release I am writing up information on the changes I've made. This article focuses just on the changes I've made to weapons. It will be updated as further changes are made before release.

Basically weapons in Mass Effect 2 aren't considered side-grades, but rather direct upgrades; this is even clearly indicated in the UI. Part of the changes included in this mod does move away from that idea and instead focuses on each weapons unique play-style or behavior. An example of this is the Mantis and the Widow Sniper Rifles; the Window may do more damage per shot, but it comes with less ammo. I have also changed weapons to match the behavior of their Mass Effect 3 counter-parts, so this entailed having to rework several of the guns. But first below are the changes that effect weapons globally:

  • Weapons in the hands of squad-mates will no longer do reduced damage.
  • Weapons no longer auto-switch when out of ammo.
  • Weapons no longer give the impression of being direct upgrades in the UI.
  • Weapons sorted by designation/name in the UI.
  • Weapons can be unequipped via the loadout menu with the "none" choice.
  • Weapons will now be equipped with the maximum carryable ammo at the start of each mission when used in combination with upgrades.

Sniper Rifles

By default the Widow is the best sniper rifle, however now the Mantis and Widow are situationally 'best' weapons. Basically using a different weapon doesn't make it a direct upgrade, its a side-grade; a situationally better/weaker weapon.


M-29 Incisor

In Mass Effect 2 the Incisor has a much higher rate of fire and a significantly lower carry-able reserve ammo amount. It also fires its bursts automatically.

  • Fire mode changed (automatic to semi-automatic).
  • Fire rate decreased (600 to 450).
  • Max carryable ammo increased (30 to 120).

M-92 Mantis

Only one change I've currently made is to increase the ammo pick-up rate as this is the only gun in the game that has a reduced rate. I essentially set it to 'normal' so it only takes 2 thermal clips to fill up your reserve ammo.

  • Ammo pickup multiplier increased (0.5 to 1.0)

M-97 Viper

Notable differences to the Viper in Mass Effect 2 is its higher rate of fire, larger mag size and automatic fire mode. Essentially this weapon has been changed to a semi-automatic similar to the M-92 Mantis at the trade off of reduced damage per shot (but more damage over time).

  • Fire mode changed (automatic to semi-automatic).
  • Fire rate decreased (240 to 70).
  • Damage increased (81.9 to 98.04).
  • Ammo per mag decreased (12 to 6).
  • Max carryable ammo decreased (48 to 36).

M-98 Widow

In Mass Effect 2 only Legion and Shepard can equip this weapon with the lore reasons being the kick-back would shatter an ordinary human's arm. That's no fun. Mass Effect 3 allowed this gun to be carried by all with the lore being a company managed to develop a version with less recoil but retained firepower. So what I've done is updated the UI entries to match that of Mass Effect 3, so essentially this gun can now be carried. Of course I could of just left it 'as is' and hacked it in there so everyone could carry it.... but that would have been to easy and not to mention pretty lame. The only changes made to this weapon is a reduced ammo count making the M-92 Mantis not obsolete the minute you obtain the Widow.

  • Max carryable ammo decreased (13 to 8).
  • Weapon can now be equipped by all squad-mates (that can operate sniper-rifles).

Assault Rifles

The most common change I made to assault rifles was to adjust their ammo counts. The Avenger by default comes with 400 reserve ammo and the Mattock only 64? So mix of balancing and purely logical changes here.


M-8 Avenger

Minor differences are that the Mass Effect 3 version of this weapon has less ammo per mag and less ammo in reserve.

  • Ammo per mag decreased (40 to 30).
  • Max carryable ammo decreased (400 to 210).

M-15 Vindicator

The only changes made here was to give the Vindicator some more reserve ammo.

  • Max carryable ammo increased (96 to 144).

M-76 Revenant

This weapon is by default only equippable by Shepard with the lore reasons behind this being the weapon cannot be replicated. Ok, but why can't a member of my squad use it when I'm not using it? Now all your squad-mates can use it, if you care about the lore then only one member should carry it at once - but I think its a weak point and there is no real reason all your squad couldn't carry it.

  • Ammo per mag decreased (80 to 60).
  • Max carryable ammo decreased (480 to 360).
  • Weapon can now be equipped by all squad-mates (that can operate assault rifles).

M-96 Mattock

I've seen many requests to give this gun some extra ammo and this mod will not disappoint.

  • Max carryable ammo increased (64 to 96).

Collector Assault Rifle

No weapon specific changes made.


Geth Pulse Rifle

The only specific changes I made to this weapon was to increase the number of rounds per mag and decrease the reserve ammo slightly.

  • Max carryable ammo decreased (480 to 400).
  • Ammo per mag increased (40 to 80).

Shotguns

I admit I rarely use shotguns personally (as I've always played Infiltrator) so I am open to feedback if further changes need to be made here. However all shotguns with the exception of the Claymore have been buffed by giving them more reserve ammo.


M-22 Eviscerator

The only specific changes I made to this weapon was to increase its reserve ammo.

  • Max carryable ammo increased (12 to 15).

M-23 Katana

The only specific changes I made to this weapon was to increase its reserve ammo.

  • Max carryable ammo increased (10 to 15).

M-27 Scimitar

The only specific changes I made to this weapon was to increase its reserve ammo.

  • Max carryable ammo increased (16 to 24).

M-300 Claymore

Like the Widow sniper rifle, the Claymore is restricted to certain members of your squad being able to use the weapon with the lore reasons behind this being the excessive kick-back (shattering the arm of anything other than a Krogan). No fun. So I've updated the weapon descriptions (to similar background as Mass Effect 3 where this weapon is usable) and unlocked it for all members of your squad to use. To balance this weapon with other shotguns the ammo it carries in reserve has been decreased slightly making it a situational weapon and no longer a direct upgrade to the Katana.

  • Max carryable ammo decreased (10 to 8).

Geth Plasma Shotguns

The only specific changes I made to this weapon was to increase its reserve ammo.

  • Max carryable ammo increased (10 to 15).

Submachine Guns/Auto-Pistols

In this category of weapons it has always been the Tempest is an upgrade to the Shuriken. It shouldn't be like that. Now each weapon has its strong points; the Shuriken is fires in bursts and is more accurate, whereas he Tempest is fully automatic and as a result its accuracy suffers during continuous fire at short-to-medium range but a superior weapon while in close quarters.


M-4 Shuriken

In Mass Effect 3 this weapon differs slightly, it fires in six-round bursts instead of three and carries more ammo both per mag and in reserve.

  • Burst fire rounds changed (3 to 6).
  • Fire mode changed (automatic to semi-automatic).
  • Ammo per mag increased (24 to 36).
  • Max carryable ammo increased (240 to 324).

M-9 Tempest

y default the Tempest is a direct upgrade to the Shuriken, by implementing the changes to the Shuriken listed above and decreasing the Tempest's reserve ammo slightly both guns are more or less on par with one another.

  • Max carryable ammo decreased (450 to 350).

M-12 Locust

No weapon specific changes made.


Heavy Pistols

Only the Phalanx has any notable changes here, the others just receive minor ammo increases.


M-3 Predator

The only specific changes I made to this weapon was to increase its reserve ammo (you carry 2 more clips) and increase the number of rounds per clip.

  • Ammo per mag increased (12 to 15).
  • Max carryable ammo increased (60 to 90).

M-5 Phalanx

I actually never used the Phalanx in Mass Effect 2 (even though I always had the DLC) prior to using it Mass Effect 3 Multiplayer where it became a gun I then widely used. Its the first pistol you'll likely max out with upgrades after the Predator. However in Mass Effect 2 this gun is closer to an M-77 Paladin; its slow firing, and does more damage per shot than a Carnifex. Oh and not to mention the weird laser attachment it seems to have. Anyway gun reworked, laser attachment removed and standard zoom crosshairs brought back. I like how the gun behaves in Mass Effect 3, its a nice pistol (and I even prefer it to the Carnifex!).

  • Laser attachment removed.
  • Fire mode changed (automatic to semi-automatic).
  • Fire rate increased (80 to 250).
  • Damage decreased (109.8 to 55.8).
  • Ammo per mag increased (6 to 12).
  • Max carryable ammo increased (24 to 72).

M-6 Carnifex

The only specific changes I made to this weapon was to increase its reserve ammo (you carry 2 more clips).

  • Max carryable ammo increased (18 to 30).
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coap Online
coap Nov 24 2012, 3:42pm says:

You reworked the phalanx? Great! I hated it in ME2, but I loved it in ME3...
Also, I don't know if it's a bug, but I found the Geth rifle only 1 time... The others (with a new savegame of course) I didn't find it...

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Released Jan 14, 2011
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