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Glacialis
Another idea came to my while reading the thread about captured critters not willing to go up/down a ladder...

A weapon that does very little damage -- or a moderate amount, as appropriate -- but plenty of knockback. A sonic weapon most likely. The idea is to knock baddies off their feat. I believe this to be quite feasible at that level of technology, and whether it's single target or area effect it would be lots of fun.

Imagine if these were one-handed energy pistols, able to be wielded in pairs. Not as much knockdown as a larger version of the weapon might do, but you'd keep them down! More than one enemy, and there's some problems...doesn't have the killing power of the better SMGs but it might still be useful in "soft" controlling enemies.

Any City of Heroes players here? Think Controller/Gravity and Defender/Forcefields -- the kind of control you get through battlefield placement, not necessarily damage and special effects (such as paralyze or stun).
ShadoWarrior
QUOTE (Glacialis @ Dec 19 2005, 03:18 PM)
Removing this from my previous post since I recently got burned by assuming people will re-read existing posts on the lookout for edits. wink.gif

Unless it's on the same page, people don't.

QUOTE (Glacialis)
Suggestion for a  L3 Cyborg-required add-on, Advanced Weapon Link. What would this do? Since I haven't tried the existing Weapon Link, I have no basis for this suggestion but if the "Advanced" psi stuff works by increasing existing bonuses, the same could be done for the AWL. However, I have to wonder if this, being L3-required and all, could incorporate additional technologies. I have also not used the new HUD, but perhaps its functionality -- looks like the built-in scanner is the only unique bit -- could be added into the AWL to make it L3-worthy.

Just because an item is listed as L2 doesn't mean that there should be a L3 version. Creating an "advanced weapon link" is too much of a good thing. (I could make an argument for the weapon link itself already being possibly too much.) And adding the HUD's abilities would be abusive for certain.

QUOTE (Glacialis)
Is it possible for an add-on to increase the rate of fire of a weapon?

No.
ShadoWarrior
QUOTE (LimXC @ Dec 19 2005, 03:26 PM)
ShadoWarrior, could you change the fuel cylinder shape to 2x1 instead of 1x2? For cyborgs and psionics the fuel cylinder cannot be put on the belt, only in the backpack. This causes them to be at a disadvantage compared to humans when reloading the flamer.

I made it 1x2 intentionally, knowing full well the ramifications.
Glacialis
Haven't tried either one, so I didn't know how "good" they might be. Perhaps the Weapon Link should be moved to L3 if further testing proves it is Too Good™.
ShadoWarrior
QUOTE (Glacialis @ Dec 19 2005, 03:29 PM)
A weapon that does very little damage -- or a moderate amount, as appropriate -- but plenty of knockback.

I have no idea how the physics engine determines knockback. Currently, there is too much of it for some weapons (sniper rifles) and too little for others (shotguns).
Glacialis
Roger that. Will put the idea on my list of things to investigate when the mod tools arrive.
ShadoWarrior
QUOTE (Glacialis @ Dec 19 2005, 03:35 PM)
Perhaps the Weapon Link should be moved to L3 if further testing proves it is Too Good™.

The build requirements are restriction enough, I think. Your 'borgs will very likely already be L3 by the time you could get one. An item's level tells how advanced it is, not necessarily how hard to use. OTOH, I have artificially altered some items (M82 for example) to reflect that they are harder to use. But the weapon link isn't such an item. On the contrary, it's designed to make things easier to use.
silencez
can you bring in the warp devastator back in from UFO aftermath?
was my favorite one.
LimXC
The glossary entry for one of the new advance psionic devices say "his or her" instead of "her". I forgot which one.
ShadoWarrior
QUOTE (LimXC @ Dec 20 2005, 10:40 AM)
The glossary entry for one of the new advance psionic devices say "his or her" instead of "her". I forgot which one.

It was all the new ones. Fixed. Thanks (again).
ShadoWarrior
QUOTE (silencez @ Dec 20 2005, 07:21 AM)
can you bring in the warp devastator back in from UFO aftermath?
was my favorite one.

AM had a "Warp Resonator" and a "Warp Demolition". Which one? The "Resonator" is very similar to the current Warp Rifle, so I presume you mean the "Demolition" (though "Devastator" is a pretty good description of what it does).
TrifanTiberiu
Just a quik question!
In order to develop warp weapons u have to find 1 ?
I went thorough the tech tree and i found no warp weapons Game 1.1 standard(now i'm plaing youre mod)
ShadoWarrior
QUOTE (TrifanTiberiu @ Dec 20 2005, 04:24 PM)
In order to develop warp weapons u have to find 1?

Yes, that's one way. There is another way, but I'm not saying as this thread is not for giving out game spoilers.
ishantil
Greetings, fellow forum goers and modders (ShadoWarrior & CO)! I would like to take a moment to offically commend you and your team (helpers, testers, etc) on a great job doing the work on this mod. It's made the tech tree and the overall game more fun to play.

I just *GASP* finished reading the entire forum thread. Hopefully that should cut down on my rehashing of old questions being answered. biggrin.gif

I have not yet completed the game, but upon my third game start (restarted after the patch came out), I've got a real handle on the game mechanics and whatnot. This time I'm not completely starved for Alien Tech.

I've had an idea in my head for a sci-fi type of armor for a while. It turns out they are doing some work on it now by some universities.

If you've read the Drakon books by S.M. Stirling, you probably know what I based the idea on. That, and the ship armor for the Vorlons (from Babylon 5).

http://www.technovelgy.com/ct/Science-Fict...asp?NewsNum=108

In any case, the idea that I had is called Autonomic Molecularlly Adaptive Nanite Defense Armor (AMANDA). You have a series of nanites and molocules floating in a liquid (or microscopic robots/molocules). The system can take the form of certain elements to provide varying levels of protection based on role. They form together in sheets that overlap to provide for the various needs.

Certain molocules are formed in order to shed/absorb heat reapidly for disipating heat damage (flamethrowers, plasma), or are hyper-reflective (lasers) or ultra-dense (absorbing kinetic energy). These molocule sheets would form together into blocks that could disribute impact along it's entire surface (much like chain mail distributes the impact of blows over a wider area, reducing the blow's effectiveness). You can see what kind of impact that this kind of armor (or armor addon) would have on the game. It would be very effective against most types of attacks (probably not warp or psionic, for example).

I'm not sure if something like this is outside of the scope of the game or the mod. But it would seem to me that you could add "fluid modules" to most existing armor, or create a new type of medium armor that has "bricks" of this stuff sandwiched inside the existing armor. It would be fairly heavy, but very flexible.

If it were to be added on as armor mod, it would probably increase the overall effecitveness of the damage absorption (or reduction) stats on the existing armor.

If it was made into a new type of armor (or armors), it would make the soldiers extremely resistant to most types of attacks at the cost of large weight.

Obviously, you would also be able to mount it in a Drone slot for armor.

You would certainly need a small tech tree devoted to such reseached based on the existing nano-tech research path. Perpahs this could lead to the duralloy molo-sharpened weapons people are asking for. I've always liked the idea of a vibrating mono-sword, myself.

I'm not sure if it's feasible to add something like this to the game, but I thought I would share my ideas, just in case.

Cheers!

Ishantil
ShadoWarrior
QUOTE (ishantil @ Dec 20 2005, 05:18 PM)
I just *GASP* finished reading the entire forum thread.  Hopefully that should cut down on my rehashing of old questions being answered.  biggrin.gif

I'm impressed, and appreciative. Thank you.

QUOTE (ishantil)
If you've read the Drakon books by S.M. Stirling, you probably know what I based the idea on.

The correct plural is "Draka". "Drakon" was the title of his second book. wink.gif

Stirling is one of the best writers of military SF. There are many others equally good, but I won't get into it because I don't want to hijack my own thread with OT discussions of my favorite SF authors. tongue.gif
ShadoWarrior
v2.18 teaser: "Warp Devastator"

"This device is an innovative use of the alien warp technology we have been studying. This powerful warp generator creates a gargantuan distortion in space-time that is designed to disrupt walls and other solid objects to create holes through which troops and equipment can pass. Although it is not designed for use against living creatures, the effects upon such targets would no doubt be catastrophic. Its power consumption is so enormous that standard batteries are insufficient to energize the weapon, and its extraordinary weight restricts its use to especially strong personnel.<BR>Our Hyper-Energy Factories can manufacture warp devastators.<BR>Heavy equipment training is required to operate it."
ShadoWarrior
Updated the mod to version 2.18!
(please see first post in thread for download link)

Warp Madness!
Stratigamo
QUOTE (ShadoWarrior @ Dec 21 2005, 02:51 AM)
Updated the mod to version 2.18!
(please see first post in thread for download link)

Warp Madness!

Excellant, i was wondering when you where gonna attempt to balance out some of the higher tech items like warp.

I do have one question. Is subsequant versions of this mod compadible with previous ones? What i mean is can i upgrade your mod on a regular basis and still expect stable play from the same saved games?
ShadoWarrior
QUOTE (Stratigamo @ Dec 20 2005, 09:09 PM)
Is subsequant versions of this mod compadible with previous ones? What i mean is can i upgrade your mod on a regular basis and still expect stable play from the same saved games?

YES!!!
roglok
umm, I take it that you've just fell in love (again) with the Warp Demolition you placed into your mod? o_O
silencez
QUOTE (ShadoWarrior @ Dec 20 2005, 07:00 PM)
QUOTE (silencez @ Dec 20 2005, 07:21 AM)
can you bring in the warp devastator back in from UFO aftermath?
was my favorite one.

AM had a "Warp Resonator" and a "Warp Demolition". Which one? The "Resonator" is very similar to the current Warp Rifle, so I presume you mean the "Demolition" (though "Devastator" is a pretty good description of what it does).

the close range warp weapon, one shot kill. I used it a lot to clear out ufo's.
ShadoWarrior
QUOTE (roglok @ Dec 21 2005, 04:11 AM)
umm, I take it that you've just fell in love (again) with the Warp Demolition you placed into your mod? o_O

Um, no. I just didn't feel like hearing people beg (whine) for me to include it for the next few weeks. tongue.gif
Glacialis
Oooh, warp pistol. That's going to make my Rangers drool all over the golfball. Rookie is not happy about having to clean that up. mad.gif
ShadoWarrior
QUOTE (Glacialis @ Dec 21 2005, 08:11 AM)
Oooh, warp pistol. That's going to make my Rangers drool all over the golfball.

I'm glad someone bothers to read post #1 on a regular basis. biggrin.gif

QUOTE (Glacialis)
Rookie is not happy about having to clean that up.  mad.gif

That's what rookies are for ...
shadowkeeper
I'm waiting for the rail gun most wink.gif
curious at what it's gonna be like wink.gif
ShadoWarrior
QUOTE (shadowkeeper @ Dec 21 2005, 08:48 AM)
I'm waiting for the rail gun most wink.gif
curious at what it's gonna be like wink.gif

L115A1 on steroids.
shadowkeeper
rofl wink.gif
LimXC
The warp devastator is the same as the warp resonator except for higher damage and higher energy use. The warp resonator is already overkill why include the warp devastator?
Glacialis
Can the resonator destroy any wall in one hit? smile.gif
ShadoWarrior
QUOTE (LimXC @ Dec 21 2005, 10:12 AM)
The warp devastator is the same as the warp resonator except for higher damage and higher energy use. The warp resonator is already overkill why include the warp devastator?

I'm painfully aware of this. Why do it? Because some people cannot be satisfied with just killing their targets. They have to have massive overkill or they aren't happy. "Why just shoot someone when you can hit them with a missile?"

As I mentioned a few posts ago, I did it just to shut people up so they'll leave me alone long enough to let me finish the other parts of this mod that I've been working on. Since the resonator is already available, and quite sufficient to get the job done, I didn't see any significant harm (adverse game balance) in catering to the crowd and letting folks have an even bigger gun. They can have the joy of trying to carry the damn thing without getting a hernia.
Glacialis
I know this would be a bit of work on the Glossary entries, but would it be worthwhile to add what tech unlocks a piece of equipment to the equipment's glossary entry? With the inventory management being so sucky and the glossary entries being somewhat unhelpful when determining what the heck just got unlocked...yeah. smile.gif
ShadoWarrior
QUOTE (Glacialis @ Dec 21 2005, 10:45 AM)
I know this would be a bit of work on the Glossary entries, but would it be worthwhile to add what tech unlocks a piece of equipment to the equipment's glossary entry?

Too much work for too little gain. This information may be had (by modders) by reading the equipment.txt and preq.txt files.
Glacialis
If someone else were to write up the appropriate file...? Wasn't saying you yourself had to do it.
ShadoWarrior
Such a change is a cheat, IMO. It's to tell people what tech(s) they need to research to be able to make a weapon they just looted. IMO, players shouldn't be handed such information on a silver platter as a matter of regular play. If they want it they can get the spoiler info by cruising forums and/or downloading tech maps.

For some items, it's obvious: the AK-47 you just found is a firearm and and an assault rifle, so you'll need those techs (in that order). For other items, such as weapon accessories, there are many intermediate techs and it should NOT be obvious from picking the item up and looking at it what, exactly, you'll need to completely reverse-engineer one.

My 2 cents worth.
1stStrikeRecon
Could it be possible to change the in-game image used for the Aimpoint Finder from the Motion Detector model to the model used for the Thermal Scope? I think it looks far closer.

Loving the mod, though. Just got flamers cool.gif
ShadoWarrior
QUOTE (1stStrikeRecon @ Dec 21 2005, 11:25 AM)
Could it be possible to change the in-game image used for the Aimpoint Finder from the Motion Detector model to the model used for the Thermal Scope? I think it looks far closer.

I sure can, if you'll first post a pic of what the thermal sight looks like for me to review.
1stStrikeRecon
Sure, no problem.

Here's the Thermal Sight:



And for comparison, the Aimpoint Finder as is:

ShadoWarrior
QUOTE (1stStrikeRecon @ Dec 21 2005, 11:25 AM)
Could it be possible to change the in-game image used for the Aimpoint Finder from the Motion Detector model to the model used for the Thermal Scope? I think it looks far closer.

I agree. Changed for v2.19. thx
ShadoWarrior
v2.19 teaser: "VSS"

"The VSS is a sniper rifle with integral silencer based on the general design of the AK-47 assault rifle that was used by forces on the eastern continents of Earth in the late-20th century. The weapon carries a 10-round magazine of special 9x39mm subsonic ammunition. Much lighter than other conventional sniper rifles, the VSS is accurate and very reliable, and has the burst-fire capability of its AK-47 cousin. Its major drawback is a range limited to those of assault rifles due to the nature of its subsonic ammo.<BR>Our Basic Weapon Factories can manufacture the VSS.<BR>In order to use this weapon, a soldier must have Sniper equipment training."
ShadoWarrior
Updated the mod to version 2.19!
(please see first post in thread for download link)

A Christmas gift for Rangers: the warp pistol.

Also (which should make Caelum happy): a truly silent sniper rifle. Crappy range (and damage), but that's the price that must be paid for absolute silence.

Adjustments to silencers and recoil comps: Silencers using standard (supersonic) ammo don't completely eliminate noise, just come close. Also, the silencer doesn't completely eliminate flash. For that you need a real flash suppressor (based on the Vortex design). This restores a reason why someone might want to use the game's basic flash suppressor. Recoil comps act like the not-quite-perfect flash-hider on M16s (etc.).
pikor666
keep on the good work on weaponrebalancedmod shadowwarrior
Rezed
Another mod ver? your too good to us smile.gif

how about doing it for living? wink.gif
1stStrikeRecon
w00t, I helped the awesome mod! laugh.gif

But really, the mod is awesome! Keep it going!
ShadoWarrior
QUOTE (Rezed @ Dec 21 2005, 05:49 PM)
your too good to us smile.gif

I know.

QUOTE (Rezed)
how about doing it for living? wink.gif

I'd settle for becoming an official beta tester for the next game. wink.gif

My skills as a programmer do happen to be available for hire, should someone need me. Too bad Altar is in the Czech Republic and I'm in the States. sad.gif
Glacialis
G'morning all. Indeed, a very good morning!

The patch seems to fix things that won't be a problem for Shado's monstrous mod here. Might be missing something but it looks like there's a lot of fun to be had for Commandos!

Duralloy shuriken? Yummy. biggrin.gif
ShadoWarrior
QUOTE (Glacialis @ Dec 22 2005, 07:39 AM)
The patch seems to fix things that won't be a problem for Shado's monstrous mod here.

The patch changes exactly TWO things in equipment.txt:
  • flechette ammo accuracy bonus from 30% down to 20%
  • underbarrel laser sight no longer has sniper training requirement
The UBLS was already fixed in this way in my mod. (Vindication at last from all those idiots who argued with me that the UBLS was supposed to allow shotgun headshots. meh)

My mod v2.19 is fully-compatible with patch 1.2!
Glacialis
Good to know. As much as I would like to see Snipers be able to use non-shotgun weapons for target shots, if this is what it takes to prevent shotguns from gaining that ability, so be it.

I'm joyous over dual melee weapons and functional thrown weapons.
ShadoWarrior
QUOTE (Glacialis @ Dec 22 2005, 08:48 AM)
Good to know. As much as I would like to see Snipers be able to use non-shotgun weapons for target shots, if this is what it takes to prevent shotguns from gaining that ability, so be it.

In real life, snipers aren't trained to do such things. Commandos are.

QUOTE (Glacialis)
I'm joyous over dual melee weapons and functional thrown weapons.

You'll fall in love with my wakizashi then.

It remains to be seen if their internal engine changes have fixed the problem with using flechette ammo in gyro-equipped shotguns and XM8s. I need folks to test this as soon as is convenient for them.

Folks should also test to see if Altar was able to fix the problem with UB shotguns having the same range as the weapons they are attached to. (It's not in their patch 1.2 changelog, but I do know that Altar was investigating it.)

Three of the four most-serious bugs affecting my mod, which I personally reported to Altar (via email), are claimed to be fixed in 1.2. biggrin.gif (The fourth is the UB shotgun issue.) So much for the nay-sayers and doom-mongerers who have no faith in Altar. wink.gif
Glacialis
Please clarify: What should the under-barrel laser sight do? I firmly believe it should not grant specific targeting ability to anyone that doesn't already have L3 Sniper. And from what you just said, it shouldn't even let them target parts without a sniper rifle.

I've just avoided it altogether so I didn't take advantage of what sounded like an exploit that I don't understand.
ShadoWarrior
QUOTE (Glacialis @ Dec 22 2005, 09:09 AM)
Please clarify: What should the under-barrel laser sight do? I firmly believe it should not grant specific targeting ability to anyone that doesn't already have L3 Sniper. And from what you just said, it shouldn't even let them target parts without a sniper rifle.

People with L3 sniper were using it (in unmodded games, since I'd removed the exploit in my mod) to do headshots with any ranged weapon that could mount it. The UBLS is supposed to only grant an accuracy bonus. That's it. No special abilities whatsoever. Those that were using the UBLS to do called shots were abusing the hell out of the game. I said as much in various threads and came close to being flamed for having the audacity to come out and say that I was almost certain the devs had made a mistake when they changed ("broke") the UBLS in patch 1.1.
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