Jump to content
XCOMUFO & Xenocide

Ufo2000 Weapon Concepts Discussion


Exo2000

Recommended Posts

Sorry for going off-topic, but since the server & its stats page are down, I can't look into it myself...

Anyhow, What weapon sets are currently "in" in UFO2k?

Would help me make sure that I actually have the weapon set before starting a game...

 

From memory the only sets that are complete and ready to go are:

Ufo2K Weaponset and related subsets

Xcom Weaponset and related subsets

Galactic Weaponset and related subsets

 

There are several sets that i know of that are still in the pipes:

Anonymous's Weapons

Jezulkims US Army weaponset

Link to comment
Share on other sites

  • Replies 435
  • Created
  • Last Reply

Top Posters In This Topic

  • 5 weeks later...
not really a concept, but

whats the possibility of adding some more stun options to the ufo2k set?

 

or smoke rounds for the xaas/xas shotguns?

 

Done on the stun options, i will upload the results soon. Smoke rounds for PK34 will also be added. The XAS Doesnt really suit smokies and the XAAS is overused to the max but ill se what i can do.

 

EDIT:

 

New items:

Flashbang Stun Grenade

Psy Blast Alien Stun mine

AR66 Fog Grenade

Gap Generator Fog charge

PK34 Gas rounds

Edited by Sporb
Link to comment
Share on other sites

The current ufo2000 weaponset rocks.

We play with the full alien&human 2-page set.

 

I play with no explosives currently and manage to win sometimes, although we don't play very seriously, just testing maps currently. (Against pope, who plays with moderate explosives. 6x6 maps and 10k points so it's no spamfest). The price ranges are pretty good.

Maybe the chainsaw and plasma sword could be better, atm they take more TU:s per damage than the knives, and are more expensive and don't fit in the belt (takes more tu:s to take from backpack).

 

So if you're going to add any strange things maybe an experimental new set?

 

Also I've ~never used the alien explosive launchers. It's also weird that the disposable RPG costs almost as much as a normal RPG plus one rocket (300 vs 310 or sth like that). It should be cheaper and lighter as it can be made of plastics cause it doesn't have to endure launches.

 

The graphics are great too.

Link to comment
Share on other sites

I just meant to say, there are multiple ways to play well.

 

I had an all-sectoids crew where everybody had the cheap s45 submachine gun and one clip. That worked somewhat as I could panic almost everyone I spotted since I could put so much bullets into the air. Penetrating dawn city / burbs walls was impossible though, except with a knife.

 

I also had a game where I had lots of floaters with XSR sniper rifles. That worked somewhat too, it was very different. It was satisfying to float from a roof to a window and spot the back of an enemy, he was watching thinking you were on the other side.

 

I had a crew with mostly mutons with plasma rifles and some medium armor humans with laser rifles, and no flyboys at all. Lots of auto shooting again. That worked reasonably well too.

 

I had a crew where I had two power armor guys with 80 health, high stamina and reactions, laser pistol and plasma sword. Deadly at close range. If you left them near a doorway, anyone coming through would be dead. Even if the enemy fired first, my guys usually survived and shot them, as they could take a lot of punishment. Also used smoke from explosions to get close.

 

There are a lot of possibilities with the weaponset. It's nice that it doesn't favor one style of play too much.

 

With the Dawn City tileset and terrain and other user terrains, the new GUI and smoke graphics, and the chameleon units (soldier and zombies), there could (and should) be a free release that's perfectly playable "out of the box" without X-com with relatively little dev effort. The units are the biggest drawback that I identify atm. They are probably the most burdensome to make too, animating an alien walk from all directions.

Edited by bamb
Link to comment
Share on other sites

I just meant to say, there are multiple ways to play well.

 

the reason i mentioned some extra stun options is because currently using the ufo set if you want to play the mission involving capturing their leader you're rather limited in weapon choices to bring. Also it's fun sometimes just knocking guys unconcious.

 

Also agreeing with bambuz relating to the variety of ways you can play with the ufo2k set is wonderful. I personally have only made minor changes to my roster of 7-8 guys within a 10k point limit. A heavy to moderately armoured platoon who are prepared for a variety of different combat situations.

 

yes in relation to the sword/saw point brought up. They rarely get any use whatsoever due to their points cost and time expenditure. If their Time Unit cost was reduced to be a lot closer to a knife (but not as low) they would certainly show up more frequently in our matches. Currently knife kills happen almost at least once per match, often a lot more.

 

The other additions you mentioned sound interesting, and statistic details you could share with us? :D

Link to comment
Share on other sites

The XAS Doesnt really suit smokies and the XAAS is overused to the max but ill se what i can do.

 

yeah thats kind of why i suggested the XAS, because the XAAS is already so full of options.

 

Just from my experience, I use the pk34 with napalm rounds often and consider the blast range on it a little extreme. It could be toned down in my opinion, closer the range of the HE ammo perhaps. However it's my opinion so it's not worth much ^_^

Link to comment
Share on other sites

Behold, it is done! all new items are on a new sheet, usable with the two main sheets. Sounds are also done

 

Any testing and comments will be much appreciated.

Edited by Sporb
Link to comment
Share on other sites

Excellent!

Btw the file is named .zip but is still a .rar archive. People, hit f2 and rename it to .rar to open it.

 

EDIT: The zip should be extracted to weapons-ufo2000/ I guess?

Edited by bamb
Link to comment
Share on other sites

Ok, had a look, it was nice, one more thing: the heavy laser seems useless: it's similar to the laser rifle but it has either worse aim or needs more time with every shot type, and to make up for that it does a whopping 5 points more damage!? And it costs more. That's unacceptable. It should be different, maybe do more damage and not have accuracy penalty? TU penalty is understandable for a bigger weapon.

 

In the plasmas there's something like that too but not so bad.

 

Gotta test the game someday, now gotta go.

Link to comment
Share on other sites

Ok, had a look, it was nice, one more thing: the heavy laser seems useless: it's similar to the laser rifle but it has either worse aim or needs more time with every shot type, and to make up for that it does a whopping 5 points more damage!? And it costs more. That's unacceptable. It should be different, maybe do more damage and not have accuracy penalty? TU penalty is understandable for a bigger weapon.

 

In the plasmas there's something like that too but not so bad.

 

Gotta test the game someday, now gotta go.

 

 

I always had the impression heavy weaponry (in particular those labeled 'heavy') should be absurdly heavy, perhaps even impeding movement unless the unit carrying it was stronger than usual. As trade off you would be able to lay down a lot of suppresion fire with autofire. I'm picturing muscular sectoids standing on rooftops with cigars in their mouth. haha... ok maybe more like humans and mutons, but you get the idea.

 

sigh, im dreaming of the possibility to invoke limits on weapon categories before a match so we actualy could have some really powerful weapons without someone getting as much as they can and firing into the black...

 

this post has nothing to contribute, carry on <_<

Link to comment
Share on other sites

The problem with overly heavy weaponry is that half the weight is ammunition. A Str 40 soldier can carry a loaded PK34 (with HE) and 2 spare clips of HE, maybe 3, tops (14 for the cannon, 7 per clip) so they are already absurdly heavy. :P

 

Also if you exceed Str value, you get penalized by 1 TU for every point your soldier is over his or her strength value, meaning you can't easily haul lots of ammo without being a slow mover in this case.

 

Example;

 

This is "Delta", a heavy gunner setup;

 

http://img248.imageshack.us/img248/8337/deltaio1.jpg

 

His gun weighs 16 units, and each magazine weighs 7 units. The gun weighs 23 units loaded, and he has 2 spare magazines for a total of 18 rounds (6 loaded, 2 mags of 6 spare) as backup. He could probably carry a knife as a short range weapon, but ironically, not a pistol, unless he dropped one mag, in which case he could go for a standard pistol and mags or a laser pistol.

 

So, like I say, a lot of the weight is in the ammunition.

Edited by Exo2000
Link to comment
Share on other sites

yeah i was referring to those marked 'heavy' in their name moreso. the pk34 appears (at least to me) to be quite lightweight for its firepower.

 

but in the case of heavy laser a soldier can easily tote it and a couple grenades and a knife without any strength enhancement. I suppose my suggestion is to improve the 'heavy' weaponry but at the cost of making them legitimately heavy, like moving them would be a chore. Heavy Laser has no ammo so its perhaps more versatile than Heavy plasma where it might even be logical to have a 2nd unit carrying spare ammo and they work like a gunnery team. Just ideas on ways to add spice to those two weapons which at this current time don't have a worthwhile reason to be used over a regular rifle size equivalent.

Link to comment
Share on other sites

Yeah, I see what you mean now. I had a quick check, and on the UFO2k sets, the Heavy Plasma is only 10 points stronger than it's rifle counterpart, and the Heavy Laser is only 5 points stronger. :
Link to comment
Share on other sites

comments noted. I agree that Heavy weapons should actually be heavy. Weight shall be added to weapons. Updated LUA on the way.

 

A cunning plan really, players will be less likely to whore the Heavies if it means they need a support unit or have to sacrifice other stats to tote them. Appreciate the suggestions.

 

Changes:

XAAS + 4 Weight

 

PK34 Price + 25

-Weight + 7

--AP Ammo weight - 1

 

Disposable RPG price reduce by 100

 

ChainSore TUS Decrease and Damage Increase

 

Heavy Laser damage increase

-Weight + 3

 

HPlasma Weight increase

-accuracy increase for auto, lowered for Aimed

Edited by Sporb
Link to comment
Share on other sites

comments noted. I agree that Heavy weapons should actually be heavy. Weight shall be added to weapons. Updated LUA on the way.

 

A cunning plan really, players will be less likely to whore the Heavies if it means they need a support unit or have to sacrifice other stats to tote them. Appreciate the suggestions.

 

 

suggestions for the Heavy Laser/Plasma to have higher rate of Auto-fire to make them quite menacing for destruction purposes, at the cost of being barely able to lift them. This gives them a purpose to be used as suppression fire, or for wall destruction but not really for sniping as their accuracy wouldn't be as dependable.

I realize these suggestions are quite drastic, but kind of what I had in mind for Heavy laser/plasma

35-40 weight

similar cost to what they have now

high rate of auto-fire, perhaps only an autofire option similar to the flamethrower but not so wild in the aim.

 

 

Pistols - greats for close range/ambushes

Rifles - All purpose dependable at medium ranges

Sniper rifle - great long range, risky close range due to no autofire options

Heavy - Set em up in the rearguard and pump a wall full of hot plasma

Explosive firearms - yeah, boom. :)

 

if a unit could barely carry a heavy plasma gun around smart players would keep units nearby with a spare cart of ammo to toss when the Heavy needs to reload, unless he wants to walk very slow. I like the idea of making them quite powerful but require absurd levels of strength, like the max. I don't mind they are less accurate at all.

 

 

 

 

Carrying on, me and Bambuz took the experimental goodies for a spin this afternoon/morning. I tried pk34 stun ammo and a couple stun mines, I believe he brought a pulse cannon with stun ammo. We both sucked so bad nobody landed any direct hits with either firearm. One stun mine went off under a flying power suit at full health, no effect (much to my dissapointment at the time). Will have to give them a better try to really comment.

 

One thing we both agreed upon are the adjusted sounds. We both enjoyed the old sfx. The lasers had oomph and would literally scare the bejeesus out of me. We realize you made them quieter, but perhaps its all too quiet now, everything sounds muted and... frankly not a lot of fun. Could they be brought back? perhaps with the volume somewhere between what they were before and what they are now?

 

I don't use the xaas much myself so I can't comment on it at this point

nice to see the chainsaw/sore become more fearsome

Link to comment
Share on other sites

the SFX sound so horrible because they're @ ripped as 8Bit mono. Similar to SFX of the same era as Xcom ironically. The Only reason i chose to drop the quality so drastically was for the simple fact that the Sounds are freakin huge! Too large to have all of them packaged with the set. For the time being they will stay horrible as default but ill make the Higher Grade SFX available as a drag n drop download pack soon.
Link to comment
Share on other sites

Sounds:

Please, the old sounds rocked! Who cares of a few megs (or even a few tens of megs)? UFO2000 download is, what, only 19 megs?

They improve the play experience hugely! I strongly urge you to include the high quality sounds by default. If you want to reduce size, maybe filter them to lower rate? Are the originals 16bit 44 kHz? 16bit 22 kHz could do but one has to filter carefully and still usually loses some crispness and effect - not worth it IMO.

 

Heavies:

There are already the explosive weapons for firing hugely and inaccurately into walls and into the dark, I don't think that's a completely sensible main role for heavy plasma / heavy laser. Since they cost a lot more, can't they actually BE better than their rifle counterparts? Just heavier and perhaps use somewhat more TU:s? (But not so that damage per TU sucks compared to rifles like it does now.) One should get some value for money, after all otherwise everyone would play all sectoids and S45 rifles. (Wait, I actually did that.)

I'd like to think that it could be a weapon that can be used when one encounters heavily armored enemies, to bring them down more surely than with the normal rifles. Kind of an anti-tank weapon, at medium range. (Snipers with increased accuracy are for long range.)

Wall destroying could be a secondary role. Autofire TU:s determine this of course.

 

Okay, I can reveal some analysis I did:

Sporb, do you have a table that has damage*accuracy/TU listed for every weapon and every shot type? Cause I did one in openoffice calc, and it shows the plasma rifle is prettymuch the best weapon, with laser rifle being close. If you figure cost in (with reasonable ammo amount), S45 and AR55 rock too. The heavies and snipers mostly suck. Of course looking at accuracy and TU:s like that is not the whole story, but anyway it shows you that some weapons you should never touch. (Like the heay laser.)

I can send the table later today.

Link to comment
Share on other sites

id love a look at the table.

 

on the Topic of sounds: I literally cant add them with the set in the format they were (the Game really needs the ability to use lossy formats for SFX) for the simple reason that it would exceed the maximum allowed upload for both this forum and the bugtracker. I dont much care for size restrictions myself since PCs and internet connections these days can cope with games and downloads hundreds of times bigger than ufo2k in their sleep. If someone can suggest a site i can upload files larger than 3 Megs then ill do it. Till then the only other thing i can do is separate the two into different downloads. Of course until the next release where i can have it added directly to the package.

 

As for the analysis, its a good conclusion but the problem with this is that some weapons are specialised for certain roles. Sniper rifles absolutely suck for Damage per TUS but they're in-disposable for ... well ... snipering stuff at a distance. A Smaller rifle will get the job done eventually but a sniper weapon is almost guaranteed to do a far better job on average. Likewise for heavy weapons, Their damage per TU will be less than something smaller like a plasma rifle but there is no substitute for the sheer destruction they can cause to both the scenery (Much to the dismay of the civilian populous) and the enemy agents (Splash damage is an excellent way to reduce reaction shots and enemy accuracy)

 

One weapon may appear to be the best on paper but on the battlefield a better strategist who defines specific roles for his team is always going to prevail over a dude with a tonne of fancy plasma guns.

 

On a side note this is the first time in ages ive actually felt like fixing the set up some more. Interesting points and counterpoints in abundance! :D

Edited by Sporb
Link to comment
Share on other sites

Here is the High Qualit SFX pack. Unpack and Drag N Drop new sounds ontop of the old crappy ones with the last release.
Link to comment
Share on other sites

Here is the High Qualit SFX pack. Unpack and Drag N Drop new sounds ontop of the old crappy ones with the last release.

 

cheers! thanks for those again (had replaced the ones i had before and was about to reinstall somewhere else just to loot em)

 

Heavies:

There are already the explosive weapons for firing hugely and inaccurately into walls and into the dark,

 

bambuz, i think you oversimplified my input, in regards to how i envisioned a heavy, take a 'heavy' class from lots of other game ranging from gamesworkshop tabletop , to the team fortress series you have a class that is quite decent for different things at different ranges.

 

if they had large autofire capabilities like the submachine guns

 

At close range if they get to fire and their target can pretty much say goodbye

at medium-long range they can be applied to remove cover and drastically affect morale.

 

EDIT: a quick thought for different scenarios a heavy weapon would make a quite formidable defense option as well.

 

So their behaviour would be different than just the point and shoot of the other rifle/sniper guns.

As well, they won't occupy the same slot as explosives because many players agree to not bring explosives, and due to the higher rate of fire they are more effective as a morale/terror weapon.

 

I just think it would be more interesting than just deciding. "Do I take the cheaper rifle for less damage, or do I take the more expensive rifle for more damage?" If someone wants to make that decision choose plasma over laser.

 

sniper fire can already take down heavily armoured units quite respectably, not in one hit , but that would get kind of tiresome to lose a 1500+ point unit in one shot (although i've seen it happen ;) with a shotgun to!)

 

http://www.hillcity-comics.com/role_play/gw/42-08b.jpg

space marines are tougher and can handle this kind stuff on their shoulder, but i couldn't find any decent pics haha.

Edited by Popek
Link to comment
Share on other sites

id love a look at the table.

 

on the Topic of sounds: I literally cant add them with the set in the format they were (the Game really needs the ability to use lossy formats for SFX) for the simple reason that it would exceed the maximum allowed upload for both this forum and the bugtracker.

 

Ah! That's ok. As long as they will be full in the eventual release.

 

As for the analysis, its a good conclusion but the problem with this is that some weapons are specialised for certain roles. Sniper rifles absolutely suck for Damage per TUS but they're in-disposable for ... well ... snipering stuff at a distance. A Smaller rifle will get the job done eventually but a sniper weapon is almost guaranteed to do a far better job on average.

 

Yes, I talked about this. Snipers are ok. But the "heavy"-named weapons (I'm not talking about autocannons or any explosive thing but heavy laser and heavy plasma) suck.

 

Likewise for heavy weapons, Their damage per TU will be less than something smaller like a plasma rifle but there is no substitute for the sheer destruction they can cause to both the scenery (Much to the dismay of the civilian populous) and the enemy agents (Splash damage is an excellent way to reduce reaction shots and enemy accuracy)

Heavy laser and heavy plasma have no splash damage. Likewise, if their damage per TU is much less (because TU costs increased more than damage) than with their lighter relatives, so you can cause more damage with a lighter weapon by simply firing more. The only exception is terrain which must be destroyed in one shot. So that's the only advantage of heavy laser versus laser rifle at the moment. And this isn't even taking into account the higher cost and weight of heavy laser.

 

One weapon may appear to be the best on paper but on the battlefield a better strategist who defines specific roles for his team is always going to prevail over a dude with a tonne of fancy plasma guns.

 

On a side note this is the first time in ages ive actually felt like fixing the set up some more. Interesting points and counterpoints in abundance! :D

 

Nice.

Here is a pic of the table with UFO 2000 1071 weapons (the old one, you can see the plasma gun cell highlighted), and the document in open office format if someone wants to plug in new weapons.

post-14121-1179768535_thumb.png

weap_performance_table4.zip

Link to comment
Share on other sites

Here is the High Qualit SFX pack. Unpack and Drag N Drop new sounds ontop of the old crappy ones with the last release.

 

 

oh these sound great. a couple dont seem to have any sound data tho.. hmmm

at least not just running through them quickly in winamp

Link to comment
Share on other sites

Likewise for heavy weapons, Their damage per TU will be less than something smaller like a plasma rifle but there is no substitute for the sheer destruction they can cause to both the scenery (Much to the dismay of the civilian populous) and the enemy agents (Splash damage is an excellent way to reduce reaction shots and enemy accuracy)

Heavy laser and heavy plasma have no splash damage. Likewise, if their damage per TU is much less (because TU costs increased more than damage) than with their lighter relatives, so you can cause more damage with a lighter weapon by simply firing more. The only exception is terrain which must be destroyed in one shot. So that's the only advantage of heavy laser versus laser rifle at the moment. And this isn't even taking into account the higher cost and weight of heavy laser.

 

 

 

Hence my argument they should be designed to serve a different purpose than the other weapons.

and (hopefully) create some new tactics and strategies out of it.

Edited by Popek
Link to comment
Share on other sites

So that it wouldn't be unclear to anyone:

 

Laser Rifle:

TU:s: Auto:12 Snap:30 Aimed:50

Damage:60

Heavy Laser:

Tu:s: Auto:18 Snap:30 Aimed:60

Damage: 65

 

Firing one auto shot salvo with laser rifle, 36% of your time and does 180 damage.

With heavy laser, 54% of your time and 195 damage.

So firing two auto shot salvos with laser rifle takes 72% of your time units and does 360 damage.

Firing two auto shot salvos with heavy laser takes 108% of your time, whoops, not even possible!

For a single aimed shot the heavy laser is marginally usable since you often don't get to use 100% of your time

for shooting to utilize the light rifle twice with a sniper. Still, is 5 more points of damage worth it?

If you even once per round get to make a doublesnipe, it's worth 120 damage vs heavy's 65.

 

What about accuracy?

Laser rifle:

Auto:45% Snap:75% Aimed: 85%

Heavy laser:

Auto:45% Snap:55% Aimed: 85%

 

So they're similar except Heavy Laser's snap shot has significantly worse accuracy. Snapshots are out of the

question with the heavy laser.

 

So, heavy laser is a worse weapon. If both were lying in the ground, I'd take the laser rifle!

 

And the heavy costs 375 while laser rifle costs only 250. Not to mention weight.

 

There just is no reason whatsoever to use a heavy laser.

Link to comment
Share on other sites

Made some tests with pope, made the heavy laser and plasma shoot 5 shots in auto mode, and do a little more damage than their rifle counterparts per shot, and use only 10 TU:s per shot. Still somewhat less accurate than their rifle counterparts.

It might turn out ok. They are flyboy killers atm!

Oh and made them heavy (35 and 30) and the clip just 15 size and made them expensive too!

post-14121-1179782094_thumb.png

Ufo2000_newheavies_bambpope.zip

Edited by bamb
Link to comment
Share on other sites

Made some tests with pope, made the heavy laser and plasma shoot 5 shots in auto mode, and do a little more damage than their rifle counterparts per shot, and use only 10 TU:s per shot. Still somewhat less accurate than their rifle counterparts.

It might turn out ok. They are flyboy killers atm!

Oh and made them heavy (35 and 30) and the clip just 15 size and made them expensive too!

 

oh you're fast.

 

yeah they turned out to be quite lethal when you could get off a full volley of shots.

the increased weight on the weapons was interesting as I had to compensate my stats to carry them.

this left me with a slower moving unit whom i had provide with smoke cover so it could advance safely across an open area.

 

i still didnt get to stun anyone :( i suppose using them on fully armored flyboys just wont do the trick if they are still unharmed.

Edited by Popek
Link to comment
Share on other sites

I also think it could be a good idea to reduce the plasma clip sizes a bit. Now you can fire like no tomorrow with a plasma rifle and really rarely get into reload territory. (18 shots) That would differentiate them more from the lasers too. Maybe 13 shots for plasma rifle clip.
Link to comment
Share on other sites

Here is the High Qualit SFX pack. Unpack and Drag N Drop new sounds ontop of the old crappy ones with the last release.

 

 

oh these sound great. a couple dont seem to have any sound data tho.. hmmm

at least not just running through them quickly in winamp

 

Winamp appears unable to play smaller files. just run them through in a playlist and all will play.

 

Bamb: Please post the eidted weapon stats in a code window here, they sounds better than they did originally.

Edited by Sporb
Link to comment
Share on other sites

Here is the High Qualit SFX pack. Unpack and Drag N Drop new sounds ontop of the old crappy ones with the last release.

 

 

oh these sound great. a couple dont seem to have any sound data tho.. hmmm

at least not just running through them quickly in winamp

 

Winamp appears unable to play smaller files. just run them through in a playlist and all will play.

 

 

yeah they were fine in game.

 

AddXcomItem {
cost = 395,
name = "XSC HEAVY LASER RIFLE",
pInv = png_image("$(extension)/ufo2000/pInv/XSCLaserHeavyRifle_INV.png" ),
pMap = png_image("$(extension)/ufo2000/pMap/hl.png" ),
health = 35,
damage = 65,
dDeviation = 25,
importance = 9,
width = 2,
height = 3,
pHeld = {
png_image("$(extension)/ufo2000/pHeld/hl/32x40-001.png"),
png_image("$(extension)/ufo2000/pHeld/hl/32x40-002.png"),
png_image("$(extension)/ufo2000/pHeld/hl/32x40-003.png"),
png_image("$(extension)/ufo2000/pHeld/hl/32x40-004.png"),
png_image("$(extension)/ufo2000/pHeld/hl/32x40-005.png"),
png_image("$(extension)/ufo2000/pHeld/hl/32x40-006.png"),
png_image("$(extension)/ufo2000/pHeld/hl/32x40-007.png"),
png_image("$(extension)/ufo2000/pHeld/hl/32x40-008.png")
  },
damageType = 3,
accuracy = {45, 65, 85}, --bamb
time = {10, 50, 80}, --bamb
autoShots = 5, --bamb
weight = 35, --bamb
isGun = 1,
minimapMark = 1,
twoHanded = 1,
sound = wav_sample("$(extension)/ufo2000/pSFX/Laser03_CNN.wav"),
bulletRGB = {0,0,0},
glowRGB = {170,200,255},
trailRGB = {0,0,0},
trailLength = 255,
hitAnim = png_image_set("$(extension)/ufo2000/pImpact/LaserImpactHeavy/32x40", 1, 8, true),
}

 

and

 

AddXcomItem {
cost = 440,
name = "PLASMA BLASTER",
pInv = png_image("$(extension)/ufo2000/pInv/PlasmaBlaster_INV.png" ),
pMap = png_image("$(extension)/ufo2000/pMap/hp.png" ),
health = 55,
importance = 9,
width = 2,
height = 3,
ammo = {"PLASMA BLASTER CELL"},
pHeld = {
png_image("$(extension)/ufo2000/pHeld/hp/32x40-001.png"),
png_image("$(extension)/ufo2000/pHeld/hp/32x40-002.png"),
png_image("$(extension)/ufo2000/pHeld/hp/32x40-003.png"),
png_image("$(extension)/ufo2000/pHeld/hp/32x40-004.png"),
png_image("$(extension)/ufo2000/pHeld/hp/32x40-005.png"),
png_image("$(extension)/ufo2000/pHeld/hp/32x40-006.png"),
png_image("$(extension)/ufo2000/pHeld/hp/32x40-007.png"),
png_image("$(extension)/ufo2000/pHeld/hp/32x40-008.png")
  },
accuracy = {45, 65, 85}, --bamb
time = {10, 40, 75}, --bamb
autoShots = 5, --bamb
weight = 30, --bamb
isGun = 1,
minimapMark = 1,
twoHanded = 1,
sound = wav_sample("$(extension)/ufo2000/pSFX/Plasma03_PCNN.wav"),
}

 

oh yeah and the clip

was changed to 15 rounds.

Link to comment
Share on other sites

After a few hotseat games, the changes seem give the Heavy guns some real value. This must be proven in-battle with opponents tho since its hard to loose to your self ;)
Link to comment
Share on other sites

After a few hotseat games, the changes seem give the Heavy guns some real value. This must be proven in-battle with opponents tho since its hard to loose to your self ;)

 

 

but i always lose to myself OMFG

 

 

im sure some finer tuning might be in order, but it's a good solid base to work from and they do feel more like a big brother to their rifle counter parts.

Link to comment
Share on other sites

Bug found involving the stun proximity mines.

 

tested in Hotseat. I did 2on2 and 2on1 matches

ran units unto stun mines until they were unconcious. then I was unable to end my turn, and if I had other units with time left

I could use them... until they fired, then they would stop responding and I could only exit by resigning.

 

seems to be related to being stunned on your own turn.

hmm...

 

ill try some other things to

Link to comment
Share on other sites

Would that work for being reactionfired against with stun, do you think?

 

 

just tried in twice, reaction fire stunning seems to be ok. didn't have any issues with it.

just the mines so far.

Link to comment
Share on other sites

can you try it with stun ammo? i beleive it may be somthing overlooked in the engine. Since stun usually only comes from direct fire.
Link to comment
Share on other sites

can you try it with stun ammo? i beleive it may be somthing overlooked in the engine. Since stun usually only comes from direct fire.

 

 

yeah thats what i did. pk34 stun ammo worked fine.

Link to comment
Share on other sites

can you try it with stun ammo? i beleive it may be somthing overlooked in the engine. Since stun usually only comes from direct fire.

 

 

yeah thats what i did. pk34 stun ammo worked fine.

 

 

played a couple more legitimate games with the new toys.

didn't bring any of the proximity stun mines due to worrying about a game crash, i've only tested them in hotseat.

 

I did try out flashbangs and pk34 stun ammo in online play.

 

Flashbangs - I think for their cost, flashbangs are rather inneffective. I primed 2 and landed both on a target directly and he remained unfazed. Had I knocked the unit unconcious I would still need to kill it off with likely another explosive. (Can you even shoot bodies? if not, we oughta look into this, i'd love to knife unconscious soldiers)

I would of been better off just carrying 1 HE explosive for a portion of the cost, or 2 regular grenades for a bit more. So perhaps either they be made rather inexpensive, like 2 for the price of one grenade... or their effectiveness be ramped up... I'll still bring some to try out more.

 

Pk34 stun ammo - i still haven't got any clean shots off in online games yet so can't report back on the effectiveness of these <_<

Edited by Popek
Link to comment
Share on other sites

did a quick search but couldn't find anything like this.

 

Throwing knives/rocks/something...

 

low damage item (10-20 max?)

just like grenades, but would have a damage radius of only the tile it hit...

 

however can these be possibly made to NOT include explosions? this is the only way I could see them working visually...

 

throw a rock or something... wait hmm that would take out the northeast walls if they were weak enough all at the same time ...

 

i still think if you could bring cheap/light/low TU cost/ throwing weapons you could do some fun stealth missions.

 

On this note, can a sound effect be added to knives/melee weapons on hit? anyone have a microphone and a watermelon? ^_^

Link to comment
Share on other sites

Regular weapons and fists should have a punch. Say 20% tu usage and 5 damage? (So it's 25 damage per turn if you use all your time punching - hardly abusable.)

Having strength and perhaps stamina increase damage would rock too.

 

In the military the infantry trains hitting people with an assault rifle, it's not a special case. A shovel is used too btw. And you can put bayonets (knives) to guns too.

 

A punch is good if you lose your gun or knife when panicking, run out of ammo (missile / grenade guy), go unconscious, are robbed and then wake up, if you only carry an explosive weapon (flamer/missile etc) and can't fire at a close range or indoors enemy and finally of course for very light terrain destruction like some bushes or cardboard walls.

Link to comment
Share on other sites

i reckon melee attacks without the need for a specific weapon would be great! a formulae could be concocted to devise the damage of a melee attack based on the weapon weight held (or not) then figure out the TUS required to melee attack with it vs damage amount. A pistol wouldnt do a huge ammount of damage but you could swing it lots while a Multi-Launcher might splatter an enemy agent but at the cost of lots of TUS.

 

Also, itd be nice if panicking units could 'shove' other units out of the way. IE the unit is knocked down while the panicking unit moves over them (think death sequence then reverse it when the panicked unit is over the soldiers corpse, then he would get back up to a crouch)

Link to comment
Share on other sites

i reckon melee attacks without the need for a specific weapon would be great! a formulae could be concocted to devise the damage of a melee attack based on the weapon weight held (or not) then figure out the TUS required to melee attack with it vs damage amount. A pistol wouldnt do a huge ammount of damage but you could swing it lots while a Multi-Launcher might splatter an enemy agent but at the cost of lots of TUS.

 

Also, itd be nice if panicking units could 'shove' other units out of the way. IE the unit is knocked down while the panicking unit moves over them (think death sequence then reverse it when the panicked unit is over the soldiers corpse, then he would get back up to a crouch)

 

 

it would be nice if melee also had a chance to miss/not work to simulate the other units attempts to fend off an attack...

 

...like if you tried to punch a guy who was holding a chainsaw... odds are good it would fail (and be quite dangerous)

Link to comment
Share on other sites

i reckon melee attacks without the need for a specific weapon would be great! a formulae could be concocted to devise the damage of a melee attack based on the weapon weight held (or not) then figure out the TUS required to melee attack with it vs damage amount. A pistol wouldnt do a huge ammount of damage but you could swing it lots while a Multi-Launcher might splatter an enemy agent but at the cost of lots of TUS.

 

Also, itd be nice if panicking units could 'shove' other units out of the way. IE the unit is knocked down while the panicking unit moves over them (think death sequence then reverse it when the panicked unit is over the soldiers corpse, then he would get back up to a crouch)

 

 

it would be nice if melee also had a chance to miss/not work to simulate the other units attempts to fend off an attack...

 

...like if you tried to punch a guy who was holding a chainsaw... odds are good it would fail (and be quite dangerous)

 

A new stat: Melee proficiency. A soldier with high Melee proficiency has a higher chance to fend off and, or return attack like a reaction shot. A Soldier with low Melee proficiency will loose conciseness % chance when struck, doesnt react nearly as much and has a low chance to fend off an attack. A high Melee proficiency would also allow a unit a % chance to insta-kill if attacking from an area outside of an enemies FOV.

 

While were at it, a new STEALTH stat could be added. A high stealth ability could help keep a unit hidden (% chance not to be seen or to be seen but enemies lose accuracy when firing st unit). Also would give the unit the % possibility of not being seen in the edges of an enemy FOV (you cant see him unless you look right at him etc)

Edited by Sporb
Link to comment
Share on other sites

now we're talkin!

 

enemies that fired on their turn lose any chance at stealth (unless silent weapons were administered, or knives etc..)

 

i could see that being a bit pain in the butt in a 1 on 1 end game scenario if nobody can find the other ;)

 

but perhaps TU's could be spent 'hiding' a unit, or maybe they move at half rate of speed or something...

 

 

 

i like the idea of snapping a guys neck (complete with sound effects!)

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×
×
  • Create New...