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ShadoWarrior
QUOTE (kurim @ Dec 5 2005, 07:54 AM)
you update to fast ^^ how could i translatet it so fast *g*

You cannot. That's why I said in one of my posts yesterday that you should wait until I am done with my to-do list, around version 2.12 to 2.14.
Saintaw
QUOTE (ShadoWarrior @ Dec 5 2005, 03:29 PM)
Nothing wrong with being Belgian.

Grmlbmlmlbml *shakes fist* ! wink.gif

OT: My next point on the wish list would be to remove all those pesky aliens, replace them with NVA & VCs... remove earth & replace it with a map of 'Nam... it'd be such a cool game with the graphics/SAS combat we have now... oh well, one can dream smile.gif

The closest to the above was a game called 'platoon' <--- probably the 2nd worst game I ever played ... pple were complaining about the bugs in this game should try that one lol.
DC-
Played a game called Platoon on the C64 10 years ago. biggrin.gif don't know if that is the game you mean.

For SW:
Just thought of a full auto pistol, like a Glock18 or Beretta93R. Don't know if someone already suggested it. Would be nice to have a handgun with normal pistol range (not so big), low 9mm damage but with a high rate of fire, like what you did with the machine guns (many shots per burst). I think it would be a great backpack weapon for snipers and a good weapon in the early game "Die morelman diiiiieeee already!"

Oh and what about a queen alien that drops its alien goo after dying so you can enhance your kevlar vests with it.... oh wait nevermind wink.gif
ShadoWarrior
QUOTE (DC- @ Dec 5 2005, 08:31 AM)
Would be nice to have a handgun with normal pistol range (not so big), low 9mm damage but with a high rate of fire

The 9mm DE in the game is supposed to actually be a Beretta 93R. I just have not changed the name because I do not wish to break anything in the game that relies on the "Desert Eagle" name.
StarshipPooper
Might I suggest some other possible items you might want to add in for fun and variety. I know they're possible because I added them myself.

1. Underbarrel Laser cannon.
Reason: Very annoying when you're whole squad is projectile/melee based and you run into enemies highly resistant. Just switch over to the laser and blast away. Plasma is nice but too slow and in-accurate.

2. Underbarrel stun ray.
Reason: Most of the stun/knock out options suck. Too short range, in-accurate, to slow, etc. Basically, I modified my laser cannon attachment to fire stun beams instead. Type 11 damage. You just specify how long you want them to be paralyzed.

3. Intermediate scope (aimpoint/acog).
Reason: You only other "visiblity" based scope is the sniper scope. Most of the rifles cannot accept it without removing your other scope options which are not visiblity based. I just cloned the movement finder and changed it to visibility based. It looks like an aimpoint system anyway.

4. Underbarrel Shotgun.
Reason: You go into a mission thinking you're going to be engaging long range and end up finding out you have to do a base clearing mission instead. Just switch over to the shottie. Think of the one Billy had in Predator. His M16 had a shotgun attachment inplace of the m203 grenade launcher.

I'm trying to work on a bayonnete. Trying to figure out how to get it work.

Also, I tried to add localization entries without any luck. How are you doing this without getting CRC errors?
Saintaw
"Underbarrel Shotgun." <--- Schwiiing!!!! That got my attention!
ShadoWarrior
QUOTE (StarshipPooper @ Dec 5 2005, 08:42 AM)
1. Underbarrel Laser cannon.

I've added an underbarrel laser "shotgun" to my list. Thanks for the suggestion.

QUOTE (StarshipPooper)
2. Underbarrel stun ray.

No.

QUOTE (StarshipPooper)
3. Intermediate scope (aimpoint/acog).

Added to my list.

QUOTE (StarshipPooper)
4. Underbarrel Shotgun.

Another good idea. thx

QUOTE (StarshipPooper)
I'm trying to work on a bayonnete.  Trying to figure out how to get it work.

Shouldn't be hard to do. I've added it to my list.

QUOTE (StarshipPooper)
Also, I tried to add localization entries without any luck.  How are you doing this without getting CRC errors?

You must update the MD5 checksum of the LocalizationPack.vfs (ditto if you edit a savegame) after you change the contents.
ShadoWarrior
QUOTE (Saintaw @ Dec 5 2005, 08:55 AM)
"Underbarrel Shotgun." <--- Schwiiing!!!! That got my attention!

You'll see it in release 2.08 ...
StarshipPooper
Ah, the md5.... I'm so used to using "in" instead of "sin" since I don't mess with the save game files anymore. Totally forgot about that one. Thanks. Just find those error messages annoying when I add stuff in.
Red Stone
Great job, dude. I await your updates as much, if not even more so, than the next official patch.

Two things on my list:
1)I'm not even sure if this is feasible, or even realistic: Aiming interface for Commandos using melee weapons. Just like what Lv.3 snipers have.
2)What kdvdak said in his 'Long discussion of troops and weapons' on bazookas and grenades as a whole. I'm certain it's not as simple as editing the recoil values, and most probably much more complex than adding visor slots, but here it is.

Eagerly awaiting your next update. =D
StarshipPooper
QUOTE
1)I'm not even sure if this is feasible, or even realistic: Aiming interface for Commandos using melee weapons. Just like what Lv.3 snipers have.


That can easily be done. You basically just modify one entry in the skills table so commandos get the target body part skill.
Red Stone
QUOTE (StarshipPooper @ Dec 5 2005, 07:24 PM)
QUOTE
1)I'm not even sure if this is feasible, or even realistic: Aiming interface for Commandos using melee weapons. Just like what Lv.3 snipers have.


That can easily be done. You basically just modify one entry in the skills table so commandos get the target body part skill.

Okay, assuming that's the programming sorted, I'd like to hear what the Maker (wink.gif) has to say about game (relative) realisticvity and stuff. =D
WiseAvatar
QUOTE (Red Stone @ Dec 5 2005, 07:33 PM)
QUOTE (StarshipPooper @ Dec 5 2005, 07:24 PM)
QUOTE
1)I'm not even sure if this is feasible, or even realistic: Aiming interface for Commandos using melee weapons. Just like what Lv.3 snipers have.


That can easily be done. You basically just modify one entry in the skills table so commandos get the target body part skill.

Okay, assuming that's the programming sorted, I'd like to hear what the Maker (wink.gif) has to say about game (relative) realisticvity and stuff. =D

urm you'd still only be able to use a sniper rifle thou
Red Stone
QUOTE (WiseAvatar @ Dec 5 2005, 08:00 PM)
urm you'd still only be able to use a sniper rifle thou

Yeah, I would guess that directly transplanting that little segment of coding for Lv.3 snipers to Lv.3 commandos would only allow commandos to use the aim interface if they were using sniper rifles. I guess there's some work involved with changing the item(s) concerned whatnot - but then, Lv.3 commandos already have that Burst of Speed ability, so this might not be a good idea.

And it's not like it's got alot to do with weapon rebalancing, I guess. tongue.gif
ShadoWarrior
Updated the mod to version 2.08!
(please see first post in thread for download link)

You really didn't think I'd let this day pass without another release, did you? tongue.gif

By request, I've added EIGHT new items to the game. Four of them are grenades, and the other four are weapon add-ons. Fair warning: none of these new items have been tested in a tactical mission. I simply haven't had the time to do so. Sorry. I have no idea if they'll actually function correctly.

The EMP grenades should be very effective at incapacitating WGs, since they have zero resistance to EMP. Ditto Cultist Cyborgs. Caveat: do you really want WGs getting within grenade range of you? (I certainly don't!) Note well that EMP damage is TEMPORARY (red). You cannot kill anything with EMP. You can, however, screw up your own people with an EMP blast, so watch out. Consider yourselves warned.

The aimpoint adds 15% accuracy (well, it would if accuracy wasn't bugged) to most rifles. The UB shottie is basically a 6-shot sawed-off SPAS 12. The UB laser gun is basically a laser pistol (with slightly less range). And the bayonet mounts underbarrel (and not muzzle) because of the game's method of handling add-on weapons. 'nuff said.

Feedback from those who use these new items in combat will be appreciated.
kurim
QUOTE (ShadoWarrior @ Dec 6 2005, 01:10 AM)
Updated the mod to version 2.08!
(please see first post in thread for download link)

many thx,

but omg many to translate ^^

when do you think you are finish with add weapons ^^
ShadoWarrior
QUOTE (kurim @ Dec 6 2005, 05:46 AM)
but omg many to translate ^^

when do you think you are finish with add weapons ^^

I don't know when I'll finish with the to-do list (which you can see in post #1 in this thread). High-priority items keep getting added. wink.gif

Please note well that every version of this mod since 2.0 has had several (sometimes many) editorial changes to pack.txt that are not listed in the changelog. Every time I find a grammar, or punctuation, or spelling error in the Glossary I fix it. Which is why you really should wait until I'm done with my to-do list before you do the German translation.

Fortunately, as of v2.08, there shouldn't be too many mistakes in the Glossary that I haven't already fixed. So, if you are in a hurry, you can use v2.08 as a basis for a preliminary German localization. From version 2.09 onwards it should be just new entries added and almost no changes to existing entries. (Except the mod version number tooltip.)
Hagan
Can you make Wargots more acurate? Because vhen they start a fire on my sqad, they use their weaponry like small children, they are not dangerous enemy, they are poor and powerless creature, who giving their technology to other races.
ShadoWarrior
QUOTE (Hagan @ Dec 6 2005, 06:23 AM)
Can you make Wargots more acurate?

I think I am going to make the Wargots more accurate, and increase the damage their weapons do. Also, I'm tired of the inaccuracy of human rockets (and GLs), so I'm going to look at changing that, too. I'm disgusted with almost always missing at medium range with a Heroic soldier using a LAW on a stationary target.
LimXC
First of all, thank you ShadoWarrior for this great mod!

For those of you with 2x2 size 4.7x33mm caseless ammo, even after you use a newer mod version with the size corrected to 2x1, you need to edit your savegame. Look under itemTemplateStringId STR "4.7x33mm caseless" and edit height INT 2 to height INT 1. You don't need to do this if you start a new game with newer mod version with the size corrected.

The armor slot for the Cyborg advanced body implant does not work. I have previously tried the same thing with the heavy armor which also didn't work. Starting a new game or even editing the savegame does not work. Other than equipment.txt, some changes must be made elsewhere.

Tried the bayonet, it works well as a last resort weapon when you're out of ammo. ShadoWarrior could you add an underbarrel slot for sinper rifles or maybe other weapons so that they can at least mount a bayonet?

Warp Resonator right now is useless and there is no energy version of weapon like the LAW. Maybe you can change the Warp Resonator into some kind of energy bazooka? Maybe something long range, long shot time, high damage, high energy use and large area of effect?
ShadoWarrior
QUOTE (LimXC @ Dec 6 2005, 07:31 AM)
For those of you with 2x2 size 4.7x33mm caseless ammo, even after you use a newer mod version with the size corrected to 2x1, you need to edit your savegame. Look under itemTemplateStringId STR "4.7x33mm caseless" and edit height INT 2 to height INT 1. You don't need to do this if you start a new game with newer mod version with the size corrected.

Thank you very much for posting this fix.

QUOTE (LimXC)
The armor slot for the Cyborg advanced body implant does not work. I have previously tried the same thing with the heavy armor which also didn't work. Starting a new game or even editing the savegame does not work. Other than equipment.txt, some changes must be made elsewhere.

Damn.

QUOTE (LimXC)
Tried the bayonet, it works well as a last resort weapon when you're out of ammo.

Thanks for letting us know!

QUOTE (LimXC)
ShadoWarrior could you add an underbarrel slot for sinper rifles or maybe other weapons so that they can at least mount a bayonet?

Sorry, but I won't mod in underbarrel slots on sniper rifles. Only assault rifles should have them. The fact that you can also put a bayonet on two-handed SMGs and MGs annoys me, but I'm willing to tolerate it.

QUOTE (LimXC)
Warp Resonator right now is useless and there is no energy version of weapon like the LAW. Maybe you can change the Warp Resonator into some kind of energy bazooka? Maybe something long range, long shot time, high damage, high energy use and large area of effect?

That would be far too disbalancing IMO.


PS - thanks for the feedback!
Cheshir
About armor slots 4 cyborgs.
if something has an addon or slot:
(light armour, in savegame)
itemReceptacle ItemReceptacle RECORD
items PARRAY 2
PTR 0
PTR 0
END_OF_items
END_OF_ItemReceptacle

So, if you change number of slots from 2 to 3 (4 example) - in savegame it still have 2.
For addons - the same.
(sorry for terrible english - it's not my native)
Cheshir
BTW, I think this problem will be whith all "standart" items-sometimes modded item has standart number of slots/addons. The best way-create new item. As new heavy armour/exoskeleton/psi-suit with slots. I think the last 2 will be very useful. Expecially for psionics. In game i use only medic/leader.
ShadoWarrior
Cheshir,

LimXC said that he edited the savegame file. Now I'm assuming he did it correctly. It is possible that he missed something, but I try to give people the benefit of the doubt.

In my Superhero game, I'm still 1.3 days away from completing the manufacturing of my first advanced cyborg body implant, so I haven't yet been able to test it myself.

Also, I won't be adding slots to Psi suits. Much as I might like to, it would not be balanced (nor thematic). Psi are not intended to be defensively comparable to the other two races.
SieurNewT
hello, is it normal that the m60AE make masskills ? Each time i use one, i have huge damages on every targets i try, at small and medium range, seems the accurenty is very hight, make 300 - 500 dmg by shot and miss very few time... it"s a GOD weapon tongue.gif is it normal ?

i am also playing in normal difficulty
UFO_Junkie
One thing I noticed about the Advanced Body implants. The ones I had before upgrading my version of the WeaponRebalance mod did not gain a compose button. The ones I made after did.

Hope this helps.
T-JAY
What about reducing Aiming time for weapons? it takes forever to take a aimed shot.. and add a cooler landing craft biggrin.gif The one in the game looks like a freggi`n radar dome
Cheshir
QUOTE (ShadoWarrior @ Dec 6 2005, 04:33 PM)
LinXC said that he edited the savegame file. Now I'm assuming he did it correctly. It is possible that he missed something, but I try to give people the benefit of the doubt.,

Maybe I missed something, but look what I find this some days ago. After some changes in mod file, i restart the game. Then add manually in savefile some items for test. And here what I find:
Psi-suit with slots work correctly, but no energy field around psionic appears after adding energy shield. Only suit protection stats changed.
But Colt 9-mm somehow lost slot for laser sight. But after I take it on mission and DROP it, after mission slot for laser sight appears. Another colt remained unchanged.
BTW, I also make opponents stronger by adding "influencer" for their body/armour/weapon. I mean "unusable handling" items. And make same changes in savegame.
I hope this can help.

p.s. I agree about psionics. Not good idea make them stronger. But there is no need waste time for training them to 3-rd lvl, and cyborgs too. Maybe better create special weapon, for example MG for cyborg, with "cyborg 3rd lvl" training needed?
Cheshir
I can't find how to edit mi post... So add a new one.
Maybe I am wrond about editing "body" for mutants/wargoth. But sometimes it's work - as for armour. I have no time for testing... Sorry. And great thanks for your mod!
Cheshir
I tested adv. cyborg body. In savegame I changed record for "Advanced body":

itemReceptacle ItemReceptacle RECORD
items PARRAY 0
END_OF_items
END_OF_ItemReceptacle

to

itemReceptacle ItemReceptacle RECORD
items PARRAY 1
PTR 0

END_OF_items
END_OF_ItemReceptacle

And slot appears. But if "body" is already "installed", first need to replace it (to basic), and then place new "advanced". Or change it in savefile - where soldiers records (and their ammunition), for each cyborg vs adv.body.
Cheshir
First time I was confused that there is NO GRAFIC changes appeard when items added to adv.body, hvy armor of psi-suit - before I've look at armor stats. When power shield added, stats changed (for psi-suit exactly, with no visual changes). Maybe no grafic effects avaiable exept effects for light/medium player armor.
ShadoWarrior
QUOTE (SieurNewT @ Dec 6 2005, 11:55 AM)
hello, is it normal that the m60AE make masskills ? Each time i use one, i have huge damages on every targets i try, at small and medium range, seems the accurenty is very hight, make 300 - 500 dmg by shot and miss very few time... it"s a GOD weapon tongue.gif is it normal ?

i am also playing in normal difficulty

I play (and test the mod) at Superhero, BTW.

All the machineguns will do massive damage, especially the M60 because of its good range. The massive damage will be signficantly reduced when you start fighting opponents that have good armor.
ShadoWarrior
QUOTE (UFO_Junkie @ Dec 6 2005, 12:16 PM)
One thing I noticed about the Advanced Body implants. The ones I had before upgrading my version of the WeaponRebalance mod did not gain a compose button. The ones I made after did.

Hope this helps.

Yes, it helps a great amount. Thanks. It tells me that the change I made in v2.07 of the mod is working as it should be (at least as far as having the compose button show up). But I have a few questions for you: Have you tried to compose one of your new adv body implants? If you press 'compose' do you see a slot? Does the slot work?
ShadoWarrior
QUOTE (T-JAY @ Dec 6 2005, 01:01 PM)
What about reducing Aiming time for weapons? it takes forever to take a aimed shot.. and add a cooler landing craft biggrin.gif The one in the game looks like a freggi`n radar dome

1. No.
2. No.

(I happen to like the current craft.)
ZombieBunny
Could you possible be willing to release a version that doesnt modify enemy statitcs (or possible make such mod standalone so user can choose to install it or not depending on what other mods he/she uses). I love this mod and all the weapon rebalances and addons, but since some aspects of it alter non-weapon issues it kinda causes incompatibilies with other mods (like mde Challenge Mod, since you both modify the wargot armor and perhaps even other things im unaware of).


Oh and, love the underbarrel shotgun, however doesnt it kinda render shotgun specific weapons pointless? Found myself simply equiping my troopers with shotgun underbarrels instead of my regular shotgun/commandos.
ShadoWarrior
QUOTE (ZombieBunny @ Dec 6 2005, 05:14 PM)
Could you possible be willing to release a version that doesnt modify enemy statitcs

No. I'm writing a post in MDE's thread explaining why. But I have said (many times) in THIS thread that I WILL NOT BREAK UP THIS MOD INTO MULTIPLE MODS. Folks, please quit asking.
ZombieBunny
Its a big thread tongue.gif But the thing is your mod kinda concentrates on weapon rebalance (hence the name I assume tongue.gif ) so its kinda unfair to not offer options for people who which to use it with combination with other non-weapon modifying mods.. Maybee its just me, but I would just love to be able to use this mod with other mods that alter non-weapon aspects of the game.
ShadoWarrior
Zombie, my mod concentrates on changes to equipment.txt. There are MANY more things in equipment.txt than just weapons.

I have considered renaming the mod (several times) but I haven't because that would probably confuse even more people who've become accustomed to the current name. You're new to the forum and my mod. There are others who've been using it for several weeks.

If PlacidDragon or Slaughter can tell me that I can change the name of my mod and that they can then change the title of this thread (I have several, good, reasons why I don't want to start a new thread), then I'll rename my mod to something that's perhaps more encompassing of all the effects of my mod.
ZombieBunny
Wasnt trying to tell you how to make your mods, just offering some friendly input smile.gif

So if your not willing to modify aspects of your mods, maybe more open to introducing new things? Like the lack of enemies and the way to long story event research as are modified by mde mods and others. Which basicly is a huge downside with UFO:AS, the irritatingly slow progress along with to little enemy resistance.
ShadoWarrior
QUOTE (ZombieBunny @ Dec 6 2005, 05:37 PM)
Like the lack of enemies and the way to long story event research as are modified by mde mods and others. Which basicly is a huge downside with UFO:AS, the irritatingly slow progress along with to little enemy resistance.

MDE's mod doesn't introduce any new enemies. (There are no mods that do that yet, BTW.) All his mod does is make some of them stronger. My mod actually makes the WGs tougher than his mod does. Plus, I adjusted all FOUR of the WG armors. MDE didn't adjust the basic (weakest) WG soldier. Since that WG is by far the most common, I'm very surprised he didn't.

I think research times are too fast, and you want me to make them faster. You can guess what the chances are that I'll speed them up: zero. If you want a game "trainer" (cheats to make a game easier to play), I suggest you look at one of the other mods. I'm fairly sure that someone else did a mod to speed up research. I have no idea whether it's compatible to my mod.

My mod focuses on all aspects of the game that relate to equipment, which may include research related to the item (such as the XM8). Equipment is defined as anything that can be worn or carried or otherwise used by your squad (such as drones). My changes to the WGs were to their armor. I have not touched the stats of any creature (human or alien) in the game. That is outside the scope of this mod.

I may, at some future date, create a NEW mod to "rebalance" enemies. Such a hypothetical new mod would be 100% compatible with this one.
UFO_Junkie
Hi ShadoWarrior,

In regards to the 'Compose' button with the Advanced Body Implant,

Yes I get one slot for things, and I can add normal human armour mods to it. I am not sure if they actually do anything, and I don't know how I could test this.

I added a power shield, and did not get the glowing sphere, and it did not seem to change the stats of the implant. But then again I am not sure if it should or not.

Keep up the good work dude

EDIT: I just double checked, and actually it DOES update the Armour Values on the Advanced Body Implant. Good work.
ShadoWarrior
QUOTE (UFO_Junkie @ Dec 6 2005, 06:30 PM)
Keep up the good work dude

EDIT: I just double checked, and actually it DOES update the Armour Values on the Advanced Body Implant. Good work.

Thanks! You just made me very happy. I think I've gotten the hang of modding AS. I got the modded-in bayonet and modded-in armor slots to work. So much for the nay-sayers! heh

The UB shottie and UB laser should also work. Looking forward to reports on those.
ShadoWarrior
QUOTE (ZombieBunny @ Dec 6 2005, 05:14 PM)
Oh and, love the underbarrel shotgun, however doesnt it kinda render shotgun specific weapons pointless? Found myself simply equiping my troopers with shotgun underbarrels instead of my regular shotgun/commandos.

Most commando troops (my own for example) don't use shotguns. They use katana (or wakizashi). The katana attacks faster than the shotgun and ends up doing more DPS (unless the shotgun scores a crit). Plus the katana is quiet, while the shotgun is VERY noisy.

And then there are your commando/rangers, who use Uzi/MAC-10s to do almost as much damage as a shotgun, but from further away.

The purpose of the UB shotgun is for your troops that otherwise couldn't use the UB GL. There's a UB GL and a UB plasma, so why not a UB shotgun? Plus you must weigh the usefulness of the UB shotgun against the usefulness of a gyro or other such UB add-on.

The UB shotgun has even less range than the SPAS 15. It's a last-ditch, high-damage, save-my-ass-now-please sort of weapon, for when you've screwed up and let the baddies get way too close. Anyone using a XM8 should never let anything get that close ...
UFO_Junkie
Hi Again ShadoWarrior!

I have just carried out some very quick tests with the UB Shotgun and UB Laser.

Laser - Tested a on a Laser Rifle, to see how it compares to the real thing. Like it, a short ranged laser that always fires 2 shots. Very cool. Range issues so you would still want a 'real' laser.

Shotgun - Tested on a SPAS-12. Found that it was the same as my SPAS-12. Maybe change the UB Shotguns ammo to 1? This would mean that 'real' shotguns would still be useful.

Have not tried the bayonet yet, but will do!
ZombieBunny
Its just that shotguns are my favourite weapons so I always tend to use em even if they are superiors alternatives... which causes a sort of weapon equiping dilemma when my troopers with underbarrel shotguns perform better than a soldier with a "real" shotgun tongue.gif

Perhaps the accuracy, range, recoil and/or damage of the underbarrel shotgun should be modified so the real shotguns still come out as a superior choice. Is that even possible? I dont know what stats the underbarrel weapon addons use the current weapon its attached to or the weapon the addon is based on? (as in say if youd have a underbarrel shotgun on a sniper rifle, would it have the same range as the sniper rifle? which would be insane...).
ShadoWarrior
QUOTE (UFO_Junkie @ Dec 6 2005, 07:26 PM)
Laser - Tested a on a Laser Rifle, to see how it compares to the real thing. Like it, a short ranged laser that always fires 2 shots. Very cool. Range issues so you would still want a 'real' laser.

Thanks. It's basically a less accurate, burst-only laser pistol. Glad you like it. It's designed specifically as a convenient, quick-use anti-flatster add-on. Much faster to bring to action (not to mention not eating up inventory space) than pulling out a real laser pistol (or rifle).

QUOTE (UFO_Junkie)
Shotgun - Tested on a SPAS-12. Found that it was the same as my SPAS-12. Maybe change the UB Shotguns ammo to 1? This would mean that 'real' shotguns would still be useful.

The UB shotgun has 6 shots in magazine (SPAS 12 has 8) and the UBS has less range than the SPAS 15 (which, itself, has less range than the SPAS 12). But I think for v2.09 I'll reduce the magazine size a tad further to 5.

I had considered, when I was making the item, having a magazine size of 1. But then I thought that as a last-ditch close-in defensive weapon having only one round available made the item far less useful. The delay in having to reload would get you injured/dead if that one shot didn't put your enemy down. And if there was more than one enemy, you'd be toast. The UB plasma uses a battery, thus giving it several shots. The one-shot limitation on the UBGL isn't so onerous because it's intended for medium, not close range.
ShadoWarrior
QUOTE (ZombieBunny @ Dec 6 2005, 07:35 PM)
Perhaps the accuracy, range, recoil and/or damage of the underbarrel shotgun should be modified so the real shotguns still come out as a superior choice. Is that even possible? I dont know what stats the underbarrel weapon addons use the current weapon its attached to or the weapon the addon is based on? (as in say if youd have a underbarrel shotgun on a sniper rifle, would it have the same range as the sniper rifle? which would be insane...).

The UB shotgun already has inferior accuracy and inferior range to the 'real' shotguns. Damage is the same as for a SPAS 12. There's no logical reason to make it different since it's the exact same ammo. And as a single shot per trigger-pull weapon, the recoil is already at maximum. Finally, there's no such thing as UB slots for sniper rifles. And even if there were, UB devices are treated as independent weapons (that just happen to be connected to the parent gun). As such, they have their own, unique, complete set of stats, just like any other weapon.
UFO_Junkie
QUOTE (ShadoWarrior @ Dec 7 2005, 01:44 AM)
The UB shotgun has 6 shots in magazine (SPAS 12 has 8) and the UBS has less range than the SPAS 15 (which, itself, has less range than the SPAS 12). But I think for v2.09 I'll reduce the magazine size a tad further to 5.

Silly me for not noticing the 6 shots instead of 8. As I said it was some quick testing. I'll settle for 5 shots, as sometimes that extra couple can make all the difference.
ShadoWarrior
Good combos are:

SPAS 15 w/ UB laser. Good punch against Cultists (especially when using flechette shells), and you have the laser handy for when you are on an anti-mutant mission. Problem with this combo is both weapons have less-than-stellar range.

Laser rifle w/UB shotgun. My personal pick. The laser is good against WGs (and, of course, flatsters) and using the shotgun against Cultists is more effective at close quarters than the laser.

If you're close enough to use a shotgun, a couple of squares (while important for accuracy) usually aren't critical. But the extra range and punch of the laser rifle versus the UB laser is quite significant. The second combo is by far the more effective one.

Surprisingly enough, one of the better places to stick a UB laser is on a machinegun. If you care more about defending that soldier from flatsters than you do about the machinegunner's accuracy. Myself? I always have my machinegunner paired off with someone with a laser rifle or XM8. You never know when that nasty, sneaky flatster might pop up. OTOH, I use a scout drone, so I tend to spot the flatsters before they spot my poor soldiers.
Rugster
Just removed this "mod" my rocket expert level 3, missed 7 times with rpg out of 8 shots. Successfully killing 2 of his own companions however. As well as seriously injuring himself. Good thing he had decent armour on.

The start of the game was a nightmare, its like adding an elite difficulty to the game. Although i like the idea of modding weapon stats they do need to be balanced. Just because you dont personally like a 9mm pistol or the rpg evidently, does not mean its crap.

The desert eagle that i've used on ranges works perfectly well. 9mm ammo that doesnt stop people is usually down to poor manufactuers.. not down to the ammo. The browning hasnt got any kind of problems stopping people with 1 shot.
it does have other problems tho...

If the de was such a poor weapon, i very much doubt they'd have armed thier pilots with it..or anyone else, it also happens to be a favourite weapon amoungest other units as well.

Reminds me of the armalite... many reports say this gun was one of the worst weapons ever made, yet in the falklands war, soldiers were throwing their slrs and newer weapons away to use argentine dropped armalites instead. Its not always the design thats flawed, but the implimentation. That goes especially for ammo.
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