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Phoenixwcu
I like your list of new long ranged psionic toys but I don't see the stun blaster thingy on it. Would it be possible to provide some kind of advanced psionic long range stun weapon?
ThePlayer
QUOTE (glacierise @ Feb 7 2006, 01:48 PM)
It would be great if the spider had:
1) 100% EMP resistance (already done, I know), combined with:
2) very short range (1 square) EMP grenade that he can 'throw' on himself all the time

This could create some kind of blast aura around the spider, so anybody that gets close is toast biggrin.gif

But would the AI use such a thing biggrin.gif

If the AI would use it only Gunman class would survive tongue.gif becouse grenades has knock-down eff. witch meaning they could camp your ppl till they where dead tongue.gif
glacierise
Well, it won't fire 10 times per sec smile.gif
ShadoWarrior
QUOTE (UFO_Junkie @ Feb 7 2006, 09:47 AM)
would it be possible to show the area of effect for the PSI items?

I realise that this might not be possible, but thanks for your time ShadoWarrior.

Can't do it, sorry.
ShadoWarrior
QUOTE (Phoenixwcu @ Feb 7 2006, 10:20 AM)
Would it be possible to provide some kind of advanced psionic long range stun weapon?

That can be arranged ...
Black_Ninja
Hey men! Don`t foget about suggestions to improve WGs!!!
ShadoWarrior
QUOTE (Black_Ninja @ Feb 8 2006, 02:58 AM)
Hey! Don`t foget about suggestions to improve WGs!!!

You don't think they're dangerous enough? If I make them any more dangerous anyone who doesn't have gauss and/or meson weapons will be slaughtered.
Black_Ninja
QUOTE (ShadoWarrior @ Feb 8 2006, 09:03 AM)
QUOTE (Black_Ninja @ Feb 8 2006, 02:58 AM)
Hey! Don`t foget about suggestions to improve WGs!!!

You don't think they're dangerous enough? If I make them any more dangerous anyone who doesn't have gauss and/or meson weapons will be slaughtered.

I don`t have gauss/meson/plasma/warp/emp/nail/rail weapons, but doesn`t have any BIG problems (of cause it`s not so easy - but make you to use your brains)...

May be add such improvements for hardcore playes to HeroAssault Mod?
ShadoWarrior
QUOTE (Black_Ninja @ Feb 8 2006, 04:03 AM)
I don`t have gauss/meson/plasma/warp/emp/nail/rail weapons, but doesn`t have any BIG problems (of cause it`s not so easy - but make you to use your brains)...

Are you using my Heroic Assault mod, and playing at Superhero difficulty? Because when using both my mods together you can have serious difficulties trying to fight one to two dozen WGs at the same time. Ever tried to kill 3 Power Armors, 4 Priests, and a half-dozen other 'gots at the same time (and that's only half the 'gots on the map)? Trust me, it's not a pleasant task.
Glacialis
Is it my imagination, or are psi weapons completely useless on WGs and SGs? For the sake of symmetry and completeness, long-range psi weapons appeal to me. However, I don't think I'll use them except to toy with cultists. smile.gif

I do like the sound of warp shears...
ShadoWarrior
You're quite wrong about the effectiveness of psi versus WGs and SGs. Sure, they tend to be 50%+ resistant, but that's still less resistant than most of them are to most other damage types.
Glacialis
Huh. Guess my L21 Psis are just really crappy shots then.

Armed with a meson rifle, however... wink.gif

I'll keep trying. Trained one of my gals as a ranger before I realized dual poison projectors don't work! Still, this is my first complete playthrough so I'm learning as I go.
ShadoWarrior
A sniper-3 with a meson rifle is an extremely lethal force ... wink.gif
Glacialis
A-men, brother!

Will the sniper versions be any more capable of penetrating psionic resistance? When a meson rifle can get the job done in one or two hits, stunning or confusing or damaging a target over time is not exactly a more efficient way of dealing with combatants.

Now, a psi grenade or missile launcher or something...maybe even a psi-controlled drone...

*ponder*
ShadoWarrior
QUOTE (Glacialis @ Feb 8 2006, 09:45 AM)
Will the sniper versions be any more capable of penetrating psionic resistance?

I have no firm idea how psi resistance affects damage inflicted. Altar hasn't explained how it works. A factor of 1.3 might mean that you receive 23% less damage (1/1.3), and that a factor of 2.4 means 58% less (1/2.4), but that's just a guess. Regardless, I see no way to overcome psi resistance other than increasing the damage yield of the weapon. There appears to be no "ECCM" equivalent to the "ECM" of psi resistance. wink.gif
Glacialis
Hmm. It's interesting that the poison projector deals 800, and that's actual hitpoints, and the others deal less -- probably seconds of duration. But the percentage to affect a target displayed up top is usually quite different than the percentage displayed as the chance to hit. Sure, your effect may land, but then some other mechanic comes into play to determine the chance to be affected.

Bloody psionics.
Black_Ninja
QUOTE (ShadoWarrior @ Feb 8 2006, 10:09 AM)
QUOTE (Black_Ninja @ Feb 8 2006, 04:03 AM)
I don`t have gauss/meson/plasma/warp/emp/nail/rail weapons, but doesn`t have any BIG problems (of cause it`s not so easy - but make you to use your brains)...

Are you using my Heroic Assault mod, and playing at Superhero difficulty? Because when using both my mods together you can have serious difficulties trying to fight one to two dozen WGs at the same time.

Yes, yes and one more yes, but only Arnold Shwarznegger or Sylvester Stallone attack all the WGs in the clear field smile.gif
I have some troubles only in the 2-level bases - then on the second stage 4-5 WGs blocked in the rooms, couldn`t move out and only 1 my man can attack them at a time...
On all other cases - i use my brains wink.gif and hasn`t real troubles with WGs...
ShadoWarrior
QUOTE (Alrik @ Feb 4 2006, 07:42 PM)
The XM8 has a muzzle velocity of about 1000 mps, which is higher than that of most other assault rifles, but it uses 5.56 caliber ammo. The HK33 which he was using, is  only 80 MPS less muzzle velocity, other than that the XM8 is the exact same gun, just in a new casing. This would mean that they fire the same bullet and deal nearly the same damage.

Did some more research. The XM8 version in the game is the carbine with 12.5" barrel, not the sharpshooter variant (with 20" barrel). See the table below for stats:

Muzzle Velocity:
3005 feet/second (M855 Ball) with 20" barrel
2675 feet/second with 12.5" barrel
2365 feet/second with 9.0" barrel

As such, the HK33 does have more muzzle energy and hits harder than the XM8 version in Aftershock, so I won't be making any adjustments as the numbers in the game are already correct (within an acceptable margin), based on my calculations.
Snakeye
Hi again,

just got past the first Wargot mission, wasn't too bad only 1 died (and was resurrected) plus all other more or less wounded.

Made a strange experience though. The final wargot (a green Wargot Soldier, but one of the heavy armored ones) was gunned down by three of my troops, one using a HK G3K, one a XM8 and one a G11. The G11 didn't do any damage at all, which actually seemed strange to me. (G11 Gal had higher Enemy and Rifle skills than both other troops)

So after the mission I took a look at the glossary finding that 4.7 caseless doesn't seem to be considered AP (at least it's not mentioned). Is this on purpose? Would it be possible to add 4.7 caseless AP rounds or add AP capability to the standard round. AFAIK 4.7 caseless should be a FMJ round and most other FMJ rounds in the mod (.338, .45, .50AE, 4.6) are considered AP. Would retain the G11 usefull in later game stages..

As for the G11: it's glossary entry says single shot or three round bursts, G11 fires 8rd bursts in the mod.

Thanks again for the mod, it really peps AS up (especially together with HeroicAssault)!

Snakeye
ShadoWarrior
Snakeye, please read the FAQ that comes with the mod, and then do a search on the G11 in this thread. All of your questions have been answered before and I will not discuss it again.
Grulin
Hi there just a quick question about the updates. Does a new game have to be created after every version update of the mod, so if i have 3.11 and i update to 3.12 do i need to start a new game?
ShadoWarrior
Welcome to the forum, Grulin. The answer is 'no'.
Grulin
hehe "no" eh smile.gif is that a full no, or a "no in some ways" no, either way thanks smile.gif and im only half new to the forum ;D i just never post,

ps. great mod smile.gif
ShadoWarrior
No is no. If I'd meant to say "almost always", or "usually", or "no, but there are exceptions", I would have done so. wink.gif

On the rare occasions when I make a change that might have adverse effects on existing games (such as adding or removing weapon slots, for example), I make a note of it (in this thread) when I make the release, and I provide instructions on what to do about it.
Grulin
Alrighty then biggrin.gif, thanks again ShadoWarrior
/me goes to update his 3.11 to 3.12 wink.gif
Snakeye
Sorry for having brough up the G11 issue again.

I actually tried to serach this forum, but G11 seems to be invalid (4 character minimum, as it seems) and both "HK G11" and "G11K2" didn't provide the desired results. Found the information in the FAQ, thank's for pointing me there.

Sorry again..

Snakeye
MJ12 Commando
I'm sorry I didn't read the last ten pages for suggestions, so some of these might have been repeated.

1. Merely cosmetic-change '20mm' to '40mm' for the grenade launchers and remove the 'caliber change' reference. There was no reason to have a cut-down GL caliber when the M203 works.

2. Additional types of 20mm (40mm?) GL ammo. Incendiary and flashbang would be nice. A shaped-charge version with a very tiny radius but far better damage (in case you've forgotten to get lasers and are facing down Wg power armor...)

3. An idea for an armor attachment-artificial muscle, raises the 'Strength' stat of the soldier by +1. Obviously, though, if you use it with med/Dura heavy, though, you won't get the ability to use powershields. Prereqs would probably be alien tech and they'd be expensive alien materials wise.

4. Maybe as an advanced device, combo night/thermal vision goggles a la Splinter Cell? Make the research require alien scanners as the miniaturization can't be done with only Earth tech (science reasoning for a gamebalance thing!)

5. A Psi scope. Make it require psionic training, give it a bonus against living targets (is that possible? If not, just make it superior to the standard scope?)... I have a psionic sniper who needs some love. sad.gif

6. A tech-ninja armor for stalkers with a speed and stealth bonus but low protection. If artificial muscle addons are implemented, make that a prereq. Basically, your guy will be moving *FAST* and moving *QUIET*, but if he gets noticed and starts getting shot at, running away might be smart.

7. I wonder if you could make heavy armor reduce speed but increase strength instead (that thing looks way too bulky to be unpowered armor, it's got to have some kind of power-assist). So agility -1, strength +1, or something.

8. Unfortunately, no new models, so this is a pipe dream more than anything, but give us back our Microslug! If new models are implemented, you could change it so Reticulans got the MSA back and it was a prereq for human gauss weapons.

9. Yeah, yeah, I know, too many weapons, but I want the Barret Payload Rifle in there. 25mm love.

10. If the accelerator doesn't work as a damage booster, make it do something. Since it increases velocity... make it increase accuracy at the cost of increasing recoil?

11. Going back to point 7, I think heavy armor should give stealth -1 because of its bulk. Wonder if it'd make it useless, though, or if negative skill bonuses could be implemented.

12. Another 'flavor' change. Instead of 'fluid movement', change the dodge psi item to 'precognition' and... well, how it lets you dodge better should be obvious. tongue.gif

13. A 'damage control' cyborg chipset which gives Preserverance (or was it Force of Will? The one which let you move while in the red). You could make it work with the torso slot and have a requirement for L3 cyborg training, so it's either the shield or that.

14. Maybe a cyborg stealth body? Yes, I know, I know, cyborgs are built like pro wrestlers. But I have a cyborg commando and he wants more stealthiness. sad.gif

15. A 'CriticalHit' eye implant for cyborgs giving +1 enemy skill. You have implants giving sniping skill, why not an implant letting you know where to shoot? It'd be better for my cyborgs which, somehow, I never quite decide what to give them.

16. If you aren't making the Wargot minigun usable for us, at least use its model with a new texture and give us the M134 minigun? Fire hundreds of rounds of 5.56 ammo... and hit not a single thing. Come on, there needs to be one action-movie-weapon in the mix.
ShadoWarrior
Welcome to the forum. Deus Ex fan? (My all-time favorite game.)

[quote=MJ12 Commando,Feb 10 2006, 04:09 AM]1. Merely cosmetic-change '20mm' to '40mm' for the grenade launchers and remove the 'caliber change' reference. There was no reason to have a cut-down GL caliber when the M203 works.[/quote]
I agree that it was a BAD idea on Altar's part. And it's been annoying me for months. I might do this.

[quote=MJ12 Commando]2. Additional types of 20mm (40mm?) GL ammo. Incendiary and flashbang would be nice. A shaped-charge version with a very tiny radius but far better damage (in case you've forgotten to get lasers and are facing down Wg power armor...)[/quote]
I added a WP GL round in v2.08 of the mod. You should take the time to read the entire history file. A HEDP round is a good idea. Thanks.

[quote=MJ12 Commando]3. An idea for an armor attachment-artificial muscle, raises the 'Strength' stat of the soldier by +1. Obviously, though, if you use it with med/Dura heavy, though, you won't get the ability to use powershields. Prereqs would probably be alien tech and they'd be expensive alien materials wise.[/quote]
I will never add attribute-boosting items. There are none in the game currently and I won't alter that balance.

[quote=MJ12 Commando]4. Maybe as an advanced device, combo night/thermal vision goggles a la Splinter Cell? Make the research require alien scanners as the miniaturization can't be done with only Earth tech (science reasoning for a gamebalance thing!)[/quote]
Cannot do this with the game's existing mechanics.

[quote=MJ12 Commando]5. A Psi scope. Make it require psionic training, give it a bonus against living targets (is that possible? If not, just make it superior to the standard scope?)... I have a psionic sniper who needs some love. sad.gif[/quote]
No.

[quote=MJ12 Commando]6. A tech-ninja armor for stalkers with a speed and stealth bonus but low protection. If artificial muscle addons are implemented, make that a prereq. Basically, your guy will be moving *FAST* and moving *QUIET*, but if he gets noticed and starts getting shot at, running away might be smart.[/quote]
Speed and stealth bonuses do not currently work. Please read the FAQ file from my mod.

[quote=MJ12 Commando]7. I wonder if you could make heavy armor reduce speed but increase strength instead (that thing looks way too bulky to be unpowered armor, it's got to have some kind of power-assist). So agility -1, strength +1, or something.[/quote]
Cannot be done. And I have no interest in doing it anyway.

[quote=MJ12 Commando]8. Unfortunately, no new models, so this is a pipe dream more than anything, but give us back our Microslug! If new models are implemented, you could change it so Reticulans got the MSA back and it was a prereq for human gauss weapons.[/quote]
No.

[quote=MJ12 Commando]9. Yeah, yeah, I know, too many weapons, but I want the Barret Payload Rifle in there. 25mm love.[/quote]
No.

[quote=MJ12 Commando]10. If the accelerator doesn't work as a damage booster, make it do something. Since it increases velocity... make it increase accuracy at the cost of increasing recoil?[/quote]
It does work.

[quote=MJ12 Commando]11. Going back to point 7, I think heavy armor should give stealth -1 because of its bulk. Wonder if it'd make it useless, though, or if negative skill bonuses could be implemented.[/quote]
See earlier answer.

[quote=MJ12 Commando]12. Another 'flavor' change. Instead of 'fluid movement', change the dodge psi item to 'precognition' and... well, how it lets you dodge better should be obvious. tongue.gif[/quote]
No.

[quote=MJ12 Commando]13. A 'damage control' cyborg chipset which gives Preserverance (or was it Force of Will? The one which let you move while in the red). You could make it work with the torso slot and have a requirement for L3 cyborg training, so it's either the shield or that.[/quote]
Hell no.

[quote=MJ12 Commando]14. Maybe a cyborg stealth body? Yes, I know, I know, cyborgs are built like pro wrestlers. But I have a cyborg commando and he wants more stealthiness. sad.gif[/quote]
See earlier answer (read the FAQ).

[quote=MJ12 Commando]15. A 'CriticalHit' eye implant for cyborgs giving +1 enemy skill. You have implants giving sniping skill, why not an implant letting you know where to shoot? It'd be better for my cyborgs which, somehow, I never quite decide what to give them.[/quote]
No.

[quote=MJ12 Commando]16. If you aren't making the Wargot minigun usable for us, at least use its model with a new texture and give us the M134 minigun? Fire hundreds of rounds of 5.56 ammo... and hit not a single thing. Come on, there needs to be one action-movie-weapon in the mix.[/quote]
No.
Glacialis
Fluid Movement Vambraces don't work anyway, do they?
ShadoWarrior
QUOTE (Glacialis @ Feb 10 2006, 06:31 AM)
Fluid Movement Vambraces don't work anyway, do they?

No. Which is documented in my FAQ.
csebal
Woot. this thread got long since the last time i was here smile.gif

Glad to see you still keep up the good job on WepBalanceMod.

Sadly i got other things to do than playing lately, but i might give the improved mods a try when i got some free time. That there is still no model editor is kinda disappointing, even though i know nothing about the background atm.
ShadoWarrior
Welcome back, csebal! And please read my credit to you in the history file in my mod. Without your contribution of the .50AE this mod wouldn't be what it is today.
MJ12 Commando
If you need volunteers for writing flavor text, email me a a weapon name and basically what the heck it does to...

mj(underscore)12commando at yahoo dot com.

(that'd be mj_12commando combined with @yahoo.com, in case my notation was confusing).

I suggest that you add the lead pipe ingame as a constructable cheap, slow, unwieldy, but more powerful starting melee weapon. Instead of the elegance and quick strikes of the knife, this thing would be used to crack someone's head open when they were already on the ground. Because, as we all know, there's something... fun... about smacking someone upside the head with a length of plumbing.

Grenades as of now are a bit weak, so perhaps they should have their damage and radius increased a bit, plus range? They throw sooooo sloooowly and considering that you need to unequip your weapon to use them if you're using rifles, they're not as effective as they were in X-Com or Aftermath.
ShadoWarrior
Thanks for the offer, but I enjoy writing flavor text too much to let someone else do it for me. wink.gif
DeludedIllusion
Aw, did you have to make clouds immune to sonic? I used to love nailing them with my USG!
ShadoWarrior
QUOTE (DeludedIllusion @ Feb 11 2006, 03:37 AM)
Aw, did you have to make clouds immune to sonic? I used to love nailing them with my USG!

Take a look at the list (so far) of changes for v3.13 and I think you'll be even more ... amused.
Gastrian
So we'll have to wait a bit longer for the star grenades and for all SGs to go up ladders? sad.gif

Thanks for taking my ideas on board for the SGs biggrin.gif
ShadoWarrior
QUOTE (Gastrian @ Feb 11 2006, 07:05 AM)
So we'll have to wait a bit longer for the star grenades and for all SGs to go up ladders? sad.gif

I'm not done with v3.13 yet, O ye of little faith ...
ShadoWarrior
Updated the mod to version 3.13!
(please see first post in thread for download link and changes)

I've completed the overhaul of the SGs. Have fun! {evil maniacal laugh} ohmy.gif


PS - be sure you carefully read the full list of changes for this version.
MJ12 Commando
Those new SGs are *NASTY*.

Tried the mod out with my L26 'test' squad (they had at least one person with training of each type), and whereas before any one of them could rip a swathe through an entire map chock full of them, now I actually had to *GASP* use tactics with these guys. They are, IMO, at least three times harder than before. smile.gif

...and the 40mm niftiness is nice, but the XM25 is IIRC a 20mm or 25mm grenade weapon. I don't suppose you could change the ammo types?

Another odd idea.

Add something like this in. http://www.mtekweaponsystems.com/FAST%20G1.html

Helmet-based armor plate. Don't know what graphic you could use for it (a retextured psi booster helmet attachment that's blue like the rest of the armor instead of magical rainbow colors would work decently). But it'd be nifty. Or if people ever figure out the model format, add the 'Predator Mask' style and make it a light-armor-only attachment.

If someone new is playing this mod, though, you might want to put in the readme that many of the aliens are immune or extremely resistant to projectile weaponry and bring at least one energy weapon when facing them. IIRC that's not in the readme.
ciryadin
Haven't tried the new sg yet, what is their main weakness now?
Cpl. Facehugger
QUOTE (ciryadin @ Feb 11 2006, 10:51 PM)
Haven't tried the new sg yet, what is their main weakness now?

Warp weaponry. I'd imagine that the Warp Rifle would be best at this, since the other two weapons have really short range.
MJ12 Commando
I'd ask for a warp grenade, but I don't think we'd get one.

Hell, better yet, warp-machine-guns. If I want to dream, I might as well dream big, right?
glacierise
How could I get ret warp weapons, when I have conquered all the provinces on the map? (two cultist remain, and I am now on the WG ship)?
Cpl. Facehugger
QUOTE (MJ12 Commando @ Feb 12 2006, 12:23 AM)
Hell, better yet, warp-machine-guns. If I want to dream, I might as well dream big, right?

Already asked. tongue.gif
MJ12 Commando
QUOTE (glacierise @ Feb 12 2006, 12:36 AM)
How could I get ret warp weapons, when I have conquered all the provinces on the map? (two cultist remain, and I am now on the WG ship)?

If you wait for a Wargot attack on a province with alien resources and ignore it, it'll revert to mutant.

Then if you invade, you should be given the chance to fight Reticulans.
MJ12 Commando
QUOTE (Cpl. Facehugger @ Feb 12 2006, 12:50 AM)
QUOTE (MJ12 Commando @ Feb 12 2006, 12:23 AM)
Hell, better yet, warp-machine-guns. If I want to dream, I might as well dream big, right?

Already asked. tongue.gif

Well, new warp weapons would be nice. And a buff to the mostly useless grenades. Grenades are insufficiently powerful to carry around. The only use is due to the fact that Aftershock bases apparently don't have roofs.

I wonder if you could add Dragon's Breath shells for the shotguns.

Just set the damage to burn, let it deal it all at once. Because I like the look of the SPAS 15, but it's useless against Starghosts. sad.gif
ShadoWarrior
QUOTE (MJ12 Commando @ Feb 11 2006, 04:33 PM)
...and the 40mm niftiness is nice, but the XM25 is IIRC a 20mm or 25mm grenade weapon. I don't suppose you could change the ammo types?

Read the Glossary entry for the XM25.

QUOTE (MJ12 Commando)
If someone new is playing this mod, though, you might want to put in the readme that many of the aliens are immune or extremely resistant to projectile weaponry and bring at least one energy weapon when facing them. IIRC that's not in the readme.

I expect people to read the history file (yes, all of it) before they begin using the mod. If they don't that's their problem. Caveat emptor. Besides, most games (including the old X-Coms) do not tell you what a critter is resistant to prior to you killing it and then doing an autopsy to find out why it was so damn hard to kill.
ShadoWarrior
For the record, do not expect the weapons you use in the early stages of the game to still be useful in the latter stages. That's an unreasonable expectation and is something I have absolutely no intention of changing. So all of you please cease whining about grenades and shotguns.
MJ12 Commando
Actually, I'm whining because the grenades aren't even useful in the early game, let alone the late game. That plus you never get any new ones. But knowing how long it takes to use them, they'd probably be only useful against unarmored Reticulans.

Seriously, they were almost totally useless at the start even though one of my guys had pretty good throwing skill at the start, and I'd at least want them to be balanced so they are nifty (or at least something that you might want to use instead of just shooting) in the early game. The Aftermath grenades were useful, the Aftershock ones aren't as much. Or even nearly so.
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