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  1. ...because I cant open threads into the Xenonauts 2 topic. Oh btw.. my english is not that good, so ask if something is not understandable. Introduction: Ive played Xenonauts for 75 Hours now, and cant manage to win a game. Thats very good. So the "Veteran" difficult mode is perfectly balanced. Means, its very hard, but with every new try, I think I can make it this time. But while im playing I beginn to miss more and more "features" in the game. So I will list this up and see if something find its way to Xenonauts 2. I know that this game follow along the basics of another game (XCOM) that I never played. But I am an old Jagged Alliance veteran and feel very comfortable near the Xenonauts gameplay. Equipment ----------------------------------- I was missing a lot of variety inside the Equipment menu. There are just US-Weapons, and not much (and we are international right?). So why dont bring a better selected weaponary in the game. For example, the most used weapons world wide in the 1970s: Aussault Rifle: M16 Good accuracy Medium range Can fire full, burst and semi automatic Medium Armor Penetration Medium weight High chance to jam. [*]AK-47 Medium accuracy Medium range Can fire full and semi automatic High Armor Penetration Medium weight Medium jam Chance [*]HK G3 Good accuracy Medium range Can fire full, burst and semi automatic High Armor Penetration Heavy weight Low jam chance [*]FN FAL Medium accuracy Medium range Can fire semi and burst automatic High armor penetration Heavy weight No jam chance. Machine Pistol: IMI UZI Low accuracy Short range Can fire full and burst automatic Medium Armor penetration Very low weight High jam chance [*]HK MP-5 Medium accuracy Short range Can fire full, burst and semi automatic Medium Armor penetration Low weight Low Jam chance [*]Sterling L2A3 Medium accuracy Medium range Can fire full, and burst automatic Good armor penetration Medium weight Medium Jam chance Sniper Rifles (in fact we have no ranges in military grade in this game, so we should go for police weapons) Walther WA 2000 High accuracy Good range Can fire semi automatic High armor penetration Heavy weight No Jam chance [*]Steyr Mannlicher SSG 69 Very high accuracy Very good range Can fire single bolt action (reload after each shot) High armor penetration Medium weight Very low jam chance [*]Springfield Armory M14 DMR High accuracy Medium range Can fire single and burst automatic High armor penetration High weight Very low jam chance And many more, if you want me to complete the list, I will do. But for now: This is just a "idea" of what I mean. More weapons with different Pro´s and Con´s. Additional to the variety of weapons, I would love to customize them. For example: Reflex/Red-Dot -sight Reflex-Scope gives + 10 to "reflex" Red-Dot-Sight +5 to Reflex and +5 to accuracy [*]Sniper/Hunting Scope Hunting Scope + 10 to "accuracy" Sniper Scope + 15 to "accuracy" [*]Under Barrel Grenade Launcher: Gives the ability to fire grenates over a long range Laser Pointer: +5 Accuracy and +10 to luck on reflex shots in enemy turns Flashlight: +10 to range and +5 accuracy in night missions. Would be nice. It grands lots more control to the player´s team and you have enough room for DLC´s and Add-Ons ;D Also I would love if the time between ballistic weapons and super-cyber-laser-punk weapons would increase. Currently, its my fourth playthrough and I need not more then 10 minutes to step into laser weapons and wolf armors. Thats to short. Ground Battle ----------------------------------- General Movement There are some points I was missing in Ground Combat. First of all, I can not lay down. In my eyes this is a core feature of tactic round-based combat. Also, I missed the option to move crouching. Grenades Small obstacles like fences and low walls should not hinder my grenade accuracy, that is a no-go. Also the chance to miss a grenade throw should be better calculated (its a elite force of the best soldiers worldwide, not the third degree girl-sport-lesson). Respect your Lore! ^^ in the Lore you told me, the Sybillians have bad eyes and a low sight. Stay away before you shoot, you say. But they shoot sharper then my snipers, on ANY distance. Also the Caesarian Aliens should be fragile .. but they can hold the same amount of damage like others. Androns should play stupid because the cant calculate wounds and the mention of "dying". But they act like all others: Come out, shoot, go out of sight begind obstacles. Poor Sight The line of sight should be more adjusted. Whenever I start a mission, I face the following situation: I got shot down from the "nothing" (fog of war). All aliens have more vision then my soldiers. Regardless if Ceasarians (with perfect eyes) or Sybillians (with bad sight) they all attack me before I come close to their range.. miles between me and them. This result in the fact, that most soldiers die, just because I need to lead them to where the shots come from. Cosmetic If my shot miss, let it look like I "missed" my shot in a realistic order. Currently my sniper shoots and the bullet hits the ground 1 meter after leaving the barrel. Or hit something 5 meters away from the target. I mean, ok, 95% chance to hit and miss is hard enough, but sometimes it looks like I have a idiot on the rifle that barely knows how not to harm himself with it. Civilians and local forces. I think it is a good idea to make the Chinook closable. So that I can search civilans, and lead them to my helicopter as a safe place. They should react to my presence. Always walking towards me to stay covered behind. But the just run into their doom. Also local forces should stay back, because: The boss is now here. In real life there is no difference. If the .. uhm.. where do you come from? Usa? yeah, if the SWAT or Homeland Security enter the stage, the local police have to leave the area of operation. This is basic. Hide and seek. While just my shield-guy is protected and not the guy behind him, aliens never stay covered. They just walk out of sight. I think at least the Sybillians and the Cesarians should use walls and fences to crouch behind. Missions ----------------------------------- Currently we have: Bringing Terror to alien bases Stop Terror attacks from Aliens Clear Crashsites (and landing places where you find crashed ufos ?) Air-Fights Defend your base against invasions Cool. But let me try to extend this list a bit. Free deported prisioners from a Alien Base Scout and infiltrate Alien Operations (whithout being spotted) maybe sabotage or steal something?! Evacuate a city before a "wave based" alien attack starts. Assasination mission. Where you have to kill just one special alien leader Escort missions (Aircraft), you need to protect ships or special places with patrol or follow - flights. Escort missions (Ground Forces), you need to escort very importand persons from one place to another. Blow-things-up missions. Where I have to destroy any important object(and to give the C4 in my backpack a role) Hijack alien crafts. Hey guys, lets stay in the next tractor ray, I need a new UFO. Overall Gameplay ----------------------------------- I love this game, really. It provides me a lot of fun so far. Really good job. But I would love if things can slow down a bit. I already sayed that the step from ballistic to laser is to close. But also I miss the "fear" and the "panic" that a alien invasion would spread. A bit more "we are soo doomed" feeling would be nice. Also I see that the Money part is really unrealistic. Ok I understand you tried to hold sums low. But a full Fighter Airplane for 100.000? A elite force to defend the world with a start of 2.000.000 ? That turns things wierd. Producing a laser pistol cost me 20.000 So a Laser-Gatling, Allenium sidewinder missile armed fighter jet is worth 5 pistols?! Selling Laser technology brings me just the build-price. If I would sell a laser rifle im sure the NSA or CIA would give me, whatever I want for it ;D Sattelites would be nice. Our Orbit is flooded by spy-sattelites. Not only one of them can grand me access to defend human kind? Are they all to busy with listening innocent peoples telephone calls? Base Building. Why im limited in space? There is no reason for limitating me. I should have the option to build bases on the ocean. A Aircraft carrier for example. At least, the UFO spam is setting me up a bit. 90% of the time there is nothing happens. But then, 87489237 UFO'S come together and I cant do nothing against it. I can shoot down .. maybe ten of them. Then I have 10 Crashsides. Sending out my two teams, make the mission, have 5 Guys that go to hospital for 14 Days and what? Lost 8 crashsides. This result in: My team just do base-capture and Anti-Terror missions. All Ufo-Crashsides will be bombarded unless there is a new UFO-Type inbetween. So, thanks for reading. I hope there was one or two points that gives you a idea or a suggestion. If I find more interesting things, I edit this post. Best regards, VoidByte
  2. Is it possible to give Dropships a weapon so that way they can defend themselves a little when they're attacked?
  3. I have researched craft laser weapons and i have version 1.9 whenever i click the 30.cal to change my vehicle weapons it doesnt change weapons.it makes the sound of clicking but doest show any kind of weapons,not even the rockets.
  4. Xenonaut Choices Part 1 Introduction I am releasing this Mod early as a "Part 1" as I want to take a break for a while, however what I have so far has plenty of content and mainly adds new items, weapons & Tech trees to the game. At the last count it adds around 70 items/weapons to the game, all with full research paths. We've got Mine Launchers, we've got Alien Proximity Scanners (Film Aliens), we've Grenade Launchers, Combat Stims, Hypo Sprays, Lightning Weapons, Tranq Guns n Crossbows and hopefully a shed load of other things that you would really like to find in this kind of game. What is the Concept Sometimes games are very linear and the path you take is drip fed to you. I personally hate games that progressively get harder as you level up or get items. If I lived in such a world I would never pick anything up or attempt to better myself, because as soon as you do all your enemies level up too. I would downgrade to a club and go beat my enemies while they are weak Hopefully this mod is designed so that good choices are rewarded by actually making the game easier. This is a bit experiment and I am not sure how much I am going to have to tweak things to make it work. The idea of Xenonaut Choices is an attempt to cater less for the casual gamer and more for those who want a whole lot more out of their game. What I am attempting to do is add lots of extra command choices in an attempt to really mix things up; Do you work broadly across the Tech Trees in attempt to be an all rounder, or do you work deeply perfecting in each category before moving on. This will test your skill as a commander. Summary Of Changes Gui Changes New Projectiles New Weapons & Items (Lots) New Tech Trees New Particle Effects New Sounds How Is Game Balance Effected I actually like the balance of the vanilla game and found it challenging but not so difficult that I had to save it every time my soldier blinked. So in general terms I have tried to keep the game balance at about the same level, however I also wanted to give a sense of progression and reward good choices so the mid term part of the game should actually be easier if you are playing well. I also wanted to heighten that sense of achievement by making the start of the game much more difficult. This has been achieved not by upgrading the aliens but by downgrading your arsenal to be underfunded options for the time period. This I feel fits with the Game story well, as its obvious that your worldwide organization wasn't taken seriously by the fact that you only had a few planes and only one base. That is of course until the Invasion at which point the world would have your full attention but unfortunately any spare funds they had are now channelled elsewhere try to bolster up local defences etc.. Therefore Its down to your leadership skills to procure the funds needed. Economy The idea was and still is, to allow opportunities for manufacturing for profit. The world suddenly needs weapons right, and you have a crack team of scientists. Are you going to devote resources to making manufacturing plants and setup business. Its harsh but maybe its the only way you are going to win the war of course the choice is yours. I have added a few items that will make a good profit and some that will lose you money. The first few rounds of weapon and item research will result in unlimited quantities to reflect the ease of sourcing or manufacture, however as better and better items are researched they will need to be manufactured and require rare parts etc. GUI Changes I have tried to keep them to the minimum as part one of my mod, however I have in the short term at least had to expand out some of the menus to fit all the extra stuff in. (Otherwise the little scroll-wheel on your mouse will be worn out.) Ballistic Lovers Yes I have tried to cater for you and it is possible to complete the game with ballistics only. Since programs like Stargate and similar have been around, it seems that there is a demand for old and new technologies to coexisting in games. So although more Hi-Tech weaponry options will turn up in my mod you can still keep updating ballistics. There may be an eventual limit on damage, however you can keep investigating weapons that chuck out more rounds per minute of have other advantages. If you go this route there is plenty to keep you busy. Pacifists For those who like to play the game with as little blood shed and deaths as possible there is a pacifist route, however I think it would be so difficult to get past the begging part of the game without killing an Alien that you would have to compromise. I do however lay down the challenge. Armour Not this release I am afraid, Its a timely operation and I think I will add these as late steps to my final mod. However short term I made my gui images for my male shoulders have a more beefed up and muscled look. Hopefully I have made the female soldiers look more feminine without crossing in to the realms of being sexist. CREDITS If you like the graphics on the Weapons then its time I introduced you to an awesome site that will hopefully make your modding life easier. http://pimpmygun.doctornoob.com/app.php The weapons here very much match the graphics of the game. You can use the weapons listed or use the tool to create your very own designs using pre created parts. Installation Dont forget to take a backup of you Xenonuats folder first. Download the and uncompress the Changes Folder. http://www.mediafire.com/download/u3v72erkxyvkel5/Changes.rar Copy the contents of the changes folder into your "assets" folder. Recomended Mods That Work Well With This One. Skitsos Ultimate Megamix Map Pack 2000 (This is currently Crashing At end of Mission) Skitsos Sleek AI turn mod There is another mod called "Fire in the Hole" which is fantastic and should have been part of the core game if you ask my opinion, however its not possible to integrate without some modding knowledge as some of the files are shared. Aditional Things Of Interest This Mod returns enemy weapons captured in combat back to the Equipment screen. You can use them or sell them of like regular items. I have not found in my playthroughs that it unbalances the game in any great way as they are very inacurate. I have added Double Barrel Shotguns to the game and these have the ability to fire both barrels at once at no extra timecost. I think this adds a nice little tactical dilema to the game as it leaves your soldier very prone if he has fired both shots as he is now defensless until he reloads. Flamethrowers are back in, however you may not be too overwhelmed by my implementation. In my opinion they are betting in than out, even if they do not have the original cool triangular spread pattern that was intended. Feedback Yes please, If this Mod is so bad and I am wasting my time, I would rather be put out of my misery. However if you thinks its got some good ideas and got merit let me know and I will continue on with the next instalment. Also if you have content you want added and know how to implement it please update the post. Finally if you notice any issue that need fixing and or even better you know how to fix them please update me. My Favourite Addition Is the ability to call Airstrikes from within a ground combat mission. You need a reasonable spec machine otherwise the explosion is real laggy, but seeing that mushroom shaped explosion taking out everything in site is real fun. A costly option in more ways than one, but as said before the choice is yours. Next Steps Part 2 will be about adding new Vehicles and Planes. I had a request from Kiel to add more Enemy Weapons, I think its a cool idea and will put these in as the final stages of the mod. + any more interesting Items I can think of. Research if Area Effect Healing possible Put Alien Praetor Gun in Put Alien Flamethrower in Put in new Dropships if Community Maps will support. (Max came up with an idea to create "extradropship" place holder that could be added to all community maps as a modding standard) Thanks for Reading.....
  5. I've added copies of the 5 laser weapons and changed them all to "advanced laser"....etc. But I cant figure out how to change the research screens title/descriptions. See images below. I simply want to change "Laser Weaponry" to "Advanced Laser Weaponry" for my new research/items. Any ideas? I've tried adding entries into researches.xml and strings.xml....but Im lost.
  6. I'm surprised to see how one of the main things that the X-Com remake got right is not included in Xenonauts, particularly since the latter seems to be bigger on realism and hard science than the remake: namely weaponry that self-destructs when its operator dies (and that conversely remains intact when its operator is stunned). Besides the obvious narrative sense of scuttling weaponry (i.e. don't want those damned dirty apes using our own weapons against us in combat, and we certainly don't want them to be reverse engineered!), this would also nicely address the gameplay 'issue' of soldiers EZ moding tactical combats by retrieving and utilizing alien weaponry instead of applying an aim penalty as was proposed for newer versions.
  7. Current build removed need to construct weapons for aircrafts, but they still get equipped with default rockets/miniguns instead of best available. I think it would be much better if they were automatically equipped with best weapons. This will save lots of clicks and prevent you forgetting to re-equip newly built crafts.
  8. I apologize to you, the reader, in advance. In lieu of breaking this into separate threads, I've made a single long one, which I'll do my best to roadmap and signpost for your sake. I've also bolded tangential suggestions and off-handed things that might be missed, but are suggestions nonetheless. Here goes. --Recruitment Expansion and Impacts-- The one thing that has bothered me in both XCOM and Xenonauts is the sheer...pointlessness of the soldiers' backstories. Whether the fresh meat is Spetsnaz Alfa Group or a New York taxi driver, they both suck equally badly in their first operation. I know that's because the soldiers' backstories are (at the moment, anyway) just flavor text, something to make the soldier management screen more interesting. My question: why is that so? Why don't combat experience and current occupation have an actual effect on the quality of the troops we're bringing in? The first and most obvious answer is balancing: given the choice between a regular old infantryman and a Navy SEAL, what would make me ever want a grunt over a professional badass like a SEAL? My response: their current bosses are saying the same thing, ya know. At the moment, everyone on your roster is ex-special forces. We're in the middle of the First Inter-World War here, who in the human resources department of the Pentagon is letting all these commandos seek better employment opportunities elsewhere right now? Given how many black-ops types were recalled into active service following 9/11, you can better believe everyone who doesn't have great-grandkids will be brought back into service when the alien armada shows up. Therefore, every distinguished recruit should be a fight to get. The national reputation thing, at the moment, only goes for funding and membership...but obviously a nation that thinks you don't care about it will be less enthusiastic with its employee roster than a nation whose capital you just saved from a terror attack. The better you treat a country, the more likely it is to offer up its best and brightest, plain and simple. Plus, it should go without saying that hiring better troops would cost more than hiring mediocre ones. You wanna save money? Go for the dishonorable discharges and the conscripts. You wanna save lives? Go for the Delta Force and the SAS. At the moment, because I roleplay this game, hiring is actually more dependent on the person's name than any other factor...I try as hard as I can to only let Warsaw Pact troops into my USSR facility (damn West Germans, having the same-sounding names as their Commie brethren on the other side of the Wall). Plus, the biggest thing of all...combat experience. I haven't noticed it having any effect on troops' behavior, maybe there's a slight correlational/causational thing in terms of their stats, but I feel like any combat experience would make a world of difference. Even if aliens are fundamentally different fighters than humans, the US Army is a fundamentally different enemy than rival warlords, but that type of prior experience gave our guerilla rivals the basic skills to fight against us. No amount of training or prestigious postings can completely substitute for the feelings of being in combat. It's all psychological; you can't train a person to function at 100% when the bullets...lasers...plasma...deadly things are flying. It comes with exposure to all those elements. If you've faced death like that before, you know how better to do it again, regardless of whether you're up against the Viet Cong again or lizard people. (Plus, I always have my Soviet troops who served in Afghanistan mow down the mujahideen in the Middle East as a matter of principle. Negative PR be damned.) (Also, I think it would be an interesting little touch to have some of these super-secretive organizations, like Delta Force, SEALs, and Alfa Group, list combat experience as [REDACTED]. Just a small suggestion.) --The Cold War-- Speaking of which, let's discuss the Cold War. Right now its only implications are in the Iceland write-up (good work on that, by the way, XCOM sure doesn't have much backstory other than a bunch of world leaders sitting around saying 'hey what if there are are aliens guys!' and then spending billions on the off chance Battle: Los Angeles just so happens to come true...that's probably why they never show their faces, so you don't find out who's enough of a crackpotvisionary to have set this up beforehand). Anyway, it's the Cold War. If one looks back at UFO sightings from 1960 to 1990, the go-to rationalization for what was seen is "experimental enemy aircraft". Now there ARE aliens, to be fair, but the element of blame towards the other side seems to vanish remarkably fast. Even if it becomes clear rather fast that the lizard people in the flying saucers aren't just KGB operatives in funny costumes (never thought I'd say that sentence until now), the lingering suspicion that the other side is involved would remain, especially for the conspiracy theorists who were already speculating that one or both sides were colluding with extraterrestrials. It wouldn't take much to make one side of the Iron Curtain suspect you of being overly partial to the other. I always make my first base the real-world Soviet testing site (and the Russkie Roswell) Kapustin Yar. Responding to breaches of Soviet airspace exclusively from a state airbase using mostly WarPac troops (again, I recruit in-universe) would piss off NATO to no end, and this is somewhat reflected in the funding. But it could go further. Check the "Fickle World Leaders" box, and get ready to deal with politics while you try to save the world and unite humanity. Save Moscow and neglect the UFO over NORAD? Commie. Down the UFO and let Moscow burn? Pig-dog imperialist swine. You'd have to appease both sides if you wanted to keep them working together, and there would still be the crazies on both sides who claimed this alien invasion was all part of some diabolical plan. If you can't quite grasp it, here's a thought exercise...you're watching Glenn Beck on FOX News, and the headline is "Foreign Troops With Alien Technology Spotted on US Soil...Hours After Alien Attack. Combatants or Collaborators?" Not to mention just how awkward it would be in the barracks if all but three of your guys are East German, Soviet, Czech, or Polish. Especially if that barracks happens to be in the heart of the Russian steppes. How to implement this well is rather beyond me at the moment; the one game I've seen try to do something in this vein is Zafehouse: Diaries, and in my opinion the prejudice system went a bit too far and became a gimmick rather than a mechanic. But the fact remains that even if the enemy of my enemy is my friend, it takes more than the Greys showing up to break down the barriers of ideology, race, class, gender, and languages and make all the soldiers of the world suspiciously homogenous and interchangeable on the battlefield. --National Militaries and Expanded Roles for Them-- Another point is that if one cooperates with the national governments, they might be willing to chip in more than just a quarter million dollars every month. The BIGGEST thing that I HATE about the XCOM setting is that we are the ONLY people competent enough to do ANYTHING. It seems like, even though at the beginning of the game we have essentially the same stuff as anyone else, nobody can even touch the aliens but us. Other than the "local forces have shot down a UFO and are requesting Xenonaut assistance in securing it" event (speaking of which, I thought they said "assist", not "go take over that UFO while we wait off-map". I've seen ONE soldier in-game, and he ran away faster than a redneck with a shotgun did. We are the unified command against the alien menace. Why can't we propose joint operations with the host nation? The F-17 is, after all, the F-16 with some modifications. Why can't we call up the USAF and ask for two F-16s to support our three fighters against the huge alien space ship, when it's obvious that those two could make a world of difference? Sure, it could break the game if it isn't balanced right. Doubling your squadron size for free is a dangerous line for this game to toe, but it's breaking the realism to expect me to believe my planes are the only ones on the continent. Maybe in addition the the "autoresolve" feature, one could be made to pass on the radar contact to the nation's air force, who would have a lower chance of success than either manual or automatic combat resolution by your specialized jets. And if too many are lost, the air force would be understandably hesitant to cover for you. Not to mention the fact that if their airbases are attacked and destroyed those jets would be off the table, so you'd have to fight an uphill battle in order to defend those assets from a concentrated and high-powered enemy air and ground offensive. Plus, I think the Army Special Forces model of warfare could come into play here as well. We can send our new recruits to train for ten days to get better at fighting aliens, why can't we send our seasoned veterans to train the local military in what they've learned? You'd lose those troops/pilots for an extended period of time, even longer than the crash-course rookie training, but at the end of those two or three weeks you'd have more competent locals who could down enemy UFOs more often, appear more often and fight more effectively on the ground, improve your reputation with their nation's government, and overall make your life easier. Again, this all ties back to the exceptionalism issue endemic to XCOM-style games; your combat troops and interceptor jets number in the double-digits, but somehow YOUR soldiers alone are all that stands between the world and its invaders. You know, not those huge militaries sitting on both sides of the Wall ready to steamroll each other. They're magically incompetent. --Expanded Equipment Options-- --Weaponry-- Before I begin, I know, the suggestion has been made before. But I believe there is further merit to the idea than our friend Cold brought up, which I'll discuss here. I understand the purpose of the unified human arsenal, since the Xenonaut organization (I get the soldiers are called xenonauts, but is the agency called "Xenonauts"? I don't know what the proper term is...just putting it out there, if someone could help me out here) is supposed to be a multinational group that brings together all the soldiers of the world (minus representatives of Central America, South America, Africa, Asia, the Middle East, and Australia, I might point out), but since all the soldiers we hire are trained with different weapons, there would and should be impacts in combat based on what they are using at the moment. I can't quite go with the idea that a former VDV air landing trooper based in the USSR is using an M16A1 as his first choice of weapon, and I also can't imagine any reason he shouldn't get his first choice. Sure, it's practical reasons and nothing in-universe, but I think it would add more to the game than it would take in terms of work. First off, it wouldn't take too much; as noted before, the only serious changes that would need to happen would be reskinning. At present, you have six human weapons; M16A1 assault rifle, Beretta M9 pistol, Mossberg 500 shotgun, G3SG1 precision rifle, M240 machine gun, and SMAW/B300 rocket launcher (which hadn't been produced in 1979, but I'm not going to explode on y'all about it, just make that bad pun about it and move on). You also have all the files necessary for the AKM (except the weapon panel pic, by the way, which I assume you guys know about and are fixing, but I mention it on the off-chance it hasn't been caught yet) carried by the mujahideen in Middle East operations, and not magically transmogrified into an M16 when picked up by Xenonauts like I expected. This can go as far as you wish. You have seven and need only four at the moment...you have: M16A1 AKM M9 Mossberg 500 M240 SMAW G3SG1 Now, all you would need is: Makarov PM PKM RPG-7 SVD Notably missing from that is a shotgun; the USSR did not field shotguns with its military forces, and the only issued Russian military shotgun today, the Saiga-12, was not developed until 1995. Therefore, the Mossberg 500 would be acceptable instead of going out of one's way to find an obscure Soviet counterpart that would in reality be more inaccurate than just giving them common Western shotguns. The reason this is so important, in my opinion, comes down to your troops in the field. They are elite soldiers who have field stripped their issued weapon more times than you've opened your microwave. They've been trained day in and day out on the weapons their lives will depend on more times than they're officially authorized to say. Why, in the moment of crisis where every advantage humanity can get counts, would you make them switch out? There would obviously be a penalty for a Czech paratrooper used to the PKM using an M240 for the first time in his life. Likewise, an American paratrooper used to an M16A1 would take a while to adapt to an AK. Issuing your troops what they're best with is an obvious bit of management of the type this game seeks to encourage; we read over accuracy and strength stats to determine whether or not this soldier should have a precision rifle or a machine gun; it wouldn't be too much of a stretch to give the RIGHT KIND of weapon too. Base location would determine avaliabilty, as well. My base at Kapustin Yar would have endless AKs, but to have M16s they'd have to be sent for from my base over at Cheyenne Mountain, and vice versa. Bonuses are derived from familiar guns, detriments from foreign ones, and those detriments stay until proper battle experience or training is obtained (needless to say alien guns are foreign). --Uniforms-- One final thing that bothers me; uniforms. The Xenopedia provides a pretty reasonable justification, to be fair; stuff like "we didn't use camouflage because we don't know if the aliens see like us" and "we left out bulletproof vests because aliens don't use bullets." Two things: 1) Aliens don't use bullets, but we certainly do. At the beginning of the campaign, easily 30% of my casualties came from friendly fire (bolded for contrast: On a tangentially related note, can we please have more detailed reaction-fire tools? Like, I don't know, "Don't endanger our own troops" like Fallout 2's follower settings? I've lost civilians, teammates, and subdued alien POWs each at least once because some dumbass with an MG got twitchy with it, and I only accept 80% or so of the blame for that, devs. Also, to go on a tangent from that tangent, currently the armed locals fire on stunned aliens like they're still threats. I've had to beat down a farmer with a riot baton so he would stop shooting at a specimen, if he hadn't been such a useless fighter I would have lost it. I doubt that's intentional on your part, so could we fix that, please? ) Anyway, to come back from that tangent and its sub-tangent, I don't think the game should tell me I can't give my soldiers regular body armor if it DOESN'T tell me I CAN'T equip them with exclusively riot batons and C4 like they're some kind of hobo-camp-demolition task force. Sure, it won't stop alien projectiles, but it might cut down on the deaths from friendly fire. Yeah, cue the comments on "you have friendly fire issues, you noob? Play the game better!" But if you ask me, I'd much rather have the opportunity to give my soldiers body armor to better protect them from one another than lose so much as a single lieutenant to an improbably inaccurate sniper shot. Also, on the camouflage issue, this is the bottom of my wish list for a reason...it's a lot of work for mostly just cosmetic and AI behavior purposes, and I understand prioritizing will likely cut it from the list. But even IF the aliens don't see color and shapes like we do, we still see them the same. And social psychology means that soldiers dressed to look the part will boost the morale of local forces better than guys dressed like half-cop half-construction-workers (I don't mean any offense, but at present the artwork for the basic steel helmet looks more like a hard hat than anything else. Could you touch it up to look more along the lines of the American M1 steel helmet, the Soviet SSH68, or something else that looks more military?) The blue implies police. Camo, or even just olive drab, implies military. Another slight pet peeve of mine, which you will likely not have thought of until I mention it (because I'm a detail asshole), is that Xenonauts fight in the same uniforms regardless of whether they're in the desert or the Arctic. Somebody's going to die of hypothermia or sunstroke in that situation. I'm not saying we have to go and pick "SUMMER UNIFORM" or "COLD WEATHER UNIFORM" or our troops get -5 to TU from slowly freezing to death, but it would be a nice touch in a game that is all about the little things if our troops wore heavy clothes like the Arctic civvies and light ones like the farmland civvies when appropriate. We could have national military uniforms for greater immersion, pick Soviet ones to have Soviet local troops follow you and US ones for NATO ones to follow you, and using the wrong one could precipitate WWIII out of paranoia or greater cooperation out of appreciation, but that might be a bit too hard, and I'll acknowledge it. But, like all suggestions, it falls down to an issue of cool new features versus workload. So, if any of these appeal to you the reader, do me a favor and say so. If you disagree, say why. I wrote an ass-load of stuff, and TL;DR is pretty much excusable, but I think some of the stuff I said are valid ideas. EDIT: Just noticed the Solidarnosc poster in the personnel management screen. Gee, that must be awkward for my Soviet base commander. Nice touch, though.
  9. I'm going to refer back to another X-Com-ish game in making this suggestion, since it helps make my point more clearly than otherwise. In Hammer and Sickle, (which is basically the same thing as Silent Storm,) I tended to play a fairly paranoid game with my sniper main characters. I could crawl on my belly, sneak around to position myself without being heard or seen, and then take two turns just aiming my sniper rifle at a target (usually another sniper hunting me) to get the accuracy I needed to land a killshot in one blow before moving on to avoid the roving "sweeper" fireteams that moved as a unit with assault rifles hunting after the sounds of the last player shots fired. I know that "being true to X-Com" is a vague goal of the game, but it really frustrates me that precision rifles have these 60 TU requirements, even if my sniper has only 58 TU per turn. Even when I have tons of TUs to spare, the notion that running in one turn, then firing (only) in the next has no accuracy penalty, but taking one step before firing in a turn doesn't is also a bit game-y, breaking turns up even more. Hence, I'd like to see something like Silent Storm/Hammer and Sickle's aiming mechanics, where you can spend TU on aiming, trying to mitigate accuracy penalties, and "bank" them for a turn or two so long as you don't fire or move, letting a sniper take one or two turns to get a clean shot off, even at a target almost entirely behind cover. In a similar vein, I think the game could be made a little more "natural" if it included a concept like a "firing stance" - that is, character usually drop their weapon from firing position to run, and put it back into firing position when firing. Moving between positions chews up a little TU, but in return, once in firing position, you fire with less TU, making it more possible to fire multiple shots in succession. It just seems a bit silly to have that pulling the weapon up, aiming, firing once, dropping your weapon back to your side, then pulling it back up again going on. If you're willing to go with the complication, there might be a button to stick to whatever stance you are in, and one to change it. Hence, crouching while facing a corner, you can go into firing position to wait for something to come around. If you tried to move while in firing position, you spend far more TU, while hip-firing from out of firing position means drastically reduced accuracy. So, alternately, you could hip-fire a shotgun if you are at point-blank range, and don't need the accuracy of firing from the shoulder. [EDIT:] I forgot to mention this originally, but: One of the things that having "bankable" TUs would mean is that, rather than having heavy weapons that are inaccurate if you move in the same turn, they just start inaccurate, and you simply pay more TUs to get into firing position or pay more TUs to further mitigate penalties. [/EDIT]
  10. I've been skimming the xenonauts wiki and it seems certain things in it are either currently disabled in-game or have been outright dropped (flamethrower and I hear hypervelocity weapons) so my question is: What weapons and armour are currently in the game and what will be put in or back in in the future (certainty or reasonably certain)?
  11. Hi All, Are there any plans for a statistics report on the Geoscape to analyse the damage and kills of various weapon types? It would be very helpful for both the player when planing loadouts and for beta testing of the balance to see how effective each weapon type really is. Now it could go to a granularity where even statistics from various engagement and enemy types would be possible but a simple table about the accumulated value of each weapon type/tier damage, hit ratio and their kills would be enough. This has occurred to me during my current test run where I have noticed that rockets, pistols and shotguns do most of the damage, and if I would to look at a table like this, it would probably turn out that rifles are pretty useless with my current tactics.
  12. Game is really good ( I already lost 3 day´s of my life to it ) One point i still miss from the later versions of xcom and hate it in the new one. Don´t know if it will change in endgame ( start using Plasma weapons ) Same weapons in new form. is, every time the same weapon baseline ( Pistol, Rifle, Shotgun, LMG ) Just shooting Red or Blue sprits. there a good mechanic for choosing Fire mode, how about make i a bit more adaptiv to Weapons? And also make weapons more Flexible to Tec level by giving it different types of ammo. LMG Class Classic Munition Standard / later Alien Material Ammunition 1. Burst ( 5 Bullets ) 2. Aimed Burst ( 3 Bullets ) (Special for Starters to Hit something) Laser LMG Munition Normal / High Energy 1. Burst ( 5 Shots ) 2. Overcharged ( empty’s magazine ) ( High Damage depending of ammunition in magazine, high TU, nearly a sniper shoot ) ==== Assault Class ( Shotgun Class ) Classic Munition = Slug, Bug shoot, Plasma 1. Snap Shoot 2. Normal Shoot Laser ( no Shotgun ) Munition = Normal / High Energy 1. Snapshot 2. Short Burst 2. Long Burst Plasma ... Laser rifle Instead of Burst, Overcharge. This and the inclusion of different ammo to close the Tec Level gab´s would give more style to the weapons and playstile of players. Even in Mid or Endgame Laser with High Energy Cell more for Range, Plasma more for Close Combat. ( i hope my English is not to bad ) maybee to late for this game, but for xenonauts 2 *G* )
  13. I took a hard look at the numbers here in the game, and I decided to do some analysis on them. I decided to use the total energy output of a energy weapon battery like this: Battery Power = Range * Damage * Projectiles * ShotsPerMag Legend: Range=distance energy is delivered Damage=intensity of energy delivered Projectiles=number of times energy is delivered Shots/Mag=number of times the battery can be used. Mitigation=amount of armor the shots ignored (for reference only) Battery Power=the total amount of energy delivered by the magazine (use the imaginary unit of your choice) Efficiency=percentage of the weapon's battery power measured against the precision weapon's battery power Here are the original numbers with my formula added: [TABLE] [TR] [TD]Weapon[/TD] [TD]Range[/TD] [TD]Damage[/TD] [TD]Projectiles[/TD] [TD]Shots/Mag[/TD] [TD]Mitigation[/TD] [TD]Battery Power[/TD] [TD]Efficiency[/TD] [/TR] [TR] [TD]Laser pistol[/TD] [TD]16[/TD] [TD]30[/TD] [TD]1[/TD] [TD]6[/TD] [TD]0[/TD] [TD]2880[/TD] [TD]20.00%[/TD] [/TR] [TR] [TD]Laser carbine[/TD] [TD]24[/TD] [TD]30[/TD] [TD]3[/TD] [TD]6[/TD] [TD]0[/TD] [TD]12960[/TD] [TD]90.00%[/TD] [/TR] [TR] [TD]Laser rifle[/TD] [TD]32[/TD] [TD]45[/TD] [TD]1[/TD] [TD]9[/TD] [TD]15[/TD] [TD]12960[/TD] [TD]90.00%[/TD] [/TR] [TR] [TD]Precision laser [/TD] [TD]48[/TD] [TD]75[/TD] [TD]1[/TD] [TD]4[/TD] [TD]30[/TD] [TD]14400[/TD] [TD]100.00%[/TD] [/TR] [TR] [TD]Scatter laser[/TD] [TD]32[/TD] [TD]53[/TD] [TD]5[/TD] [TD]3[/TD] [TD]15[/TD] [TD]25440[/TD] [TD]176.67%[/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Plasma pistol[/TD] [TD]16[/TD] [TD]45[/TD] [TD]1[/TD] [TD]6[/TD] [TD]0[/TD] [TD]4320[/TD] [TD]19.91%[/TD] [/TR] [TR] [TD]Plasma carbine[/TD] [TD]24[/TD] [TD]45[/TD] [TD]3[/TD] [TD]6[/TD] [TD]0[/TD] [TD]19440[/TD] [TD]89.60%[/TD] [/TR] [TR] [TD]Plasma rifle[/TD] [TD]32[/TD] [TD]70[/TD] [TD]1[/TD] [TD]9[/TD] [TD]23[/TD] [TD]20160[/TD] [TD]92.92%[/TD] [/TR] [TR] [TD]Plasma precision[/TD] [TD]48[/TD] [TD]113[/TD] [TD]1[/TD] [TD]4[/TD] [TD]45[/TD] [TD]21696[/TD] [TD]100.00%[/TD] [/TR] [TR] [TD]Plasma caster[/TD] [TD]32[/TD] [TD]80[/TD] [TD]5[/TD] [TD]3[/TD] [TD]23[/TD] [TD]38400[/TD] [TD]176.99%[/TD] [/TR] [/TABLE] From the analysis, you can see that the pistol weapons are woefully under powered based on the fact that they use the same energy supply that the rifle does. Additionally, the multi-shot weapons deliver almost twice as much energy as they should. I would adjust the numbers like this: [TABLE] [TR] [TD]Weapon [/TD] [TD]Range[/TD] [TD]Damage[/TD] [TD]Projectiles[/TD] [TD]Shots/Mag[/TD] [TD]Mitigation[/TD] [TD]Battery Power[/TD] [TD]Efficiency[/TD] [/TR] [TR] [TD]Laser pistol[/TD] [TD]20[/TD] [TD]30[/TD] [TD]1[/TD] [TD]15[/TD] [TD]0[/TD] [TD]9000[/TD] [TD]62.50%[/TD] [/TR] [TR] [TD]Laser carbine[/TD] [TD]24[/TD] [TD]20[/TD] [TD]5[/TD] [TD]6[/TD] [TD]0[/TD] [TD]14400[/TD] [TD]100.00%[/TD] [/TR] [TR] [TD]Laser rifle[/TD] [TD]32[/TD] [TD]45[/TD] [TD]1[/TD] [TD]10[/TD] [TD]15[/TD] [TD]14400[/TD] [TD]100.00%[/TD] [/TR] [TR] [TD]Precision laser [/TD] [TD]48[/TD] [TD]75[/TD] [TD]1[/TD] [TD]4[/TD] [TD]30[/TD] [TD]14400[/TD] [TD]100.00%[/TD] [/TR] [TR] [TD]Scatter laser[/TD] [TD]30[/TD] [TD]48[/TD] [TD]5[/TD] [TD]4[/TD] [TD]15[/TD] [TD]28800[/TD] [TD]200.00%[/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Plasma pistol[/TD] [TD]20[/TD] [TD]45[/TD] [TD]1[/TD] [TD]15[/TD] [TD]0[/TD] [TD]13500[/TD] [TD]62.22%[/TD] [/TR] [TR] [TD]Plasma carbine[/TD] [TD]24[/TD] [TD]30[/TD] [TD]5[/TD] [TD]6[/TD] [TD]0[/TD] [TD]21600[/TD] [TD]99.56%[/TD] [/TR] [TR] [TD]Plasma rifle[/TD] [TD]32[/TD] [TD]68[/TD] [TD]1[/TD] [TD]10[/TD] [TD]23[/TD] [TD]21760[/TD] [TD]100.29%[/TD] [/TR] [TR] [TD]Precision plasma [/TD] [TD]48[/TD] [TD]113[/TD] [TD]1[/TD] [TD]4[/TD] [TD]45[/TD] [TD]21696[/TD] [TD]100.00%[/TD] [/TR] [TR] [TD]Plasma caster[/TD] [TD]30[/TD] [TD]73[/TD] [TD]5[/TD] [TD]4[/TD] [TD]23[/TD] [TD]43800[/TD] [TD]201.88%[/TD] [/TR] [/TABLE] Pistols: In order to make the pistols even remotely explainable, I had to triple the amount of energy they deliver. This meant increasing the range to 20 tiles and increasing the number of shots per magazine to 15. The pistols are now roughly 38% inefficient. This can be explained by their small size (as noted in the alien plasma pistol entry). Carbines: The carbines have been adjusted to 5 shots per blast, but the damage has been reduced to compensate. As you can see, these numbers work out rather nicely. The carbines total damage output has increased 11%. Rifles: The laser rifle fit perfectly in place after adjusting the number of shots per magazine to 10. In the case of the plasma rifle, I adjusted the shots per magazine to 10 and reduced the damage by two points. Precision: These weapons are the baseline for each era, and thus remain the same as the original. Heavy: The two "machine gun" weapons need double-strength magazines to make any sense. I adjusted the range down slightly to 30 tiles. The damage has been reduced roughly 10% but the number of shots per magazine has increased to 4. Thus, each double-strength magazine delivers 20 shots for four 5 round bursts). Notes: 1. The overall trend is that the human plasma weapons deliver about 50% more energy to the target. 2. This means either that the energy delivery system of the plasma weapons is either more efficient, the batteries are better, or some combination. 3. Assuming half of the efficiency comes from better batteries, when plasma weapons come out you should see laser batteries become roughly 25% more efficient. 4. The double strength magazines would mean a battery that takes up 2x1 in the inventory.
  14. Hello.. So! The Hyperion tank. Its very cool, although not as big a jump as the Hunter -> Scimitar is. Either way... the thing is... it clearly shows a pair of missile pods. Yet, it does not actually posses them. It is teasing me with the delightful experience of having a cannon AND missiles, yet it doesn't deliver. Its a missile tease. This being added later?
  15. Hi, new to the forums. Played the original X-Com, Terror from the Deep, and Apocalypse heavily, usually on the hardest difficulty settings. I'm a bit of a masochist as far as X-Com goes and prefer brutally hard gameplay. The following mass of text are my thoughts on the current state of arms, armor, and equipment in the game. Some opinions are echoes of what others have said, and some are unique: I felt I should share. Weapons: Pistols: I feel they're great where they are now in terms of damage, cost to fire, reload, and effectiveness. Offers great volume of fire at the penalty of damage. I don't mind the reduction in magazine size from ballistics upwards. Shotguns/Carbines: I really felt the difference between this update and the last. The accuracy buff across the board was one of the best changes made in the beta IMO- the shotgun/carbines have benefited the most. The range isn't all that great until plasma, but you will kill whatever you're shooting. Great power offset by the need to be close. I don't feel that these weapons need a change...except the projectile speed on the plasma carbine. It's too slow and doesn't make it feel powerful. Assault Rifles: I'm not sure others will agree with me, but I feel these weapons are where they should be. Any reduction in TU's to fire them will make the game to easy. With laser rifles I was already at 95% chance to hit with full-aimed shots. High accuracy + ability to one hit kill enemies w/ melee full-auto= already powerful. As the game is right now, you can outfit a whole squad w/ assault rifles and do fine. For a midrange weapon, this is where it should be. Machine Guns: The accuracy buff put these over rocket launchers as my preferred heavy weapon. The 10%+ chance to hit along with the volume of fire changed this gun from a suppression device, to the focus of my squad. In real life, a machine gun is used to supress- but if it can kill a target= they do so. I've had great luck with hanging my machine guns back and railing aliens, while my riflemen move up to get shots in. Many times the machine gunners kill the aliens. The guns sound and feel powerful, have a decent chance of hitting, suppress well, and deal the right amount of dmg at all tiers. They sound chuggy and powerful- great job. Sniper Rifles: I understand the necessity of nerfing these weapons a bit. They work well, but I feel that they aren't as useful to me now compared to just using an assault rifle. I was at 95% chance to hit with laser rifles on most of my soldiers. Taking two shots with high probability of hitting, plus the ability to use burst fire to one-hit-kill at melee> snipers. I started using snipers again when I researched the Shrike. I felt like I could afford another non-front line soldier. I think the reason I didn't use them pre-Shrike was that my sniper soldier would lag far behind the others in stats gained per mission because of the lack of shots-per-mission. Rocket Launcher: I don't use these anymore. I cannot afford to destroy alien equipment IMO. -Stun Rockets: I would use stun rockets, but I've never had it create a gas cloud. It deals light stun on impact and creates 2-3 tiles of light gas. I expect it to at least fill the blast radius w/ light stun gas. I do feel there's room to add an electroshock rocket as a side-grade to the stun gas rocket. -HE Rockets: Whatever you shoot with one of these dies. It does its job well. You really have to weigh the cost of losing mission money against the threat posed by your target. I really only use these to help take the Alien Leader rooms of bases. It's powerful, but you pay for it in opportunity cost. -What I want: Electroshock rockets + Incendiary Rockets. If you are able to work out the bugs for the Armor-piercing rounds= I would love to try those. Not sure if they're needed though. Stun Baton: Dangerous to use, but rewards your efforts. This has the right amount of stun dmg in my opinion. The TU cost seems balanced. -What I want: A lethal melee weapon like the thermal lance and vibroblade in Terror from the Deep. There are few things more satisfying than stun baton 'kills'. A lethal version would be a great alternative if you absolutely need to kill an andron without collateral dmg. Could use same animation/model as stun baton. Conceptually, a high-tech stilletto. Slams it into a target, uses a plasma charge to superheat a metal tip and propel it forward (just like lore for plasma torpedo) before creating a small explosion in target. Shield/Assault Shield: Perfect IMO. Does what it says and saves lives. HE grenades: I use these to kill entrenched aliens that pose a huge threat, or drones/reapers. I would like to see 1 tile more of range. The overdamage property makes these inviable as a main weapon now. Stun grenades: Knock out low rank aliens with ease + area denial. I feel these are where they should be. Electroshock Grenades: Decent side-grade for the stun baton. I feel these are good for higher rank, fleshy aliens, but could use a 10% improvement in stun dmg. Also, these are poor against androns. I don't know if they're meant to have higher dmg against them- I assumed so based on their Xenopedia entry. Flashbangs: People need to use these more. I barely receive reaction fire from movement because of these. The radius is right where it needs to be and they suppress well (higher rank is more resistant, but usually 2 will do it= makes sense). You don't need them in the beginning of the game, but when attacking bases/larger UFO's these save lives. I feel these are where they should be. Smoke grenades: They work, and can be used the whole game. People need to use these more, as well. It would be nice if you shed more light on how they affect accuracy for the tooltip. Does what it needs to do. I've gotten used to how it doesn't block line-of-sight. Only issue, in the future aliens need to be allowed to grenade and burst fire into smoke at players. At 2 plus smoke grenades, aliens usually don't fire at my troops. Not good. Medkits: I Don't have an opinion on these as far as effectiveness, they're necessary. I would like to see a late game upgrade to reduce their inventory size by half, as well as a 20% bonus to efficiency. Could make it require a looted alien base to recover their regeneration/maturation technology. Thoughts on Laser Weapons: I feel that either a $5k price reduction per weapon, or earlier access to the research would help usher out ballistics. I was tempted to skip lasers altogether. In this beta I didn't in order to afford another base. Armors: The removal of the sight restriction was spot on perfect. The weight and monetary/opportunity cost to create armor is balance enough. Jackal: I was never able to afford making it. By the time I could, Wolf was an option. I'm sorry to say I've never made jackal armor. Wolf: I can eat direct plasma cannon shots to the face and still live (sometimes 2). Xenopedia for the cannon needs to be updated, btw. The game changes pace once you've acquired this armor. I'd venture to say it might need a 5% reduction in armor to keep the game tense. I'd wager I could beat normal without making any other armor. Predator: I've made one suit so far. Yeah, definitely worth it. My main machine gunner is a walking war-crime in this. Definitely represents that old X-Com feeling of reaching the top of the tech tree and finally going into battle knowing the aliens should be afraid. The lack of nades and non-hvy weps balances this out. Rookie soldiers are useless when wearing this= good. Need to test this more, but it seems spot on. Aliens need an answer to this armor IMO. Haven't tested the other top armor yet. If it's stronger than wolf= normal is cake once it's acquired. Vehicles: These suffer from the same problem that alien heavy drones have: Huge target, low armor and health. This has been an issue in all X-Coms. I can get more longevity and firepower out of two soldiers instead of a vehicle. I feel they should excel at pushing through open terrain so your soldiers don't end up taking shots. More health, more armor, perhaps less firepower to compensate. Other threads have more knowledgeable thoughts on this. Let me know what you guys think.
  16. Can we have additional (preferrably moddable) characteristic for the weapon — cooldown time? When you take a vehicle on the battlefield, there aren't much choices to take. You see the target — you shoot your cannon. Usually there's no drawbacks except for the ammo, and AP cost has its borders, since you can't take more AP for firing than the vehicle total AP capacity. Usually it's one-two shots per turn depending on weapon. Adding the cooldown will allow to expand that border over several turns, possibly allowing to balance realistic heavy-damage weapons and compensating the lack of clip reloading mechanic in the vehicles. The player will get additional choice: shoot main caliber or save it in case of the heavily armored or safely covered target will appear, relying on different means to destroy current enemy. After the firing, again, you will have to decide leaving your tank as a cover, while it's unable to fire, or retreat for a time of reloading/cooling. Also this will seriously benefit modders, especially alternate vehicle weapons like Max's Grease Pit. If the cooldown characteristic will be appliable on any weapon, it will allow infantry to use otherwise unbalanceable weapons too (It will further expand reloading AP cost balancier). Alien AI can react to shooting from such weapon as the opportunity window to counterattack on weakened team, and so on. P.S.: You are probably already have this mechanics used with the psionic abilities, right? And wraith randomblinking can "benefit" from this too.
  17. As the game currently stands, there are very few differences between the weapon tiers. (Ballistic, Laser, Plasma, and MAG) Modifying the different weapon technologies to have more differences between them would improve the game in multiple ways: 1.) It would allow people more customization options for their soldiers. Perhaps lasers have the best accuracy and no shotgun equivalent, so they're best suited to long-range engagements, while plasma has the best damage but the worst accuracy and therefore doesn't do well as a sniper rifle. 2.) It could fix the complaint that I've seen around here that the research tree feels too much like a research line. Each weapon technology could have a different feel to its research tree, and have a separate research item for each weapon. (pistol, rifle, etc.) That would flesh out the research tree and allow any technology to work in the endgame, but require you to spend as much time researching, say, lasers as you spend in the current build researching lasers+plasma+MAG. See this picture for a sample tech tree: maybe lasers are purely human tech, plasma is just imitating the alien weapons, and MAG tech comes from adapting non-weapon alien tech to a new purpose. 3.) It would provide more replayability, as you might want to see how different the game feels when you specialize in a different weapon type. This is related to point 2, as any change that expands the research tree to the point where you can't easily research all of it in one playthrough will have this effect.
  18. Do you eventually research better missiles? Currently the foxtrot and its avalanche missiles are disappointing. I was expecting two avalanche missiles to deal a lot more damage than an entire condor can with its cannons and sidewinders. And how many condors and foxtrots do you guys keep in your bases?
  19. Whats your Favorite weapon so far ? I haven't played for more than 2-3 months and not even seen the plasma technology yet. Seem to remember from the original that the Plasma canon was a bit to good and it got boring so instead my seasoned soldiers ran around with HE-loaded heavy and auto-canons just because it looked cooler and things blowed up I hope this game is more balanced. The suppression system by the way is just great!
  20. Weapon and Suppression Balance Mod - 1.05 The goal is to change Suppression to a game mechanic that is to be used intelligently, vs a mostly ignored given, and to give a bit of flavor to the various weapon tiers. Besides Suppression overall Weapon Balance is reworked with the idea each weapon has a purpose and advantage. Also Alien stats vary more as they increase in rank. They have flavor, but none of them are harmless. Sebillians for example have a minimum of 30 reflexes that increase to 45. (Default is 20, which means you can run your entire squad right past them and probably wont trigger any reaction shots, and by default ALL Sebillian have 20 reflexes) Changes (Vanilla 19.6): -Suppression is reworked on human weapons with a general rule of 10 Suppression per bullet, with the exception of burst fire. - Alien Bravery Stats Increased (Suppression Points = Bravery) - Alien Accuracy Changed (Higher than 19.5, lower than 19.6) - Human Weapons Accuracy Increased from 19.5, but generally less than 19.6 - Close Range Hit Bonus Increased (From +15 per tile within 5 tiles to +18 per tile) - Suppression Point Regeneration per turn Increased from 25% to 50% - Shotgun Range Increased from 10 to 12 tiles - Grenade Throwing Range Increased +1 Tile - Weapon Tiers now vary in stats besides increased damage (Weapon Damage Unchanged) -Ballistic Pistol, Rifle, Sniper Rifle Reduced Suppression decreased to 10, Radius decreased from 3 to 1 (With the exception of Burst Fire) -Shotgun Decreased to 25 Suppression, from 30 -Lasers are more Accurate than Ballistics, Plasma has Increased Suppression and Radius vs Ballistics but with equal accuracy, MAG Weapons have the Accuracy of Lasers, and the Suppression of Plasma. -Suppression on Grenades Reduced -Stun damage on Stun Grenades reduced from 40 to 30 -Stun Damage on Rockets Increased (Download and place in your Xenonauts/assets Folder, and overwrite existing files.) Version 1.05 (Experimental Beta 19.6 Compatible) https://www.dropbox.com/s/as6tkl22hcpi9lp/aiprops.xml https://www.dropbox.com/s/hvdp73i4tv322x1/config.xml https://www.dropbox.com/s/3q97e8x3nlsl14r/weapons_gc.xml Feedback and Suggestions are Appreciated!
  21. Since I've gone beyond the character limit in the Mod List thread, I've decided to archive some of the older Mods here. If you feel they should still be on the main list, please let me know. Aircraft/ Interception [table=width: 730, class: grid, align: left] [tr] [td] Name [/td] [td] Author [/td] [td] Compatible [/td] [td] Date [/td] [td] Comment [/td] [td] Forum [/td] [td] Download [/td] [/tr] [tr] [td] Kabill's Air Combat Balance Mod [/td] [td] Kabill [/td] [td] v0.19 [/td] [td] 21/08/2013 [/td] [td] Reduces Foxtrot air dominance - Redundant as of v19.1 [/td] [td] Forum Post [/td] [td] Mod Download [/td] [/tr] [tr] [td] Aircraft Loadouts [/td] [td] Gazz [/td] [td] ? [/td] [td] 09/09/2012 [/td] [td] Alters missiles [/td] [td] Forum Post [/td] [td] Download [/td] [/tr] [tr] [td] Adding more scouts and less fighter craft [/td] [td] Max_Caine [/td] [td] ? [/td] [td] 07/07/2012 [/td] [td] Reduces large numbers of fighter craft. [/td] [td] Forum Post [/td] [td] Details in forum post [/td] [/tr] [tr] [td] More aggressive Fighter [/td] [td] Amiga4ever [/td] [td] ? [/td] [td] 04/04/2012 [/td] [td] Alters fighters so they use missiles from distance more often. [/td] [td] Forum Post [/td] [td] Download - DOWN [/td] [/tr] [/table] Battlescape [table=width: 730, class: grid, align: left] [tr] [td] Name [/td] [td] Author [/td] [td] Compatible [/td] [td] Date [/td] [td] Comment [/td] [td] Forum [/td] [td] Download [/td] [/tr] [tr] [td] Window Vaulting 0.2 [/td] [td] dJm [/td] [td] ? [/td] [td] 06/10/2012 [/td] [td] Allows vaulting through windows [/td] [td] Forum Post [/td] [td] Download [/td] [/tr] [tr] [td] More Realistic Gunpowder Weapons v 1.0 [/td] [td] StellarRat [/td] [td] ? [/td] [td] 22/08/2012 [/td] [td] modifies pistol, shotgun and assault rifle [/td] [td] Forum Post [/td] [td] Details in forum post [/td] [/tr] [tr] [td] Fix for xenonauts using weapons [/td] [td] craftomega [/td] [td] 9.4 [/td] [td] 25/04/2012 [/td] [td] prevents the game crashing when using an alien weapon. Note: BUG NOW FIXED [/td] [td] Forum Post [/td] [td] Download -DOWN [/td] [/tr] [tr] [td] Cursors in 3D [/td] [td] Gauddlike [/td] [td] ? [/td] [td] 02/02/2012 [/td] [td] Alternative cursors for people and vehicles. [/td] [td] Forum Post [/td] [td] Details in forum post [/td] [/tr] [/table] Soldiers [table=width: 730, class: grid, align: left] [tr] [td] Name [/td] [td] Author [/td] [td] Compatible [/td] [td] Date [/td] [td] Comment [/td] [td] Forum [/td] [td] Download [/td] [/tr] [tr] [td] Extended Female Names & Strings [/td] [td] eltharion [/td] [td] ? [/td] [td] 23/07/2012 [/td] [td] Increases number of female soldier names. [/td] [td] Forum Post [/td] [td] Download - DOWN [/td] [/tr] [tr] [td] Face Mod [/td] [td] anotherdevil [/td] [td] All [/td] [td] 05/03/2012 [/td] [td] Breaks up NoIdidnt’s face into component parts (ouch) [/td] [td] Forum Post [/td] [td] Download [/td] [/tr] [tr] [td] Israeli Soldiers [/td] [td] TheTuninator [/td] [td] 8.61 [/td] [td] 18/01/2012 [/td] [td] Adds Israeli names and backgrounds. [/td] [td] Forum Post [/td] [td]Download [/td] [/tr] [tr] [td] ANZAC Soldiers [/td] [td] Pinetree [/td] [td] 8.5 [/td] [td] 30/12/2011 [/td] [td] Adds Anzacs into the game – Now part of the Extended Soldier Background Mod [/td] [td] Forum Post [/td] [td] Download [/td] [/tr] [/table] Vehicles [table=width: 730, class: grid, align: left] [tr] [td] Name [/td] [td] Author [/td] [td] Compatible [/td] [td] Date [/td] [td] Comment [/td] [td] Forum Post[/td] [td] Download [/td] [/tr] [tr] [td] Hunter with primary and secondary weapons (Rocket Launcher/ .50 Cal Machinegun) [/td] [td] XenoNut [/td] [td] ? [/td] [td] 22/04/2012 [/td] [td] Provides Hunter with both primary & secondary weapons to use. [/td] [td] Forum Post [/td] [td] Download [/td] [/tr] [/table] Weapons & Equipment [table=width: 730, class: grid, align: left] [tr] [td] Name [/td] [td] Author [/td] [td] Compatible [/td] [td] Date [/td] [td] Comment [/td] [td] Forum Post[/td] [td] Download [/td] [/tr] [tr] [td] Weapon Balance Mod v1.0 [/td] [td] Belmakor [/td] [td] 8.5 [/td] [td] 28/12/2011 [/td] [td] Alters details of base Xenonaut weapons [/td] [td] Forum Post [/td] [td] Details in forum post [/td] [/tr] [tr] [td] Modding the Machinegun's ClipSize for 5 Bursts [/td] [td] Quartermaster [/td] [td] 8.4 [/td] [td] 13/12/2011 [/td] [td] modifies machine gun to 5 round burst, instead of 3 [/td] [td] Forum Post [/td] [td] Details in forum post [/td] [/tr] [/table]
  22. At the end of October 1979:- Overall tactic: I went with base building over equipping soldiers again in this build. With the lower base build cost, I went straight for a second base on day 1. A lull meant that I couldn't get a third base quite as quickly, but by the start of November the facilities are being built. By the end of November I should have 3 strike bases set up. Again, this offsets the nations with plummeting funding, such as the USA (if first base is in Europe (Sicily and not Greece. Bah)) An example of: In October I lost $40k of US funding. In November it was +$10k Ground Combat: The first four or five missions are tougher in this build. This isn't because of grenade use in previous builds. I usually only resort to grenades, when the weapons start causing too little damage. The aliens seemed to have a better grasp of cover. Also, they aren't as predictable. They now come out of the UFO (thank you) to mix things up a little. Alien plasma pistols seem to be pretty nasty this build. I'm glad that's pretty much all I've been up against. I may have to think about skimping on the armour. 2 20 day wounded troops very early on. Weapon types: Pistol/Shield - Invaluable in breaching UFOs and I've been using it a little more in getting close to defensive positions, due to grenade range limitations. Sniper - Hypervelocity has been removed for the moment, so that was felt. There's also a TU increase. Considering the time it should take to set up a sniper shot, I'm actually fine with that. It does mean that it takes a few missions for the Sniper to find his/her feet. Several actually. But still very useful considering grenade tweaks. LMG - The winner this build. I bring one in when the rocket launchers have enough strength and TUs to make it more viable. They have benefited most form the grenade tweaks. I now have 2 on the squad. Rifle - Relied on more with grenade tweaking. More useful in early missions waiting for LMG and sniper rifle to become more useful. Rocket Launcher- With everything it touches becoming a purple stain (unless it's friendly fire) this is used much more carefully. I'm switching ammo a lot more depending on the situation. Stun being a little more effective works well for this. Shotgun - Still not being used. Current maps don't provide close combat situations where it would be useful (early industrial maps were much better for this). Inside UFOs is probably the best bet, but there are still accuracy issues with that for nearly all weapons. Shield/pistol and grenades works better. There are no line of sight interiors in the early UFOs that would favour the use of the shotgun. For example, corners that would block use of grenades. Overall, a thumbs up for the changes. Some confined maps should bring Shotguns into their own. Still not using -High Explosive, Stun Batons, Flash Bangs for the reasons given here Air Combat - I enjoyed watching my Foxtrot fail to take down the light scout by itself, and I managed to take down 2 Corvettes without going back to reload. Reload changes are making a positive difference already. Also enjoying the variety of UFOs. I can't think when I've had a scout with 2 escorts. Straight into 3 fighters in this game, rather than a build up of single ones first. Nice to see things shift around. I've used the cannons a little more in this build. Not much more, but then there are others here, who use them in traditional dog fighting style., so it's possibly just me there. I was going to link back to 19.4 for not using Vehicles. But considering the increased difficulty of the first few missions, I'm wondering if a tank would have been a solution. Very possibly. Other issues (I've posted these elsewhere, but they fit nicely here too.) Stores is now ignored and manufacturing is pretty hollow. I'm realigning the soldiers in the dropship tab once and never going back to it. Greece being in the Middle East really jars as the first thing I go to do in the game is put a base there, only to find that it's in the "wrong" funding bloc. Instant Promotions - I had 7 Sgts after the first mission (Update: I'm getting commanders at the end of October) Manufacturing delay - there's no manufacturing to start with and I have a 6 day delay waiting for the third hanger to be built before I can begin the manufacture. I imagine that there would also be a delay if I built a garage, but haven't built that one. So, no manufacturing to start with, and then a delay in the first topic that's available to manufacture. Local forces down UFO early mission - If you want to equip your squad before the go, you want to press cancel. However, the timer stays at the same speed as when the "local forces down UFO" message appears. Hours race by before you can get to the top to stop it. Even if there's a time freeze hotkey, it would be nice if it just reverted back to the slowest speed. Firing into the UFO from just outside the doorway, continues to be odd looking. Accuracy plummets (and it's poor to begin with). Breach soldier doesn't always have the TUs to go much further than the door safely. So, it's back to grenades, as the least risky option. I can understand why you don't want everyone to be able to fire right into the back of the UFO, but it looks strange when you can't Research dries up around 18th with 15 scientists. That's for a few days and then it dries up again around the 27th. The tail end of both research periods is only 1 topic leading on to the only other available option. So there's no real research choice for the player. It's very linear. Considering the world is supposed to be running around trying to figure out how best to deal with the threat, there's little research going on. Edges of Light Scouts. - I still find some of the targeting around the corners of the ship to be odd. I've had a Caesian in plain sight just at one of the pincers, but I couldn't hit it directly and had to work my way around. Some oddities at the door as well. These have pretty much always been there. Savegame: End of October
  23. Hopefully when alien armour and armour mitigation become Things this will be more useful, probably as a better penetrating rifle, but more recoil and less accuracy. For now it's just a beefed up Ballistic Rifle because I don't know how recoil works. Click the images for bigger versions. The current sprites are basically placeholder images until I can trace over it in a more Xenonautsy-style I suppose as a hotfix or something. http://www.mediafire.com/download/qflyv3yesnadhhp/AR-10_Xenonauts_Mod.rar Just extract it into the Xenonauts root directory.
  24. I'm in the middle of January. So far I've not invested a cent in armour or weapons for the troops. At first this was so I could get bases up and running (not so much a choice as a funding necessity). However, now I find I've simply waiting for the top tier equipment. The reasons are the magical grenades and missiles. Once the research into the "Explosives" topics has been completed you get infinite grenades and rocket launcher missiles of that tier. I nearly caved in before plasma tech came around, but I'm glad I didn't. The soldiers are extremely accurate with the grenades and the plasma missiles wipe out anything that's a threat. As long as I'm cautious, there's no technology imperative to upgrade as the game does it instantly and magically for me. I'm also not having to ration the grenades or missiles, which was always a big thing for me, as they are free regardless of any alien components. It's a far cry from the builds where every weapon was taken along as each had it's place. Now, I wonder why everyone doesn't carry a rocket launcher. I also find that in larger ships I don;t really need the breach trooper very much. The aliens are either coming out of the craft or are falling back far enough in the ships that there's not the immediate threat there was in the smaller craft.
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