I'm thinking of making a couple mods to the game for some anti-frustration
factors with the disappointment in two items, but I'm unsure if it would make
things too overpowered or not.
With the data handed to me on Ufopedia on a silver platter, it would be easy
to make these changes.
One, the heavy laser. I'm aware of xcomutil's option, but I like UFOloader
Instead, I was thinking of giving it autofire capability, but giving it the
TU of the auto-cannon and the accuracy of the laser pistol. Those are the worst
of the other weapons for TUs and accuracy, respectively.
Could that make the heavy laser a viable weapon?
Next, the flying suit. Nice as it is, for all but the elite soldiers power
armor is more economical. However, what if instead of a mere 10 point bonus
over the power armor, I make it equal to the sectopod (minus the damage
reduction)? Would that be too overpowred?
Moving on to the tanks. I dislike the fact that the "heavy
weapon platforms" have weapons that aren't as good as the infantry
weapons. I'd think a vehiacle mounted weapon could be better. I'm thinking of
increasing the damage to just about all of them to be at least equal to the
The tank/cannon can get a slight increase in damage to 66, although even
without moding it its still better than the heavy canon. I'm undecided on that,
but I just want to make it noticeably better than the man-portable weapon. I'm
also thinking of giving it an autofire mode with the same stats as the heavy
laser mod described above. This tank it the one I might leave alone however.
The rocket tank can get its rockets boosted from half way between the small
and large rockets to equal to the high explosive pack. Maybe a little better at
115? The HE-pack would still be functionally better since it hits under armor
instead of front/side/rear armor, but again, I like the idea of vehicle weapons
being heavier than man-portable weapons.
The laser tank I might give the same auto-fire mod as the cannon tank, again
horrible accuracy and high TU cost. It's already the top of the laser food
chain and probably doesn't need much modification if any.
The hovertank/plasma I'd boost to be 120 damage so it is 5 more than the
heavy plasma, instead of five less. Maybe I should make it 125, so it has a
greater chance of being able to breach a UFO wall. I'm undecided here. I'd
definitely give it auto-fire equal to the worst of the infantry plasma weapons
stats (36% TU, 50% accuracy).
Now, the last tank mods: the hovertank/launcher.
Generally considered too expensive to use, the first thing I'd do is boost
the power to at least rival the blaster bomb. Since I can produce blaster bombs, I see no reason why they'd put inferior warheads on a "heavy weapons" platform. Given just how powerful those blaster bombs are, I'm unsure if I should boost it higher or not. Although part of me wants to go rule
37 and max it out at 255 and oneshot the sectopods and punch holes in the hull
of a battleship.
It will still be expensive to use however, so given the expense I'm thinking
I might as well give it power to be worth it. I'm also thinking of also giving
it armor equal to a sectopod in the front, although it won't have the same
weaknesses and strenghts.
Finally, after the tank mods, I'm thinking of the fusion ball launcher craft gun.
First, I'm thinking of doubling the ammo capacity, if not making it six like the stingray missile. I'm unsure whether to go with four or six.
Afterwards, I'm trying to decide if I should let it outrange a battleship or
not, so the choice is to use cheap plasma beams that make you take damage, or
the expensive fusion balls that let you take down any ufo with impunity.
Although I haven't decided on changing that or not.
So, what do the other players think? Will these changes be too overpowered? I'm especially keen on the tank mods since the tanks seem underpowered for something called "Heavy Weapons Platforms". WIth a name like that, they should have more firepower than the infantry weapons.
I've found enough info to make them, I'm just asking for opinions before I do so and start playtesting.
I don't have the skill to make a patch file however, only instructions for using a hex editor to do it yourself.