

Ufo2000 Weapon Concepts Discussion
#402
Posted 28 May 2007 - 03:12 PM
You can already go behind obstacles and crouch, no need to further abstract it to a higher level with some stat trickery.
Melee proficiency is debatable. I'm not in favor of adding new stats that are used very rarely, but there is already atm the throwing accuracy one, and this would probably be more used. There are already reaction stats, TU:s, health and armor.
It would be fun if melee weapons could be used for reaction fire. Hiding with a sword in a hole next to the door...
Maybe indeed like exo said, melee weapons should be more effect when
1) you attack from behind
2) you attack unseen
(cumulative)
For example 50% bonus from each so if you had both you'd have 225% damage modifier.

#403
Posted 29 May 2007 - 05:55 AM
#404
Posted 29 May 2007 - 07:58 PM
throwing accuracy doesnt do anything. Judeau got it working but at the moment in the current build, it might as well not exist.
/me removes the 30 stat points he invested in his demolitions sectoid.
#405
Posted 30 May 2007 - 05:15 PM
Was playing a game earlier with bambuz. 1071, ufo2k set sporb posted on the 22nd.
I brought a fusion launcher with a few rounds of it's stun ammo, and hit a group of sectoids. Dropped one, i was happy

As previously mentioned in regards to the experimental stun mines you created they would stop the game.
Well this proximity mine that inflicted the stun effect due to previous damage acted just the same.
Bambuz was unable to end his turn, he could still move units (until they ran out of time units)
we have to abandon the game after trying to reconnect via F3 a couple times.
So my suspiscions are we recreated the effects of the stun mines (purely by chance) and they
caused this bug.
#406
Posted 30 May 2007 - 10:17 PM
#408
Posted 01 June 2007 - 09:34 AM
#409
Posted 01 June 2007 - 11:49 PM
@Sporb: Elite plasma rifle's auto shot takes 0% TU usage.
Ha! didnt realise that one got past! Thanks for letting me know. Needless to say if it had have made it into a new Package people would have exploited it to the max and everyone will have been upset!
Fixererd
Edited by Sporb, 01 June 2007 - 11:51 PM.
#410
Posted 06 July 2007 - 06:04 PM
All stun ammo, flashbangs (if they actually work), etc... I haven't encountered bugs with.
I've been using Fusion launcher stun ammunition for the most part as they are more effective and dependable. Nothing worse that throwing 2 flashbangs at one guy in the same turn, direct hits and no effect..
Got to try out heavy lasers again in some real games. Effective, definitely not overpowered, but a lot of fun to shred up a wall without destroying everything inside. Great for cover fire through solid windows, as you still get 4 shots after taking out the window. You just better hope they hit their target.
We tend not to bring the plasma as it does chew through ammo rather quickly. Perhaps to make it a little more enticing, give it the ability to carry one of the overcharged cell types? laser or rifle i suppose.
Played a great 'Search and Destroy' game, today. Heavy weapons didn't see much action, i think only 1 kill was made between 2 heavy laser rifles. Not much else to report weapon wise though. It was really well balanced.
#411
Posted 06 July 2007 - 08:50 PM
Maybe indeed like exo said, melee weapons should be more effect when
1) you attack from behind
2) you attack unseen
(cumulative)
For example 50% bonus from each so if you had both you'd have 225% damage modifier.
I see a big flaw in this.
Say you approach a soldier head-on, you could just move 2 square, and get on his back to do 225% mode damage? cause it can't see you now?
The visible area as it is, is really taking a lot of memory. I can hardly think how much it would take to actually remember that.
I definately think melee should be related to strength.
Melee reactions have already been discussed too and are planned as soon as someone does them.
And the stuff Judeau did on his build (which was lost in a crash) is also planned.
Edited by nachtwolf, 06 July 2007 - 08:50 PM.
#412
Posted 08 July 2007 - 08:23 PM
a unit carrying a melee weapon (not obstructed by a two handed firearm) should definitely have a chance to deflect an attack... or better yet... react with an attack of their own if they are not taken down on the first try. That would be interesting, making pistol/knife combinations very good for high reaction units.
oh how i enjoy this game, so many possibilities
#413
Posted 09 September 2007 - 08:32 PM
adjust the time units for the heavy plasma, it was using 15% tu's per autoshot, adjust to 10%, so it will take 50% of your time to fire a volley like the adjsuted heavy laser.
Plasma handgun was adjusted slightly more damage.
Combat Knife time usage was raised slightly.
Elite Plasma Rifle was adjusted so it doesn't have 0 TU's for autofire should anyone care to use it.
considering raising the point costs on some explosives, as that seems really the best way to balance them, and prevent too much abuse until walls are able to protect from directional explosions.
Attached Files
#414
Posted 09 September 2007 - 11:55 PM
some changes were made to the existing ufo2000.lua file me and bambuz have been using lately.
adjust the time units for the heavy plasma, it was using 15% tu's per autoshot, adjust to 10%, so it will take 50% of your time to fire a volley like the adjsuted heavy laser.
Plasma handgun was adjusted slightly more damage.
Combat Knife time usage was raised slightly.
Elite Plasma Rifle was adjusted so it doesn't have 0 TU's for autofire should anyone care to use it.
considering raising the point costs on some explosives, as that seems really the best way to balance them, and prevent too much abuse until walls are able to protect from directional explosions.
Please hold off on updates until the latest version of the ufo2000 wespon set is released, it already contains tweaks and suggestions you and Bambuz have made. it should be ready by the weekend
#415
Posted 10 September 2007 - 11:30 AM

One thing I'd like to see is quicker smoke fade off. This is a feature in the X-Com Modified weapons. (XCM from now on, I'm tired of writing that!) Now the smoke lingers for very long even from small explosives. Of course purposeful smoke bombs and generators could produce smoke for a long time, but the ordinary explosions could be detuned in smoke duration, not to the XCM level but somewhat...
Edited by bamb, 10 September 2007 - 11:30 AM.
#416
Posted 10 September 2007 - 03:31 PM
Edited by Sporb, 10 September 2007 - 08:58 PM.
#417
Posted 10 September 2007 - 05:03 PM
- "Stabilisers" --> "Stabilizers"
- I think that the flashbang should be 1x1 like the other grenades. Anyone else?
Finally, is this now the official topic for this set, or is it here?
Very nice!
Edited by NinthRank, 12 September 2007 - 09:48 PM.
#418
Posted 10 September 2007 - 05:32 PM
What I'd watch the most is knife TU usage, it's a tad low at 10%, but I have only played one game with it increased to 15%, and don't know yet if it's too much...
Also the plasma blaster autofire takes 60% of TU:s and has only 4 shots, 5 shots and 50% of TU:s could work better to make it more equal to the heavy laser. We realized that after some playing. Or then 4 shots and 48% of tu:s and up the damage a bit. Also the clip is heavy... Though it makes sense to be, when compared to the sniper one. Will have to playtest that still some.
#419
Posted 10 September 2007 - 05:35 PM
#420
Posted 10 September 2007 - 09:06 PM
#421
Posted 11 September 2007 - 12:57 AM
#422
Posted 12 September 2007 - 07:41 PM
adding my vote to the suggestion the Plasma Blaster be adjust for the option to fire 2 sets of auto-fire (for 8 shots total) if the player conserves all their time.
#423
Posted 12 September 2007 - 08:15 PM
download the lua i attatched in above post, the changes should be there.plasma blaster seems unchanged, still 60% tu's for 4 rounds of autofire. Considerably less effective than the heavy laser which (if you don't move at all) can possibly fire 10 shots.
adding my vote to the suggestion the Plasma Blaster be adjust for the option to fire 2 sets of auto-fire (for 8 shots total) if the player conserves all their time.
#424
Posted 12 September 2007 - 09:47 PM
Oops, never mind, Brit. variant.- "Stabilisers" --> "Stabilizers"
Edit: Muscle Stimulants seems to be bugged:
-- HP, Stun, Energy, Morale heal = {0, 0, 100, 0}, max_heal = {0, 100, 0, 0},Is this right?
Edited by NinthRank, 12 September 2007 - 10:34 PM.
#425
Posted 13 September 2007 - 10:00 AM
time = {11, 40, 75},
autoShots = 5,
I think 55 TU:s is too much as then you never get to fire two autoshots in one turn. 5*10 or 4*12 with damage upped would be better imo.
#426
Posted 13 September 2007 - 12:54 PM
I've searched for any conflicting .lua files and no luck. I am most confused here.
#427
Posted 22 September 2007 - 11:07 PM
Some of these weapons require beserk implemented these elaborations require at minimal the ability to berserk units.
Psychosis gun: Unit will attack friendly units and ignore hostiles. Unit will not be controllable by either play and will remain in one place (though to make it interesting he should be blessed with 360 degree visibility while under influence so that frontline units wont just keep staring at the enemy) for X turns
Nerve Gas: Removes all Stamina from a unit in radius of cloud (would act as fire or smoke does but itd be GREEN!)
Nerve Gas 2: causes all units within radius of effect to berserk until dissipation
EMP grenade: Removes control of a unit and dims him while active but he can still react (IE you can send him commands cause hes no radio)
#428
Posted 25 May 2010 - 12:54 AM
From left (names pending):
- Standard Pistol
- Standard Shotgun
- DragonFly (sword)
- Glove
- Imperial Pistol
- Imperial Shotgun
- Imperial Sword
- Imperial Glove

There will be more variety later on when I can concept more equipment.
Edited by Kratos, 25 May 2010 - 03:12 AM.
#429
Posted 25 May 2010 - 11:35 AM
Critics on the scale
The scale of the objects seems to be mixed: grips do not correspond with gloves. Shotguns are also small, they must have barrels near 3 times longer than pistols.
Some critics on the shotguns
The word shotgun means that the recoil is hard. Seems that this shotguns, however, are not intended to be fired from a shoulder: they have no buttstocks. I see two ways to fire such weapon: to hold it with one hand having the arm?fully straightened or to hold it near hip with two hands. Since that there are no reflex sights on the shotguns, firing from a hip will not be aimed. Firing a shotgun with one hand in pistol style will make non-magical shooter tire quickly.
Critics on the Standard Pistol
The pistol have either small grip or huge barrel, depending on scale. It will be uncomfortable in any way in reality. If the pistol fires bullets, where the ammo is stored? The grip seems to be small.
Suggestions on making the weapons more realistic
Add buttstocks to shotguns.
If Imperial weapons are meant to be more deadly, you can show that not only with change in color, but also with adding accessories: scope over the barrel for Imperial Shotgun, laser sight for Imperial Pistol.
If you are thinking of firearm concept, I suggest to look for pictures on Modern Firearms & Ammunition site.There will be more variety later on when I can concept more equipment.
Edited by Fomka, 25 May 2010 - 11:44 AM.
#430
Posted 25 May 2010 - 01:17 PM
Critics on the scale
The scale of the objects seems to be mixed: grips do not correspond with gloves. Shotguns are also small, they must have barrels near 3 times longer than pistols.
I'm working from a limited scale size, of course the scaling will be off. While I may increase the size of the barrel for the shotguns a bit, I am not increasing it x3, that is overkill on the limited size.
Some critics on the shotguns
The word shotgun means that the recoil is hard. Seems that this shotguns, however, are not intended to be fired from a shoulder: they have no buttstocks. I see two ways to fire such weapon: to hold it with one hand having the arm?fully straightened or to hold it near hip with two hands. Since that there are no reflex sights on the shotguns, firing from a hip will not be aimed. Firing a shotgun with one hand in pistol style will make non-magical shooter tire quickly.
Maybe it's not intended to be fired at the shoulder?

Critics on the Standard Pistol
The pistol have either small grip or huge barrel, depending on scale. It will be uncomfortable in any way in reality. If the pistol fires bullets, where the ammo is stored? The grip seems to be small.
Grip is a bit small, I've already been thinking about this.
Suggestions on making the weapons more realistic
Add buttstocks to shotguns.
If Imperial weapons are meant to be more deadly, you can show that not only with change in color, but also with adding accessories: scope over the barrel for Imperial Shotgun, laser sight for Imperial Pistol.
1) They are meant for a game that is hardly realistic, sci-fi and anime-ish styled...
2) I'm aware with accessories, but I plan on shelling out a lot more different sets besides the 2, so I rather save scopes / accessories for other future sets.
3) As for the buttocks on the shotguns, maybe. If it proves to look more putrid than it's worth, then I won't though.
I could have found this on google just fine.If you are thinking of firearm concept, I suggest to look for pictures on Modern Firearms & Ammunition site.
If you really want realism, look at a drawing I did back in 2007:

My point here is, I'm well aware of the style being unrealistic. It's not suppose to be entirely with a fantasy concept (and of course limited size). I'm trying to think of different ways / things to interact as to the common day, clip inside handle. To your question where the clip can be inserted, maybe perhaps under / near the barrel? The intention here is because they may be or may not be bullet ammo. It could be energy induced (laser, plasma, etc.). Lasers in reality would have NO kick at all for example, so why care so much about a big butt on the shotgun?
Edited by Kratos, 25 May 2010 - 01:29 PM.
#431
Posted 25 May 2010 - 11:30 PM
I did not see in the initial post that this was the concept of non-realistic weapon set so I pedantically took weapons as if they are supposed to be real.My point here is, I'm well aware of the style being unrealistic. It's not suppose to be entirely with a fantasy concept (and of course limited size).
If there was word "Laser" in the weapons names I would not object on recoilThe intention here is because they may be or may not be bullet ammo. It could be energy induced (laser, plasma, etc.). Lasers in reality would have NO kick at all for example, so why care so much about a big butt on the shotgun?

Now to the rest
The size of what is limited? Are you speaking of the 11x20 squares in UFO2000 equipment sheet which limits space for a weaponset? The weaponset can be divided into several sheets, like in "Ufo2k set: ONLY Human weapons" and "only alien". Why did not you make shotguns occupy 2x3 squares?I'm working from a limited scale size, of course the scaling will be off. While I may increase the size of the barrel for the shotguns a bit, I am not increasing it x3, that is overkill on the limited size.
OK, the shotguns are not intended to be fired from a shoulder position.Maybe it's not intended to be fired at the shoulder?
OK1) They are meant for a game that is hardly realistic, sci-fi and anime-ish styled...

Looks like Beretta 92 pistol in variant without safety lever. Yes, it is realistic. I haven't drawn anything like this myselfIf you really want realism, look at a drawing I did back in 2007:

Ammo storage can be placed over the barrel like in ?Calico M950 9mm "pistol" or under the barrel but not in the handle like in?Mauser C-96 pistol. Pistol can also be with no clips at all: like a revolver or single shot pistol loading from muzzle.To your question where the clip can be inserted, maybe perhaps under / near the barrel?
Edited by Fomka, 25 May 2010 - 11:31 PM.
#432
Posted 30 May 2010 - 12:40 AM

Edited by Kratos, 30 May 2010 - 12:41 AM.
#433
Posted 30 May 2010 - 03:47 AM
I gave the pistol a bigger grip and the shotgun a bigger barrel size, and readjusted it overall.
It looks a little "funky". But it must've been that I recently watched Judge Dredd and their ridiculous pistols.
#434
Posted 17 December 2011 - 05:31 PM
wait for it...
...the Blaster Launcher.

#435
Posted 18 December 2011 - 05:36 AM
there's one weapon that it seems everyone overlooked that I'd love to see introduced into 2K.
wait for it...
...the Blaster Launcher.
This weapon is unavailable intentionally, it is too powerful for multiplayer. Look at Serge's answer #8 in FAQ: http://www.xcomufo.c...h...st&p=127791
#436
Posted 21 December 2011 - 12:57 PM
there's one weapon that it seems everyone overlooked that I'd love to see introduced into 2K.
wait for it...
...the Blaster Launcher.
This weapon is unavailable intentionally, it is too powerful for multiplayer. Look at Serge's answer #8 in FAQ: http://www.xcomufo.c...h...st&p=127791

Edited by Cpt. Dr@gonfyr, 21 December 2011 - 12:58 PM.