Xeferah Posted January 8, 2025 Posted January 8, 2025 (edited) 1 hour ago, pwd said: I think the latter section of the game should be more complex and some advantages the player gains mitigated. For example, as well as emergent splash damage attacks, mind control should become a real concern, with mind shields a requirement to avoid significant risk in general, to balance out the inventory room added by the exoskeleton modules. I highly agree here, but also with the rest of your post. I have never used mindshields, so far. Maybe I need them in the final mission (I'm not there yet)? Also, now that I have the Exoskeleton unit and warden armor upgraded, why would I need the colossal suit? Strength for heavies is already at 100, the armor of warden is the same as the colossal, so the only possible benefit is that a colossal can walk through walls. But since everyone has high strength and can carry an entire arsenal, I got plenty of explosives to do that. For Upgrades in weapons and armor: either I can get them too fast, or the game needs to change the pace a bit. Let me explain: I get the weapon upgrades so fast, that I can get weapon upgrades like every 20 days, between day 90 and 150 (could be a bit earlier, don't really remember). So either I dump a LOT of alloys/alenium into making them, and they are obsolete in 20 days, or I don't upgrade at all, which makes the research kinda pointless to have in the first place. Now at day 150+ to 230, I don't have any major upgrades for my troops except a bit of explosives and grenades. I really think this should be spread out a bit more. A second disadvantage to this is the massive strain on resources early on, while at day 150+ you don't really need much anymore, and by the time I can finally craft my own alloys and alenium I don't need them at all anymore. Now that the official plan is that we're not supposed to grab all UFO's anymore, this means trouble: not enough resources early on, while you do have the tech to make better weapons. This is quite frustrating. And after that you get a period of 2, 3, or more months where you can't upgrade troops at all, which is boring. I think the tech to upgrades weapons should be spread out more, and be hardlocked behind UFO's that come a month, two months later. I also think that crafting of alloys and alenium should become available earlier, to compensate for the fact that we cannot get all the UFO's anymore. If the rewards for not taking UFO's goes up, then that money can be used to craft the materials yourself (see previous post of mine, where I explain that getting 650+K worth of materials and corpses from a mid-sized UFO does not compare to the 160K you get from not raiding it.) EDIT: my experience on commander Edited January 8, 2025 by Xeferah Difficulty added
Skitso Posted January 8, 2025 Posted January 8, 2025 10 minutes ago, Xeferah said: I highly agree here, but also with the rest of your post. I have never used mindshields, so far. Maybe I need them in the final mission (I'm not there yet)? Also, now that I have the Exoskeleton unit and warden armor upgraded, why would I need the colossal suit? Strength for heavies is already at 100, the armor of warden is the same as the colossal, so the only possible benefit is that a colossal can walk through walls. But since everyone has high strength and can carry an entire arsenal, I got plenty of explosives to do that. For Upgrades in weapons and armor: either I can get them too fast, or the game needs to change the pace a bit. Let me explain: I get the weapon upgrades so fast, that I can get weapon upgrades like every 20 days, between day 90 and 150 (could be a bit earlier, don't really remember). So either I dump a LOT of alloys/alenium into making them, and they are obsolete in 20 days, or I don't upgrade at all, which makes the research kinda pointless to have in the first place. Now at day 150+ to 230, I don't have any major upgrades for my troops except a bit of explosives and grenades. I really think this should be spread out a bit more. A second disadvantage to this is the massive strain on resources early on, while at day 150+ you don't really need much anymore, and by the time I can finally craft my own alloys and alenium I don't need them at all anymore. Now that the official plan is that we're not supposed to grab all UFO's anymore, this means trouble: not enough resources early on, while you do have the tech to make better weapons. This is quite frustrating. And after that you get a period of 2, 3, or more months where you can't upgrade troops at all, which is boring. I think the tech to upgrades weapons should be spread out more, and be hardlocked behind UFO's that come a month, two months later. I also think that crafting of alloys and alenium should become available earlier, to compensate for the fact that we cannot get all the UFO's anymore. If the rewards for not taking UFO's goes up, then that money can be used to craft the materials yourself (see previous post of mine, where I explain that getting 650+K worth of materials and corpses from a mid-sized UFO does not compare to the 160K you get from not raiding it.) EDIT: my experience on commander Agree on everything regarding the invasion progress pace. I wouldn't want to trivialise exotic materials by moving material crafting to become available earlier though. Thematically keeping them rare - especially at the beginning of the invasion - makes all the sense in the world. Difficulty balance should be made elsewhere to compensate fewer advanced equipment available early on. 1
Xeferah Posted January 8, 2025 Posted January 8, 2025 12 minutes ago, Skitso said: Agree on everything regarding the invasion progress pace. I wouldn't want to trivialise exotic materials by moving material crafting to become available earlier though. Thematically keeping them rare - especially at the beginning of the invasion - makes all the sense in the world. Difficulty balance should be made elsewhere to compensate fewer advanced equipment available early on. I agree here. It's just in my nature to, if I can craft an upgrade, I want that upgrade. Currently there is a bug that raiding UFO's does not cost CP, so I raided 5 UFO's in a week time to craft all the stuff. But that does make the following months more boring, as the fun of upgrading units is not there.
Rakiii Posted January 9, 2025 Posted January 9, 2025 (edited) I think pacing of the game is too fast especially early game. Researching new things seems trivial and I had scientists idling early on. The moment I have built accelerated rifles I have just researched lasers , ... I think some tech could be semi-locked behind capturing specific type of aliens (pilots for new crafts, engineer / weapons officiers for weapons and things like that.) It would also make doing crash sites more meaningful. Researching process shouldnt be linear and there could be more ways how to reach specific tech eventually. Explosives - I think all explosives should deal damage based on proximity and should be affected by smoke. There´s also no randomisation in damage? Maybe give it 75-125% randomisation. The grenades are also too accurate and have insane range. I can throw grenade futher than is effective range of shotgun and on top of that with 100% accu etc. It could work both for players and aliens. Exotic material should be rare. Especially if you just need alloys / alenium to build things. Edited January 9, 2025 by Rakiii
Rakiii Posted January 9, 2025 Posted January 9, 2025 (edited) On 1/8/2025 at 12:47 PM, pwd said: I think the latter section of the game should be more complex and some advantages the player gains mitigated. For example, as well as emergent splash damage attacks, mind control should become a real concern, with mind shields a requirement to avoid significant risk in general, to balance out the inventory room added by the exoskeleton modules. This is possibly largely a case of personal preference, and therefore something that could be configured or aligned with difficulty level instead of applied overall. I think aliens could use more variety of weapons. Not only pistols, rifles but also cannons, even minigun (leaders?). Some could deal a bit of AoE, some weapons could even ignore armor or shields in later phases. Many of these things were in X-division (the largest X1 mode). Edited January 9, 2025 by Rakiii
Skitso Posted January 9, 2025 Posted January 9, 2025 (edited) 6 hours ago, Rakiii said: The grenades are also too accurate and have insane range. I can throw grenade futher than is effective range of shotgun and on top of that with 100% accu etc. Yeah, I'd love to have a balance tweak for grenades Throw ranges are ridiculously long. Strength needs to matter more Missed grenades need to scatter more. (With preferably nice bouncing/rolling animations) Add a larger radius but have a proper damage fall-off. Demolition charge is way OP: deals damage, destroys cover and causes suppression. Needs to have it's range halved or something Edited January 9, 2025 by Skitso
Beltorn Posted January 9, 2025 Posted January 9, 2025 1 hour ago, Skitso said: Yeah, I'd love to have a balance tweak for grenades Throw ranges are ridiculously long. Strength needs to matter more Missed grenades need to scatter more. (With preferably nice bouncing/rolling animations) Add a larger radius but have a proper damage fall-off. Demolition charge is way OP: deals damage, destroys cover and causes suppression. Needs to have it's range halved or something While I agree overall, that the demolition package is the better grenade at the moment. Some changes could be done later on, but I'd be happy to see a balance pass on Democharge. However, throw ranges are not that long at 100 strength - 14 tiles, I think. If anything - weapon ranges are too short
gG-Unknown Posted January 10, 2025 Posted January 10, 2025 (edited) 11 hours ago, Skitso said: Yeah, I'd love to have a balance tweak for grenades Throw ranges are ridiculously long. Strength needs to matter more Missed grenades need to scatter more. (With preferably nice bouncing/rolling animations) Add a larger radius but have a proper damage fall-off. Demolition charge is way OP: deals damage, destroys cover and causes suppression. Needs to have it's range halved or something 1. I dont think so. Perhaps one tile less would not harm. 2. Just a bit. But again it is not hot stuff. 3. & 4. Miss mechanic and fall-off damage are connected. This need to be designed as one system. I would like to see : The central tile (the target gets 100% dmg, adjacent tiles 80%, far tiles 20% dmg). This way, is clear, that hitting the intended target has value. Also miss mechanic need to use a "range o miss". When my hit chance is 90% then my miss chance 10% also gives miss range. It means, when I get miss chance 10% or 90% it means my miss range is based on that. Rise up dmg radius is not wise, game is range limited, it is played on small areas. 5. Demolition is great, I agree. 80% of grenade throw range and add 2 points of weight would do. Do not nerf dmg ! 6. "C4 charge" weight is 15, reduce to 10. Charge uses fun game mechanic, but high weight and blast radius same as demo charge makes it no-go. So add more explosive power to this package which makes it clearly and visibly the most powerful demolition tool. Also add ability to throw this package at 20% of grenade range. I think all 3 explosive device types need gradual weight difference, as same as throwing range. Yes, all three explosive devices need a throwing range. Have you seen a video, o real combat, how a soldier throw anti-tank-mine thru a window to a house where opponent soldiers has a strong point ? Whole house was levelled. So it is a clear example, that even HEAVY explosive package, can be thrown ! I think : grenade is set for 6 weight, then Demo charge should be two point on top(e.i. 8), then C4 charge again two point on top (e.i. 10) In the system I introduced, I use 100/80/20 scale whenever possible. Because, This scale is well accepted by our human brains. Edited January 10, 2025 by gG-Unknown
Rakiii Posted January 10, 2025 Posted January 10, 2025 (edited) 13 hours ago, Beltorn said: While I agree overall, that the demolition package is the better grenade at the moment. Some changes could be done later on, but I'd be happy to see a balance pass on Democharge. However, throw ranges are not that long at 100 strength - 14 tiles, I think. If anything - weapon ranges are too short Maps are quite small so its better to reduce ranges. gG-Unknown - yeah "C4" is too heavy to use early on and rather weak later so I would add upgrades (alenium, plasma variants - 75 - 100 damage?) with better damage and reduce weight to 10 as you have suggested too. There´s also no need to use strong explosives (such as C4) cos you can destroy even hard cover with just charge or just shooting it with laser. Some cover and especially UFO´s door / base wall and such should be much harder to break. On the other hand you should be able to pass through small bushes in Colossus suit. - I think accuracy should fall of with range on grenades dramatically. It´s not possible to have 100% accu with more range than shotgun. - I think accuracy of grenade should be affected by smoke and high obstacles but not small cover. Edited January 10, 2025 by Rakiii
cwamartin Posted January 10, 2025 Posted January 10, 2025 (edited) My thoughts on Milestone 5 so far - having got as far as Harvesters and the lower decks UUO-1 mission (no battleships as yet!) Overall, I like the new elements in the game and I think it is really helping to make it stand out from X1, so well done to the devs for continuing to add to the gameplay. The new early game dynamic with Operation Points/Doomsday counter is interesting but hardly seems much of a challenge as it is easy to simply use OP to reduce tension. Maybe it just needs tweaked a little. Like maybe you get 5 OP per day but you can gain extra by successfully completing a mission in this early phase of the game, say another 5 - 10 points? As it stands at the minute it takes no effort to gain enough points to reduce tension, it all happens automatically. So all I have to do is remember to check the tension levels and spend the points. It works better when we move to the next phase. I like that I can spend OP for panic reduction or gaining special materials. I also like the delegated UFO dynamic. It gives me more options when I need special materials - I can spend OP at any time from the Geoscape; I can spend more OP to get more materials from a downed UFO, or I can craft them myself (after the appropriate research) so I like all of that. I must confess I didn't check to see if this is the case or not, but it would be good to have the OP system as one of the things you can customise when starting a campaign - like you could chose how many OPs you get per day or per downed UFO etc. As for the VIPs on each continent, I must confess that I am not really motivated to use them much, apart from to eliminate the infiltrators. Once that is done I mostly ignore them. Maybe there needs to be some connection between the number of VIPs recruited and the likelihood of one of them becoming an infiltrator? If I recruit none of them month after month it becomes more likely the aliens will. For each one I do recruit it makes it slightly less likely the aliens will recruit one of the others? Something needs to motivate me to get those guys on board! I like the idea of upgrading the Angel Interceptor's engines - it makes them useful for so much longer in the game. Even against Harvesters, I can load one Angel interceptor with 2 heavy torpedoes and a missile and have it fire them all off from a distance and then retreat leaving the other two more nimble Phantoms to tackle the escorts and/or finish off the main ship. Similarly, I like the option to upgrade the Guardian armour. I know it then has the same armour points as the colossus and some are saying it makes the colossus pointless but I don't agree; the colossus still gives more strength so I am happy enough with that until the research project that enables the colossus to get its own upgrade. I am a bit mixed about the UUO-1 and the associated mission. I like the idea of orbital bombardment and how it is linked to global panic. On the other hand, I think it either needs to generate more panic in the continent that has been hit or it generates the same amount of panic as now but in addition generates a smaller amount of panic globally. As it stands an orbital strike increases panic in one continent by 20 points but I can reduce that by 10 right away using OPs and by another 10 as soon as the cooldown period expires. Since it is easy to do this twice in a 14-day period it means I can effectively negate the impact of the orbital bombardment. It means I can wait until I am good and ready - with fusion weapons and vanguard armour - before I attempt the UUO-1 mission. I should be under more pressure than that - every strike should raise the panic gradually but inevitably so that I am highly motivated to get that mission done sooner rather than later. This too should be something you can tweak in the customisation menu at the beginning of a campaign - how much continental and global panic is caused by each strike and how frequently the strikes happen. As for the associated mission, I think it is a bit underwhelming as it stands. First, I think you should need some kind of research followed by vehicle upgrade to be able to do the mission. It seems odd that a dropship intended for earthbound missions should be able to get us into lower orbit. Second, it would be good if there was some kind of special alien that is only encountered on the orbital platform, something more powerful than anything encountered elsewhere. The biome graphics are a bit meh. It should look more strange and alien with a spectacular backdrop - maybe a view of the earth from orbit? (EDIT: I forgot to say that the biome graphics in general are much improved, especially the new look for alien bases.) The mission itself is is only a rehash of the cleaner data raid mission so it would be good if it was something different than that; and also I am not at all clear as to what the device is that I should be attempting to destroy (as well as gathering the data) - a little more information would be helpful, even if it is only the chief scientist letting me know when I have come across it. Some things that are not new to milestone 5 I thought I'd comment on: Alien bases and supply UFOs. it would be good if there was some mechanism here by which the base gets harder to raid if it is getting uninterrupted supplies and easier to raid if all the supply ships are being shot down and raided before they get to the base. A newly established base would have a defined minimum amount of aliens and if raided in that state would yield a limited amount of materials. An established base that is being well supplied increases the number of aliens and materials that can be gained up to a maximum amount which it never exceeds. Maybe even the base could get smaller again if it is getting no supplies at all. There is an odd quirk in the alien base mission whereby if there are only Xenonauts in the control centre you have to move one of them each turn to reveal the aliens. This seems pointless and is annoying. Has the alien communicator thing been removed? After I raided a base I used to be able to run a research project that allowed me to build a device that would tell me what type of UFO had been detected and how many aliens were on it and what their mission was, but I haven't had that happen for quite some time now (even before milestone 5). I thought at first it might be because I had destroyed the central console in the control room, but even if I leave that intact I still don't get the alien communication research project. As I said, overall I am really enjoying the game and am liking the new gameplay - keep it coming, devs, keep it coming! Edited January 10, 2025 by cwamartin
gG-Unknown Posted January 11, 2025 Posted January 11, 2025 (edited) Kneling is still mandatory position. It gets bonuses for defence AND for offence. There are no disadvantage ! That is very wrong. Introduce some disadvantages, for kneel, so player would need to think : Kneel or Not to Kneel, that is the question ? -- kneel in melee: attacker -10% to hit -- kneel in melee: defender -10% to defend -- kneel while throwing : - 50% range Animation uses low angle of attack, like a curling move. Grenade is send rolling on the ground. Edited January 11, 2025 by gG-Unknown
Bookshelf11 Posted January 11, 2025 Posted January 11, 2025 On my 2nd Milestone 5 campaign, realised the power of operational points. Reducing panic and spending them for 500k is vital, easily can set up a new base on the money and can keep underdefended areas happier until you're set up. The Alloy and Alenium uses are lackluster in comparison to even a small UFO raid and a lot of of the supporters aren't good, spending 150 op points for 1 extra a day will practically never pay itself off and the engineering and research supporters aren't much better. The panic reduction and money supporters are decent. This isn't actually related to Milestone 5 but does anyone else entirely skip accelerated weapons? Seems like a trap that can very easily drain you of resources fir hardly any gain. Making it a base upgrade instead would probably be better, because right now I haven't used them since it released on Steam.
Bookshelf11 Posted January 11, 2025 Posted January 11, 2025 Aaaaaaaaand I lost my first mission of this campaign, Wraith and Androns terror mission. Absolutely massacred by them. Wraiths pop out of buildings, nail one of my guys across the map with pin point accuracy and then either go back inside or just stand there, knowing I have no chance of hitting them while I can't close the gap to make up for their cloak because there's zero cover between the buildings while Androns just walk about in broad daylight and tank lasers while blowing apart my riflemen. I know they're terror missions and you can't win them all but the difficulty spike is immense. In UFO crashes it's not as bad because there's more cover and smaller areas most of the time but maps with long open sightlines with little cover between buildings like streets are just rivers of human blood since Wraiths can just sit in cover and take plasma shots with little to no retaliation and kill your troops in one shot if you're unlucky.
Bookshelf11 Posted January 13, 2025 Posted January 13, 2025 Ok I feel like Wraith/Andron and Cyberdrone terror missions are a bit overtuned. Failed another terror mission, had 2 Cyberdrones and 5 other aliens right outside the drop ship first turn they killed 4 of my people and a ARES and destroyed all their gear because they both used that green grenade blast. Do they have another attack or is it just mountain dew grenade blast every time? 2nd turn I had to ditch and abandon the mission because I knew there was little to no hope of victory, 2 guys panicked as well so they were left behind. Normally I'd say "it was it is" but these two mission races are massively out of wack with the others. 240 hp Cyberdrones with a lot of armour than can basically fire off a attack that never misses is way harder than a Reaper who has to get into melee range to do anything with zero armour and 70 health. Especially when they're right outside the drop ship, there's simply not enough space to spread out enough in some maps. Sebilions/Mantid/Reapers feel probably the most balanced since they all cover each others weaknesses without one of them being ungodly strong compared to the others, Reapers are horrifying if they're up close and can reproduce in the background, Mantids can harass you from afar while Sebilions are soaking up your gunfire so the 2 other aliens it's with survive for longer and gassing you or slaughtering you with machine gun fire. Also the game takes a massive difficulty hike once Cruisers and UOO 1 is active, 20 panic orbital bombardment every 2 weeks unless you do raids against it hurts bad, not that I'm against it. Fusion users blasting my guardian armoured guys to death in 1 hit, cramped harvesters where the final command centre raid turns into a bloodbath, alien bases where even non combatants with pistols can kill your troops easily. Feels like it's been upended and I'm on the backfoot again, absolutely spamming the reduce panic button, no supporter bonus is worth as much as reducing panic by 10 every 3 days if you can afford it, does that make reducing panic too strong or supporters too weak?
FOARP Posted January 13, 2025 Posted January 13, 2025 On 1/11/2025 at 12:29 PM, Bookshelf11 said: On my 2nd Milestone 5 campaign, realised the power of operational points. Reducing panic and spending them for 500k is vital, easily can set up a new base on the money and can keep underdefended areas happier until you're set up. The Alloy and Alenium uses are lackluster in comparison to even a small UFO raid and a lot of of the supporters aren't good, spending 150 op points for 1 extra a day will practically never pay itself off and the engineering and research supporters aren't much better. The panic reduction and money supporters are decent. This isn't actually related to Milestone 5 but does anyone else entirely skip accelerated weapons? Seems like a trap that can very easily drain you of resources fir hardly any gain. Making it a base upgrade instead would probably be better, because right now I haven't used them since it released on Steam. You can literally research lasers before researching accelerated weaponry. There's just no point in getting accelerated weapons as things stand. Ideally, accelerated weaponry should be something that you can research early in phase 1, with lasers only following in phase 2.
Bookshelf11 Posted January 13, 2025 Posted January 13, 2025 Did the orbital siege mission, a wave defence was extremely fun for a change of pace, felt very different and didn't feel unfair since you have time to prepare and put up defensive positions, but I'd wish the mission brief was more clear in that reinforcements only spawn once you start the hack, ended up rushing and losing some people because I didn't want to be overwhelmed. A wave defence terror mission or fighting off cleaners at early crash sites would be pretty neat, if late additions to the game. Now the thing...I didn't capture the leader because he got mowed down by machine gun fire, so how do I get them? I'm on day 405 and I'm waiting for a battleship at this point but none of them are showing up, or do leaders now spawn in regular crash sites and then battleships spawn after? The problem is, I've got every base full of resources and the hangers kitted out and my troops tip top, so I'm just nuking sites now. Endgame hasn't moved from 25%.
Lathanda Posted January 14, 2025 Posted January 14, 2025 I think the fuel usage in UFO fights mechanic is broken. 1) A dogfight between an ufo and a fight lasts about 2 min. This short time duration should not be enough to empty the fuel tank. 2) If an airplane runs out of fuel during a dogfight and you decide, continue the fight. Why does this result in the destruction of the plane. Being out of fuel means the plane cannot return to the base. There is no valid reason that this has its destruction as consequence. 2a) A tank plane could refuel it 2b) It could just land and be picked up by a truck transport. 2c) It could just land and be refueled. I would remove fuel usage during dogfight. Instead it would make sense to allow a fighterplane to continue persuit of an alien vessel, even if it can not return to the base because the shooting down the ufo is important. That on the other hand is not allowed. The game logic is inconsitent in that part. Auto fight does not work on Commander difficulty although dogfight is not fiinish.
gG-Unknown Posted January 14, 2025 Posted January 14, 2025 On 1/10/2025 at 10:40 AM, Rakiii said: - I think accuracy should fall of with range on grenades dramatically. It´s not possible to have 100% accu with more range than shotgun. Shotgun is wrongly set. It is result of Chriss idea of weapon scaling values. I will make (again) a proposal for shotgun change. After current feedback is absorbed into the game.
Skitso Posted January 14, 2025 Posted January 14, 2025 19 minutes ago, gG-Unknown said: Shotgun is wrongly set. It is result of Chriss idea of weapon scaling values. I will make (again) a proposal for shotgun change. After current feedback is absorbed into the game. Xenonauts 2 has somewhat compressed ranges in general as the maps are relatively small. It doesn't make sense to increase shotgun range as then it's too close to rifles and loses it's niche. All that is needed is to nerf throwable range
Rakiii Posted January 14, 2025 Posted January 14, 2025 (edited) 2 hours ago, gG-Unknown said: Shotgun is wrongly set. It is result of Chriss idea of weapon scaling values. I will make (again) a proposal for shotgun change. After current feedback is absorbed into the game. As Skitso has said. If I remember correctly Shotgun had range of 8 in X1 (with bigger maps in general). Btw it has range of 3 in X-div mode (it has way lower TU´s for action though). In fact I would prefer lower range of shotgun (8 max) but with reaction modifiers back. It made all weapons more unique. Edited January 14, 2025 by Rakiii
Skitso Posted January 14, 2025 Posted January 14, 2025 On 12/30/2024 at 7:47 AM, gG-Unknown said: Teleporter usage ; balance - cheasy play of teleport-in shoot, teleport-out is poison to gameplay. Fix : a soldier ( or any entity) can use any teleporter just once per turn Yes, this is something I've also proposed long time ago. I think a decent solution for this would be that all teleports can function only once per turn. (Once on player turn, once on civilian turn and once on alien turn)
gG-Unknown Posted January 14, 2025 Posted January 14, 2025 (edited) 5 hours ago, Skitso said: Xenonauts 2 has somewhat compressed ranges in general as the maps are relatively small. It doesn't make sense to increase shotgun range as then it's too close to rifles and loses it's niche. All that is needed is to nerf throwable range Shotgun Weapon usage : easy to hit, makes high dmg against soft target, range is more than pistol , range is about same as SMG, difference is - SMG has all dmg in one bulet - it goes thru armor -- current dmg 3 x 28 = 84dmg >>> proposed 5 x 16=80 dmg ; total dmg lowered by 4 -- armour destruction -2 >>> -1 per pelet ; total armour reduction is lowered by 1 Because of dmg is split into more pelets, Armoured targets could soak first shot easyer. Range : from 9 >>> to 15 Hit Bonus: from 7,2 >>> to 4,4 e.i. the max bonus (at zero range) is the about the same Snap Shot : Pistol has 55%, Shotgun 40%. That is ridiculous. Shotguns are used as quick reaction weapon in Ukraine war, to shot drones. No other weapon has faster and precise snap shot at the reasonable range. Crank it up - proposed rise acc snapshot to 50% - shotgun is used for hunting. Duck for example. Stay reasonable and keep ratio to other weapons. Shotgun effective range is higher than pistol, otherwise we would see hunters using pistols ! Do not transform shotgun into an medieval blunderbuss loaded by nails. https://en.wikipedia.org/wiki/Blunderbuss http://107953.w53.wedos.ws/data/images/clanky/Gun for Rumcajs/505.jpg Edited January 14, 2025 by gG-Unknown
gG-Unknown Posted January 14, 2025 Posted January 14, 2025 15 minutes ago, Skitso said: Yes, this is something I've also proposed long time ago. I think a decent solution for this would be that all teleports can function only once per turn. (Once on player turn, once on civilian turn and once on alien turn) It means, that a room with one teleport can be breached by one soldier per turn. Not good.
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