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Little Mod V5


Sathra

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My take on soviet weapons were that they have better damage potential for their class (A soviet rifle outdamages an western rifle, but the western rifle makes up for the lost damage in armor mitigation,) and have slightly lower aimed/burst Tu costs (5 points), but are significantly less accurate (The AK47's burst for me started turning out to feel balanced with an accuracy score as low as 10, once again, its a rifle for me.)

This made having a soviet carbine at a lower tier FAR more viable then doing so with the western one for me.

I am currently hopped up on cold and allergy medicine right now, and don't feel like clicking another download link to read someone else's weapon_GC.xml...

Would you kindly post a copy of your carbine/AK47's GC entry? It would save me a lot of dizzy.

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I can see how that weapons struggles as a main line weapon, but I really don't see how it is weak.

Its much more like a submachinegun then a carbine by my mods standards, but I have a comparable MP5 that I have found extremely useful for using as a backup weapon for commandos, heavy weapons, and anti tank units, as well as a safe breaching weapon for flamer troopers (I am currently preparing to run tests to see if enabling the flamer would be worth my time reimplementing.)

(Notice: This weapon has dimensions of 2 by 4 squares, tall/horizontally, and weighs three weight units (Hereonout refereed to as stones.))

	<Weapon name="weapon.sub" bulletType="normal" emptySound="Empty Click 1">	<props range="15" hands="2" recoil="0" weight="3" isHeavy="0" clipSize="30" reloadAPCost="25" reloadSound="Weapon Assault Rifle Reload" reactionModifier="2" hpLimit="80"/>	<SingleShot sound="Weapon Pistol Single" delay="0.6" suppressionValue="30" suppressionRadius="3">		<Set1 ap="17" accuracy="35" />		<Set2 ap="22" accuracy="50" />		<Set3 ap="30" accuracy="65" />	</SingleShot>	<BurstFire ap="25" accuracy="30" sound="Weapon Assault Rifle Burst" delay="0.6" burstdelay="0.1" shotCount="3" suppressionValue="20" suppressionRadius="3" />	<GUIImage name="gui/weapons/MP.png"/>	<GroundImage name="grounditemimages/assaultrifle.png"/>	<Ammos>		<Ammo name="ammo.ballistic.sub" type="kinetic" damage="22" mitigation="0">			<Projectile spectre="projectiles/bullet/bullet" speed="1200"/>			<Impact spectre="particles/bulletplume/bulletplume"/>		</Ammo>	</Ammos></Weapon>

Weapons of this calliber really don't work as a primary weapon, but they are extremely good as a backpack weapon for "heavy" weapons users: Snipers, flamers, rocket troopers, and machinegunners.

Trying to force submachinegun style weaponry to be primary weapons doesn't really work, but they are very strong for a few reasons.

1. They train soldiers FAR faster then any other weapons. My commandos were fifteen points ahead of my other soldiers in most attributes.

2. They rarely leave you with your pants down, you can virtually always run into a room and open fire.

3. You can make almost every soldier carry one.

Making them a primary weapon type by design seems to backfire whenever I try it.

Not every weapon needs to be a front-line gun, if you make the right choices, you can have outright excellent secondary weapons for squad specialists (That don't quite fall into being a sidearm.)

Of course, this is all just opinions from personal testing and balancing.

Some ideas are cursed to be forever to be gimmick weapons, like... say, the SKor (A puny earthling machinepistol that... Must remain pretty useless for balances sake:)

	<Weapon name="weapon.skor" bulletType="normal" emptySound="Empty Click 1">	<props range="7" hands="1" recoil="0" weight="2" isHeavy="0" clipSize="20" reloadAPCost="10" reloadSound="Weapon Pistol Reload" reactionModifier="2" hpLimit="60" />	<SingleShot sound="Weapon Pistol Single" delay="0.6" suppressionValue="20" suppressionRadius="2">		<Set1 ap="10" accuracy="30" />		<Set2 ap="15" accuracy="60" />	</SingleShot>	<BurstFire ap="17" accuracy="20" sound="Weapon Assault Rifle Burst" delay="0.9" burstdelay="0.1" shotCount="3" suppressionValue="15" suppressionRadius="1" />	<BurstFire ap="20" accuracy="40" sound="Weapon Assault Rifle Burst" delay="0.9" burstdelay="0.1" shotCount="3" suppressionValue="15" suppressionRadius="1" />	<GUIImage name="gui/weapons/skor.png" />	<GroundImage name="grounditemimages/pistol.png"/>	<Ammos>		<Ammo name="ammo.ballistic.skor" type="kinetic" damage="13" mitigation="0">			<Projectile spectre="projectiles/bullet/bullet" speed="1200"/>			<Impact spectre="particles/bulletplume/bulletplume"/>		</Ammo>	</Ammos></Weapon>

Its not like having bad weapons like this is a bad idea.

In fact, screwing around with this pile of fecal material that wounds a sebellian on one out of ten bullets was one of my most fun experiences testing the mod.

Now, I am getting pretty close to the boundaries of what it would be acceptable advice for a mod maker who has yet to release anything at all, but I will be here for you if you want any advice (You probably don't need it, and will eventually find your own way anyhow if I go ahead and do nothing,) I have gone extremely deep in the rabbit hole of balancing cluttered weapon tiers, and will always be willing to help, even if it is technically at my own detriment (Giving people less reason to use my medium sized weapon mod over your larger general-everything mod.)

Edited by WalrusJones
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Its weak due to all sebillians having armour. It works very well against Caesans, due to their slower armour progression, but with the lack of accuracy and the weirdness of how missed shots work, 2 bursts can really struggle to kill a Sebillian non-com. The shotgun is just better to use in most cases (due to the sheer number of sebillians you fight). Only a minor boost though (5 points), so its a weapon that can be used instead of a shotgun, but obsoletes faster.

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Its weak due to all sebillians having armour. It works very well against Caesans, due to their slower armour progression, but with the lack of accuracy and the weirdness of how missed shots work, 2 bursts can really struggle to kill a Sebillian non-com. The shotgun is just better to use in most cases (due to the sheer number of sebillians you fight). Only a minor boost though (5 points), so its a weapon that can be used instead of a shotgun, but obsoletes faster.

Yes.

The low power ballistic weapons obsolete dirty fast.

However, the natural de-actionization of a tier as you approach the end is probably a good thing.

The last days before laser weapons, and then plasma weapons, being a figurative "bossfight."

One amazing thing you could do for the carbines is reduce the inventory space they take, and their weight: This makes it so they can be backpacked easily, and thus, be a good reassurance weapon for squad specialists.

Aliens loose armor as they take damage, so your snipers resorting to their backup carbine when a sebellian guard closes in after having survived two shots from their big mean killing machine rifle: Its armor has been brought down to non-combatant levels.

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Most aliens can't survive two sniper rifle (of the relevant tier) shots anyways. And I don't have a good enough handle on exactly how much armour degrades per shot either. I think its only a small amount, and the random damage makes it hard to tell.

Not too concerned overall, and the pistols are pretty good weapons already.

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Very well.

Look: Do things as you will.

Granular damage based balance may very well be fitting of your mod, due to the fact that there are not a lot of weapons.

I pretty much do. My only real concern with balancing weapons is that they are good at what they do and that the next tier is worth upgrading to. When suppression is working properly, I'll look at that.

For now, I have Battleriders to swarm against Hiver ships.

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xD. The war went badly at first, as Liir ships with starting tech can't really stand up to Hiver cruisers (first time playing liir). Faster AND tougher. So now my usual fallback of throwing 20+ BR's at things.

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