RotGtIE Posted June 13, 2012 Share Posted June 13, 2012 Now that I've gotten enough playtime in, I feel I have a pretty good handle on the roles played by the weapons in the game's current build - enough of one to kick up another thread about them at least. Like in X-Com, I expected to quickly file down my equipment loadout to a uniformly effective one. Unexpectedly, this has resulted in the machine gun, and not the assault rifle, taking position as the standard weapon in my xenonauts forces, after giving most of the weapons a series of combat tests. My impression is that Xenonauts is intended to discourage uniform loadouts or at least encourage varied ones, so I'll try to help in that regard with a summary analysis of my experience with the various weapons, including their shortcomings and my reasons for removing them from use as well as my suggestions for bringing them into competition with the machine gun. First, I'll detail the machine gun itself, as that is the weapon which eventually made my uniform-loadout cut. The long and short of it is that the machine gun delivers to the Xenonauts player everything he was used to in X-Com. The machine gun brings back the hallmark of the usefulness of a high volume of fire, even when paired with an almost laughably wide cone of fire. It provides a very familiar feel to the X-Com vet when compared with the other weapon classes, fitting the old playstyle like a glove and doing so very effectively. It is a simple matter to overcome the weight disadvantage with this weapon, as one or two missions carrying it will give a soldier the necessary increase in strength to wield it in further missions without suffering any encumbrance. From then on, it's basically just a nice big rifle with hard-hitting bullets that can be relied on to fire at least one, and often two five-round bursts from a single operative in a single turn. With each bullet hitting harder than any other weapon save for the rocket launcher (including laser weapons!), the machine gun is more capable of one-shot kills than its competitors, and the large bursts make it highly improbable that at least one such shot will not land, and more likely than other weapons that multiple shots will hit as well. The only real disadvantage is the wild inaccuracy, which makes it much more difficult to safely fire this weapon when civilians or friendly operatives are anywhere near the line of fire, but again, this is a problem that any X-Com veteran will be very familiar with and he has no problem overcoming this issue with proper spacing and getting a good feel for the deadly cone of fire. Because of its combination of acceptable accuracy, high stopping power, and high volume of fire, this weapon is actually better able to serve as the de facto assault rifle than the actual assault rifle is. Unfortunately, this is not what the weapon was designed for. It seems to me that the machine gun in Xenonauts was supposed to be an excellent overwatch tool - something deployed in a location that would provide area denial to allow for a player to execute fire-maneuver tactics with a concept of suppressive fire in play. I have one simple idea for making this role come into the machine gun and its class of weapons - a significant boost to the reaction fire ability of an operative wielding it. In all other respects I feel that the machine gun has been very well designed and its inaccuracy as a fire-on-the-move weapon would be a more than suitable drawback if the other weapon classes were to pick up their own slack. If the player could reliably put a machine gun on a soldier knowing that he could make that soldier shut down an area to enemy movement, he would certainly use it in this role. A second idea for achieving this would be to allow machine gun users to significantly increase their range of sight in a small cone ahead of them when they crouch, but only for the purposes of reaction fire - no map reveal and no ability to take reaction shots at enemies moving in areas that are still covered by the fog of war. This would allow players to put their machine gunners in somewhat rearward overwatch positions to deny a meaningful area of the map to enemy movement. I have thoughts and ideas about many of the other weapons as they are currently implemented, but I'll get into those in the next few posts so as not to be too overwhelming in my first. I expect this to get pretty lengthy pretty quickly. Quote Link to comment Share on other sites More sharing options...
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