Weapon Ranges Rebalanced

⭐ — (20 endorsements) 📥 953 downloads 📌 v2.0.0.a3 📅 3/10/2026
🟢 Updated this month

By LucaDena · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 9/25/2026 📅 Created: 3/10/2026

🔍 Analysis

  • 👍 2.1% endorsement rate — high engagement, a strong quality signal
  • ✅ Updated 36 days after the latest game patch — actively maintained
  • 🏆 #15 of 45 Gameplay mods in this game by downloads

📋 About This Mod

Wargame-inspired rebalance of weapon MaxRange only — min range, ideal range and accuracy are vanilla. Machineguns outrange rifles, snipers dominate long range, mortars and ATGMs have real standoff reach. Every weapon class has a distinct

Balanced Weapon Ranges

A wargame-inspired rebalance of weapon engagement distances across all infantry weapons, special weapons, vehicle turrets, and modular vehicle weapons.

Overview

The vanilla weapon ranges are functional but flat — assault rifles, machineguns, and battle rifles all tend to cluster around the same numbers, which dulls the tactical identity of each weapon class. This mod spreads ranges out so that every weapon has a clearer role on the battlefield.

What This Mod Changes

Only MaxRange is modified. Minimum range, ideal range, and accuracy are completely untouched. This is intentional — the goal is to extend engagement envelopes without changing how weapons feel to use. A machinegun still handles like a machinegun up close. You are just giving it the reach it deserves at distance.

The following weapon categories are affected:

  • []SMGs & PDWs — short range, as they should be. These are room-clearing tools, not field weapons.[/]

    []Carbines & shotguns — slightly above SMGs, still firmly CQB.[/]

    []Assault rifles — mid-range backbone. Tier variants and role variants (CQB, RANGE, SOF) now have meaningful spread between them.[/]

    []Battle rifles — noticeably longer reach than ARs. Worth the weight.[/]

    []Machineguns (LMG/MMG/HMG) — now clearly outrange rifles, as any wargamer would expect. LMGs beat ARs, MMGs beat battle rifles, HMGs beat everything short of dedicated marksman weapons. Tripod-mounted versions get a further bump for their stable firing platform.[/]

    []Designated Marksman Rifles & Sniper Rifles — the biggest relative gains. Snipers are now genuinely dominant at long range and reward bringing dedicated marksmen.[/]

    []Anti-materiel rifles & AT rifles — long reach to match their specialist role.[/]

    []Grenade launchers & RPGs — modest bump, tiered by model.[/]

    []Mortars — significant range increase. Indirect fire should feel categorically different from direct fire.[/]

    []ATGMs — strong standoff range to reflect their real tactical purpose.[/]

    []Flamethrowers — unchanged. Their short range is their identity.[/]

    []Vehicle weapons (modular and turret) — follow the same logic. Vehicle MGs outrange infantry weapons, long cannons dominate, ATGMs are standoff kings.[/]

    Changes in more details as requested: (subject to change)

    • []SMG (T1) — 5 → 6[/]

      []PDW (T1) — 6 → 7[/]

      []Shotgun — 5 → 6[/]

      []Assault Rifle (T1) — 7–8 → 9–11[/]

      []Assault Rifle (T3) — 10 → 14[/]

      []Battle Rifle (T1) — 9 → 12–13[/]

      []Battle Rifle (T3) — 11 → 16[/]

      []Light MG (T1) — 7 → 13[/]

      []Light MG (T3) — 9 → 16[/]

      []Medium MG (T1) — 8 → 15[/]

      []Medium MG (T3) — 10 → 19[/]

      []Tripod Heavy MG — 10 → 19[/]

      []DMR (T1) — 10 → 15[/]

      []DMR (T3) — 12 → 19[/]

      []Sniper Rifle (T1) — 11 → 16[/]

      []Sniper Rifle (T3) — 13 → 20[/]

      []Anti-Materiel Rifle — 11 → 16[/]

      []RPG (T1) — 7 → 10[/]

      []RPG (T2) — 8 → 12[/]

      []Light Mortar — 11 → 17[/]

      []Medium Mortar (tripod) — 14 → 21[/]

      []ATGM (vehicle) — 11 → 18[/]

      []Vehicle Heavy Cannon — 11 → 17[/]

      []Flamethrower — 4 → 4 i[/]

      Philosophy

      This is not a "make everything stronger" mod. It is about giving each weapon class a distinct tactical identity. A squad armed with machineguns should be able to suppress at ranges a rifle squad cannot. A sniper should be able to engage before the enemy can return fire. A flamethrower team needs to close distance — and that should feel dangerous.

      Balance Note

      This mod was originally made for personal use and is still a work in progress. Some values may need further tuning. Feedback and suggestions are welcome.

      Pairs Well With

      This mod is most impactful when units can actually see across those extended ranges. It is designed with the following companion mods in mind:

      Visibility Overhaul — extends detection and visibility ranges to match the new weapon reach. Highly recommended.

      Stronger Covers — with longer engagement ranges, cover becomes more important. This mod makes holding and using cover feel more meaningful.

      Installation

      Use the MenaceAssetPacker to deploy and activate the mod.

📊 Mod Details

Game
Menace Mods
Author
LucaDena
Version
2.0.0.a3
Downloads
953
Endorsements
20
Category
Gameplay
Created
3/10/2026
Updated
9/25/2026

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