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ShadoWarrior
QUOTE (DC- @ Nov 26 2005, 07:18 AM)
wouldn't it be cooler if he rapidly fired them left-right-left-right ? almost like burst fire smile.gif is that in any way possible?

Can't do it, AFAIK.

QUOTE (DC-)
Is there any posibility to randomize their stats? (maybe not in this mod, but in another one)

Don't know, but it'd be for another mod if I did look into it. I want to keep this one solely focused on equipment (mainly weapons).
ShadoWarrior
QUOTE (Saintaw @ Nov 26 2005, 07:36 AM)
Please, before applying the prone only position for Mgs, think about this: It's about the only class than can use the heavy armor ... and one cannot go prone with the heavy armor.

I'd forgotten about the heavy armor. Thanks for the reminder. I have restored the MGs to firing from any stance. Someone in Slaughter's forum reminded me that the M60E3 is the "cut down" version specifically designed to fire "from the hip". So I pulled my MG restrictions from v1.6, and I also restored the 100-round capacity (I had modded it to 200) to the PKM, since it's the small ammo box on the PK that's usable mounted under the weapon. The larger 200 and 250-round boxes are meant for use with a tripod.

QUOTE (Saintaw)
One thing about the Mgs... now that the volley is 33 rounds... it's devastating (there is no pause between shots... as you will most certainly kill your target with less than  33 bullets.)... I haven't tested/suffered one used on me yet. I guess it will be as devastating wink.gif

My modded M60s do rock. I have not had any target remain standing after 10 rounds.
ShadoWarrior
QUOTE (Saintaw @ Nov 26 2005, 07:26 AM)
Recoil dampener: I don't know if it's only a visual bug or not... but it still shows that it's decreasing accuracy like in the non-modded version.

I don't see how this could be:

CODE
RangeImprover RangeImprover RECORD
range FLT 0.85
recoil FLT 0.3
accuracy FLT 1.05
power FLT 1
detection STR "Visibility"
END_OF_RangeImprover


QUOTE (Saintaw)
Sachel: I could manufacture & throw them. one didn't blow up (game bug) the other one did, but didn't do any damage at all on the terrain (was next to a factory wall I wanted to get in 'discretely').

I may have wrongly assumed that scaling up the damage would automatically have more destructiveness on terrain. I'll look into the data file some more and see if I can spot any terrain-specific damage numbers. I did that when I created the item, but I may have overlooked something. If one of the other modders, such as WiseAvatar, knows what parameter(s) are involved in damaging terrain objects, please let me know.

QUOTE (Saintaw)
Barret: Maybe I missunderstood, but I thought that I needed to have a Mech to be able to aim for specific body parts? I have a LVL3 Sniper/Lvl 1 Mech... and I can't aim for body parts. The unit goes prone as planned... and the damage is devastating. I might have missunderstood your instructions, could you please clarify?

With the restriction removed (restored) in v1.5, you need Sniper 3 (and a Long Range weapon), so your L3 sniper/L1 guy should be able to Target Body Parts. If you cannot, then it may be a bug related to stance (ie: cannot do called shots while prone). Please try this: go prone manually (before issuing the Target Body Parts order in Aimed mode) and tell me if that makes a difference. I'll try to test prone Target Body Parts with my MSG90 gals in my own game, to see if the bug is with firing prone or only with the prone stance restriction.

QUOTE (Saintaw)
G3A4 -> my new fav gun, simply smashing biggrin.gif

These are the weapons I have tested in game so far. As far as I'm concerned, I realy like it smile.gif

I'm surprised you like the G3 over the XM8. OTOH, having to only make one type of ammo (for assault rifles, MGs, and sniper rifles) has its advantages.

Glad you like the mod. And feedback like yours is precisely what I need to make it better.
PointandShoot
Heavy Armor issue

If possible, implement very heavy MG's through advanced weapon tech tree like chain guns, some 0.50 cal or what ever who are only usable in prone position or only with heavy Armor like in AM and should use a long time to aim and reload.
Or restore the M60e to default and create the normal M60 like you did just give it more range and better accuracy, your 33 shoots and is tied to prone pos..

Thx
ShadoWarrior
Feedback from one of my v1.6 testers:

QUOTE (hratgard)
Anyways, back to the dual Wakizashi....

Okey.. The animation is at least only the right one hitting, as opposed to micro UZIs where you see the guy aiming and fireing both guns.

My damage using dual vs a Flakster is 320hp, only hitting with the righthanded one.

I tried to dequip one, and only use one to compare the damage, vs the same one Flakster. I still doing 320hp hits, now with only one. I'm not sure but I don't think I was hitting particulary faster with dauls either.

Damn. I've tried to make the weapon as close to the Browning Knife as I can. The only thing that's essentially different is that it's using the Katana model and animations. Let me try switching the model and anims to the knife and I'll send you another copy.

QUOTE (hratgard)
Another thing, is the Barret bugged again? I cant seem to be able to do Targeted shots, ie headshots.

Seems to be bugged. Please read my earlier post where I suggest trying to go prone manually (ie: issue a prone & watch order, wait for completion, then issue a fire order) and see if that makes a difference in being able to make the called shots.

QUOTE (hratgard)
And the M60E3, only about 5 range? Description says "increadible" range, but the stats on it says about 5 feet, can't remember exactly. Haven't actually tried the gun in action as the stats seems pretty crap with 5 in range. tongue.gif

There appears to be a "bug" in that the more rounds in a burst the lower the displayed accuracy. I have reduced (for v1.6) the burst size from 33 to 10 so that people don't get "confused" by the ridiculously low accuracy number. BTW, if you compose accessories on to the weapon the accuracy number magically adjusts to a reasonable number, which further confirms to me that it's a bug.

QUOTE (hratgard)
Anyways, just hit me up if you want to test my Wakizashi's again in some way, or you have another release you need tested.

I'll be emailing you an updated v1.6 for you to test in a short while.
Saintaw
SW,

I will test the prone/sniper position & report back tomorrow morning CET (out for a pint in an hour).

About the Recoil thingie: Not only did it show that, but two modded weapons (XM8 - UBLV - RC) showed a different basic range (37 & 40). I am not talking about the modified values (per soldier's stats), but the base stats (on the left). One was pre-mod based (modeed with these before I applied the patch). the other one was crerated after. I tried unsetting/resetting the one.. no visible changes.

Keep up the good work smile.gif
ShadoWarrior
QUOTE (Saintaw @ Nov 26 2005, 10:31 AM)
About the Recoil thingie: Not only did it show that, but two modded weapons (XM8 - UBLV - RC) showed a different basic range (37 & 40). I am not talking about the modified values (per soldier's stats), but the base stats (on the left). One was pre-mod based (modeed with these before I applied the patch). the other one was crerated after. I tried unsetting/resetting the one.. no visible changes.

Perhaps numbers above 1.00 have no effect, due to hard-coded stuff in the game? I know that accuracy did increase when I changed it from 85% to 105%, it's just that the game appears to have a cap at 100%.

"Basic range" is tied to accuracy. If you change one number the other will also change. MMK explained why in Avenger's guide thread.

QUOTE (Saintaw)
Keep up the good work smile.gif

Thanks! Shows of appreciation make it worth the effort.
Saintaw
Fast update before the pub (damn this game...). I tried prone(manualy) with the LB, no dice on the body parts aiming. It's not too much of a hassle as far as I'm concerned, it does enough damage as it is with the mod.

Something else I noticed, when firing long bursts with the MGs, when the target goes to the ground (inconcious), your hit% goes to 0% (this is related to the game engine itself I gather & not to the mod)... if you're not paying attention, this will cost some ammo. Should help with the 10 rounds burst you have planned in 1.6 smile.gif

I'm off now!
ShadoWarrior
QUOTE (hratgard)
Simpler issues first. At least simpler to explain for me ... tongue.gif

Barret - still can't seem to make called shots, even when going prone manually.

Then there must be a bug related to the stance parameter in the weapon data record. Target Body Parts works fine from prone using my MSG90s. Since the modded Barrett does 130% more damage than the unmodded ones, folks will just have to do without being to use it for called shots, because I'm going to retain the fire-from-prone-only restriction.

QUOTE (hratgard)
Then the dual issues.

This time around I loaded up my Ranger with two Browning knifes and two Wakizashis. Had a little, allthough totally unrelated, problem at first, cause the Ridicilans *grins* died  of one hit .. tongue.gif had to find something thougher.
Anyways. I still weren't able to notice any difference between going dual or single with the Wakizashi. So I swapped over to dual Knifes. And realized that I can't really tell the difference here either. The anymation just shows your guy hitting the mob once with his right hand, then having a "break"/prepearing for next attack/round. You never hit with the left hand. And the dmg output supports the animation/use of one hand. So either the Dualing knifes is just a minor speed post (which I can't really notice at least), or its bugged alltogether.

If you haven't done anything to the standar knifes, then there seems to be a bigger issue with dualing them than just your mod.

I have not modded the basic knife. (My changelog is complete and accurate.)

The odd thing is that the beta I last sent you is using the following code taken from the Desert Eagle:

CODE
anim_type STR "one-handed"
righthandhelper STR "parent_one-handed"
lefthandhelper STR "parent_leftgun"

versus the code for the knife, which is:

CODE
anim_type STR "noweapon"
righthandhelper STR "parent_bazooka"
lefthandhelper STR "parent_leftgun"

Since neither of the above snippets makes a difference, it means that it's the actual knife model that's bugged (since the DE works fine dual-wielded, from what people tell me):

CODE
model STR "tactical/models/weapons/humans/browning.txt"
iface_model STR "tactical/models/weapons/humans/browning.txt"
camera STR "tactical/configs/cameras/camera_knife.txt"
lights STR "tactical/configs/lights/na-itemlights.txt.txt"
skeleton STR "tactical/anims/no_skel.txt"
gloss_model STR "share/models/interface/opt/ufopedia/equip/controlbrowning.txt"


QUOTE (hratgard)
If you have edited them in some way, it might be wise to fire up UFO:AS without your mod, and try out the knifes then, and see if they are truely dualwielded then.

The reason I'm having other people test this is because I have no Rangers at all, much less a L2 Ranger.
ShadoWarrior
QUOTE (Saintaw @ Nov 26 2005, 12:10 PM)
Something else I noticed, when firing long bursts with the MGs, when the target goes to the ground (inconcious), your hit% goes to 0% (this is related to the game engine itself I gather & not to the mod)... if you're not paying attention, this will cost some ammo. Should help with the 10 rounds burst you have planned in 1.6 smile.gif

The engine reduces to hit % by about 40-50% when the target falls, to reflect the target's new "prone" stance. Which is why I always run combat at the slowest speed, and I pause the instant that a target goes unconscious. (I rarely bother to waste ammo on downed targets, preferring to finish them off with edged weapons.)
ShadoWarrior
Updated the mod to version 1.6!
(please see first post in thread for download link)

Reasons for latest changes:

1. HK G11K2: we needed a new toy to play with, right?
2. Colt M1911A1: we needed more pistols (for the Rangers to dual-wield).
3. 2-handed SMGs should be able to mount stuff underneath.
4. MGs "fixed" so people don't get scared away from using them due to an artificially low accuracy when they have high burst rates.
5. Since the PKM may be fired while standing, it must use the smallest of the standard PKM ammo boxes.
6. The .50AE JHP was previously being treated as if it were an explosive round. Fixed.

PS - many thanks to Saintaw, hratgard, and PointandShoot for testing this release and providing much-needed feedback!
Saintaw
Good morning smile.gif

I have played around with 1.6 this morning, here are my notes:

HKG11 is kaput. Stats are fine, but when you fire in burst mode, it fires shot by shot with an average of 12 seconds per shot. I guess adding the negative value didn't work sad.gif I hope you find a workaround for this one... I think it'd be my fav weapon if it works smile.gif I tried both with and without attachments (Rec, UBL, MF). Casseless ammo box are bigger (cool)... I am going to whine and ask what do you think about making them 1*2 instead of 1*4 (personal preference.)

New Mp5s (w/ underbarrel tool) shows up as a different mp5 than the original one (you can't attach underbarrel stuff to the old one). (Fine by me, what do you think about setting the original mp5 with a 'built in' silencer?)

I am currently producing the 1911 and haven't used it yet.

OT:
I'll have to admit that I'm currently abusing a game bug ph34r.gif (Sonic Gun + UBL) on my ranger gives me a 100% shot probability almost to the other end of the map... there is simply no better weapon than that with the bug lol. It only works with my ranger, thank cod!
ShadoWarrior
QUOTE (Saintaw @ Nov 27 2005, 04:38 AM)
Good morning smile.gif

Good morning to you, too.

QUOTE (Saintaw)
HKG11 is kaput. Stats are fine, but when you fire in burst mode, it fires shot by shot with an average of 12 seconds per shot. I guess adding the negative value didn't work sad.gif I hope you find a workaround for this one... I think it'd be my fav weapon if it works  smile.gif I tried both with and without attachments (Rec, UBL, MF)

LOL, I didn't use a negative number. I increased the burst size to 8 (despite the fact the real weapon fires 3-round bursts). I'll look into it today and see what I may have screwed up.

QUOTE (Saintaw)
New Mp5s (w/ underbarrel tool) shows up as a different mp5 than the original one (you can't attach underbarrel stuff to the old one). (Fine by me, what do you think about setting the original mp5 with a 'built in' silencer?)

I didn't create a new MP5, I modded the old one. You should not see two different MP5s in the game, but since you seem to, I suspect that it's a side-effect of loading an existing save after a mod changes the weapon's allowed attachments.

BTW, because all the unmodded weapons are intimately tied in with missions and the several (~500) files associated with each enemy in the game, I dare not do more than just tweak the existing weapons or add completely new ones. I cannot, for example, replace the SR-25 with some other sniper rifle. At least not yet. Not until the official Altar modders do some database magic. The game's hundreds of text files are script generated, so it'll be by far easier to change it in one place in the database, and then regen the text files, than go edit dozens/hundreds of text files by hand.
UFO_Junkie
ShadoWarrior, I have a request for you. I have very much enjoyed playing with your rebalance mods so far (I have only played with 1.4 due to having not much time on my hands).

Anyway, would it be possible to add a laser machine gun type weapon to the game? I was hoping that there was one already, but there does not appear to be one.

Thanks for the great mod!
shadowkeeper
QUOTE (UFO_Junkie @ Nov 27 2005, 02:02 PM)
Anyway, would it be possible to add a laser machine gun type weapon to the game? I was hoping that there was one already, but there does not appear to be one.

hey why not add a gattling laser? tongue.gif (errr, wrong game, thats fallout tongue.gif)
ShadoWarrior
QUOTE (UFO_Junkie @ Nov 27 2005, 07:02 AM)
ShadoWarrior, I have a request for you. I have very much enjoyed playing with your rebalance mods so far (I have only played with 1.4 due to having not much time on my hands).

Anyway, would it be possible to add a laser machine gun type weapon to the game? I was hoping that there was one already, but there does not appear to be one.

Thanks for the great mod!

Thanks for the praise.

Yes, I can add a laser MG. Wouldn't be any harder than making any of the other weapons I've added. I find it interesting that you find them useful. Most of the folks on these forums don't much care for them.
UFO_Junkie
I actually always take at least one laser weapon for any mutant misson, after one too many Flasters killing my team. However I like the look and feel of the laser weapons as well, I know that they are not the best guns in the game, but I enjoy using them.

Thats the reason that I wanted a Laser MG, then you have a full set (pistol, rifle, sniper rifle and finally MG).

Thanks in advance ShadoWarrior!
Papio
Same here, I normally leave the energy weapon on my medic as nine times out of ten he spend his time finishing mutants off with his trusty browning knife. biggrin.gif

It’s such a pity the laser weapons you can build as so ineffective against almost every time of enemy, once explosive NATO bullets became available all my energy weapons became obsolete sad.gif
ShadoWarrior
I added the laser MG to my "to-do" list in the first post of this thread. And yes, I agree that the laser weapons look cool when handled, and fired, by your soldiers.

I use XM8s with AP (and SPAS 15 backup weapons on my snipers) to kill flatsters. Not as efficient as lasers, but saves a bit on backpack space. If I do carry anti-flatster guns it's the Reticulan one-handed weapons, especially the stun-only psi blaster. They have enough oomph to get the job done and take minimal space.
Raxxman
any chance of adding the Dragunov SVD?

It would add to the one ammo type group, giving you a rifle, a machine gun, and then a sharpshooter weapon.

As for lasers I really think they need to be pumped up. Like each one should have a built in laser pointer (It is a fricking laser after all) and a motion compensator (like you can get out of the way of a beam of light)
kurim
nice changes wink.gif

how about the XM29 OICW / SABR ? quite nice weapon
info -> http://en.wikipedia.org/wiki/XM29_OICW

@ShadoWarrior u get a PN about the trans.
LRavenwing
This mod is loads of fun, thanks SW smile.gif

Laser machinegun sounds like a nice idea, especially if unlike other machineguns it will have almost no recoil (after all it's only flashing light and not propelling bullets).

On the topic of ideas: any chance to mod in stun gas grenades and maybe rubber bullets for shotguns (doing mostly stun damage as well)?
kurim
i dont realy know but is there currenty a Heavy laser? not like a gattling laser, think it must be very strong but not very long range.
Saintaw
The HKG11 works with the file you sent me SW. Range is shorter (as I expected) and the 5 shot/burst realy is a nice touch. That morelman was realy surprised to find this out at the edge of a corner. "yuk yuk yuk" ... *rubs hands*
ShadoWarrior
QUOTE (Raxxman @ Nov 27 2005, 07:29 AM)
any chance of adding the Dragunov SVD?

Please see post #1 in this thread. wink.gif

QUOTE (Raxxman)
As for lasers I really think they need to be pumped up. Like each one should have a built in laser pointer (It is a fricking laser after all) and a motion compensator (like you can get out of the way of a beam of light)

I have already increased the accuracy of lasers, so they don't need any more.
ShadoWarrior
QUOTE (kurim @ Nov 27 2005, 07:39 AM)
nice changes wink.gif

Thanks!

QUOTE (kurim)
how about the XM29 OICW / SABR ?

Weapon was not put into production. The XM8 is as good a 5.56 as the OICW (better, actually), and the underbarrel GL does more or less the same thing (except that in this game I don't think you can properly model the programmable 20mm ammo).

QUOTE (kurim)
@ShadoWarrior u get a PN about the trans.

Updated the mod to version 1.61!
(please see first post in thread for download link)
ShadoWarrior
QUOTE (LRavenwing @ Nov 27 2005, 08:23 AM)
This mod is loads of fun, thanks SW smile.gif

Thanks!

QUOTE (LRavenwing)
Laser machinegun sounds like a nice idea, especially if unlike other machineguns it will have almost no recoil (after all it's only flashing light and not propelling bullets).

When I create it, it will have no recoil.

QUOTE (LRavenwing)
On the topic of ideas: any chance to mod in stun gas grenades and maybe rubber bullets for shotguns (doing mostly stun damage as well)?

The game already has the flash-bang grenade for stunning. At this time I cannot create a new damage type, nor the special graphics effects, to go along with stun gas. Same thing for a "bean bag" load for shotguns. Sorry.
ShadoWarrior
QUOTE (Saintaw @ Nov 27 2005, 11:19 AM)
The HKG11 works with the file you sent me SW. Range is shorter (as I expected) and the 5 shot/burst realy is a nice touch. That morelman was realy surprised to find this out at the edge of a corner. "yuk yuk yuk" ... *rubs hands*

Thanks very much for testing v1.61 for me!!! I have released it.

Glad you're having fun with it!
kurim
Hi,

first of all wink.gif GREAT MOD biggrin.gif

2nd if got a new idea about anaesthesia gun, how about a electric shock rifle? I think it should be funny to see how shock aliens down biggrin.gif

If anyone find a translation error send it to me smile.gif
ShadoWarrior
QUOTE (kurim @ Nov 27 2005, 12:31 PM)
2nd if got a new idea about anaesthesia gun, how about a electric shock rifle? I think it should be funny to see how shock aliens down biggrin.gif

A Taser is an electric shock pistol for non-lethal enemy capture. See post #1 in this thread ...
kurim
a right wink.gif now i remember ^^
BattleKnight
I have a stupid question about the laser weapons. I have read on this forum that you can't produce any ammo for it. Is this true? I think this applied for Reticulan Laser weapons. (I haven't played the game yet as I am waiting for the patch ... )

If the ammo is limited, could you please make it "producable"? I always loved laser weapons.

And keep up the good work. I'll be playing the game right away with this mod. smile.gif
ShadoWarrior
There are two types of laser weapons in the game: Reticulan (alien) and Human. You can make batteries for the human lasers. I will not change that alien/wargot/etc. weapons & ammo cannot be manufactured.
ShadoWarrior
Updated the mod to version 1.62!
(please see first post in thread for download link)

I noticed that you can build the G11 and XM8 without Assault Rifles blueprints if you researched Advanced Human Weapons first (which I do). Since I don't know how to tie an item to two techs (and not just one), I've restored the original value for the XM8 and made the G11 the same. Sorry about that.
WiseAvatar
QUOTE (ShadoWarrior @ Nov 27 2005, 08:22 PM)
Updated the mod to version 1.62!
(please see first post in thread for download link)

I noticed that you can build the G11 and XM8 without Assault Rifles blueprints if you researched Advanced Human Weapons first (which I do). Since I don't know how to tie an item to two techs (and not just one), I've restored the original value for the XM8 and made the G11 the same. Sorry about that.

The only way i can see you could combine the requirements of 2 technologies is to create a new technology... for example Advanced Assault Rifle Blueprints.

This would have both both Advanced Human Weapons and Assault Rifle Blueprints as prerequisits and would be entered in the mfg_tech entry of the equipment file.

This would require alterations to the research files and localisation file.

At this time im not sure if alterations to the research files will modify existing savedgames but as noones tried it yet ill be looking into creating new tech's
ShadoWarrior
I did think of that. Problem is that the last thing I'd want to do is create an "Advanced Assault Rifle Blueprints". That'd be a *third* technology (after Assault Rifle Blueprints and Advanced Weapons), which is ... ridiculous for something as relatively simple as a high-tech assault rifle, especially since they aren't that much better than the basic assault rifles, so I cannot justify them having their own tech.

If I was going to do something like creating "Advanced Assault Rifle Blueprints", I'd just take the extra step and create Rail Gun Blueprints ...
WiseAvatar
QUOTE (ShadoWarrior @ Nov 28 2005, 01:53 AM)
I did think of that. Problem is that the last thing I'd want to do is create an "Advanced Assault Rifle Blueprints". That'd be a *third* technology (after Assault Rifle Blueprints and Advanced Weapons), which is ... ridiculous for something as relatively simple as a high-tech assault rifle, especially since they aren't that much better than the basic assault rifles, so I cannot justify them having their own tech.

If I was going to do something like creating "Advanced Assault Rifle Blueprints", I'd just take the extra step and create Rail Gun Blueprints ...

hmmm Railgun id use Advanced weapon supplements blueprints as a prequisite too.

If that is your thinking of one for the future
ShadoWarrior
QUOTE (WiseAvatar @ Nov 27 2005, 08:15 PM)
If that is your thinking of one for the future

From my revised 1st post:

* Rail Gun (advanced sniper rifle)
* Needler (advanced flechette pistol)
* Spring rifle (advanced flechette assault rifle)

Gives you more things to make with your advanced weapons factories (besides drones). wink.gif

The Rail Gun requires Energy Weapons research, as well as Advanced Weapons, and its own Rail Gun Blueprints.

The two needle weapons require Advanced Weapons, and Needler / Spring Rifle Blueprints (respectively).

More stuff to research, yay ...
WiseAvatar
QUOTE (ShadoWarrior @ Nov 28 2005, 02:44 AM)
* Rail Gun (advanced sniper rifle)

Cant convince you to go along the lines of a slow firing high calibre heavy weapon?

I know you love your snipers but my heavy weapon guys are feeling a bit left out smile.gif
ShadoWarrior
QUOTE (WiseAvatar @ Nov 27 2005, 09:10 PM)
QUOTE (ShadoWarrior @ Nov 28 2005, 02:44 AM)

* Rail Gun (advanced sniper rifle)

Cant convince you to go along the lines of a slow firing high calibre heavy weapon?

I know you love your snipers but my heavy weapon guys are feeling a bit left out smile.gif

Okay, I added ...

* Gauss Autocannon (advanced heavy weapon)

Happy now? wink.gif
WiseAvatar
QUOTE (ShadoWarrior @ Nov 28 2005, 03:17 AM)
QUOTE (WiseAvatar @ Nov 27 2005, 09:10 PM)
QUOTE (ShadoWarrior @ Nov 28 2005, 02:44 AM)

* Rail Gun (advanced sniper rifle)

Cant convince you to go along the lines of a slow firing high calibre heavy weapon?

I know you love your snipers but my heavy weapon guys are feeling a bit left out smile.gif

Okay, I added ...

* Gauss Autocannon (advanced heavy weapon)

Happy now? wink.gif

Yep biggrin.gif
hratgard
Keep up the great work. Looks like some nice "advanced" weapons are coming later. =)

Anyways, as you said about no called shots on Barret. We can live with the added normal dmg :>

Except for once. Here I am, only my sniper standing after a big damn rocket attack from the aliens. The alien is standing in my sight, and I was going to get an easy kill..

Promblem was, I was supposed to capture him, and with not being abel to target his legs or something, he's going to die nomather what tongue.gif
ShadoWarrior
QUOTE (hratgard @ Nov 27 2005, 10:57 PM)
Heh, think the Railgun was ment more as a joke.. smile.gif

I did originally say it as a joke. Then I thought to myself "Why the heck not?" Doesn't everyone want high-tech, lightweight, rapid-firing man-portable antitank weapons to do horrendous damage to targets? huh.gif
Saintaw
Nukes?


biggrin.gif
mde
ShadoWarrior: "I noticed that you can build the G11 and XM8 without Assault Rifles blueprints if you researched Advanced Human Weapons first (which I do). Since I don't know how to tie an item to two techs (and not just one), I've restored the original value for the XM8 and made the G11 the same. Sorry about that. "

Prereq. "Dron firearms blueprints" should do it.
BattleKnight
QUOTE (Saintaw @ Nov 28 2005, 06:23 AM)
Nukes?


biggrin.gif

Gimme!

Although, one nuke could easily kill everything on the map. Including your team ...

Oh, which reminds me : is there a gatling gun in the game?

And thanks ShadoWarrior for the reply. smile.gif
kurim
and how many use the german version ? smile.gif
Humble Warrior
QUOTE (ShadoWarrior @ Nov 28 2005, 05:04 AM)
QUOTE (hratgard @ Nov 27 2005, 10:57 PM)
Heh, think the Railgun was ment more as a joke.. smile.gif

I did originally say it as a joke. Then I thought to myself "Why the heck not?" Doesn't everyone want high-tech, lightweight, rapid-firing man-portable antitank weapons to do horrendous damage to targets? huh.gif

er... no, not really. I like the real world stuff. cool.gif
hratgard
QUOTE (BattleKnight @ Nov 28 2005, 10:42 AM)
QUOTE (Saintaw @ Nov 28 2005, 06:23 AM)
Nukes?


biggrin.gif

Gimme!

Although, one nuke could easily kill everything on the map. Including your team ...

Oh, which reminds me : is there a gatling gun in the game?

And thanks ShadoWarrior for the reply. smile.gif

This whole thing reminds me of an discussion I had with some friends...

The US call their nuke "Tactical nukes"... so whats so damn tactical with it.. blam! everything is gone... Which is the way they should work in ufo too, if there were such a thing. Including yourself, and the land you used it in should be uncontrollable! tongue.gif

Tactical my a¤#!....

;>
Saintaw
Tactical yield is held in Kilotons... as for the strategical yield... those go into the "megaton" ranges. I think the maps are too small or either devices if you ask me smile.gif
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