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Max_Caine

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Posts posted by Max_Caine

  1. Air support is utterly unfair. Utterly unfair, and boring. You get to face it in Phantom Doctrine. An invisible, invincible monster with LOS to all points of the map and weapons which if you stray into their AOE, kill you instantly. It's "balanced" in Phantom Doctrine by giving a timer before it hits the player, and making it unusable inside buldings, which are invulnerable. It adds tension to Phantom Doctrine because the player can't use it. Honestly, the more people ask for air support, the more tempted I am to try and mod a simulation of the kind of air support they think they want, and find out that when they can kill everything across the map with no effort just how boring that is. 

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  2. Coffee Potato and I have recently been collaborating on laser balance. He's made some amazing (unlisted) videos showing the effect of changes on the laser rifle, and I'd like to go through them with you.

    The first video considers changing the laser rifle down to a 3-size cell - doing nothing more than that. At the same time, he;s got some great commentry on LMG proliferation. I think LMGs may have to be more TU expensive, as Coffee's video opened my eyes to how potent LMGs can be now. Also, I think in terms of solider balance, I think you're going to have to introduce a TU/stat cap as it's fairly easy yto break the game if you can take care of your troops. Changing the laser rifle to a 3-size cell didn't really make that much of a difference to the weapon. All that happend is the cell ran out sooner rather than later. We discussed the laser rifle, and discussed your comment on giving the laser rifle unlimed ammo. We thought what it would be like to try that, and it produced some interesting changes in the second video. If you Xcom 1994 the laser rifle, giving it snap, autofire and aimed and make autofire the primary method of shooting, then you have some interesting ammo management going on. You only have 3 shots a turn to use, and if you spned all that in a single burst then great, you might kill a bad guy but then you're stuffed the rest of the turn and any overwatch you want will be dependant on secondary weapons, making secondary weapons potentially more valuable, especially as laser weapons are lighter in comparison to their ammo0hungry ballistic brethern.

     

     

  3. In Xcom 1994. the damage from a crash was simulated by giving the power sources a chance to explode (75%). If they did, the power source would explode with the force and radius of a blaster bomb, simulating damage without having to hand-generate it. It's just an idea, but if certain tiles were pre-set with "bombs" that detonated during map generation causing random damage then crash-landing damage could be simulated without having to hand-craft it. That may, however, be impossible to do or be impractical in terms of processing. 

  4. So that people are aware, recharge rates can be set on a per-weapon basis. Currently rifles regenerate 2 shots per turn, lmgs 3, snipers 1, shotguns 1 and pistols 1. This can be altered. The energy cell for laser weapons is almost universal - only lmgs have a larger cell. So everything except lmgs have 5 shots, lmgs have 10. 

    EDIT: The pistol is a good example of draining the cell, but not in a good way. Snap shots are 10 TUs, aimed are 15. Because the accuracy is so crappy, it's easy to drain the cell trying to hit a target because the TU is so light, then you're left with 1 shot a turn and a whole lotta nuthin' if you're kitted out with a combat shield. I jacked up the accuracy of the pistol to compensate for that 

  5. Eh, I'd advise against making the cells any smaller. If a binary either/or situation (I can use a burst, or I can keep shooting) is forced then the "choice" is lost. I personally believe it's better to encourage people to think it's a good idea to drain the cell rather than force a binary choice on them. I can pretty much predict when X2 goes early access, if the cell is any smaller it will be modded to be made larger. 

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  6. You can't reload laser weapons. They are currently designed so they regenerate a set number of shots per turn. This varies on the weapon type. The cell in the current iteration for most laser weapons is 5, 10 for the LMG, which fires 5 shots. 

     

    EDIT: This is why I am reluctant to comment on laser weapons - unlike starting ballistic weapons, their design may radically change. 

    EDIT 2: I went back and looked at why I did what I did. 80 for accuracy sounds good on paper, but when you put those weapons in the field 3 zaps at burst is with a solider who has 80 accuracy (i.e. high end) has a 64% chance to hit, verses a 104% (uncapped) chance to hit with an aimed shot. It isn't the shots you miss with that do damage, and that bore out in my field tests. Soliders did more property damage than alien damage when firing off bursts from a laser gun, just as they did in Xcom 1994 when you could set the autofire to 99 shots. 

  7. I'm a little reluctant to comment on laser balance, seeing as like all the other tech beyond ballistic they're up in the air at the moment but there are a few things I can say. In the current iteration of lasers my first experience of laser was "they're so light!". In comparison to ballistic you can sudenly carry a lot more gear as you neither need nor can use spare energy cells and it's surprising how many weight units ammo takes up, especially the LMG. My personal thoughts on how to balance them were inspired by a comment of Chris's in the 6.2 balance thread, where autofire in Xco 1994 was considered the default. By making single shots expensive, but bursts cheap and making both reasonably accurate I lean towards using cheap autofire and as a result, a quick draining of the energy cell. With the laser rifle I actually took out snap and normal, leaving only aimed and burst reducing the cost of burst from 30 to 20 and boosting the accuracy from 45 up to 80 so in effect burst becomes the new normal. Also, I dropped the damage. If I understand correctly, the ballistic weapons have a base damage of 30 (from weapon.json). The general damage increase of 45-55 from lasers is a step up  but if you want to make Sebellians resiliant to energy weapons then their resilience has either got to go up or the damage of lasers has to go down as the extra damage from laser (another 15-25) is enough to counter the resilience of Sebellians. I reduced the damage in general down by 5 to heighten the difference betwen Psyons and Sebellians more clearly. 

     

    In Short: (laser rifle): Remove (Snap) and (Normal), (Burst): Accuracy: 80, TU: 20. Damage: 40 (rifle/LMG) Damage: 32 (shotgun) Damage: 50 (Sniper rifle). 

  8. This is going OT, but it's more TU efficient to drop everything in the same space and not move the soldier. If anything offensive is left, the soldier will use it (e.g. grenades even smoke). The solider wil otherwise simply run in a random direction. You can then run back to where you dumped the stuff.

     

    Back OT.

     

    Ballistic Pistols and Combat Shields

    I hadn't really taken much notice of ballistic pistols until I got combat shields, as I didn't really use them. When I started to use combat shelds, I found them severely lacking. A pistol may be cheap to shoot for 10 or 15TUs, but they miss most of the time so you're not really going to do much, if any damage with them. Seeng as how pistols are the only ranged weapon a combat shield armed solider can use, the combat shield trooper needs a bit more bang for his buck to compete with other weapons. So, I experimented a bit with making ballistic pistols more like mag pistols. Making snap 3 shots help a lot with missing - one can imagine the pistolier is simply snapping shots off as quickly as he can What II did with normal was to keep it one shot, but to boost the accuracy from 80 to 120. 15 TUs doesn't seem a lot, but it adds up quite quickly even for high TU soldiers. 

    Combat shields need a bit of a bost as well. For $100,000 and 5 alloys, they don't last very long against mag or plasma fire. My main use of combat shields is for those troopers to draw overwatch fire and storm positions that would be fatal for even shottie armed troopers to get in close with. I boosted the HP of shields from the master value of 80 to 150. They still don't last that long, but they last a lot longer than they do now!

    In short: Pistol: (Snap) Shots Fired: 3, (Normal) Accuracy: 120. Combat shield: Hp val:150, max: 150. 

  9. Half the time if there's an alien spawned close to the LZ, that alien isn't even looking at the dropship. If the alien isn't looking at the dropship, they won't turn until someone shoots and hits them, giving me plenty of time to get everyone out the bus and into cover. If I face Psyons AND they are looking at the dropship then first things first, smoke out, then advance under the cover of smoke because you can't target through it. If facing Sebillians they have terrible reflexes so I can get out before they realise their gun has a trigger. If I've got combat shields then I use that guy to draw fire if necessary. When facing a raid a good strategy for me is to get out all one side. On the docklands map I usually get everyone out the side with all the crates because there's plenty of cover. Getting everyone heading in one direction means I can maximise the odds against the aliens spawned in one side while aliens the other side have to catch up, and by the time the aliens on the other side have caught up, I've gunned down all the aliens one side. 

  10. If gunners can only shoot what they see then that's fine, I can kite enemies back to the dropship. It's not hard because enemies are predisposed to behave aggressively - they will seek my troops out. This is especially true in raids and terror sites. If the issue is the LZ is hot, then the solution isn't to make special cases which are open to abuse beyond their intended value, but to re-jig the map so the LZ isn't hot. 

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  11. It isn't the behavior of something in the real world which is degenerate. It is the supremacy of using effective, invincible rapid-fire weapons to cut down opponents that have no chance of defending themselves that is degenerate. The moment you have to start introducing special cases to prevent games devolving into giant kiting sessions something has gone wrong. 

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  12. Converted Weapons: I'm not sure what direction you want to take the converted mag/converted plasma weapons. Heck, I'm not sure what direction you want to take the rest of the tech tree armoury. I'm guessing that you want to say "Now you can use the enemies weapons against them, but DRAWBACKS" because otherwise why would I want to research/make any of the human gear? At the moment, the converted weapons are slightly more expensive to use than the basic ballistic, have the same accuracy (or feel as if they have the same accuracy) and do more damage. How's this for balance: no burst and no aimed on converted weapons, but damage normalised at 55, so converted alien weapons are noticeably clumsier (and in the case of mag weapons, it really hammers home what Sebs can do with them but you can't) but they are more powerful.

     

    In short: No (Aimed), No (Burst), Damage: 55. 

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