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  1. The balance of the game should be a self-sustaining system, similar to a nuclear reaction inside stars: when too much hydrogen enters into nuclear reactions, the star expands and nuclear reactions decrease. When too little hydrogen enters into nuclear reactions, the star shrinks under the influence of gravity and the number of nuclear reactions increases. Therefore: when the player achieves too much success: the number of aliens in the tasks should increase. When the player's progress is small, the number of aliens should be unchanged, and even decrease at the "beginner" difficulty level. I suggest doing this as an additional level of difficulty and only for tactical battles on the tactical map. Such a function is not suitable for the strategic level, because it makes meaningless all the strategic advantages that the player receives by adhering to the correct strategy.
  2. You need to adjust the time spent on laser rifles. Now it is too high compared to other weapons.
  3. I counted a number of all the buildings on the maps and their bonuses. Currently 16.1 players have access to the construction of 26 buildings. In total, they provide an opportunity to hire an additional 22 scientists and engineers, which together with the basic is a total of 28 for both. Commander's rooms give the opportunity to build 4 buildings each +3 buildings available from the beginning of the game. Thus, they allow the player to build 23 or 27 buildings, and only 26 are available for construction. In addition, the maximum number of scientists and engineers is now 28, but the number of places in the laboratory and engineering is a multiple of 6. Thus, either the player builds only 4 buildings and employs 24 people , or builds 5 buildings and 2 places in it remain unfilled. I suggest to slightly adjust the total number and bonuses of some buildings to create a certain balance: 1) The total number of buildings +1 scientist and +1 engineer is now 11. You need to do 12. 2) The number of buildings +2 scientists = 4, and the number of buildings +2 engineer = 5. You need to make 5 for each. 3) Number of buildings +1 scientist = 3, and number of buildings +1 engineer = 1. You need to make 2 for each. 4) Number of buildings available for construction since the beginning of the game now = 3. Need to do 4. Thus, the maximum number of available buildings will be 28, which can be obtained by building 6 command rooms (4 basic + 24 additional). The maximum number of scientists and engineers available for employment will be 24 + 6 basic = 30, which is a multiple of 6 (all jobs will be filled). In this case, everything will be balanced
  4. I wonder if the weapon can have different effectiveness depending on the type of enemy? For example, a plasma weapon would cause high damage to some aliens but they would be more resistant to other types of weapons? Thanks to this, it would require a more thoughtful selection of equipment and appropriate tactics depending on the opponent. This effect should be strong enough so player will seriously consider using the right type of weapon.
  5. Would it make sense if a soldier who fired several consecutive shots at a stationary target (or even one that didn't move that much), would get increasingly better accuracy with each shot they fired? Logic being that you pop off a shot, see where it hits, and then correct your aim based on that shot?
  6. The mod is ready for its alpha debut for version 1.0x of Xenonauts. This is a mod by Ron Losey, which I have helped test and distribute. It attempts to simulate some level of reality within the Xenonauts setting by tweaking the variables. Changes include weapon damage, weapon randomness, armour, vehicle armour, combat fuel consumption for aircraft, weapon and sight ranges, rebalance of weapon types (plasma, laser, ballistic) so that they each excel for certain uses (later guns still being better overall), economics, and many various other changes. A more thorough description: Download the mod from here: https://mega.co.nz/#!iBUBGLYI!eL9vj8gxTEki_QWILPl35oeYBWoWr47o9LUF2gO6-6s
  7. CURRENT VERSION v0.6: - UPDATED: 2.01.2014 https://www.mediafire.com/folder/iptk9az8vc52j/Xenonauts DONE SO FAR: - advanced conventional interceptor(s) added mix between condor and MIG. Has a cannon, can evade. The second one is all cannons. - item prices re-balancing. Buffing the prices of all stuff, so you can sell them without a huge loss. Right now, selling anything at all is a huge waste. Especially alien stuff. Even after buffing the price of alien materials and allenium by a factor of 5, it's still not worth selling. But at least you can get SOME money out of it now. EDIT: Alenium price mistake. It's set to 100.000 in the current file.. - adding a second ballistic weapon tier & research. Just a tiny increase in efficiency. - weapon re-balance: burst fire on assult rifles cheaper accuracy of AR's single shot reduced, but cost of aiming reduced as well. Shotty has more pellets, lower accuracy. - 11 new role icons - all weapons sprites fixed. - (OPTIONAL... there is a separate weapons file you cna use if you want re-balanced laz0rs) compelte re-balance of all weapons. All lasers are accurate as hell, have increased ammo capacity and 20 TU reload cost. Their armor migation has been reduced. - More allied AI on maps (especially terror missions) + allied soldier now have some armor and better stats.
  8. I made this post in the Experimental discussion thread for v21.1 Figured it'd be better served in the actual suggestion forum. The context was that getting rid of Squad Sight entirely for aliens was too hard, in terms of programming the AI to cope with it. I offer this as a way around that, if it's actually possible to weight the AI to choose certain targets like this, and if it's actually possible for an entity to "know" which targets it can "see" directly and which it cannot, targets that it merely knows of because of allies "telling it" about them. At least I assume that's the rationale behind squad sight in general. The accuracy penalty itself may very well serve to weight the AI in that regard, as I assume they are programmed to take the better shot more often than not. So I suppose this idea mostly depends on if it's at all possible to differentiate "seen" targets from "squad-sight" targets, from the perspective of a single entity, and add an accuracy penalty accordingly.
  9. Is it just me, or are the Reaper dudes SERIOUSLY over the top? I mean, they are the most annoying things in the game 1. One hit kills 2. Reproduces by one hit kills 3. Tough as balls to kill Now, reproduction is quite an awesome mechanic, I always like that in both XEU and here. However those one hit kills get me worked up more than they should. But I just lost 3 predator-clad troopers to one Reaper. I just think that at least full body armours (sentinel/predator) should protect from them: normal armor -> one hit kill -> zombie full armour -> needs to kill (take them hps down to 0) -> zombie While, additionally, I think that zombie->reaper transformation shouldn't be instant. It should take at least one turn, methinks. It's just highly improbable for a human to transform into a zombie-bloat AND from zombie-bloat into a Reaper in, what, 10 seconds? Amount of energy required would rip that thing apart by itself. I am trying to start a discussion, not a flame war, so please don't yell at me
  10. I lost four men in one turn to one caesan, it fired a burst killing three which was probably just bad luck then proceeded to murder a fourth with a snap shot from across the sight range in a building that must be glitched because it doesn't let me shoot anything into it.
  11. Automatic upgrades make me really sad, once you finish research half of your stuff gets automatically replaced by new things. Choosing the older ones is not possible because they are obviously inferior(missiles). Please consider making guns and explosives feel different, technologies should not completely overlap each other. A clear example of the OG was laser weaponry not needing ammo. There were some missions I would have to take my laser weaponry because I just didn't have enough plasma ammo. A laser pistol was also great because you didnt need to carry ammo for it. Weapons: Technology upgrades should have a clear damage increase but it should also affect weapons in different ways to add to the tactical layer of the game. Some suggestions: Laser rifles doing 2x damage vs unarmored but .5 vs armored. Plasma shotguns eat cover for breakfast and dinner, but the spread is 2x wider so you have to be closer to be accurate. Mag Sniper has a chance of ignoring cover but not destroying it. This will also help to de-homogenize the guns, as they are now, they all fight for the same role. Ammo: Please make different ammo a thing, it added so much flavor. Right now its really boring. For ammo capacity there are 2 options; normal gun capacity and alien technology capacity: 15 round heavy(all tech) vs 50 round heavy(no tech). Same weight, same inv space, might as well be same icon. This has so much potential to be more interesting but as its stands its just plain boring. Make ammo weight differently depending on technology. So new soldiers cant be wielding the latest and greatest and you actually have to take penalties. Better weapon? cool but you get less ammo in chamber and less ammo to carry. This is perfect with the latest ideas of deadlier aliens, I wont be using my best ammo for the easy to kill aliens. Add ammo types, for the love of god where are the ammo types. Incendiary ammo to flush them out of cover or make them sit taking damage, explosive ammo to blow up cover, armor penetrating, anti personnel. Micromanaging my magazines was so much fun in every XCOM game. I understand that some new effects might be out of the question, but you have such a wide array of enemies. Telling me who is really armored and who isn't and letting me pick my targets with my AP rounds or electric rounds for robots would be really compelling. TL/DR: Gun technologies only upgrade damage, this feels like a wasted opportunity considering the amount of tech upgrades we get.
  12. assuming I have the correct name - I mean the purple things with the claws that turn your team into zombies? They cause so much damage at an early level - I think an improvement would to keep them as strong in close combat but make them much less resistant to firepower - especially at an early level. Having them rely on lurking then charging when a unit was in range. This would ensure you would have to leave TU's for reaction fire when entering areas liable to ambush. As it is they just charge you and even with 3 lower level troops they can't be taken down. Another option would be to have the reapers attacks take 2 turns to turn a soldier, perhaps with a 50% chance of the actual attack failing to work. I understand that the emphasis is to require upgrades to the teams arsenal to keep them effective but the 1st time you meet these things you usually loose the entire team and I remember in the original you would usually get some players surviving most of the campaign.
  13. Last time, I posted my analysis of the various weapon classes compared to each other in an earlier build and concluded that machine guns were a much better choice than any of the other weapons regardless of the situation. Now, I find that the changes made since then have elevated the usefulness of the lighter move-and-shoot weapons while drastically diminishing the competitiveness of the precision rifle and machine gun classes of weapons to the point of making them nearly unusable by comparison. I think there is an easy fix for this problem: eliminate the penalty for moving before firing these weapons, increase the time unit consumption of the kneel action, and increase the difference in accuracy between kneeling and standing. Currently, the kneel button is a sad little thing that doesn't see use in demanding situations where the player can't afford to waste time units. The benefits of kneeling are just too small to make it an action worth doing, even with the tiny expenditure of four time units it costs. In my personal experience, kneeling is always a frivolous decision - something I only ever do because I want to feel all tactical and watch my soldiers take cool-looking kneeling shots. It's never a hard choice; either I have the spare time units to BS around, or I don't, or I don't feel that clicking the kneel button is worth the physical effort. I think kneeling should be a bigger deal. A higher time unit cost and a stronger difference in accuracy compared to standing would complicate the cost-benefit analysis of choosing between the risk of stabilizing a soldier to take a more accurate shot or simply firing quickly and ducking behind cover or skipping the shooting to begin with. I also feel that the kneel function would be a better feature for implementing the mobility limitation on precision rifles and machine guns. Enemies like to try to move out of the player's firing lines before the end of their turn, which is completely reasonable and unfortunately makes the prospect of using any weapon which you cannot fire after repositioning in the same turn a very unreasonable one. I think it would be much more fitting if these weapons benefited more greatly from kneeling (or suffered more greatly from standing) than the move-and-shoot weapons, rather than binding them to a location from which the enemy will always make every effort to deny a clear line of fire. These changes would allow players to use precision rifles and machine guns to their full and desired effect, and would prevent the AI from being able to deny the effectiveness of these weapons tremendously by making tiny movements that should only require a tiny repositioning movement to counter.
  14. The praetorians seem to be able to fill half your squad with a feeling of dread, halving TUs. The range on this ability seems to be unlimited, and not require any sort of LoS, literally being usable across the entire map. Is this supposed to be as powerful as it is? The praetorians (smartly) stay out of range of your squad while all the other aliens are fighting. Because there's no way to kill them before fighting all the other aliens, these guys effectively result in you spending the entire mission with three quarters of your movement points (and the poor guy with a machinegun and 78 TU's is hardly ever able to shoot anythig, because the machinegun costs 40 TUs and he always has 39). Also, is there an option to disable the popups that occur at the beginning of every turn with a feeling of dread? Since it happens to half your squad, every turn, you spend a lot of time being informed of something you will ultimately be able to figure out just by looking at your squad's TU totals.
  15. I just picked this up on Steam and first I want to say, incredible game! I am a big X-Com fan going back to the original all the way up to EU and I loved this title. So that said, the things I will bullet point bellow are just little things and not me trying to nit pick at the game. -Snipers should be a bit more accurate/effective. My main sniper was ok for that first shot (sometimes) but later I found myself replacing him him a more versatile assault soldier (or replacing his sniper rifle with an assault rifle). Not saying they should be OP but they also should be a little more effective imo by reducing cost for shots or making them a lot more accurate with a full turn aimed shot. -Maybe reduce construction time on some items? I found that I had reached end game research but a base fully developed as a manufacturing plant could not get out some of the later game items in time for me to have a bit of fun with them. I should say I was able to use them but the pacing seemed just a little off as I had to wait for long periods on single weapons to be crafted as I let the final mission initiation idle. -Make it easier to optimize fighters/bombers in the hangar. Maybe a preset that automatically sets the craft in question up with the best in stock for a Fighter Role and then a Bomber role. I say this because I ran a large fighter wing out of many bases and micromanaging each fighter and bomber was a pain at times. I say pain because sometimes craft would default back to stock loadouts and not use the upgraded missiles or torpedoes in inventory. Or they would not use an upgraded auto cannon so I had to frequently check on them. This was doubly the case when replacing craft. -Have alien fighter squadrons attempt to intercept detected troop transports or bomber wings at later stages? I found a nasty exploit/strategy in a way. If you equip a base with 6 hangars, you could launch two 3 bomber/fighter squadrons equipped w/torps. Have the first launch, engage, fire torps, disengage immediately, afterburn and run. Second squadron downs and destroys the target handily. If alien interceptors chased unguarded interceptors or transports, a player would have to keep air to air dogfighters on standby to provide a sort of CAP or escort. I don't want this to become a tl;dr post but I wanted to share my observations on my first play through and again empathize that these are just my .02 on the game.
  16. I find that grenades are almost useless in certain situations. My soldiers are unable to throw a flashbang as far as a flare and although they should be used to breach sometimes they are not as effective as I would like. Is there any reason for the throwing distance to be so low and can it be improved?
  17. EDIT: As of 19.1 Stable, this mod is redundant due to changes to the actual game. Download from https://www.dropbox.com/sh/8nrent2z14exqo6/MeJmrrgI4J It's the one under Aircraft Balance Mod. To install, overwrite aircraftweapons.xml and gameconfig.xml with the downloaded files. Premise: There's been some discussion about how to stop Foxtrots from dominating the air game. This mod is my attempt to resolve that problem. Changes: - The evade ability is buffed considerably. It now only has a 1 second cooldown, occurs slightly quicker and moves the aircraft a little further. - Torpedoes are nerfed. Their speed and turning ability have been halved. - Missiles buffed slightly. Missiles (both Xenonaut and alien) have a higher speed and each weapon slot contains 2 missiles rather than 1. Missiles on alien fighters, heavy fighters and interceptors have also been doubled (from 2 to 4). Consequences: - Torpedoes are practically useless against any UFO which can evade (fighter, heavy fighter, interceptor and light scout). You *can* score hits with torpedoes against such UFOs, but this happens as a result of a UFO dodging one attack into another (and therefore can't be relied upon). As such, it is no longer possible to rely on Foxtrots to bring down all alien squadrons. - Condors and later fighter craft are now significantly better. They can take on alien fighters and win with little or no damage if played well. Against larger UFOs like Landing Craft, they still lack the firepower to take them down. - As such, aircraft diversity is now important. Feedback and suggestions very much welcome.
  18. 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.
  19. Hello. I think that money earning in currnet verion (V19 stable hotfix) of the game is to easy. Shooting down 3 medium / large UFO's gives us about 600k $. Sometimes it is possible to earn 1 mln $ in 1 week. Tons of easy money casues that game is not chalanging.
  20. So...based the fact that a laser pistol doesn't fire more powerful shots than a rifle, and uses the same battery...shouldn't it have more shots than a rifle? Even if you consider it to be extremely inefficient, I'm thinking it should have 10 shots. <Weapon name="weapon.laserpistol" bulletType="normal" emptySound="Empty Click 1"> <props range="10" hands="1" recoil="0" weight="2" isHeavy="0" clipSize="6" reloadAPCost="20" reloadSound="Weapon Laser Pistol Reload" reactionModifier="2" hpLimit="60"/> <SingleShot sound="Weapon Laser Pistol Single" delay="1" suppressionValue="10" suppressionRadius="3"> <Set1 ap="10" accuracy="40" /> <Set2 ap="20" accuracy="90" /> </SingleShot> <GUIImage name="gui/weapons/LaserPistol.png"/> <GroundImage name="grounditemimages/pistol.png"/> <Ammos> <Ammo name="ammo.laser.lasercell" type="energy" damage="30" mitigation="0"> <Projectile spectre="projectiles/laser/laser" speed="2000"/> <Impact spectre="particles/laserexplode/laserexplode"/> </Ammo> </Ammos></Weapon>
  21. This thing is...evil. I'm not sure if it's OP or not. What do you guys think?
  22. So...I've been hit 100% of the time by these now. That's pretty great. From oh, 25 squares. Considering my snipers can barely manage this, I've got to say I'm rather impressed.
  23. A few fairly big changes to the Geoscape with this build: - Increased the initial funding provided by backer nations by about 50% - The value of recoverable alien technology reduced by 50% - Reduced speed and turn rate of Xenonaut aircraft torpedoes - Reduced aircraft evasive roll cool down to 1 second (from 4) - Increased range and damage of alien fighter missiles, but reduced turn-rate The air combat changes are obviously intended to make it harder to use an all Foxtrot fleet against escort UFOs; they probably won't be 100% exploit proof, but I am interested to see if they make it inconvenient enough to encourage Condor/Corsair use. The second big change is a rebalance of the economy to try and get players to rely on funding countries more than recovered alien gear for cash.
  24. We haven't had a thread specifically about them for a while. I've only gotten to the Hunter w/heavy pulse laser so far. My thoughts on it: 1. Way better than the old one. Actually quite useful. 2. Needs more MG ammo, at least 50% more. 3. MG accuracy seems a bit low to me, especially considering the lack of ammo. 4. When equipped with the heavy pulse laser is quite impressive. But again, might need a bit more ammo.
  25. After doing my playthrough up to mid February, I can say with absolute assurance that base defense missions are the most imbalanced part of the game. By November, you can get landingships arriving with three groups of light blue androns (anywhere in the base!) and you're expected to defend that with a handful of troops armed with laser weaponry and maybe a couple of plasma guns and wolf armor. This is in Veteran mode, mind you, but it's still unwinnable without exploiting see-through smoke and aliens who are ignorant of your scout vehicles. While I like the idea that some base defense missions and some terror sites should be essentially unwinnable, base defense missions do not offer you the opportunity to salvage anything. Even the scientists, technicians and aircraft who have been evacuated are lost! The lousiest part, however, is that your soldiers whom you spent so long to train are essentially doomed, unless you evacuate everything beforehand and sell the base before the landing ship arrives. This is more of an annoyance factor than an imbalance factor because it really wasn't your "fault" that the soldier was killed. And to top it all off, you don't have a base anymore. There's two ways that I can think of to balance this: 1. Do not lessen the number of aliens in the attack, but let the player retreat and salvage some of his stuff if the base defense is unsuccessful. (There is an emergency exit tunnel in the war room that can be permanently sealed before the aliens follow you out. Units that are in this room when the mission is aborted will be saved). - Aircraft, personnel, and inventory evacuation. All of this stuff can be evacuated to another base so that it is not lost. If you don't have a spare base, then you can evacuate it to the unlimited storage of the government warehouse. Aircraft can be stored there for free indefinitely. Scientists and techs can be housed there too, but they are still on payroll. 2. Base defense batteries kill some of the invading aliens. 75% damaged landing ships still seem to arrive with the full complement of aliens. Perhaps the number of invaders could be proportional to the integrity of the alien craft. Way easier to program, although I have a feeling it would be more "granular" than solution #1 in that the outcome of the base defense would depend primarily on whether or not the defensive batteries connect, rather than on how you manage your troops. Personally, I like option #1, because it makes base loss tolerable-yet-punishing. You're still losing about a million dollars worth of base facilities, a month of rebuilding time, and all of your loot, but at least you aren't being punished by losing your elite soldier squad. Oh, and there should be a solider armament screen before the base defense begins.
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