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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Yes, i was thinking about the various spear entries. Example: Technichally the Spear Cannon doesnt shoot spears, they are still bullets. If you want to emphasise the heavy aspect of the bullet you can use "rod", but shooting spears isnt the appropriate wording imho. This is a spear throwing machine and thats not what we have (although it is almost identical as a structure ): But even than its not really a "spear". A "spear" is always something which a human hand throws. If a machine is involved its called firing rods. Because thats what they basically are, rods. So much for linguistic . I would be much very much obliged if you do so. But when you do it i dont really understand why the information is there in the first place. Snipers are not the only weapons which cant be fired in their highest mode anymore. Does the writer of the Xpedia hold snipers in higher regard than other weapons ? Are the weapons which are not mentioned of less importance ? Are snipers mandatory ? You see, no matter what you do, if you dont objectively follow through with a rule highlighting certain things makes prejudice almost completely certain. A balance, which can easily be changed with the next patch. Now i totally understand that not being able to fire snipers as well as before is an important and useful information for you, as it is for many other players. But in my oppinion masticating the connection between an armour increasing TU% and certain weaponry is something the players should find out themself. This is called "discovery" in games and is a very important point. If you masticate every bit of thought process for the player you are robbing them of the experience of making the connection themself. Have you ever seen infants/children and how important it is to them to do the stuff themself ? Its because nobody else can give you the experience of doing an action yourself, and coming to the proper conclusions afterwards. Look at the Pulse Precision MK3 and you will see that your statement doesnt even hold true for all snipers/precisions. I would be much obliged if you rethink that approach. About #batteries A Terror Dreadnaught has 43 280 hp and a MAG Turret does 11 000 dmg, with a miss rate of 50%. This means 4 hits bring down a Dreadnaught, which is the same ratio than in any other phase. You need 8 batteries to have a 50% chance to shoot down a full hp Terror UFO. So i cant really do anything without screenshots, video proof and a save game to look into it, if you desire that i do this. Have you checked if your turrets were not Plasma ones at the time of the assault ? Dealing 2700 damage on a 92% damaged 43 280 UFO sounds about like 6.25 percent, which seems to overlap with your 7% of damage. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Nothing is perfect. Are you suggesting another string to indicate whether or not a weapon can be equipted on an exosceleton ? The pros are that it is visible to the player which weapon is equiptable on heavy armour, the con is that the strings are already overloaded and cant take yet another ambiguous line. That should be about correct. Technichally, it doesnt. It upgrades the normal workshops/labs to nano/quantum ones, which have higher capacity. Since there are no Xpedia entries for those, its ok if a hint is inside the base upgrade. Depending on the development, i think our proclivity is towards the SHOCK effect, eg. the SHOCK effect slows, not the slow effect. I know im dragging you left and right, but thats how development goes. For now you can just keep it until we have a more visual indicator. Need more data and a more detailed description. Possible alternative word for spear = rod. (providing the wearer with a lot of protection against smoke and gas effects ). The sentinel armour provides a quite good protection vs incendiary and chemical damage. I personally dont like this line. While it might be your personal oppinion that sentinel armour doesnt go well together with snipers, putting this into the Xpedia basically tells the player what to do. This is not the X-Division principle. What if players form a different oppinion ? Does the game than tell the player she is wrong ? Laser weapons are precision weapons, different to true snipers, yet they have the same problem. To put all problematic weapons in one bathtube and letting the players figure out which ones arent meant is the same as saying nothing at all, just with the difference that you wrote something players might attribute value to ( because they kinda have to trust the Xpedia ). So, this is not what X-Division stands for. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
"Heavy" in this case only means if the weapons accuracy drops after moving. As far as i know "LOWEST OF STR OR ACC AT AIM" is a better indicator for what exosceleton can wear. I looked into the files and there is no clear indicator to the player what constitutes a weapon which can also used by predator armour class armours. LOWEST OF STR OR ACC AT AIM is an indicator but the flamethrowers for instance can be used with a heavy armour without having those attributes. The best thing you can do is just to produce a heavy armour and try out if your favourite weapon works with it. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@PALU Still any questions about the delicate well thought through balance of X-Division ? -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Oddly enough this is the conclusion i came to as well, until i realised exosceletton cant operate something as delicate as a sniper. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
I think you are "forgetting" to point out that "cant be used" means the highest aim option cant be used, while the other 2 can still be used. Thats correct. Apart from the fact that your snipers should already have decent accuracy with the first 2 options it is indeed to powerful to have a flying, relatively well armoured armour shoot 2 times. The side effect of this is that you cant use the highest aim option. You will need to use other, less potent snipers like the MAG Precision or the Pulse Precision one, which obviously are either less powerful or have less range. Or you climb the house like a normal human being, by foot. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@Light Scout I think what @PALU said is a good summary: Apart from that on more difficult levels of X-Division you will have to use whatever you have at your disposal. In my playthrough i teched straight towards laser tech, but than the game gave me 90% sebillian missions, and i reluctantly had to tech towards Division weapons for an inbetween bridge until the game decided to let me get more energy cores. From a balanced 50/50 viewpoint you will not have the tech nor the resources to either skip Division weapons or Laser weapons entirely. I usually try to get my hands on energy damage, and substitute the long range suppression with Division weapons, because suppression doesnt care about damage type. Division Miniguns are almost as good as Laser ones at point blank range so you can substitute missing miniguns with some kinetic ones most of the time. Discs are quite vulnerable to kinetic miniguns, for once because of their size and secondly because of their low kinetic resistance. The Laser weapons are definitely lacking in the suppression department, as they dont really have a dedicated hmg ( the Gatling is a LAB failure ). The newly introduced SHOCK effect for kinetic shotguns and smgs slightly give you more options on the kinetic side to consider. The cannons have some nice niche picks with their burst options and the ballistic sniper has more power and penetration than the Laser one. I was still around when everybody was only using kinetic weaponry because on paper they simply had slightly more power and mitigation all around. Then .4 introduced the new androns with their high kinetic resistance and the meta shifted heavily towards energy weapons. The weapons themself didnt change, only the meta around them did, and so they became quite valuable. As Palu said the most important point is that your team and your strategy is well rounded, so the prefered weapon loadout usually dictates what kind of damage type you need to bring to the battlefield. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
No SMGs until Phase 3 ! Not that you need it, every MAG weaponry has its own burst mode anyway ><. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
The problem that the SMG has it is never truelly the weapon of choice. If you want to deal damage you go for a pistol. If you want to be highly manouverable after shooting you take a pistol. If you want suppression than you usually take an hmg because of the longer range and better suppression. It doesnt help you one bit to 80% suppress a target, but to need support from others to finish the suppression job. It doesnt help that neither the damage, the suppression nor themanouverability is something an SMG can achieve without the support of other weapons. There is basically not a single outstanding feature for an SMG. Yet if we buff them too hard by even a hairs breath they can easily become the next meta. I hope with the addition of the SHOCK effect the weapon gets more a niche of its own, while the increased bullets dont really increase the damage because of the abysmall accuracy anyway, but it increases the damage a bit in point blank situations, which should give it a slight edge against pistols in point blank situations. @Svinedrengen -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@Svinedrengen For now i have increased the bullet per burst from 6 to 8 and clip capacity from 30 to 40. I also adjusted the accuracy of the gauss smg. Edit: strings.xml weapons.xml weapons_gc.xml -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
I looked at the situation and i dont think they need their % use lowered. Lowering the % use is the laymans first thought, but you have to keep the weapons unique. Whats so unique when every problem gets solved with lowering TU% ? Instead i think increasing the amount of bullets to a higher number and adjusting the clip capacity. From 6 to either 8 or 10 bullets and from 30 to either 32 or 40 bullets per clip. Hard to say which one is more appropriate. But alas that is why we have a development team, you need to throughly test these changes in the short, medium and long run. X-Division was not build upon people trying to think out problems, but with hard statistical data to back up their decisions. X-Divisions work has been layed down, but if you want to improve on the SMGs that is the direction i would be looking at. -
The position of your "top of the list" seems to be situated where normally the meat is in a hamburger.
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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@Larry BurstynI think you requested something like better visible facehuggers for your eyes: Into C:\Program Files (x86)\Steam\steamapps\common\Xenonauts\assets\mods\X-Division: aiprops.xml This removes the ghost ability, which means facehuggers will create an visible icon on the right sight for you. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Antimatter Technology 2 is not unlockable in the current version .01. This doesnt keep you from getting Antimatter Technology 1,3 and 4 though. The armour progression has been stretched so that some armours are faster reachable, while others have a more logical progression. The goal was to better distribute armour research so you get enough time to play around with a new armour before the logically next one gets unlocked. Some roborex dependencies were removed which made 1 armour not unlockable. A data hack had an inappopriate, but still researchable requirement. A few fixes all around the board. Additionally the research was optimised for Palus Shining Xenopedia. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Savescumming or not ? A guide to proper gameplay experience. -
@Solver Congrats on the successful migration to the new server. It looks to work as smooth as baby food is.
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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@PALU "resulting in" And i think we can make a better connection from now on between "shock" and "slow", as "slowed" might be the future notification that a unit has indeed been affected by the shock effect. The resulting text could be "resulting in the victim being slowed for the next turn." Edit: The targeted change would be a "Slowed" text similar to the "Resisted" text when a projectile hits a target. This is still in the works though. 4 Caelium, 48 Light Fibre, and 48 Dense Fibre shot down -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Give me the full path and name of a specific asset you have been working on, and your results. Maybe i can see what i can do. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@Dagar @PALU @Svinedrengen Give me some quality of life changes you would like to see in X-Division and which cant be possibly modded in. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Love you. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@PALU Im not quite understanding what you are writing about, apDamage="0" is equal to the code of line not being there. The apDamage gets applied to all SMG and shotgun versions equally. No flamethrower weapons have any apDamage numbers. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
I didnt work on it. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@Svinedrengen Hey, somebodys playing your map : -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Jup, at least i didnt understand it as such, especially since the more important SHOCK explanation comes right after it. That is ... the same. The reason why standart penetration bullets dont cause so much damage is because they shoot right through the body, only transfering very little kinetic energy into the target. The reason why expanding bullets are tearing holes into a victims body is because they increase their area upon impact, and thuse transfer an infinite more amount of energy from the bullet onto the actual body ( think about it like a miniature steel fist ). Check the EMP values, i increased them greatly. Also, that blue numbers above mechanical units appear is a pure visual vanilla bug, no stun is actually done to mechanical units. Blue numbers also dont have any correlation to EMP, EMP damage is RED, like normal damage. The way EMP works is that it checks if the actual damage, or the EMP damage ( if applied ) is higher. The game then takes the higher number and displays it as a red damage counter. Easy to understand once you know it. Finally somebody happy with melee weapons . The SHOCK effect is only present on kinetic shotguns/smgs and shock/electron weapons for reasons stated above. In case of the kinetic ones, i think the modified ammunition is a great explanation for the SHOCK effect ( even though you might need to find another explanation than kinetic force alone ) and it is also a great explanation why the shotgun has such low penetration ( mitigation ) values, even though there could be models with higher penetration. The same goes for the smg. Indeed. There is still a difference between a trained muscular arm taking the recoil which doesnt have any inner organs to worry about, and your breast taking the recoil, with far less trained muscles against the impulse and all important organs ( both lungs, heart, windpipe, liver and stomach ) taking the shock right behind. As you correctly pointed out armour cant prevent the impulse from a kinetic force, it can only dissipate it over a greater surface area. So relatively speaking there is a difference between putting out kinetic energy where your arms can support it, and taking the impulse, where your arms cant help you at all. Heres a bizeps for your admiration: https://youtu.be/qqOqdyiFz9g?t=887