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  1. 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!
  2. 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.
  3. 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.
  4. 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?
  5. 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!
  6. 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.
  7. 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
  8. Just played my first hour of the game, and while it is VERY buggy (which is expected, cause its alpha) I really enjoyed the Xcom feel. Not only does Xenonauts retain the same gameplay mechanics that made Xcom great, it expands upon them in ways I felt Xcom lacked and that the community yearned for. Overall I think the Xenonauts team has their finger on the pulse of the Xcom fanbase, and that makes me very happy. However with that said, there are a few things that I felt were lacking. First of all weapon management. Early game weapons appear to be infinite, and this really feels off. I really miss the purchase menu of the old Xcom games, and I would like to see a return of that. Xcom was all about base management, and I think taking out resource management of early game items detracts from that. Secondly, the user interface... and overall layout. A lot of things, such as the combat interface, work beautifully... and are very intuitive. However other things, such as the base menu screens, and even the post-combat analysis screens, are rather clunky and confusing. The menu is nowhere near as graceful as Xcom's, I think a lot could be done to streamline and simplify the base management screen. In addition, after a battle... the analysis said 45,000$ total sales. What do sales have to do with combat? Did I just automatically sell the equipment I recovered or something? These are really the only two gripes I had about the game, and I understand that its an early build (however that only gives me more reason to voice my concerns now =P) so ultimately all I have to say is good job! and keep up the good work! I think we only have up to go from here =)
  9. This is the Alpha release of my mod, Arsenal. The full version will be released in a month or two. The final version will add many real weapons and change the existing ones to allow for more realistic armament options when equipping troops. Each weapon will have its own GUI and stock image, and if I can get assistance for modelling, larger weapons like the RPG will have their own ground images. There will also be balance changes to many different areas of the game. Alpha changes: Various balance changes in config xmls (full list in later versions) Three new weapons, the Glock 17, Colt M1911, and the S & W Centennial(placeholder image). More will be added in the final version, but this is just a sample of what I've done so far. Manufactures for the Glock and the M1911 More will be added later, of course, but right now I am trying to get support from the community and make sure that I have no bugs so far. Download Alpha (fixed July 5th) at: https://www.dropbox.com/sh/s9mwy3hy1d989ng/5PhIWhMWzE http://xeno-mods.com/mod/150/arsenal Coming soon is a list of weapons that will be in the final version along with their statistics. There will be a much greater selection for your soldiers (Excel format):
  10. Ok so I have been adding some custom ground combat weapons to the game everything is working good except for one issue. it always seems to display you soldiers spectre as unarmed. I have looked through the Various Files to try and find where this information is displayed and the only thing I can find is a file "GC_units.pfp" However when I try to open the file to modify it does not display correctly. there are a bunch of black background NUL marks interspersed throughout the code Anyone know how to correctly view and edit these PFP files?
  11. It is over. Two hours of typing one word: Wolf, overwriting the word buzzard, in a specter file... It is done.... However, that means I can finally release something I may be the only one who has been waiting for.... Walrus Jones's Tactical Ballistic Expansion, V1! http://xeno-mods.com/mod/138/walrus-jones-s-tactical-ballistic-expansion (I could hide this as a word, but I find it difficult to see links on this site, so for the sake of making the link clear and obvious, I left it in link form.) Naturally, This mod greatly expands on ballistic weaponry, adding two new (Three to ballistic weapons, in a unique case,) weapon classes, and offering several new versions of both new and old weapon classes. Soviet weapons (Introducing the first ballistic carbine, and battle rifle.) These weapons are designed to deviate heavily from standard weaponry, allowing for a fresh game experience. Civilian weapons. For people who want to ward of the alien invasion in style (And with a great deal of challenge, let me tell you.) Cynical weapon descriptions. (Note, The Stat box in the upper right corner gives more accurate stats then the description. Sprites in this image are not necessarily up to date.) And much more. This mod will go quite a ways into the game, leading early ballistic weapons down three tiers that will allow them to compete with early lasers (And then doing the same to lasers and plasma, but then it wont be a ballistic expansion anymore.) A quick example of what this will look like: Tier 1: Conventional Submachinegun. Tier 2: Enhanced Submachinegun (Manufactured, not yet included.) Tier 3: Alloys Submachinegun (Manufactured, spends resources, very cool chalky aesthetic.) (Thank LaggyWolf for nearly all the weapon sprites. Some minor alterations by me may have broken some of the guns: Rule of thumb, if it looks as ramshackle as the ammo types, Walrus made it/Ruined it.) As for now, I think I am not forgetting much. Feel free to yell at me for things I have forgotten, but be polite, and avoid the flaming thumb.
  12. So...let's just get to the question shall we? We can I find a Battle Rifle for god's sake...It's my third playthrough already(steam stable build)...Already in January...(last playthrough only got to plasma weapons) and I still didn't get any battle rifles so I can upgrade to MAG...This is a little dissapointing...especially counting I never tried out the weapons...
  13. If I'm correct, I've seen for tiers of weapons on the wiki(basic, laser, plasma, and mag). does each tier specialize at something? would a laser weapon be more affective against an andron than plasma? would plasma hurt fleshy things more than laser(btw, The only aliens I've seen in-game/ heard of are sebbillian, caesan and andron, though I have heard of others existing ).
  14. Hello, just a small modification than unlocks the AK47 for mass use as well as the MP5K (which replaces the Default Ballistic Pistol!) AK47 vs M16: 30 Rnd. Magazine vs 20 Rnd. Magazine AP/TU Fire Cost Single Shot: 15/30/50 vs 20/30/60) Burst Fire: 30 vs 40 Accuracy: Single Shot: 30/50/65 vs 30/60/80 Burst Fire: 15 vs 25 Damage Per Shot: 35 vs 30 MP5K: 30 Rnd. Magazine 5 Rnd. Burst Capability! (30 AP/TU) Same Damage and Range as Default Pistol Suppression Value 20 from Default 10 Download NO OTHER BALANCE CHANGES ARE INCLUDED IN THIS MOD
  15. Hello Everyone, I'd like to introduce an alternative concept for research in this game. Research could become an important role in the unfolding drama the player experiences. Currently, research is linear, tier based, with one tier overpowering the other. For instance, you begin with kinetics and basic armor, and can unlock the next tier of firepower, lasers or plasma, which are more powerful than kinetics. What I propose are research trees for each weapon type (kinetics, laser, plasma, ect). Recovered alien artifacts that are disassembled or dissected unlock opportunities to pursue different technologies within each tree. For instance, your scientists learn something from alien alloys and laser guns and can use these technologies to (A) make a laser gun, or (B) unlock advancements in kinetic guns. You'd have to get creative here. To break down alien technology at a molecular level, alien science behind recoil and ballistics projection could be modified to enhance kinetic weapons. I am very interested in this concept and would be willing to help in its development. If the creators have any interest in this, please contact me. I really enjoy this game and I am looking forward to its first official release.
  16. Hi guys, running Little Mod 5. I'm having trouble getting new weapons for my guys. Going by the Tech Tree (http://xenonauts.wikia.com/wiki/Tech_Trees) I need to research Alien Alloy Fabrication. I have alien alloys, but not Alenium. Where do I find it?
  17. Hey, I was reading through some cool helicopter stuff, and I found this webpage: http://www.soc.mil/160th/Chinook.html It talks about the MH-47 Chinook, which is used for SpecOps missions and the like. It's got a simple cannon on it, and I was thinking that it'd be cool to have a simple cannon on the Charlie. It wouldn't be as powerful as a regular autocannon, but it'd just be there. I think it'd be fun to try to take down a light scout with a trio of chinooks, personally. Just make it so that it can only have the weaker cannon, maybe call it a light autocannon? Of course, it'd be upgraded with laser, plasma and mag, just for consistency (going up to light magstorm, or maybe miniMag haha). These weapons would unlock along with the regular autocannon replacements with no new researches being required, and would cost less than the regular interceptor autocannon would. It should only be available for use on dropships, and there should only be one weapon pod for that. I don't think it would affect balance very much at all, since they're not designed for combat, and therefore it would make sense if they sucked at it (in fact I'd appreciate it). Even if it's not going to do much, I just want to be able to defend my dropships, even if it's ineffective. It'd just add another interesting tidbit to the game, allowing the chinook to actually defend itself a bit. Thoughts?
  18. So i made it to January on normal difficulty and a terror mission occurs in south america. well i make it there and the friendly allied troops are using LASER RIFLES!!!!! whoa not only i was in awe but i'm considering killing them and stealing their weapons(if i can.) is this a bug or do allied ground troops eventually somehow get their own weapons?
  19. Just a thing one might research to make the alien plasma pistol more accurate early on. Would make it heavier, more accurate, give it lengthier reloads and take up as much space as a primary.
  20. It seems strange to me that in the game you go straight from human balistics weapons to laser based weapons, i would make more sense im my mind to have a step inbetween were you get human-alien hybrid balistics weapons, things suck as replacing the barels with alien material to alow you to use more refined explosive powder to push harder more penetrating projectiles out of the barrel... if this was done, im my mins, you wouldnt even need to make new moldls, you can just up the stats of the weaponry
  21. Some more variety in convential guns would be great. Heckler & Koch Mp5 is a must, H & K G36, PSG and UMP are nice to have.
  22. After adding an Anti-Material Rifle (Based off New Vegas) I have been running through the problem of where my soldiers aren't holding a weapon. Sounds, stats and images work; just not the in-game model.
  23. I know this is supposed to be a faithful recreation of the classic X-Com game, but I think it should be realized that X-Com: UFO Defense was more of a "science-fictionized" setting than what Xenonauts is put in to. The starting weapons in X-Com were tailored more towards this, having more of a sci-fi feel. In Xenonauts, however, I think a chance should be taken to bring some more "realism" into the game's armory. Here is what I'm suggesting I consider myself a bit of a weapon's buff, and I love it when weapons in video games are given brief and detailed descriptions. In Xenonauts, however, there is only one rifle that is considered to be the universally-accepted standard-issue assault rifle of the Xenonauts program: the M16A1. See, I like having immersion in some of my games, and I feel like Xenonauts has the opportunity to add in some more weapons to tailor to nationality or somesuch. It's the late-1970s, right? The Soviet Union is in on the Xenonauts initiative? How about add in the AK-74 model into the fold? It's a bit jarring to see a Cold War-era Russian soldier carrying around an M16 assault rifle, I'll admit.
  24. You select a soldier, aim at a target and press fire button, soldier fires alien reaction fires . What if reaction fire occurs BEFORE your soldier fires after receiving your order? Think of an alien with a pistol ready to reaction fire on a soldier in front at close range. Soldier takes all his time to make an aimed shot with his sniper rifle at max zoom. The soldier deserves a reaction fire snapshot to the face because the alien wont wait for ages to get shot. If TU usage on firing triggers reaction fire (I dont know if it Works this way, just proposing) then the more TU used the more chances to trigger the reaction. This would give low TU weapons like pistols a clear role and usefulness, and balance the usage of more clumsy/powerful weapons. It will give more of a reason to use snapshot instead of aimed, cause the later can get you a shot to the face more easily as IRL. Being outnumbered would be more dangerous and would pin you down a lot more,not willing to expose you too much. I think it would be pretty fun, tactical and intuitive although maybe a bit more "hardcore" for some (not calling anyone dumb, just not everybody loves harder complexity). What you think?
  25. Okay so this is going to be a stupid question, but I can't seem to find anyone else with a similar issue. Basically I was just going to do a simple swap of the M9 for the M1911A1 art that is already included in the files. Drop the magazine size, play with the weight a little, and increase the damage. Looked simple. <Weapons><Weapon name="weapon.pistol" bulletType="normal" emptySound="Empty Click 1"> <props range="12" hands="1" recoil="0" weight="1.5" isHeavy="0" clipSize="12" reloadAPCost="9" reloadSound="Weapon Pistol Reload" reactionModifier="1.8" hpLimit="60" /> <SingleShot sound="Weapon Pistol Single" delay="0.6" suppressionValue="12" suppressionRadius="1"> <Set1 ap="9" accuracy="65" /> <Set2 ap="11" accuracy="73" /> </SingleShot> <GUIImage name="gui/weapons/pistol" /> <GroundImage name="grounditemimages/pistol.png"/> <Ammos> <Ammo name="ammo.ballistic.pistol" type="kinetic" damage="20" mitigation="5"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos></Weapon> That appears to be the second of the code which controls the M9. Assuming you don't care about tool tips or strings, modifying that code should directly affect the stats on the weapon, right? Except changing them doesn't seem to do anything for me. I can go one slot down to the M16 and perform exactly the same changes and they apply, but for some odd reason the M9 refuses to change. Can't swap the art work or alter the magazine size. Haven't tested the rest of the stats, but those two are the painfully obvious ones. It isn't terrible important in the long run, of course, but now I'm just curious. Why I can alter every other weapon, except the M9. Especially given that if I'm altering the other weapons, where is it finding the original code for the M9?
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