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odizzido

Struggling to find a use for the light machine gun?

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30 minutes ago, Alienkiller said:

If you don´t have C4 left, it will be realy hard then.

What is the profit of using C4?
I can only list its shortcomings compared to grenades:
1) It takes up inventory space = 2 grenades, weighs like 3 grenades.
2) Inflicts damage like one grenade, has no improvements in the future (inflicts 1/3 of the damage of an improved grenade).
3) Inconvenient to use.

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It´s damage is cool, esp. for hard Enemys. In old X-Com I used it to to Crack the Lobstermans and other Hard Enemys.

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On 2/28/2021 at 4:14 PM, Max_Caine said:

The purpose of LMG is as a ranged debuffer, with damage caused as a secondary function. If the suppression damage on the LMG was cranked up so it auto suppressed a target on the first burst, would that be enough of a reason to keep it around? 

Killing the enemy is better than suppresion, almost every time. If it was some small secondary gadget, just debuff is fine, but it's the heaviest weapon. If it's not anti-heavy, or anti-group weapon, it's completely reduntant next to a rifle, which can fire more bullets from farther away, more accurately. Just make it do slightly more damage that the rifle, and fire way more bullets/beams/pellets per turn than any other weapon. It's drawbacks are that it's heavy, it spends a lot of ammo, and you can't carry too much, and reload is slow, so it's a powerful tool to be used sparingly, kinda like grenade launcher, or any other heavy support weapon.

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Set the length of the queue for the machine gun to 12 bullets and you will understand that this is a fun and necessary weapon.

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Here is the problem with simply bumping the LMG to 12 shots per turn(probably)...it becomes the weapon of choice and I make a new thread with the title "struggling to find a use for the rifle, sniper rifle, and shotgun"

I would suggest having a setup time, but that goes against what chris seems to want to encourage(charge in quickly). You could always have two modes for it, firing like you do now, plus the option to spend a turn setting it up for a boost to accuracy and reaction shot time. I think having the LMG be worse than a rifle when using it like a rifle sounds fine, but then setting up and having it be better than a rifle for a time commitment is also good.

If you could have a single person get set up in a good spot and be able to effectively cover a location while the rest of your team clears another area without having to worry about being attacked from behind that could be useful. And unique. and make sense.

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9 minutes ago, odizzido said:

Here is the problem with simply bumping the LMG to 12 shots per turn(probably)...it becomes the weapon of choice and I make a new thread with the title "struggling to find a use for the rifle, sniper rifle, and shotgun"

With a machine gun, it's easy to kill your own soldiers walking in front. So the sniper rifle as a second-line weapon will remain. Rifles as weapons of mobile attacking units-also remain. Shotguns as weapons of mobile stormtroopers for close combat also remain.

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1 hour ago, Komandos said:

With a machine gun, it's easy to kill your own soldiers walking in front. So the sniper rifle as a second-line weapon will remain. Rifles as weapons of mobile attacking units-also remain. Shotguns as weapons of mobile stormtroopers for close combat also remain.

Why would you line up your own soldiers in front of your machinegun user, that makes zero sense. 

While it is true that all of the other weapon types will have their own niche, buffing the lmg would leave it without any significant weaknesses while the others will have significant weaknesses (sniper rifles are tu expensive and doesn't beat out the other weapons at short range, shotguns are really poor at longer ranges, rifles are a jack of all trades but is beaten out by specialist weapons, etc) thus making the lmg the weapon of choice.

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I edited the file and gave the machine guns a burst of 12 bullets. Now my battle group consists of: 6-shields with a pistol and a submachine gun; 3 snipers; 2-grenade launchers; 4 machine gunners; 1 scout with a submachine gun. This tactical group is effective against any alien groups of 20-40 units.

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On 3/2/2021 at 6:58 AM, Komandos said:

I edited the file and gave the machine guns a burst of 12 bullets. Now my battle group consists of: 6-shields with a pistol and a submachine gun; 3 snipers; 2-grenade launchers; 4 machine gunners; 1 scout with a submachine gun. This tactical group is effective against any alien groups of 20-40 units.

What file is that and how do you edit it?

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Posted (edited)

Komandos is playing Xenonauts 1, which is on the Bottom of the Forum.

Like we have seen not Xenonauts 2 in other Threats for Xenonauts 2.

 

Edited by Alienkiller

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23 hours ago, Atzel said:

What file is that and how do you edit it?

c:\Program Files (x86)\Steam\steamapps\common\Xenonauts2Playtest\assets\assets\xenonauts\template\groundcombat\item\weapon\ballistic_lmg.json

I think it's here ("Shots":5):

{"$content":[{"FireMode":"burst","Trajectory":"Straight","Ik":true,"ConsumesAmmo":true,"Shots":5,"ShotsDelay":0.05,"Name":"Burst Fire","AbsoluteCostTimeUnits":0,"PercentageCostTimeUnits":55.0,"Crosshair":"Xenonauts.GameScreens.GroundCombat-::-ui/crosshairs/crosshair_burst","Accuracy":45,"Tooltip":{"Value":null,"IsSet":false},"$type":"Xenonauts.GroundCombat.Components.ProjectileAbilityDefinition"}],"$type":"Xenonauts.GroundCombat.Components.GCAbilityDefinitionsComponent"}

The file can be edited with a regular notepad. Although it is much more convenient for me to do it through the Notepad++

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