The FOV in XCOM2 can be altered in two main ways: by creating FOV hotkeys in
XComInput.ini and by altering settings in
XComCamera.ini.
XComInput.ini has three main parts you need to edit:
[Engine.PlayerInput] mostly applies to menus (main menu, multiplayer, character pool).
[XComGame.XComTacticalInput] applies not only to tactical gameplay, but also to the Skyranger's interior and squad deployment cut-scenes.
[XComGame.XComHeadquartersInput] applies to everything Avenger-related: overview and individual rooms, holoscope, and cut-scenes of the Skyranger returning from the field as well.
I decided to use Numpad 0, 1 and 2 as my FOV keys. 0 will be a backup (FOV=60), 1 a low FOV (like 20 or 30) and 2 a high FOV (80 or 90).
To do this copy this block...
Code:
Bindings=(Name="NumPadZero",Command="FOV 60")
Bindings=(Name="NumPadOne",Command="FOV 20")
Bindings=(Name="NumPadTwo",Command="FOV 90")
...and paste it under each of these lines:
[Engine.PlayerInput]
[XComGame.XComTacticalInput]
[XComGame.XComHeadquartersInput]
Adjust values to your liking. Each section is independent, so the same key can be used for tactical FOV 80 and HQ FOV 30 for instance.
Now you can zoom in on all the lesser-known corners of the Avenger.
On the holoscope, the combination of mouse wheel zoom and FOV keys allows for fine control over the camera at any altitude. FOV keys also work during trips and evasive maneuvers, while all other camera controls are confiscated.
During missions, FOV keys have a drawback: using them breaks the alignment of the red outlines when aiming.
They have their uses, though.
The best way to change base tactical FOV however is through
XComCamera.ini[XComGame.X2Camera_LookAt] is where you'll find the base FOV of the top-down view:
HumanTurnFov=60 (default)
HumanTurnFov=45
HumanTurnFov=90
[XComGame.X2Camera_RushCam] is the third-person camera used when the last squad member to play uses sprint over a long enough distance. Feels pretty cramped by default.
FOVInDegrees=45 (default)
FOVInDegrees=80