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odizzido

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Posts posted by odizzido

  1. oh no, keep the single fighter disassembly, but also add a 3X option. I was making something and ended up with like 11 fighters at one point. I could easily see you having more in storage as well. I just thought it was tedious is all.

    edit-----

    K so I've never really looked at modding this game before, but something like this is what I mean

    This is what you have:

    <Row>

    <Cell><Data ss:Type="String">ManTech.FighterDSB</Data></Cell>

    <Cell><Data ss:Type="String">Aircraft</Data></Cell>

    <Cell><Data ss:Type="Number">10</Data></Cell>

    <Cell><Data ss:Type="Number">1000</Data></Cell>

    <Cell><Data ss:Type="String">1xItems.FallenFighter</Data></Cell>

    <Cell ss:Index="8" ss:StyleID="s68"><Data ss:Type="String">StockItem( "Items.FighterHull" );StockItem( "Items.Alienbeam" );StockItem( "Items.Alienalloys" );</Data></Cell>

    <Cell ss:StyleID="Default"/>

    <Cell ss:StyleID="s74"><Data ss:Type="String">airplane.human.datacore</Data></Cell>

    </Row>

    This is what I suggest:

    <Row>

    <Cell><Data ss:Type="String">ManTech.FighterDSB</Data></Cell>

    <Cell><Data ss:Type="String">Aircraft</Data></Cell>

    <Cell><Data ss:Type="Number">10</Data></Cell>

    <Cell><Data ss:Type="Number">1000</Data></Cell>

    <Cell><Data ss:Type="String">1xItems.FallenFighter</Data></Cell>

    <Cell ss:Index="8" ss:StyleID="s68"><Data ss:Type="String">StockItem( "Items.FighterHull" );StockItem( "Items.Alienbeam" );StockItem( "Items.Alienalloys" );</Data></Cell>

    <Cell ss:StyleID="Default"/>

    <Cell ss:StyleID="s74"><Data ss:Type="String">airplane.human.datacore</Data></Cell>

    </Row>

    <Row>

    <Cell><Data ss:Type="String">ManTech.FighterDSB3</Data></Cell>

    <Cell><Data ss:Type="String">Aircraft</Data></Cell>

    <Cell><Data ss:Type="Number">10</Data></Cell>

    <Cell><Data ss:Type="Number">1000</Data></Cell>

    <Cell><Data ss:Type="String">3xItems.FallenFighter</Data></Cell>

    <Cell ss:Index="8" ss:StyleID="s68"><Data ss:Type="String">StockItem( "Items.FighterHull" );StockItem( "Items.Alienbeam" );StockItem( "Items.Alienalloys" );StockItem( "Items.FighterHull" );StockItem( "Items.Alienbeam" );StockItem( "Items.Alienalloys" );StockItem( "Items.FighterHull" );StockItem( "Items.Alienbeam" );StockItem( "Items.Alienalloys" );</Data></Cell>

    <Cell ss:StyleID="Default"/>

    <Cell ss:StyleID="s74"><Data ss:Type="String">airplane.human.datacore</Data></Cell>

    </Row>

  2. I am not sure about requiring alien weapons to make your own. I think the more basic ones like laser weapons or advanced projectile ones should just cost alloys.

    What you could do is make a new line of enhanced weapons though. Like if you take a regular laser rifle and combine it with some alien rifle you could get like a 10% bonus to damage or whatever.

    Oh one suggestion I have though. Disassembling fighters can take a lot of clicks. What if you make an extra disassembly recipe which uses three fighters and outputs 3X the resources so it's the same.

    Also as to the grenades...it's the 100+ damage ones with the huge AEs. They seem to be used by higher end aliens, but I am not sure what they are called. I am quite fine with the 60 damage ones you encounter earlier as if you're careful and have support you can often barely survive as long as you're keeping your high HP soldiers in the front.

    And as to the useless alien weapons I will need to look at what they are when I encounter them again. I will post back when I know.

  3. XDivision\aircraft\aircombat there is a file called torpedo.png. Copy it and rename the copy to cannon.png

    Grenades I find too powerful BTW. Combined with the timeunits and life aliens have now they can run across the screen and instagib your guys. I will be nerfing them on my copy but just wanted to mention it.

    edit----------

    I also find other alien weapons too weak. The ones with shotguns I don't even consider a threat as it can't even punch through on a soldier with no armour on.

  4. Previously machineguns had good damage at range as well as offering good suppression. The disadvantage was that if your machineguns were suppressed they could not fire. Now rifles fill those rolls without that downside.

    Again looking at damage an advanced machinegun has a total of 144 damage with full time units while an advanced rifle has a total of 378 damage. That is 263% more damage than the machinegun. That assumes that every bullet hits. Machineguns have less range and lower accuracy as well, so rifles probably do 300% of the damage of a machinegun. That difference is massive alone, but rifles have better reaction fire, faster reloads, lower weight, no strength requirement, lower construction and research costs, and doesn't have the HUGE disadvantage of not being able to shoot when suppressed. Machineguns have nothing to offer.

    If the advanced machinegun had three times the damage per round that it does now it would at least be comparable in damage output, however it would still have all the other disadvantages.

    In real life machineguns are good at taking down attacking crowds. If you translate this to xenonauts it might mean this:

    Bullet damage = 42

    Reaction fire modifier = 2.0

    Bullets per attack = 3

    TU cost of attack = 24-25%

    If it is possible to make it only possible to fire when crouching that would not only give them a fixed placement feel, but it would also eat up three time units only allowing you to fire three times instead of four even from a standstill. Keep range and accuracy the same and effective damage should be pretty close to rifles. Less if you're on the move, and more if you're staying still. You need 70 str, but to make up for it you get good reaction fire.

  5. Ah okay. I haven't read all 666 posts so I didn't know that he was planning on doing weapon balancing. Also as to reaction times the rifle has 0.8 and the shotgun 1.0.....not sure if you read what I wrote in the way that I meant it?

    I just researched AP SMGs which turned out to be one handed weapons. They're like mini rifles you can use shields with. I like them and they are the new shotgun for me.

    You know I've said a number of things I don't like about the mod so far, so I am going to post something I do like. I love the way aircraft work in this one. I am always short on resources for building planes and weapons for them. I think it's great and should be kept exactly the way it is.

  6. K so here are my thoughts so far on weapon balance. Relative to rifles, all other weapon systems are terrible.

    For example, the APkinetic rifle has 18 range and the sniper has 20. Their ranges are pretty much the same.

    Using in-game % changes, with the AP sniper I get a 54% chance*3 giving a 91% chance of getting at least one hit. The rifle is 26%*3 giving a 59% chance of getting a hit. However the rifle has 1/3rd of the TU cost, so shooting all nine times you get a 93% chance of scoring at least one hit. This means that the rifle has better effective accuracy than the sniper rifle, assuming that everyone has full TUs. If they don't the sniper rifles fall even further behind pretty quickly.

    Now let's look at damage. 28 for the rifle and 40 for the sniper. Assuming every shot hits the target a sniper rifle has a max of 120 damage per turn. The rifle has a max of 252.

    So the rifle does a lot more damage, has better accuracy, and more efficient use of time units. The sniper rifle has....two extra range. Yes the sniper has 15 more mitigation but the rifle has much better reaction shots.

    Alright so let's look at the shotgun. Since the shotgun is a point blank weapon I am mostly going to look at pure damage since that's what it is good for. We will be using burst shot from rifles since it is point blank as well. advanced rifles have 3*3*42=378 damage total. Advanced shotguns have 3*4*24=288 damage total. Yeah. So it gives up range and accuracy for....a big nerf to damage. I don't see any point in ever using one. If the reaction modifier were significantly higher than the rifle, like 2-3 it might be okay but 0.8 to 1 seems to make very little difference.

    I am not even going to talk about how completely awful the advanced machinegun is, it's just too terrible to even think about.

    Anyways I use nothing but rifles now. In vanilla xenonauts I used nothing but shotguns and machineguns. I always felt regular rifles were pretty weak so I am glad you've beefed them up to shoot more times which is what they should have been doing in the first place, but the rest of the weapons are so pathetic that you're only left with a single choice of weapon to use.

  7. I play at gc editor but how can i see that things?

    Thanks for that tips!

    Leiska.. I understand how u feel and you are so right about. I said so many times. Tooltips and ufopedia will be written after balancing over.. so i think it will be at ver. 1.0.. if someone else dont help me, it will take my time and there are tons of new things..

    I think I might do this part. I am playing through the mod right now to get a better idea though as it's tough to write about stuff you have never seen/played with/know about.

  8. Yes I have created mods for other games so I do know the issues blackwolf. I am not sure I am willing to keep updating any changed stats, assuming we cannot use variables in descriptions, but I might take a look at adding them.

    As a side note I've decided to try my hand at sound editing since I felt the starting weapons sounded a little weak. I just made these by combining and modifying some files together I have on my comp. They replace the starting machinegun and sniper rifle. If you like them drages let me know. I can look at the shotgun/rifle/pistol as well.

    google drive - https://drive.google.com/file/d/0B-s2-DOMcp7FZm56OWtXM2dkUGM/view?usp=sharing

    MS drive mirror(xenosounds.rar) - https://onedrive.live.com/?cid=B6904FEEACCEDA7D&id=B6904FEEACCEDA7D%21114

  9. I like the gaming ones. Maybe because I don't recognise any of them. Maybe because they have good personality which is something I really like.

    TBH I'd be quite happy to have them, though judging from the work you've posted so far I'd be quite happy with whatever you release.

    edit------------

    Wasteland 2 has some pretty nice character art as well.

  10. I'm only referring to a small section of the pirate community really - I've had a few people tell me that they're completely morally justified in pirating my game, that they're fully entitled to a free copy.

    The entitlement is what winds me up there, not the fact they haven't paid for the game.

    I think everyone is entitled, but only to see if the game will work on their computers. If someone buys your game and can't even play it you say sorry, that must suck for you. Thanks for the money BTW lulz.

    You took their money and they got nothing. That is theft.

    I imagine, hope, that you guys would at least try to solve the issue, however I've had it where I have purchased a game on steam that didn't even work. When I asked for a refund they just laughed in my face. Yeah. If it were anything other than computer software they would be required by law to give me my money back(infact in more sane counties they are required by law to give refunds). You think I am going to feel bad that people pirate steam games? no.

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