Belmakor Posted March 9, 2014 Share Posted March 9, 2014 The MG / scatter laser differential in the current build is an error. They're both meant to have 20 ammo, 10 rounds per burst and similar damage per shot to the equivalent rifle in the most recent build. I just forgot to roll out the changes globally. Whatever model I decide on for the final MG stats will also be rolled out to its higher-level equivalents.Regarding rockets, my thinking is they are too powerful if spammed to make them being high-damage weapons acceptable. What do you do if a player takes 4 of them on a mission, each guy carrying 3 rockets? The blast radius is big enough it's hard to miss with them, and if you give them enough damage to destroy terrain effectively AND mitigation then they can one / two shot most things in the game...doing so to every enemy in range simultaneously, in fact. I also think there's a missing niche for long-range cover denial weapon. C4 is all well and good but explodes at the end of the turn, so you can't use it to remove cover before firing with your other soldiers, and it's short range too. Giving that role to rocket launchers seems a more sensible route than making it an armour-penetrating high explosive rocket that can kill most things in one or two shots. Precision rifles shouldn't one-shot most low-level aliens, otherwise the precision laser would one-shot most medium aliens and so on until the MAG Precision would one-shot elite aliens. I think what I proposed for it is fine. What happened to the two ammo types for the starting launcher. Explosive and armour piercing? I think if you made the armour piercing rounds available it would really help with one more choice to deal with androns with good armour mitigation (maybe it could have a cone blast radius that extends three squares in front?). Then I would have no problem with you nerfing the explosive rounds. As it stands how do we deal with Androns in a tight base map? Quote Link to comment Share on other sites More sharing options...
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