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Khall's Carbines/Shotguns + Extras Mod


Khall

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This mod adds the carbine weapon type back into the game, using existing carbine assets, and the existing shotgun role uses new assets.

Carbines are lighter, shorter range versions of rifles, trading effectiveness at longer ranges for higher rate of fire and mobility. Carbines use new sounds and current carbine sprites in ground combat.

Stats (brackets are rifle stats)Weight: 3kg (5kg)

Reload cost: 20TU (25TU)

Ammo: 20 (20)

Range: 15 (20)

Only 3 Aim modes: Snapshot TU 22% ACC 40% (Snapshot TU 28% ACC 45%)

Normal TU 30% ACC 70% (Normal TU 40% ACC 80%)

Burst TU 40% ACC 40% (Burst TU 55% ACC 45%)

Damage: 5/6 of equivalent rifle damage

Has 1.5x reaction modifier

Shotguns are largely the same except:

Pellets: 6 (from 3)

Damage per pellet: 3/5 of original damage

Weight: 4kg (from 3kg)

Has 1x reaction modifier (from 1.5x)

This means an overall increase in damage and reliability, at expense of 1.5x reaction modifier and slight increase in weight. Upgraded shotguns now use the new assets and sounds, using the equivalent rifle sprite in ground combat.

Other changes:

  • AK47 now replaces ballistic rifle, with modified sound and using the AK47 ground combat sprites
  • M16_short is used for the ballistic carbine, with modified sound and using the default rifle ground combat sprites
  • Incendiary grenades have been added, using modified art and projectiles of stun grenade
  • New rocket projectiles for upgraded rockets
  • New xenopedia images for each weapon tier
  • Alien weapons now use different projectiles depending on type

Some images

ballisticweapons.jpg

laserweapons.jpg

plasmaweapons.jpg

magweapons.jpg

grenadeincendiary.png

Let me know if there's any problems, it's likely I forgot to do something

Credit to Lt_Parsons for creating the original shotgun images, of which I modified slightly.

V1.06 compatible

https://www.dropbox.com/s/3cxgz6teikzhsau/Khall%27s%20Carbine%2C%20Shotgun%20%2B%20extras%20mod.rar

magweapons.jpg

ballisticweapons.jpg

laserweapons.jpg

plasmaweapons.jpg

grenadeincendiary.png

magweapons.thumb.jpg.2913eec1b471beb4114

ballisticweapons.thumb.jpg.46f92dae2c9d8

laserweapons.thumb.jpg.df3a1039f9e588b0f

plasmaweapons.thumb.jpg.a071742751bf7c30

grenadeincendiary.png.cac0d08919dcb091b3

Edited by Khall
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Um.. Why would they use the 47 model and not the 74? Also not many people would use it. It's just a cheap weapon. That's the only point of the AK. Cheap. Accuracy is awful. 3: MOA is definitely awful. Also, hope this works with 1.06

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+ Cheap. Dont require a skilled user. Isn't afraid a dirt. Very powerful. Good accuaracy with single shot.

- Bad accuaracy with burst mode.

It's a weapon for real/mass war and not for the colourful action film or short local operations where the field kitchen follows soldiers right behind them.

Edited by OrionVL
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+ Cheap. Dont require a skilled user. Isn't afraid a dirt. Very powerful. Good accuaracy with single shot.

- Bad accuaracy with burst mode.

It's a weapon for real/mass war and not for the colourful action film or short local operations where the field kitchen follows soldiers right behind them.

About as accurate as a blind man throwing ninja stars. In burst or single shot.

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I installed this mod halfway through an existing game and for some reason after equipping my guys with some plasma carbines, they come off the ship with two weapon slots as if the carbine is one handed, but adding a grenade in the second slot makes the carbine and all its ammo disappear. It also can't shoot at anything because it seems to have zero or negative range. This is a pretty serious problem since plasma shotguns didn't unlock due to the research already being done at the time of mod installation.

EDIT: The carbine disappearing appears to be permanent. Lost it in the status screen too.

EDIT2: As it turns out, it's JUST the plasma carbine. The regular and laser carbines both work perfectly fine.

Edited by Fucille
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Sorry I missed this, found the problem and tested the weapons, updated download is in the OP. Also added new plasma and MAG carbine weapon sounds. Btw how are you finding the carbines balance-wise?

Edited by Khall
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Surprisingly good actually. They promote a lot of mobility in close quarters and allow you to run through alien gauntlets, just like shotguns used to, but don't have quite the same firepower. On the other hand, they're actually quite useful outside the UFO as well, excelling in places where shotguns have difficulty, so it's quite a nice tradeoff.

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An short paragraph in ballistic weapons explaining the role of carbines and in MAG weaponry, adding carbines to the list of weapons that were developed. The other weapon tiers don't mention weapon types, so I left them alone.

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