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Sniper rifles


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On 5/22/2022 at 3:32 PM, Emily_F said:

I think the sniper rifles need a MUCH longer range, especially since they only do a tiny bit more damage than rifles but cost way more TUs. 

And the suppression effects of the heavy machine guns needs a massive increase. 

Are there really many situations where you need longer range than you have?

They've got a range of 30 tiles which is 50% more than any other type of weapon. I've always felt that's pretty solid.

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I testet it too in all existing big Base-Versions and some Upgrades (Fixes) from them after the Beta-Tests begunn several Years ago.

In the Night Missions the big Range from the Sniper-Rifle don´t have an big effect about the reduced sight. There only helps the SHIV and / or other Troops which coordinate the Shoot / Shoots with the Sniper.

In Day Missions the big Range from the Sniper-Rifle is much better, but mostly you fight too in Villages, Jungles or similar, where the longer Range can´t be outplayed.

In both Cases it dosen´t matter if you set the Sniper on a Roof or the highest Point you can find. If the Aliens know the Sniper Position they go in Cover or sent the big Robots to eliminate your Sniper / Snipers. You have to change often Position with your Sniper (like in Real) to get her / him allive.

Short said: It dosen´t make sense to upgrade the Range, but it make sense to give the Sniper different Ammunitions and better night Abilitys (Laserpointer, Infrared or something like that) to make her / him the Specialist an Sniper is.

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On 5/23/2022 at 5:33 PM, Chris said:

They've got a range of 30 tiles which is 50% more than any other type of weapon. I've always felt that's pretty solid.

30 tiles in one turn overcome many units. 30 tiles is just the range of one move. One miss and the target approaches the distance of hand-to-hand combat.

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2 hours ago, Komandos said:

30 tiles in one turn overcome many units. 30 tiles is just the range of one move. One miss and the target approaches the distance of hand-to-hand combat.

I doubt that. If Xen 2 has similar time unit mechanics to that of Xen 1, then it would require 3 tus (5 if diagonally) to move one tile. That means thqt it would take 90 tus to bw at melee range if going in a straight line. The tu cap is 100 if I recall correctly, so no alien will be able to attack the sniper from melee range if starting 30 tiles away.

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8 minutes ago, Kamehamehayes said:

I doubt that. If Xen 2 has similar time unit mechanics to that of Xen 1, then it would require 3 tus (5 if diagonally) to move one tile. That means thqt it would take 90 tus to bw at melee range if going in a straight line. The tu cap is 100 if I recall correctly, so no alien will be able to attack the sniper from melee range if starting 30 tiles away.

Aliens can come "out of the horizon" (out of the fog of war), calmly overcome 30 tiles and calmly bypass the sniper from all sides to inflict damage on the next move. 30 tiles is the distance of one throw, the distance of just one sniper shot. One shot is too little for a sniper rifle when the enemy comes "from behind the horizon" close.

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26 minutes ago, Komandos said:

Aliens can come "out of the horizon" (out of the fog of war), calmly overcome 30 tiles and calmly bypass the sniper from all sides to inflict damage on the next move. 30 tiles is the distance of one throw, the distance of just one sniper shot. One shot is too little for a sniper rifle when the enemy comes "from behind the horizon" close.

I don't think that grenades are able to be thrown from 30 tiles away, but maybe they can. When I get my hands on the beta I can test it. 

Your scenario does get 1 turn of extra leeway before the aliens are able to take out your sniper. You can kill/subdue them, use supportive actions like smoke grenades, flashbangs, suppression, health packs, etc, or make a tactical retreat to face them later before switching to the next alien turn. It's not a death sentence if multiple aliens are able to sneak up on a sniper in your scenario, and snipers still have the longest weapon range and highest long-range accuracy out of any weapon available. 

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Komandos, then you have not understood the Buildup from this Game. It´s give Humans as well as Aliens Strengh & Weaknesses.

That belongs in Weapons [Range for both are excellent, while the Aliens have an big Advantage to Humans], Armor [Same like the Weapns], the Human Body and Eyes [that what you mean], the Alien-Species [all have Differences in Day / Nightfight] and much more.

If you change that very good ballanced Parts again, then the Game won´t come out before 2040.

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2 hours ago, Alienkiller said:

That belongs in Weapons [Range for both are excellent, while the Aliens have an big Advantage to Humans], Armor [Same like the Weapns], the Human Body and Eyes [that what you mean], the Alien-Species [all have Differences in Day / Nightfight] and much more.

The fact that a soldier in one round is able to run twice the distance (30 tiles) than a bullet fired from a medium-range weapon (15 tiles) can fly in one turn - do you call this "excellent range"???

So what if the aliens have thicker armor, if this armor and the numerical advantage of the aliens (several times) are not able to give them victory over a "weaker opponent". Turtles also have thick armor, but even a hundred turtles are not able to defeat one person in battle.

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2 hours ago, Alienkiller said:

If you change that very good ballanced Parts again, then the Game won´t come out before 2040.

I've been playing Xenonauts game, "balanced by developers" for just a few hours. After that, I had to completely rewrite the balance of the game (and, in particular, double the range of all weapons and the radius of view). This is the real value of the effort that developers spend on balancing the game.

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7 hours ago, Alienkiller said:

Then Cheat if you want, we others play fair.

I'm not kidding myself. I play the way I like. Cheating is convincing myself that I want to play the way the developers want.

Who knows better what my tactical orientation is: me or the game developers???

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I never had an issue with range when I played Xen 1. Xen 2 might be different. I will defintely test some of this stuff when the open beta comes out. 

8 hours ago, Alienkiller said:

Then Cheat if you want, we others play fair.

If komandos wants to rebalance the game to create whatever game they want to play, than I see no reason for that to be cheating. It's not like he's boasting about completing insane ironman or anything like that.

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8 hours ago, Kamehamehayes said:

I never had an issue with range when I played Xen 1. Xen 2 might be different.

If you double the range of the weapon and at least 1.5 times increase the radius of vision, then this gives:

1. The opportunity for your soldiers to spread out across the landscape at a much greater distance from each other. (According to the increased viewing radius and the increased range of weapons to support each other with firepower.) Now soldiers do not need to walk in a dense crowd so that one soldier can shoot at an alien who jumped out of the fog at another soldier.

The most time-consuming thing in Xenonauts 1 was moving a whole crowd of soldiers in a very, very thick military fog so that they could support each other with fire in case of enemy detection. Because of this, the battle became long and painstaking. I understand why many players think that managing 20-24 soldiers per battle is incredibly much. They play on the original settings of the game, where even moving 8-16 soldiers through a very thick fog is a really difficult and monotonous task.

2. Since the soldiers see further, they have to spend fewer tours to search for aliens. Tactical combat becomes more dynamic.

3. The radius of view becomes larger than the radius of movement, which gives better differentiation for weapons of different ranges. Now enemy soldiers, after their detection, can be at a distance of two moves (and not one move, as before).

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