OpenXcom Forum

Modding => Released Mods => The X-Com Files => Topic started by: termidor on September 29, 2022, 11:29:36 pm

Title: Another balance thread
Post by: termidor on September 29, 2022, 11:29:36 pm
So I want to comment on three aspect (for now hehe) relating to weapon balance:

-First of all consitency or rather the lack of it on some instances. Why for example some melee weapons like the machete operate on a 0-200 scale? Why does the hunter rifle gets a 50-200 spread while the bolt action, a weapon fillng the same role (and with a sniper variant) doesn't ? What are the basis of weapon fire rates and why for example the Pkm and the Minimi get 1 shot snap while the M 60 gets a two shot snap? It is really neccesary for the 7,62x51 or the G11 round (best rifle !) to get power bonus ?

- Accuracy modifiers. Maybe is bc I got better in the game and I'm getting more experience agents but there are two accuracy formulas I think need to be review:Thorwn sharp weapons being guarantee hit with not that impressive stats (seriously ninja stars are probably one of the best close range weapons) and the 0,5+x^2 formula which I simply don't get. Why do you need to be brave to fire a sniper rifle outside of enemy range ?

- I will latter go iinto much detail about rambling about weapon balance, but one item I find completly outclassed is the ligth cannon. Why would you want to use it when the OICW is much better as an direct explosive weapon, and other roles will be much more effectivily be cover by other weapons? It's bigger brothers have some niches but even with flexibity ( which isn't that big of a plus due to how heavy & bulky ammo is) it seem like an always wrong choice to try to use it .
Title: Re: Re: Cultist MANOR spawning rate and evolution speed
Post by: Juku121 on September 29, 2022, 11:57:54 pm
The short answer is that Solarius doesn't particularly care about weapon balance or 'realism'. So he outsources most of the design work to Dioxine, and that means you get Piratez-style weapon stats in XCF. Including mind bullets for the G11 and medieval weapons cracking power armour. It is what it is.

People, including myself, have pointed out issues on a number of occasions. The answer so far has invariably been something along the lines "If you don't like this weapon, don't use it. For me, it's fine." It took years to get rid of pistol 'sniping'.

Edit: To Solarius' credit, he sometimes does listen to minor individual complaints. But the end result is still the same, and I doubt anyone has the endurance to try going for a full rebalance. :( /edit

So if you want balance and/or somewhat consistent weapons, your options are to do it yourself or look into submods. I always have to spend a day or two reimplementing some basic changes whenever I update.

Eddie made a partial balance mod (https://openxcom.org/forum/index.php/topic,9683.0.html) in '21. Arsenal Additions (https://openxcom.org/forum/index.php/topic,9722.0.html) built on that. Neither is perfect, but they're the best we have.


All that having been said, the Light Cannon actually does have a few advantages over the OICW. The main one is ammo variety (especially incendiaries are tactically very useful). The second one is that unlike either munitions for the OICW, LC AP rounds have significant armour penetration. The third is that LC HE rounds have a slightly bigger AoE. And, most importantly, Light Cannons are likely to show up much earlier than an OICW, unless you beeline for the latter. Of course, there are drawbacks as well. Against some unarmoured schmucks, the OICW is probably always the better choice. But some if some big bad enemy shows up, your OICW dude will be running to the Light Cannoneer, begging for help. :)
Title: Re: Another balance thread
Post by: Solarius Scorch on September 30, 2022, 12:15:54 pm
Topic split from https://openxcom.org/forum/index.php/topic,10781.0.html.

Why for example some melee weapons like the machete operate on a 0-200 scale?

Because it's not a martial weapon.

Why does the hunter rifle gets a 50-200 spread while the bolt action, a weapon fillng the same role (and with a sniper variant) doesn't ?

Because sharp borders between weapon classes only exist in your imagination, and in a game we need to classify border cases somehow.

What are the basis of weapon fire rates and why for example the Pkm and the Minimi get 1 shot snap while the M 60 gets a two shot snap? It is really neccesary for the 7,62x51 or the G11 round (best rifle !) to get power bonus ?

What, shoulds all weapons work exactly the same? What's the point in that?

- Accuracy modifiers. Maybe is bc I got better in the game and I'm getting more experience agents but there are two accuracy formulas I think need to be review:Thorwn sharp weapons being guarantee hit with not that impressive stats (seriously ninja stars are probably one of the best close range weapons) and the 0,5+x^2 formula which I simply don't get. Why do you need to be brave to fire a sniper rifle outside of enemy range ?

Maybe make some actual arguments first, since I can only guess what you are getting at. What does Bravery have to do with sniper rifles? What's wrong with the stars, which you can throw at people but need good stats to actually kill with them?

- I will latter go iinto much detail about rambling about weapon balance, but one item I find completly outclassed is the ligth cannon. Why would you want to use it when the OICW is much better as an direct explosive weapon, and other roles will be much more effectivily be cover by other weapons? It's bigger brothers have some niches but even with flexibity ( which isn't that big of a plus due to how heavy & bulky ammo is) it seem like an always wrong choice to try to use it .

Lol. The Light Cannon is the most OP weapon in the first part of the game. :D Juku has already addressed it, but didn't mention my favourite buckshot ammo which is just pornographic (and I consider it broken).

The short answer is that Solarius doesn't particularly care about weapon balance or 'realism'.

Bullshit. My life would be so easy if it was true.

So he outsources most of the design work to Dioxine, and that means you get Piratez-style weapon stats in XCF.

Heh, I wish that was the case. Dioxine has his own big project and doesn't have the time to balance mine. I did consult with him a few times and I borrowed some ideas from Piratez, because why reinvent the wheel? Also, making this from scratch is boring and would require a ton of engineering research which I'm not willing to do and would probably take years.

Including mind bullets for the G11

These are not fucking mind bu- you know, whatever, fine. They're mind bullets. Standard German tech.

and medieval weapons cracking power armour.

It's not because of Piratez...

People, including myself, have pointed out issues on a number of occasions. The answer so far has invariably been something along the lines "If you don't like this weapon, don't use it. For me, it's fine." It took years to get rid of pistol 'sniping'.

Now you're just twisting my words, pistol sniping has nothing to do with the line you quote (which obviously applies to complaints like "gun X is useless"). Not cool.

Although I admit that dumb shit people do to game the system tend to surprise me regularly. Sniping with pistols being one of them.

Edit: To Solarius' credit, he sometimes does listen to minor individual complaints. But the end result is still the same, and I doubt anyone has the endurance to try going for a full rebalance. :( /edit

Like I'll let anyone "rebalance" my mod, lol.

Title: Re: Another balance thread
Post by: Juku121 on September 30, 2022, 02:14:55 pm
Eh, if you want to have a discussion, sure, I'll play along. I'm a sucker for a good argument.

We both know nothing will change, neither the mod's balancing nor my opinion of it.

Because it's not a martial weapon.
This would be an argument in D&D, perhaps.

IRL, all sword-like edged weapons are difficult to use, especially for beginners (because edge alignment is hard under duress). I could see all mainly slashing weapons (so not knives nor giant twohanders) get the 0-200 treatment, but drawing an arbitrary line between one slab of sharpened metal and another... ??? Especially when a Billhook (the gardening tool, not the polearm!) is 50-150%.

Because sharp borders between weapon classes only exist in your imagination, and in a game we need to classify border cases somehow.
Says the man making a sharp border between two rather similar bolt-action guns. And, BTW, there are rather sharp borders between different types of weapons IRL. E.g. you will never have an SMG cross over into a purely rifle role (600 meter potshots, for example) because a handgun cartridge has its limits. Even if you put a metre of barrel on the SMG and screw in into a vise.

Sharp borders are supposed to reflect some kind of inherent advantage. In the case of sniper rifles, the biggest difference should be the optics. Which would neatly explain the difference between the HR and the BA. There are even scoped hunting rifle sprites floating around.

What, shoulds all weapons work exactly the same? What's the point in that?
No, similar weapons should work similarly. All GPMGs and LMGs have relatively similar rates of fire IRL, both mechanically and doctrinally. The difference is primarily in how long you can sustain your fire without needing to change/cool the barrel, get more ammo (or even if you are given spare barrels and ammo mules), the caliber(s) they fire, the feeding mechanism (belt, mag, what kind of mag), weight, and more.

Most of these can be implemented in OXCE without inventing new and arbitrary differences on top. Heck, you could even give them different fire modes, like the M60 getting Short Burst, Long Burst and Full Auto while the LMGs have Snap Shot, Short Burst and Long Burst.

Maybe make some actual arguments first, since I can only guess what you are getting at. What does Bravery have to do with sniper rifles?
I think that's a jab at the .308 sniper rifle. That gun makes your bullets veer towards what you're shooting at depending on how much chutzpah you have. ???

I could buy that as some sort of 'veterans can control their fire better in combat' if it was applied to all guns, or at least to all similar guns. But no, only the G11 and the Mosin have this. At least the Mosin is a similar gun.

The UAC weapons having a uniform bravery bonus is good example of how it could work.

What's wrong with the stars, which you can throw at people but need good stats to actually kill with them?
Because IRL, getting any thrown weapon to hit and 'stick' is an exercise in frustration even under range conditions. Hitting something with a rock is far more difficult than shooting them.

I suppose the lack of damage could be attributed to 'no stick', but the wild accuracy scaling is completely the opposite of reality.

A bonus-less maxed human marksman using a sniper rifle gets 2/3 the base accuracy of a master knife thrower with knives. A typical sniper rifle's accuracy compensates for those, but give both of them +10 stat (commendations, enhancements, armours) and the thrower starts pulling ahead. An average recruit (45 throwing, 55 firing) has base 50% with throwing weapons (*0.5-1.5 depending on what weapon and fire mode they're using) while getting base 30% with sniper rifles (*0.5-1.5, again) and 55% (*.6-1.3, or so) with plain old rifles.

I will guarantee that if you pick a dozen random grunts, policemen, FBI agents, etc, they will be an order of magnitude better with rifles, sniper or not, short range or long, than hitting people with throwing knives at 50 paces.

Now, you can of course make unrealistic throwing weapons for gameplay purposes. But in that case, the argument is not "what's wrong?", because there's plenty wrong. The argument is "Do you want cool throwing weapons or not?". Some people do, some do not.

And all the while, people's expectations get subverted because the in-game throwing weapons behave completely differently from how you'd expect them to, with nary an explanation. Even though you could have 'field manual' article saying these are 'rule of cool' weapons.

And even then, they're so good compared to the competition it's ridiculous. It's the 'Rookies, forget about rifles, grab all the grenades you can! That Sectoid two screens over needs killing!" all over again.

Bullshit. My life would be so easy if it was true.
How you complicate your life is your business. What matters is how your efforts translate into the game.

As long as a handgun can outshoot an LMG at 30 tiles, a bolt action fires faster than a semi-auto PSG-1 and people shoot miniguns without power armour, I am not seeing any sort of 'balance' in the game. It's all made up on the spot, inherited from the OG or outsourced to Dioxine, with little done to reconcile the differences.

Dioxine has his own big project and doesn't have the time to balance mine. I did consult with him a few times and I borrowed some ideas from Piratez, because why reinvent the wheel?
Which shows that the basic balance of a lot of weapons is not taken from Piratez... how exactly? I'm not saying everything is literally copy-pasted, but the influence and the similarities in design philosophy are obvious.

It's not because of Piratez...
It's inspired by Piratez making melee viable and a central part of the game. So you also wanted to have the same, even if you didn't want to have the exact same effect. Why reinvent the wheel and all that. So that's where we are.

Now you're just twisting my words, pistol sniping has nothing to do with the line you quote (which obviously applies to complaints like "gun X is useless").
I suppose I skipped a step. Sorry. Pistol sniping was brought up, and you resisted any change, going "It's fine; don't use pistols if you don't like them; find a pistol you like and stick with it; I have no issues with them; no weapon tiers in this game." Until it became abundantly clear how silly the end result was.

Although I admit that dumb shit people do to game the system tend to surprise me regularly. Sniping with pistols being one of them.
It was the path of least resistance, taught to players repeatedly over early apprehension missions. No wonder they learned to rely on pistol potshots. Because it worked.

Also, making this from scratch is boring and would require a ton of engineering research which I'm not willing to do and would probably take years.
...
Like I'll let anyone "rebalance" my mod, lol.
Yes, exactly what I said earlier. Nobody, not Solarius, not Dioxine, not 8mono, not Eddie, not me, nobody, has the mental and physical endurance to do this. So the balance is what it is and it's up to the players to find their sweet spot in it (or fail and play other mods/games). Perhaps tweak some data that seems excessively strange if that helps.

And I meant as a submod, if done by a different person. Like Eddie did.
Title: Re: Another balance thread
Post by: Vakrug on September 30, 2022, 02:44:07 pm
Lol. The Light Cannon is the most OP weapon in the first part of the game. :D Juku has already addressed it, but didn't mention my favourite buckshot ammo which is just pornographic (and I consider it broken).
Seriously? HOW??? I need a tutorial!

I played XCOM Files several times and each time I said to myself: "ok, this time I will give more chances to Light Cannon!" And every time Light Cannon proved to be useless! It is inaccurate like crap and deals LESS damage than Sniper Rifle. And if an enemy is standing next to you, you would want a shotgun in your hand instead. Ability to switch an ammo is an advantage in theory, but in practice it is too slow to be beneficial. So how to use it correctly?
Title: Re: Another balance thread
Post by: Juku121 on September 30, 2022, 03:23:21 pm
In theory, the Light Cannon is a shotgun, unlike a sniper rifle. Takes about a turn and carrying extra ammo to make it into one, though. And it kinda sucks compared to other shotguns when you can't make the alien eat the barrel first. :(

And, well, if the enemy is so unarmoured that shotguns work on them, I want neither the LC nor a sniper rifle. I want a proper shotgun, an automatic weapon, even a good handgun.

Damage is the result of sniper rifle damage scaling, and I'm slowly starting to think all damage scaling just wrecks balance, because it's hard to account for and moves weapons across categories with way too much ease.

Finally, yeah, the fact that a bullet from a .300 or maybe even a .400 caliber sniper rifle (and not an AM rifle!) has about the same damage and armour penetration as a literal hand cannon is a typical example of XCF balance. Which is all over the place.
Title: Re: Another balance thread
Post by: termidor on September 30, 2022, 03:40:49 pm


Because it's not a martial weapon.

That's not a coherent argument. Switchblades and Shivs are under 50-150 while a saber, a martial weapon by definition , is 0-200 . The Bill hook the same , it has in his description it is a kitchen toll yet somehowe it is a martial weapon ! Katana , Wakizashi , Kukri also have the standard roll while a greatsword has the consistent one. There is the case of the Chitin knife which the fluff given makes reference to inconsistent damage, but in the rest of the cases it doesn't make sense.

Because sharp borders between weapon classes only exist in your imagination, and in a game we need to classify border cases somehow.

They literally fill the same weapon role in an squad, I'm not making shit up. The hunting rifle is 33%TU snap 72 acc, 70%TU aimed 125 acc to the bolt action 40% TU snap 70 acc , 70% TU 110 acc. Both are bolt action, both are better suited for longer ranges. It is specially obvious when you add the Mosin, which is a sniper rifle, yet get a generic damage formula.

 Also from a balance perspective, the more consistent damage, accuracy, average damage (33*1,25 due formula = 41,25 , equivalent to a 110 acc bolt action ),firing rate and great snap range means that using the bolt action is actively worse, for a weapon that you will get latter than the hunting rifle which you get with Promo I, the bolt action need to be dropped by Dagon.

What, shoulds all weapons work exactly the same? What's the point in that?

Bc they are exactly the same type of weapon? Specially in the case of the PKM which is a GPMG . I will also add that in general I consider Mg being weak, but at least the M 60 and specially the Mg3 can fill the role of long range auto fire (which is a bit niche anyways). Meanwhile the PKM and the Minimi are sad weapons, specially in the case of the first. Their auto fire is more innaccurate, their snap shot sucks even more than the Ak 47 one, they don't get the same crouching bonus and having then being used by high ranking enemies is more favourly to the player than to the enemy most of the time.

 If we go by real life stats, the PKM fills the same role of the M 60/Mg 3 while being ligther, while the Fn minimi is a LMG. Maybe distinguishing more clearly between GPMG and LMg would the betetr option, bc the black ops LMg are  a bit bad as well (and they also get two shot snaps ).

Maybe make some actual arguments first, since I can only guess what you are getting at. What does Bravery have to do with sniper rifles? What's wrong with the stars, which you can throw at people but need good stats to actually kill with them?

 In regards to thrown weapons is how they scale with accuracy, making then able to be guarantee hit weapons at close ranges. Taking the Throwing knifes for instance, any soldier above 65 throwing accuracy is practically guarantee to hit with then, and they do hit like a truck when they do. For what should be difficult weapons to master, you instead get brutal close quarter weapons that are ligth and specially in the case of the stars, are very easy to carry. Their power bonus also scale super hard, which compounded make then very ridiculous.  The issue I see is mainly with their ease of use, as a 70 throwing accuracy soldier (which if trained is not that hard to get) would be making a very effective use of this weapons. I think that then being specialist weapon (hard to master, but incredible once you do) would be much better.

Regarding the bravery formula is a genuine question, I don't understand the reasoning being. Why would it take to be brave to fire this weapons? Bravery, as an accuracy stat, if anything , seem more adecuate to PSI weapons, representing mental fortitude of the user to prroject the weapon atatck.

Lol. The Light Cannon is the most OP weapon in the first part of the game. :D Juku has already addressed it, but didn't mention my favourite buckshot ammo which is just pornographic (and I consider it broken).


In the first part of the game a shotgun is much more effective weapon. A bit latter on (and not that much really) the CAWS completly overshadows the LC as a close weapon due to actually hitting his targets, being much more weigth efficiency specially in regards to ammo and why not, having better inventory use. Also that the LC  Bs ammo get a higher spread, which I consider 
a negative. If by experience you consider it is fine then so be it, but in every playthrougth I do I try to use it and immediatly wish that I used something else.
Title: Re: Another balance thread
Post by: Yankes on September 30, 2022, 04:11:39 pm
Finally, yeah, the fact that a bullet from a .300 or maybe even a .400 caliber sniper rifle (and not an AM rifle!) has about the same damage and armour penetration as a literal hand cannon is a typical example of XCF balance. Which is all over the place.
if you get hit by TANK cannon into hand you will take less damage than hit between eyes using 9mm.
This mean sniper rifle could in theory hit less armored parts of targets and bypass most of armor.
Title: Re: Another balance thread
Post by: Juku121 on September 30, 2022, 04:26:29 pm
Not necessarily. The tank round will tear off your hand, or explode and make chunky salsa out of you. :P While 9mm rounds - or even .45s - have been known to leave their targets completely unfazed, whether because the people were hopped on drugs/adrenaline, or because the bullet bounced off their skull/other bones.

You'd be surprised how survivable a handgun shot is, compared to even a 'varmint' round like M855 which can lop off limbs and perform other serius fuckery if you're unlucky. Modern rifle rounds are no joke.

Sniper rifles already get their 'armour penetration due to accuracy' simply from damage scaling, no need to make their actual armour penetration value near-identical as well. And, perhaps most damningly, sniper rifles do their damage regardless of shot placement, with snap shots off the cuff and so on.

Finally, this applies across all enemies. A sniper rifle will work the same against an Ooze, a Silacoid or a Zombie, none of whom has much in the way of vulnerable organs.

A lot of this is kinda beyond the scope of the game's damage model, though. One has to make do with what's available. It's just that right now, not much has been done, and thus the Light Cannon is an inferior Sniper Rifle (and an inferior shotgun, and an inferior flamethrower, and an inferior OICW).


If it was possible to separate damage bonuses by fire mode, one could make a better distinction between sniper rifles and just plain hard-hitting weapons. Eh, one can dream.
Title: Re: Another balance thread
Post by: Vakrug on September 30, 2022, 04:29:29 pm
In theory, the Light Cannon is a shotgun, unlike a sniper rifle.
A shotgun with 50% snap accuracy. (Shotgun Shotgun has 135% snap accuracy)

Finally, yeah, the fact that a bullet from a .300 or maybe even a .400 caliber sniper rifle (and not an AM rifle!) has about the same damage and armour penetration as a literal hand cannon is a typical example of XCF balance. Which is all over the place.
I think that problem is that Sniper Rifles and Cannons deals the same type of damage (KINETIC), while realistically they should deal different type of damage.
But, when I told that Sniper Rifles are overpowered, Solarius disagreed.

P.S. Another interesting idea is: accuracy that is determined by target's remaining Time Units. Is is harder to hit a moving target after all. Of course it cannot be implemented that straightforward: Time Units spent on shooting should not diminish accuracy as Time Units spent on running. Probably too revolutional idea... Yeah, what am I talking about? Right now player can't see real melee chance to hit. Seeing wrong chances to hit in range would be terrible.
Title: Re: Another balance thread
Post by: Juku121 on September 30, 2022, 04:39:39 pm
Hence my comment about making the enemies gnaw on the Light Cannon's barrel first. :) At least the LC has somewhat better pellets.

IDK, sniper rifles and cannons do have a similar damage mechanic (high-energy kinetic impact). It's just, well, logically a cannon should go through a lot harder stuff than even an anti-material rifle. Armour, Silacoids, tanks, buildings...


Solarius disagrees a lot with other peole's balance complaints, usually with little or even outlandish justifications. Seriously, I just read how he said swords require less skill to use than knives because why else did people invent them? ::)
People invented swords because they had also invented something called a warrior class that could waste years on personal weapon training, and the people they tended to use swords on were usually poorly armoured, not because swords are easy to use. Well, that and a sword is expensive and the warrior class needed a status symbol, too. A sword is probably the worst melee weapon to hand to a complete newbie.

Which is why I said the balance is what it is, and you either take it, leave it or mod it.

Edit: I suppose the best way to put the situation is, there is no reasoning with Solarius. Either you bring up a point and he agrees with it, or he doesn't. Perhaps he'll change his mind later, perhaps not. Can't really cast too many stones here, I am not entirely innocent of this myself. :-[ /edit

Lots of people find the mod fun with the current balance, including the author, and that's ultimately what counts. We nitpickers might wish otherwise, but we could also wish for Gollop to make a proper sequel instead of taking Epic's money and making XCOM2 with free aim, a couple extra action points and OP murdercrabs. And basically ignoring any and all feedback, to the point his own appointed 'community council' people publicly lambasted him. Solarius is in good company (except for that Epic cash). :P
Title: Re: Another balance thread
Post by: BDoubleDs on October 01, 2022, 05:46:17 am

Solarius disagrees a lot with other peole's balance complaints, usually with little or even outlandish justifications.
to be fair, he should.  no one really knows the ins and outs of the mod like he does.  that doesn't mean there doesn't deserve tweaks here and there.  but ive been around game forums for 20 years and people cry foul over balance for all sorts of things.  people rarely *playtest* like they should to truly discover balance issues. 

things like certain guns being less powerful than others in game when compared to real life are like... who cares for me.  half the fun is figuring out what works well.  hell, some card games (like hearthstone) are literally designed with this in mind.  building in discovering what items, cards, weapons.. etc.  are better than others as part of the fun.

my only gripe is more UI based for a proper tech tree search.  empty search trees are typically a big no no for new inexperienced users.  its not a horrible thing... but it definitely creates an unnecessary newbie hurdle.   i mean all that ends up happening is people just go to a wiki or some other forum post to find the information, so all ur really doing is just making it more difficult by proxy.
Title: Re: Another balance thread
Post by: Juku121 on October 01, 2022, 09:39:26 am
Well, in theory you're right.

If XCF was a fully abstract game like MTG, Hearthstone or Gwent, there'd be little to complain about. But the game and the mod are supposed to be somewhat simulationist. Moreover, I suppose the biggest issue I have with it is that Solarius isn't particularly consistent about which camp he's in. Sometimes he's all "It'd take years of research, I'll pass.", "I did not imagine someone would want handgun ranges to correspond to barrel lengths and calibers!" at other times he's "Bullshit! I do care about 'realism'!" or "This makes no sense [to me], away it goes!" I guess it comes down to him drawing the 'realism' line somewhat higher than a tactical nerd like me or a classic X-Com 'realist' like krautbernd do.

As far as playtesting and random player bitching goes, you're right. But, sadly, Solarius himself isn't reliable either (the 'Light Cannon OP' thing being a prime example). Which makes the glib dismissals of feedback all the worse, it's a case of the blind leading the blind, at best. :( He does seem to be learning and going more and more "I read it and will think about it, kthanksbye!" like a regular, mainstream game developer. ;D


As to the tech tree search, making a full 2D tech tree is pretty much impossible (at least if humans are supposed to read it). There are third-party tools to show you snippets of it, and the in-game browser does show you the prerequisites and unlocks pretty well, and allows you to hyperlink yourself to what you need with passable efficiency. I think most mod devs consider the tech tree viewer a sort of cheat anyway, and would say that a 'new inexperienced user' should keep away from it. Honestly, a 'new inexperienced user' should actually keep away from any and all megamods as well. :P
Title: Re: Another balance thread
Post by: Yankes on October 01, 2022, 01:27:32 pm
Not necessarily. The tank round will tear off your hand, or explode and make chunky salsa out of you. :P While 9mm rounds - or even .45s - have been known to leave their targets completely unfazed, whether because the people were hopped on drugs/adrenaline, or because the bullet bounced off their skull/other bones.

You'd be surprised how survivable a handgun shot is, compared to even a 'varmint' round like M855 which can lop off limbs and perform other serius fuckery if you're unlucky. Modern rifle rounds are no joke.

Sniper rifles already get their 'armour penetration due to accuracy' simply from damage scaling, no need to make their actual armour penetration value near-identical as well. And, perhaps most damningly, sniper rifles do their damage regardless of shot placement, with snap shots off the cuff and so on.

Finally, this applies across all enemies. A sniper rifle will work the same against an Ooze, a Silacoid or a Zombie, none of whom has much in the way of vulnerable organs.

A lot of this is kinda beyond the scope of the game's damage model, though. One has to make do with what's available. It's just that right now, not much has been done, and thus the Light Cannon is an inferior Sniper Rifle (and an inferior shotgun, and an inferior flamethrower, and an inferior OICW).


If it was possible to separate damage bonuses by fire mode, one could make a better distinction between sniper rifles and just plain hard-hitting weapons. Eh, one can dream.
Completely unfazed? Hit between eyes? No amount of drugs will help you if you permanently lost ability to move. Even if it do not penetrate your skull it could knock you out as it have comparable energy to heavy boxer punch.
This is whole point, if you hit critical organ then even 9mm can one hit you, if you hit only not important ones, you can spend whole clip and still have live enemy.

Same with aliens, even if they do not have critical organs there still could be parts that are lot more harder or completely useless that not amount of bullets put in them will kill them. Take example of zombie, most of it is "dead meat", you could safety remove it and zombie could even be more dangerous as lost some useless ballast, but hit in spine will neutralize it off as it will not able keep standing upright because whole spine support is missing (not mentioning that in most versions zombie still need nerve system to function).

This is someway comparable to dagger vs greater sword, against armored enemy in hand of skilled fighter dagger can do a lot of more damage than any sword.
Title: Re: Another balance thread
Post by: termidor on October 01, 2022, 04:53:28 pm
to be fair, he should.  no one really knows the ins and outs of the mod like he does.  that doesn't mean there doesn't deserve tweaks here and there.  but ive been around game forums for 20 years and people cry foul over balance for all sorts of things.  people rarely *playtest* like they should to truly discover balance issues. 

things like certain guns being less powerful than others in game when compared to real life are like... who cares for me.  half the fun is figuring out what works well.  hell, some card games (like hearthstone) are literally designed with this in mind.  building in discovering what items, cards, weapons.. etc.  are better than others as part of the fun.

my only gripe is more UI based for a proper tech tree search.  empty search trees are typically a big no no for new inexperienced users.  its not a horrible thing... but it definitely creates an unnecessary newbie hurdle.   i mean all that ends up happening is people just go to a wiki or some other forum post to find the information, so all ur really doing is just making it more difficult by proxy.
Sure, the issue with lack of balancing in SP games is that it reduce choice. I don't think that having knifes for instance use the full accuracy formula is good for gameplay as it just made then completly worthless as a melee backup, specially when I can bring for instance an iron pipe , be more effective with soldiers below 100 melee accuracy and allow as a bonus to capture enemies and give an extra cash. Similarly I don't think having consistency is bad bc it actually reinforce choice rather than making some weapons clearly dominant over other. For instance between the 5,56 rifles the M4 and SA 80 both bring different advantages while being very similar. Once you get the  G11 all other rifles are inferior, which just makes the strategic dimension worse. Why would I want to play with all the diffent options when one rifle is better than others?
Title: Re: Another balance thread
Post by: Slow on October 01, 2022, 07:54:32 pm
Shotgun shotgun shooting slugs is better as a rifle than Hunting rifle. It's ridicolous.
Title: Re: Another balance thread
Post by: Juku121 on October 01, 2022, 08:38:18 pm
Uh, not really. You'd need 150+ accuracy to get the same snap shot accuracy at 25 tiles, and 500+ :o for equally-accurate aimed shots at vision range (40 tiles). The shotgun is a bit harder-hitting and can be considerably more accurate at shorter ranges, but that's not being 'better as a rifle'. Never mind that the Shotgun shotgun is something like ar least one full tier harder to access.

SS also can't fire thrice per round like the HR maneuvered into a good shooting position can. You need the BO shotgun for that.

There's plenty strange stuff in the balancing, and shotguns kinda are too precise once your soldiers agents start hitting higher firing accuracy values, but lets not just invent problems out of whole cloth, m'kay?
Title: Re: Another balance thread
Post by: termidor on October 01, 2022, 09:31:39 pm
Yeah I don't think shotguns are overshadowing Hr as the reason lay above. I would also add that I find slugs inferior to BS rounds against most early enemy due to then lacking armour, and only using slugs more oftenly with the CAWS which is a more advanced weapon.
Title: Re: Another balance thread
Post by: unarmed drifter on October 01, 2022, 09:58:08 pm
Xenonauts solved the shotgun quite elegantly - it had accuracy AND damage drop
Title: Re: Another balance thread
Post by: termidor on October 01, 2022, 10:06:01 pm
Yeah I think damage dropoff  would be a very nice addition to some weapons - after all the energy carry by a bullet, or even by a super-hot plasma bolt is not going to be the same at 5m than at 100m. Ofc that distances in Xcom are wonky, but it would be good as an additional balance parameter.
Title: Re: Another balance thread
Post by: Juku121 on October 01, 2022, 10:10:16 pm
And for once, that is one thing that's actually doable in OXCE!

Back when I tried making my own spin on v0.4 or so, I think I gave almost all weapons a dropoff that made them go from full power to zero from max range to 2x max range. Of course, not all vanilla XCF weapons have a max range, but it was reasonably easy to implement and made weapon range differences really matter.
Title: Re: Another balance thread
Post by: mikKoi on October 01, 2022, 11:42:08 pm
And for once, that is one (damage dropoff) thing that's actually doable in OXCE!

I've been wondering as a modder, is this for weapons or ammo (which have the actual power value)?
Title: Re: Another balance thread
Post by: Juku121 on October 01, 2022, 11:57:58 pm
Ammo. Doesn't seem to work on weapons.
Title: Re: Another balance thread
Post by: BDoubleDs on October 02, 2022, 10:13:43 am
As to the tech tree search, making a full 2D tech tree is pretty much impossible (at least if humans are supposed to read it). There are third-party tools to show you snippets of it, and the in-game browser does show you the prerequisites and unlocks pretty well, and allows you to hyperlink yourself to what you need with passable efficiency. I think most mod devs consider the tech tree viewer a sort of cheat anyway, and would say that a 'new inexperienced user' should keep away from it. Honestly, a 'new inexperienced user' should actually keep away from any and all megamods as well. :P

Yeah totally.  I mean i get it, like us hardcore players want that sense of discovery in this mod like we had in the original xcom as we figured out what tech paths were important and what werent.  The difference is the OG game only had around 50 different techs to figure out.  so learning the tree as our 10 year old selves wasn't too daunting.  however this game literally thousands of techs.   At a certain point you HAVE to give the players some leeway when its changes this drastically.  I believe this calls for that.  I'm also not asking for much, just a filter like what already exists in the 'what can be researched' screen.

 Something that allows the user to say 'hey. i feel like im falling behind in xcom vehicles... what should i be looking for' and they navigate to the xcom vehicles tech portion.  as it stands now, unless i know the specific names of the vehicles i cant figure out what tech paths to take without looking at a wiki.  so the search is useless unless i already know what to look for.  For example, unless i know the name of the katsuni vehicle... im not going to be able to search for that using the current system.  however if there was a category breakdown like in the UFOPedia of 'xcom vehicles' and Katsuni was next in the list after humvee.  I could work toward that.
Title: Re: Another balance thread
Post by: Juku121 on October 02, 2022, 10:38:21 am
Something that allows the user to say 'hey. i feel like im falling behind in xcom vehicles... what should i be looking for' and they navigate to the xcom vehicles tech portion.  as it stands now, unless i know the specific names of the vehicles i cant figure out what tech paths to take without looking at a wiki.
Well, lemme try.

Hmmm, I want some new vehicles. What got me the van (or which of the small handful gives me the van)? Logistics. Check it out. Look, Humvees! And flight training... Wonder what that leads to... Oh, helicopters! And more helicopters! And 'advanced' flight! And...

Suppose I feel a lack of armour instead. Personal Protection -> Kevlar Vest -> Armoured Vest -> Heavy Tac Suit -> Heavy Trit Suit <- Cyber Armour <- Personal Armour. And HTS -> AS -> PS.

Weapon choice you're usually extremely spoiled for and, as this thread attests to, merely looking at the name or stats will not tell you if it's any better than what you've got now.

If I have zero clue, looking at what gets unlocked by Promotion X is also a good start.

So, essentially, if you know how to browse the web, you also know how to browse an X-Com megamod. ;D

For example, unless i know the name of the katsuni vehicle... im not going to be able to search for that using the current system.  however if there was a category breakdown like in the UFOPedia of 'xcom vehicles' and Katsuni was next in the list after humvee.  I could work toward that.
Not a very compelling example because... How? Ultimately, the tech browser will tell you you need (other). Which is actually a red herring since it's just there for technical reasons. So the Kitsune comes down to either being able to research it because you've got the prereq unlocked via an event, or not being able to figure out how to get it at all, at least based on the tech browser.



Of course, such a tech filter would not be particularly bad, to the contrary, it'd be at least a minor improvement. But in order to get it, you need to go back to a developer instead of Solarius and wrangle it out of them. Risking getting the tech browser getting taken out altogether in the process.
Title: Re: Another balance thread
Post by: BDoubleDs on October 02, 2022, 11:40:52 am
Well, lemme try.

Hmmm, I want some new vehicles. What got me the van (or which of the small handful gives me the van)? Logistics. Check it out. Look, Humvees! And flight training... Wonder what that leads to... Oh, helicopters! And more helicopters! And 'advanced' flight! And...

i definitely get your point but the tech tree doesn't actually work like that, which is why i feel like it needs a tree.  continuing with the vehicle examples, they don't naturally branch from car to chooper to humvee etc.   car to chopper sure.  but you gotta get full military consultant which requires all network research before the humvee.  it kind of makes logical sense but also doesn't for a new player.
Title: Re: Another balance thread
Post by: Juku121 on October 02, 2022, 11:57:14 am
Well, now you're talking about requirements when previously it was all about finding out what (or where) the next vehicle or whatever was. A filter will not help you find out what you need to get the Military Envoy.

A tree will only work in small doses, like what you get from the XCF wiki. I imagine you can ask for that functionality to be added to OXCE. I also imagine your chances of getting that request granted (especially due to needing new and highly scalable UI) are virtually nil.

it kind of makes logical sense but also doesn't for a new player.
If someone is that new, maybe they shouldn't jump straight into overcomplicated megamods? :P
Title: Re: Another balance thread
Post by: Solarius Scorch on October 02, 2022, 01:59:30 pm
Eh, if you want to have a discussion, sure, I'll play along. I'm a sucker for a good argument.

Well, it's kind of my job... ;)

(Even though I'm down with a cold and shouldn't work. I can bqarely see, so I'll be brief and we can go back to this later.)

We both know nothing will change, neither the mod's balancing nor my opinion of it.

I don't think it's that bad. :P

This would be an argument in D&D, perhaps.

It's not only a game reason, but it's a strong component.

IRL, all sword-like edged weapons are difficult to use, especially for beginners (because edge alignment is hard under duress). I could see all mainly slashing weapons (so not knives nor giant twohanders) get the 0-200 treatment, but drawing an arbitrary line between one slab of sharpened metal and another... ??? Especially when a Billhook (the gardening tool, not the polearm!) is 50-150%.

It's a pretty complicatd thing; I haven't read any classical treaties on fencing from the Middle Ages, but I read quite a bit of secondary material and I know what you mean. The difference is mostly between thrusting and hewing and how I tried to match it to X-Com mechanics (mostly out of my ass, but hey, real martial arts vs. game mechanics).

Says the man making a sharp border between two rather similar bolt-action guns. And, BTW, there are rather sharp borders between different types of weapons IRL. E.g. you will never have an SMG cross over into a purely rifle role (600 meter potshots, for example) because a handgun cartridge has its limits. Even if you put a metre of barrel on the SMG and screw in into a vise.

Which one do you mean? The MP-5? If yes, then TBH I should split the SMG category in two - one-handed machine pistols and two-handed, umm, I don't know how they're called in English - small carbines with pistol ammo. The very fact that they are in one category was a mistake, born of the existence of "SMG" as a term in English, which made me overlook this obvious issue.

Sharp borders are supposed to reflect some kind of inherent advantage. In the case of sniper rifles, the biggest difference should be the optics. Which would neatly explain the difference between the HR and the BA. There are even scoped hunting rifle sprites floating around.

In XCF, the difference in mechanics is normal formula vs. squared formula. How it relates to real-life fuzziness is a matter of interpretation - or just winging it, because for example I wanted an early weapon with a squared formula.

No, similar weapons should work similarly. All GPMGs and LMGs have relatively similar rates of fire IRL, both mechanically and doctrinally. (...)

I don't think the MP-5 and the Mac are very similar. See my previous remarks on the SMG category - I basically agree.

I think that's a jab at the .308 sniper rifle. That gun makes your bullets veer towards what you're shooting at depending on how much chutzpah you have.

Ah, that!
I have no bloody idea why I made it so, it was done literally last decade. I'll ask Dioxine if it was his idea, maybe he'll remember.
Good question, actually.

Because IRL, getting any thrown weapon to hit and 'stick' is an exercise in frustration even under range conditions.

Sorry, what do you mean by "stick"? I don't get the usage of this word, so I'm skipping this entire section until it's rephrased. Do you mean "stuck in the body"?

Hitting something with a rock is far more difficult than shooting them.

I find it debatable - homo sapiens evolved specifically to throw stuff (rather than say, melee - that would be Neanderthals), and not to shoot with guns; on a short distance anyway. Also, throwing and firing are different skills which vary between people. But I've never fired a gun, so I'm not pushing anything here.

I will guarantee that if you pick a dozen random grunts, policemen, FBI agents, etc, they will be an order of magnitude better with rifles, sniper or not, short range or long, than hitting people with throwing knives at 50 paces.

Well, do they train throwing?

Now, you can of course make unrealistic throwing weapons for gameplay purposes. But in that case, the argument is not "what's wrong?", because there's plenty wrong. The argument is "Do you want cool throwing weapons or not?". Some people do, some do not.

I still don't know why it's "wrong". I know plenty of games with a similar realism level using such mechanics, for example UFO: Aftershock (where thrown weapons reigned supreme) or even Piratez (same mechanics after all). And I can't remember anyone complaining to Okim.

And all the while, people's expectations get subverted because the in-game throwing weapons behave completely differently from how you'd expect them to, with nary an explanation. Even though you could have 'field manual' article saying these are 'rule of cool' weapons.

They work exactly how I expected them to do so, based on my experience as a gamer and also some (minimal) real experience with throwing. :P

And even then, they're so good compared to the competition it's ridiculous. It's the 'Rookies, forget about rifles, grab all the grenades you can! That Sectoid two screens over needs killing!" all over again.

Umm, this is X-Com, remember? I nerfed grenades as much as I reasonably could...

How you complicate your life is your business. What matters is how your efforts translate into the game.

Frankly it's mostly you who make my life complicated. Not even any other player. And also you should learn basic courtesy to people who make shit for you for free - typically of you, this sentence was so incredibly patronizing even though you could probably be my son, not to mention I can't see take you seriously as a creator of anything. I don't get why you continue to take such a high stand like you were my mentor or something, so don't ever do this again.

As long as a handgun can outshoot an LMG at 30 tiles, a bolt action fires faster than a semi-auto PSG-1 and people shoot miniguns without power armour, I am not seeing any sort of 'balance' in the game. It's all made up on the spot, inherited from the OG or outsourced to Dioxine, with little done to reconcile the differences.

I never felt the need to "reconcile the differences", whatever that means. If you don't like it, play something else. I'm trying to be reasonable and rethink stuff if people tell me to, but if you say it's all garbage then up yours.

Which shows that the basic balance of a lot of weapons is not taken from Piratez... how exactly? I'm not saying everything is literally copy-pasted, but the influence and the similarities in design philosophy are obvious.

So are you saying that the balance is the same or different? Or that the overall philosophy is the same but particulars differ?

It's inspired by Piratez making melee viable and a central part of the game.

Are you fucking blind or what? I just said it's not because of Piratez.

So you also wanted to have the same, even if you didn't want to have the exact same effect.

...what?

Why reinvent the wheel and all that.

This sentence had nothing to do with melee specifically. Quoting my words out of context again. This is the last warning, I will not put up with this.

Pistol sniping was brought up, and you resisted any change, going "It's fine; don't use pistols if you don't like them; find a pistol you like and stick with it; I have no issues with them; no weapon tiers in this game." Until it became abundantly clear how silly the end result was.
It was the path of least resistance, taught to players repeatedly over early apprehension missions. No wonder they learned to rely on pistol potshots. Because it worked.

Yeah, my point being that as a player I would not do that (immersion is more important than efficiency to me), so I didn't foresee others to do so and later downplayed it.

Yes, exactly what I said earlier. Nobody, not Solarius, not Dioxine, not 8mono, not Eddie, not me, nobody, has the mental and physical endurance to do this.

Actually a lot of people do, but they prefer to make their own mods.

Besides, to me guns are boring. They aren't exciting - you press the trigger, a bullet comes out. Boring.

For me, from the player's perspective, the actual fun comes from tactical combat itself. From the modder's perspective, it's writing.

Inb4 you ask "then why so many different guns?", my answer is "more is better". More guns means more fluff, more bling, more texts, and sometimes even more tactics.

So the balance is what it is and it's up to the players to find their sweet spot in it (or fail and play other mods/games). Perhaps tweak some data that seems excessively strange if that helps.

Of course, I occasionally do the same with other mods and games.

And I meant as a submod, if done by a different person. Like Eddie did.

Sure, submods are a good approach.

In theory, the Light Cannon is a shotgun, unlike a sniper rifle. Takes about a turn and carrying extra ammo to make it into one, though. And it kinda sucks compared to other shotguns when you can't make the alien eat the barrel first. :(

I think the actual issue might be lack of sufficiently tough enemies to let the LC shine. DB is usually sufficient, and the Trasher is a thing.

Finally, yeah, the fact that a bullet from a .300 or maybe even a .400 caliber sniper rifle (and not an AM rifle!) has about the same damage and armour penetration as a literal hand cannon is a typical example of XCF balance. Which is all over the place.

...what is wrong with that?

That's not a coherent argument. Switchblades and Shivs(...)

I hope I addressed your points in my reply to Juku. Is this satisfactory enough?

Admittedly, I don't understand parts your post, because it's too technical for my health bar right now.

I think that problem is that Sniper Rifles and Cannons deals the same type of damage (KINETIC), while realistically they should deal different type of damage.

What else would it do, laser???

OK, seriously: you want me to make several damage types depending on the bullet? That would mean we'd also have several different types for different kinds of laser. And at least 10 types of Chem damage. And so on. (And the limit is 20 damage types, of which we are already using 16.)

But, when I told that Sniper Rifles are overpowered, Solarius disagreed.

I still find them rather situational, and it took some serious work to make them viable in the first place. X-Com focuses on close combat, yet I wanted to have sniper rifles in it, which required a lot of tweaking.

IDK, sniper rifles and cannons do have a similar damage mechanic (high-energy kinetic impact). It's just, well, logically a cannon should go through a lot harder stuff than even an anti-material rifle. Armour, Silacoids, tanks, buildings...

Why?

Seriously, I just read how he said swords require less skill to use than knives because why else did people invent them? ::)

People invented swords because they had also invented something called a warrior class that could waste years on personal weapon training, and the people they tended to use swords on were usually poorly armoured, not because swords are easy to use. Well, that and a sword is expensive and the warrior class needed a status symbol, too. A sword is probably the worst melee weapon to hand to a complete newbie.

Swords are indeed harder to use than knives (barring having longer reach which is very important; I consider knives to be easier to use in a 1-on-1 combat where both sides have the same weapon). Also, a sword is not a martial weapon, it's a ceremonial weapon which was meant for dueling and as a status symbol, not sometrhing to be actually used in battle (at least the" longsword" type; a lot of weapons fall under a "sword" category, including falchions, sabres and other stuff I don't know English names for). But I assume people who talk about weapons know such basics. It's rather off-topic though.[/quote]

Edit: I suppose the best way to put the situation is, there is no reasoning with Solarius. Either you bring up a point and he agrees with it, or he doesn't. Perhaps he'll change his mind later, perhaps not. Can't really cast too many stones here, I am not entirely innocent of this myself. :-[

Thisd is not what "cannot be reasoned with" means. What you described is how normal social interaction works, which you seem to be in a dire need to practice.

Lots of people find the mod fun with the current balance, including the author, and that's ultimately what counts. We nitpickers might wish otherwise, but we could also wish for Gollop to make a proper sequel instead of taking Epic's money and making XCOM2 with free aim, a couple extra action points and OP murdercrabs. And basically ignoring any and all feedback, to the point his own appointed 'community council' people publicly lambasted him. Solarius is in good company (except for that Epic cash). :P

I honestly appreciate that!
Title: Re: Another balance thread
Post by: termidor on October 02, 2022, 03:45:58 pm
I hope I addressed your points in my reply to Juku. Is this satisfactory enough?

Admittedly, I don't understand parts your post, because it's too technical for my health bar right now.


I honestly  don't know if you are trolling me or something of that vein when discussing with you. Don't get me wrong, I do think that your mod and the love given to it  is excellent  and it is peak gaming overall, but when I'm giving nonsensical  arguments to  (in my eyes) fair criticism , it is just vexing. Like why can't all melee weapons use the same formula? It would lead to a more consistent  experience  and make balancing much more straightforward. Current criteria seems to be completely arbitrary and I can't see a benefit in having some weapons being less consistent  than others.



I find it debatable - homo sapiens evolved specifically to throw stuff (rather than say, melee - that would be Neanderthals), and not to shoot with guns; on a short distance anyway. Also, throwing and firing are different skills which vary between people. But I've never fired a gun, so I'm not pushing anything here.
This argument doesn't  make sense at all. Do we see modern militaries use throwing knifes as backups or use handguns? And regardless, why bring some natural state argument when history shows the limits of thrown weapons.

Well, do they train throwing?
That's exactly  the problem with the current accuracy formula with thrown weapons- that with no that much training,you get a weapon that hits likes a truck and always hit. A pistol 5 titles away may miss half of his shoots from a 70 acc soldier. Throwing Knifes from 5 titles away will hit close to 100 of the time. Given thrown weapons sniper rifles accuracy  formulas would be a big improvement.  And to be clear , it's  not a matter to make them not effective weapons, is that they are too dominat with very little training.You can currently do some crazy things with Melee weapons for example but you need a trained agent, I don't see why thrown direct hit weapons can't be similar.



Yeah, my point being that as a player I would not do that (immersion is more important than efficiency to me), so I didn't foresee others to do so and later downplayed it.


Maybe this is the crux of the issue that we play differently ? So the LC with BS shells seem fine but if you want to be more efficient it seems like a bad choice.


For me, from the player's perspective, the actual fun comes from tactical combat itself. From the modder's perspective, it's writing.


 
Yeah I kinda of agree with this statement,  I do modding in other games (paradox games) and in a team we may have different preferences,  same for the player's. That being said my concerns related mostly to making tactical combat better.


I think the actual issue might be lack of sufficiently tough enemies to let the LC shine. DB is usually sufficient, and the Trasher is a thing.
 
I faced some Vampire knigths in a police monster raid in the first year  (without Promo III )and sniper rifles proved much more useful  against then than a LC. Well the real MC where incendiary  grenades to sap their morale, but even against tougher enemies there are better alternatives.  Also I didn't compare it to the TRSH due to weigth, but that's  indeed the most awesome shotgun 😎

I still find them rather situational, and it took some serious work to make them viable in the first place. X-Com focuses on close combat, yet I wanted to have sniper rifles in it, which required a lot of tweaking.


I find then very dominant , not only on spawn that are far away but as well in more medium ranges encounters bc there are always some priority enemies that need to be taken, and the high damage with guaranteed hitting is a deadly combo.


Swords are indeed harder to use than knives (barring having longer reach which is very important; I consider knives to be easier to use in a 1-on-1 combat where both sides have the same weapon). Also, a sword is not a martial weapon, it's a ceremonial weapon which was meant for dueling and as a status symbol, not sometrhing to be actually used in battle (at least the" longsword" type; a lot of weapons fall under a "sword" category, including falchions, sabres and other stuff I don't know English names for). But I assume people who talk about weapons know such basics. It's rather off-topic though.
  Do you find knifes useful  with untrained agents? Also that knifes are used by enemies as well. I'm not going to go about how swords ain't ceremonial,  or how even ceremonial weapons are somehow ineffective,  but knifes being easier to use than swords not only make sense from a gameplay sense, but also from a logical standpoint.


BTW thanks for the effort writing the answers,  I know it takes time and effort  but I appreciate  it.
Title: Re: Another balance thread
Post by: Yankes on October 02, 2022, 04:29:39 pm
Also, a sword is not a martial weapon, it's a ceremonial weapon
No, sword ARE martial weapons, even at some point a battle weapon, only advent of full plate armors make them lost this role.
Ceremonial aspect of sword now is more a side effect of its original usage that reason they exists.
Title: Re: Another balance thread
Post by: Juku121 on October 02, 2022, 04:52:12 pm
I don't think it's that bad.
Well, as long as we both have fun. :)

Which one do you mean?
Sorry, that was just a non-weapon-specific remark about 'hard borders'. Should have been clearer, I suppose.

If yes, then TBH I should split the SMG category in two - one-handed machine pistols and two-handed, umm, I don't know how they're called in English - small carbines with pistol ammo.
'Small carbines with pistol ammo' are called submachine guns in English. :)

I don't think the MP-5 and the Mac are very similar.
Well, no, I don't have a particular problem with those. But machine guns are somewhat more weird. The mods lumps the Minimi and the PKM together, and makes the M60 and MG 3 separate, whereas IRL the M60, MG3 and PKM are all GPMGs firing a full rifle cartridge while the Minimi is an LMG firing an intermediate round. And '2-round auto' is a somewhat strange thing on a machine gun, anyway, though not inherently strange as a way to distinguish LMGs and GPMGs. Unfortunately, we then get the BO LMG line, which also has 2- and 3-round snap shots while being presented as 'heavy ... variant ... of rifles', i.e. an LMG.

In a word, consistency. And I've never managed to find a good role for the machine guns that isn't done better by another weapon.

I never felt the need to "reconcile the differences", whatever that means.
That's exactly why this thing tends to come up again and again, from different people.

If you don't like it, play something else.
But I like it! People criticise games they like all the time, because they want them to be 'even better'. Surely this is not the first time you've encountered this?

So are you saying that the balance is the same or different? Or that the overall philosophy is the same but particulars differ?
The particulars are somewhat different, the intentions - especially within the confines of OXCE - appear very similar.

This sentence had nothing to do with melee specifically. Quoting my words out of context again.
What exactly are you objecting to? That while generally borrowing a number of ideas from Piratez, you absolutely did not do this with melee weapons? Even when there are still melee weapons in the game that are about as close to an exact copy-paste as one can have between mods with different resources?

This is absolutely the right context, unless you're trying to say that ideas about melee weapons are somehow special and don't count. ??? Or you tried your damndest to make an XCF version of melee completely separate from that of Piratez, but long exposure to Dioxine means you have such a degree of design similarity that e.g. the Wrench ended up with the exact same stats totally by coincidence?

Actually a lot of people do, but they prefer to make their own mods.
Making your own mod is a significant boost in the 'mental endurance' department. I meant specifically in the context of XCF.

...what is wrong with that?
A hand cannon should be able to consistently kill a rock or penetrate an armoured car. A non-AM rifle should only do that rarely if at all.

Besides, didn't you say yourself that all weapons being the same was boring? As far as impact on target goes, the LC with AP rounds is very much the same as the Sniper Rifle, except less accurate. Well, and you get another snap shot.

In general, the OG cannons are very unrealistic weapons that are kind of like grenade launchers, and kind of like sniper rifles, and don't really mesh that well with a mod that already has both of the above.

Why?
A lot more charge to propel the projectile. A bigger projectile. Specialised AP rounds with comparatively larger steel (or perhaps even tungster or DU, which are almost unheard of for non-AM sniper rifles) cores. Special shapes like discarding sabots that are not practical in a 7-8mm round.

Thisd is not what "cannot be reasoned with" means. What you described is how normal social interaction works...
Reasoning is absolutely not normal social interaction. You start reasoning with a non-captive or non-enthusiastic audience and they bail or doze off.

I guess I can rephrase it as "You cannot convince Solarius of something. He either convinces himself or he doesn't." Better?

It's a pretty complicatd thing; I haven't read any classical treaties on fencing...
You don't need any treatises. Get cleaver and a friend to swing a dead pig at you :D and see how well you do. Or find a HEMA group if you want the closest thing to first-hand we've got today. They've already done the treatise-reading (and translating, and translating to real life) for you.

Do you mean "stuck in the body"?
Penetrate. Not bounce off. Land with the business end first.

I find it debatable - homo sapiens evolved specifically to throw stuff (rather than say, melee - that would be Neanderthals), and not to shoot with guns; on a short distance anyway.
The latter being the key words. You know what distances WKNL competitors throw their knives at static targets? 10 and 15 feet, or ~3 and ~5 meters, respectively. Getting a knife to reliably land in a - again, stationary - target at 10-15 meters takes years of practice. Records tend to be in the sub-25 meter range.

Rocks, axes and spears fly much better. Throwing knives (and shuriken) are mostly an affectation as far as being useful in combat goes.

And I advise you to try out throwing and shooting even a BB gun at 20 meters. Unless you riot for a living, there's just no comparison.

Well, do they train throwing?
Honestly, regardless of whether they do or don't. Being a knife thrower will just push them from 'completely useless' to 'mostly useless'.

I still don't know why it's "wrong". I know plenty of games...
I also know plenty of games that do this. Even my all-time favourite tactical combat sim, Jagged Alliance 2, has ridiculous long-range insta-death knives (from stealth).

Doesn't mean I don't mentally roll my eyes at them. And most of these games have some kind of limiter on knives to bring them down a little, whereas Piratez is a larger-than-life game that runs high on Rule of Cool.

And the biggest problem here is not 'realism', it's that a) the intention seems to be 'useless for an amateur', while in-game they really aren't; and b) they scale like crazy, similar to melee weapons, while not having the same amount of drawbacks.

...also some (minimal) real experience with throwing.
So, tell me, at what distance can you stick a knife into a static target and get it to stay there, with some reliability? I also played a bit with knives when I was young and stupid, and a few meters, a tree that stands still and practicing from a set distance were the best I could manage.




Like why can't all melee weapons use the same formula? It would lead to a more consistent  experience  and make balancing much more straightforward.
Read my lips: there is no balancing. :P

Current criteria seems to be completely arbitrary and I can't see a benefit in having some weapons being less consistent  than others.
Variety. IMO, the problem is not that there's a lot of variety, it's that there's no logic to the madness.

And the dodge formula means all melee weapons are inconsistent anyway. :)

Do we see modern militaries use throwing knifes as backups or use handguns?
Throwing knives, no. Handguns, yes, in specific roles (MPs, officers, pilots, sidearms).


...only advent of full plate armors make them lost this role.
Any kind of armour degrades cutting efficiency a lot. Even just a padded jacket/gambeson. Swords 'lost this role' already with chain mail, never mind full-body plate. Fortunately, armour was even more expensive than swords, and chain mail was probably the hardest of all armours to make and/or wear.

And twohanders remained useful even after munition plate became a thing, they just changed from "I will cut you!" to "I will beat you with this big metal stick, and stab you when you've had enough."



Edit: Clarified a few responses.

Edit2: I'm also sorry if you felt particularly targeted, especially when your health bar is low.

I'm an argumentative asshole and I like(d) it when people hit me with similar criticisms. You engage me in an internet argument at your own peril. :P Just ignore me if it causes you stress.
Title: Re: Another balance thread
Post by: Solarius Scorch on October 02, 2022, 06:06:45 pm
I honestly  don't know if you are trolling me or something of that vein when discussing with you. Don't get me wrong, I do think that your mod and the love given to it  is excellent  and it is peak gaming overall, but when I'm giving nonsensical  arguments to  (in my eyes) fair criticism , it is just vexing. Like why can't all melee weapons use the same formula? It would lead to a more consistent  experience  and make balancing much more straightforward. Current criteria seems to be completely arbitrary and I can't see a benefit in having some weapons being less consistent  than others.

Oh, so I'm trolling you now. Well this is what I get for actually trying to talk, instead of scrolling down like I admittedly really, really wanted to (mostly because I'm sick, but also because I'm really tired with this endless formula shit). I'm a goddamn modder, not your personal callgirl!

This argument doesn't  make sense at all. Do we see modern militaries use throwing knifes as backups or use handguns? And regardless, why bring some natural state argument when history shows the limits of thrown weapons.

Because atomic age weapons beat paleolithic weapons.
Which has nothing to do with the topic, I think, so let's move along.

That's exactly  the problem with the current accuracy formula with thrown weapons- that with no that much training,you get a weapon that hits likes a truck and always hit. A pistol 5 titles away may miss half of his shoots from a 70 acc soldier. Throwing Knifes from 5 titles away will hit close to 100 of the time. Given thrown weapons sniper rifles accuracy  formulas would be a big improvement.  And to be clear , it's  not a matter to make them not effective weapons, is that they are too dominat with very little training.You can currently do some crazy things with Melee weapons for example but you need a trained agent, I don't see why thrown direct hit weapons can't be similar.

OK, so what would be a better formula? Asking seriously, because I don't exactly understand the problem with them. Their range is severely limited after all.
 
Maybe this is the crux of the issue that we play differently ? So the LC with BS shells seem fine but if you want to be more efficient it seems like a bad choice.

I'm not sure what you mean by "efficient", either the enemy drops or they don't. There is not third option. So efficient weapons are those that incapacitate the enemy quick enough, end of story.

I faced some Vampire knigths in a police monster raid in the first year  (without Promo III )and sniper rifles proved much more useful  against then than a LC. Well the real MC where incendiary  grenades to sap their morale, but even against tougher enemies there are better alternatives.  Also I didn't compare it to the TRSH due to weigth, but that's  indeed the most awesome shotgun 😎

Yeah, Vampire Knights are more of a puzzle to solve than anything, lol.
 
I find then very dominant , not only on spawn that are far away but as well in more medium ranges encounters bc there are always some priority enemies that need to be taken, and the high damage with guaranteed hitting is a deadly combo.

For me they're too specialist, I prefer assault weapons which grant me mobility. So 1 or 2 sniper rifles are fine, but that's it, and they can onlyt eliminate a certain portion of enemies. But of course it's a playstyle thing.

Do you find knifes useful  with untrained agents? Also that knifes are used by enemies as well. I'm not going to go about how swords ain't ceremonial,  or how even ceremonial weapons are somehow ineffective,  but knifes being easier to use than swords not only make sense from a gameplay sense, but also from a logical standpoint.

I was talking about historical use (or as much as I know about melee fighting, which is a great deal more than about guns), so also a bit off-topic.

BTW thanks for the effort writing the answers,  I know it takes time and effort  but I appreciate  it.

Yeah, frankly this is the hardest part of being a modder. :) But an important one, so I'm trying.

No, sword ARE martial weapons, even at some point a battle weapon, only advent of full plate armors make them lost this role.
Ceremonial aspect of sword now is more a side effect of its original usage that reason they exists.

Like I mentioned before, "swords" is such a catch-all term that you can say anything about them... I meant specifically the iconic longsword, which was mostly used for dueling.

Well, as long as we both have fun. :)

I don't, I'm desperate to understand whether my mod is shit or not! :P

'Small carbines with pistol ammo' are called submachine guns in English. :)


Well, no, I don't have a particular problem with those. But machine guns are somewhat more weird. The mods lumps the Minimi and the PKM together, and makes the M60 and MG 3 separate, whereas IRL the M60, MG3 and PKM are all GPMGs firing a full rifle cartridge while the Minimi is an LMG firing an intermediate round. And '2-round auto' is a somewhat strange thing on a machine gun, anyway, though not inherently strange as a way to distinguish LMGs and GPMGs. Unfortunately, we then get the BO LMG line, which also has 2- and 3-round snap shots while being presented as 'heavy ... variant ... of rifles', i.e. an LMG.

Not gonna lie, we could as well discuss nuclear physics. Except I know (and care) way more about nuclear physics than these cartridge thingies, "GPMGs" and all. Why does this matter at all? And more importantly, what are the "proper" formulas?

In a word, consistency. And I've never managed to find a good role for the machine guns that isn't done better by another weapon.


I did: it's more dakka, period. Whether it's actually the most efficient, I don't have strong opinions about. But they perform waaaaay better on a good soldier.

That's exactly why this thing tends to come up again and again, from different people.

People who have some problem I also don't care about in the slightest. And I read carefully. So either they make a poor job of justifying it, or it's unimportant.

But I like it! People criticise games they like all the time, because they want them to be 'even better'. Surely this is not the first time you've encountered this?

Surely not! That's why I am spending my 4th hour today on this thread, and it's the exact opposite of what I consider fun.

What exactly are you objecting to? That while generally borrowing a number of ideas from Piratez, you absolutely did not do this with melee weapons? Even when there are still melee weapons in the game that are about as close to an exact copy-paste as one can have between mods with different resources?

No, I meant to say that the approach I went with is much older than either Piratez or XCF.

A hand cannon should be able to consistently kill a rock or penetrate an armoured car. A non-AM rifle should only do that rarely if at all.

A hand cannon is a one-handed XVII - XVIII century weapon. Apparently you mean something else, but I don't get it.

Anyway, this is just masturbation. What is the proposed formula?

Besides, didn't you say yourself that all weapons being the same was boring? As far as impact on target goes, the LC with AP rounds is very much the same as the Sniper Rifle, except less accurate. Well, and you get another snap shot.

A bullet is similar to another bullet, oh what revelation.

In general, the OG cannons are very unrealistic weapons that are kind of like grenade launchers, and kind of like sniper rifles, and don't really mesh that well with a mod that already has both of the above.

Look at the entire X-Com community caring, lol.

A lot more charge to propel the projectile. A bigger projectile. Specialised AP rounds with comparatively larger steel (or perhaps even tungster or DU, which are almost unheard of for non-AM sniper rifles) cores. Special shapes like discarding sabots that are not practical in a 7-8mm round.

*Yawn*

I guess I can rephrase it as "You cannot convince Solarius of something. He either convinces himself or he doesn't." Better?

Yes. And that's how it works for everyone, I guess.

You don't need any treatises. Get cleaver and a friend to swing a dead pig at you :D and see how well you do. Or find a HEMA group if you want the closest thing to first-hand we've got today. They've already done the treatise-reading (and translating, and translating to real life) for you.

Well fuck you. I've been around HEMA groups before you were born.

OK, cutting this bullshit: formulas or GTFO.

Read my lips: there is no balancing. :P

Have I ever said the mod is balanced? Even once? I don't think so.

Balance only matters in competitive games, which X-Com is not, and I never cared about balance in it. Not in the 1%. So why are we even talking about it?

Edit2: I'm also sorry if you felt particularly targeted, especially when your health bar is low.

Well, it's my fault for coming here... :P But I felt that I should.

I'm an argumentative asshole and I like(d) it when people hit me with similar criticisms. You engage me in an internet argument at your own peril. :P

Thanks. I'll live ;)
Title: Re: Another balance thread
Post by: Juku121 on October 02, 2022, 09:17:16 pm
I don't, I'm desperate to understand whether my mod is shit or not!
Your mod is the shit! ;D

Because atomic age weapons beat paleolithic weapons.
Not in XCF they don't. :P

OK, so what would be a better formula? Asking seriously, because I don't exactly understand the problem with them.
Offhand, something like 25 + 0.01*THR^2, -5 accuracy per tile from tile 3. That would give you tile 2 accuracy comparable to a regular knife/combat knife in melee and less (much less for rank beginners) at range.

...formulas or GTFO.
Knives: 0.85*(50 + Melee/2). Swords: 1.25*Melee. You'll get rough parity at skill 50, which is the upper end for raw recruits; and something like a +50 accuracy advantage at skill 120, which is roughly the mid-game max without excessive commendations, Synthsuits or the like.

Why does this matter at all? And more importantly, what are the "proper" formulas?
Tactical gunplay 'realism' :D, which is what the "20 Minutes into the Future" genre tends to cater to. And there are no 'proper formulas' since we have a limited engine to work with. One can try to give machine guns a more distinct role that approximates RL somewhat more, though.

As I said, I would give all machine guns more and different burst fire modes to distinguish them from other weapons, because in a game with HP and no suppression, it's kinda hard to put machine guns into their RL role.

Perhaps make them burst-fire only and remove a part of the 'no LoS' penalty to simulate area fire/suppression. Give GPMGs and the HMG more spray waypoints. Better kneeling bonuses. Make all GPMGs behave similarly and more distinct from the LMGs. If that's what the BO ALMG, LMG and Smartgun are supposed to be. If not, I'd remove the L part from their name.

Not saying any of these is the definite way to go, but there are a lot more possibilities than 'more dakka' that tends to either miss too much or overkill.

What is the proposed formula?
One or more of: move some sniper rifle damage to toHealth; make LC AP rounds have a better ArmorEffectiveness, something like 60% or less (the big bad sniper rifle, TSR, has 65%); make LC AP rounds degrade armour.

A hand cannon is a one-handed XVII - XVIII century weapon. Apparently you mean something else, but I don't get it.
The Light Cannon. And firing one of the original handgonnes with one hand is something along the lines of shooting a shotgun one-handed. You can do it if you really want to, but why would you?

No, I meant to say that the approach I went with is much older than either Piratez or XCF.
Okay, fair enough. What's the original source of the lots-of-dodging, flat TU, damage scales really high with stats melee model?

A bullet is similar to another bullet, oh what revelation.
So, are you or are you not advocating for all bullets being the same, no matter their size or shape? I'm getting mixed messages here.

*Yawn*
Don't ask questions if you don't know what to do with answers.

Balance only matters in competitive games, which X-Com is not, and I never cared about balance in it.
So, which one is it? The above or the below?
...Solarius doesn't particularly care about weapon balance or 'realism'.
Bullshit. My life would be so easy if it was true.


I've been around HEMA groups before you were born.
Doubt that unless you count SCA. Modern HEMA is younger than me, and not by a year or two.

So why are we even talking about it?
Not sure. On your part, some sort of unconscious desire to please others? :P

Me, I'm constitutionally incapable of dropping an argument mid-way. :D

Surely not! That's why I am spending my 4th hour today on this thread, and it's the exact opposite of what I consider fun.
Then don't. No sane developer does it. I used to, but I'm not.

I meant specifically the iconic longsword, which was mostly used for dueling.
The 'knightly longsword'/arming sword evolved out of the spatha, which was certainly not a dueling-exclusive weapon.
Title: Re: Another balance thread
Post by: termidor on October 02, 2022, 09:17:39 pm
By throwing weapons like the throwing knifes I suggest going from 0.025*acc ^2 to 0.01*acc^2. So the snap is less accurate and can miss, and needs a +100 acc soldier to be a guarantee hit with aimed.
Title: Re: Another balance thread
Post by: Dioxine on October 02, 2022, 09:21:42 pm
Excuse me Juku, but you've started this whole thread with false premises. Solar doesn't outsource weapon design to me (although I did give him lots of advice). Most of XCF weapons do not exist in XPZ and if they do, it was often the other way around (lifting a particular weapon). Also, I had nothing to do with G-11 at all, nor its "mind bullets" (whatever their are, I only seen standard ammo), which you choose as uber-example.
From what I know G-11 is actually a trap weapon for spreadsheet heads, but I think it's coincidence (these people have insane talent in walking into obvious traps).
Title: Re: Another balance thread
Post by: MistarRed on October 02, 2022, 09:27:23 pm
I honestly  don't know if you are trolling me or something of that vein when discussing with you. Don't get me wrong, I do think that your mod and the love given to it  is excellent  and it is peak gaming overall, but when I'm giving nonsensical  arguments to  (in my eyes) fair criticism , it is just vexing. Like why can't all melee weapons use the same formula? It would lead to a more consistent  experience  and make balancing much more straightforward. Current criteria seems to be completely arbitrary and I can't see a benefit in having some weapons being less consistent  than others.
With that attitude, you are headed for "Final Destination", a flat-map with mirror match ups.  Why are you even playing this mod then or any game more complex than staring at yourself in the mirror?

Context: https://supersmashbros.fandom.com/wiki/Final_Destination_(Super_Smash_Bros._Brawl) (https://supersmashbros.fandom.com/wiki/Final_Destination_(Super_Smash_Bros._Brawl))

You expect Solar to sit there, go through every melee weapon in the game, by hand, and change it all to the same exact formula?  Why not do it yourself and release a "melee rebalance sub-mod" for the game?  All the files are unencrypted plain text.  A monkey trained in human speech could do it.  Why can't you?

Yeah I kinda of agree with this statement,  I do modding in other games (paradox games) and in a team we may have different preferences,  same for the player's. That being said my concerns related mostly to making tactical combat better.

You are obviously more than capable, if you mod other games.

Well, no, I don't have a particular problem with those. But machine guns are somewhat more weird. The mods lumps the Minimi and the PKM together, and makes the M60 and MG 3 separate, whereas IRL the M60, MG3 and PKM are all GPMGs firing a full rifle cartridge while the Minimi is an LMG firing an intermediate round. And '2-round auto' is a somewhat strange thing on a machine gun, anyway, though not inherently strange as a way to distinguish LMGs and GPMGs. Unfortunately, we then get the BO LMG line, which also has 2- and 3-round snap shots while being presented as 'heavy ... variant ... of rifles', i.e. an LMG.

You as well.  If you are such a firearms expert, why not leverage said expertise and make your own "rebalance sub-mod"?  Or are you scared of text files?

Put up or shut up, people.  Stop wasting the man's time with your incessant nit-picking.  Make your own sub-mods, and release them.  If they are good enough to have lots of people agree that they are a VAST improvement over the base mod, petition Solar to incorporate your rebalance sub-mod into the game.  He is far too polite and patient with you.

If you want full blown firearms-everything simulation, I suggest you play Jagged Alliance 2 1.13 instead.  OXCE is great and all, but not as conducive to the gun porn you require.  That said, don't expect anything exotic outside the gun porn in JA2 1.13 either.  OXCE + mods has them beat by a million miles.

As far as simulations are concerned in general, the best games ever made combine simulation with arcade aspects.  OXCE + mods does exactly that.  If you want simulation only or to have simulation in OXCE somehow improved, it's an open source project.  Hop to it.
Title: Re: Another balance thread
Post by: Solarius Scorch on October 02, 2022, 09:29:48 pm
@Juku regarding HEMA: they've been around here since 1980s, and were actually what sparked the fandom scene in Poland. (Dioxine and I did a lecture on it topic in Finland once, lol)
Title: Re: Another balance thread
Post by: Juku121 on October 02, 2022, 11:31:51 pm
Solar doesn't outsource weapon design to me (although I did give him lots of advice).
I'll pass your suggestions over to Dioxine, who is pretty much responsible for real firearms balance.
So, this was not quite true?

Most of XCF weapons do not exist in XPZ and if they do, it was often the other way around (lifting a particular weapon).
While that's true, it looks to me that the general design philosophy is coming from you, and Solarius largely just takes the patterns and applies them to his own mod. He's professed his disinterest in firearms and balancing several times now.

Also, I had nothing to do with G-11 at all, nor its "mind bullets" (whatever their are, I only seen standard ammo), which you choose as uber-example.
The 'mind bullets' is the bravery damage bonus, something only the G11 and some UAC weapons have. G-11 is the only 'normal' gun with this feature in the entire mod and was released around Dec 2017. There are a number of such weapons in Piratez, from Linux SMGs to Hand Cannons (heh). The earliest versions I know date to 0.99, a time when XCF was just starting to become a release and had no 'mind bullets' at all.

I don't know of another mod that uses bravery for bullet damage (though I haven't looked very hard). So it was pretty easy to conclude that the inspiration, if not the stats themselves, came from you. Are you saying Solarius just randomly came up with it on his own, no Piratez influence at all?

From what I know G-11 is actually a trap weapon for spreadsheet heads, but I think it's coincidence (these people have insane talent in walking into obvious traps).
I know very little about the in-game performance of the G-11 since I seriously dislike the sprite and tend to banish it into the 'hidden' category. But at a glance, it certainly has a more accurate and flexible autoshot than even the Smartrifle, and does comparable damage in the hands of a high-bravery soldier (80+ bravery). Maybe even a bit better due to slightly lower ArmorEffectiveness. And it isn't ruinously expensive, either. No clue what the trap is here, unless all ballistic assault rifles are traps.



[Pulls the old "How dare you criticise this piece of charred steak if you don't cook yourself!"]
Fanboys, fanboys never change. :(

If you are such a firearms expert, why not leverage said expertise and make your own "rebalance sub-mod"?  Or are you scared of text files?
You should do some research before getting on your high horse. I did it once. Was a lot of work to get it even playable. Not many cared to even try, and making an alternate XCF was kinda iffy anyway. A couple of general ideas made it into XCF.

I have been thinking about trying again for at least four years now. Never found enough time nor enthusiasm. There are always other games to mod with a bigger appeal when I try. I admire Solarius for sticking with XCF for so long, and for his mapping. Some of his other choices, not so much.



If you want full blown firearms-everything simulation, I suggest you play Jagged Alliance 2 1.13 instead.
Again, why do you think I haven't played (and modded) the hell out of JA2 and its mods, v1.13 or not? But it doesn't have Sectoids to shoot in the face or crop circles to investigate.

That said, don't expect anything exotic outside the gun porn in JA2 1.13 either.  OXCE + mods has them beat by a million miles.
JA2 has pretty much any turn-based squad-level tactical game beat hands down. It could have exactly one weapon per category instead of the insane gun porn, and that would still be true.

Come back preaching the engine superiority of OXCE when we get crawling, suppression fire, terrain-piercing bullets and stealth, and maybe I'll listen to such a claim then.

It's outright sad how the peak of turn-based shooter tactics is a quarter century old and there's no successor in sight. 1.13 has been slowly petering out for a while now, the heydays of the source code reveal are over.

X-Com is unquestionably the better planetary spec-ops simulator.

@Juku regarding HEMA: they've been around here since 1980s, and were actually what sparked the fandom scene in Poland. (Dioxine and I did a lecture on it topic in Finland once, lol)
Er, which fandom? SF fandom? Football fans? Star Trek? :P

You sure we're talking about the same treatise-translating, cautious-practice, historical-authenticity HEMA that had a large part of its origins in SCA heavy combat and not some adjacent group like hardcore historical re-enactors or proto-bohurt?

In that case, would be interested in a reference if you've got one handy.
Title: Re: Another balance thread
Post by: termidor on October 02, 2022, 11:56:25 pm
With that attitude, you are headed for "Final Destination", a flat-map with mirror match ups.  Why are you even playing this mod then or any game more complex than staring at yourself in the mirror?

Context: https://supersmashbros.fandom.com/wiki/Final_Destination_(Super_Smash_Bros._Brawl) (https://supersmashbros.fandom.com/wiki/Final_Destination_(Super_Smash_Bros._Brawl))

You expect Solar to sit there, go through every melee weapon in the game, by hand, and change it all to the same exact formula?  Why not do it yourself and release a "melee rebalance sub-mod" for the game?  All the files are unencrypted plain text.  A monkey trained in human speech could do it.  Why can't you?

You are obviously more than capable, if you mod other games.


Wtf is even this comment. I did initially ask as to why there was a lack of consistency and I'm still waiting an answer (maybe you who seem so illuminated by divine wisdom ) as to why having conssitency is somehow bad. The weapons would still be different between then due to damage, accuracy and TU cost while at the same time not adding unnecessary calculation in regards to weapon damage spread and average desviation.

And yes you are rigth making my personal modifications is the most straigthfoward. That doesn't mean however that can't suggest things to improve a mod. If the author of the mod disagrees so be it, my partial impressions may be wrong.
Title: Re: Another balance thread
Post by: Vakrug on October 03, 2022, 12:03:10 pm
I think the actual issue might be lack of sufficiently tough enemies to let the LC shine. DB is usually sufficient, and the Trasher is a thing.
Does that means that you no longer think that "The Light Cannon is the most OP weapon in the first part of the game."? That is good, because now we can discuss ways for improvement. If not, then I am still waiting at least some example situations where Light Cannon performs at least decently.
And no, the problem is not in lack of tough enemies. The problem is that if you are facing Red Dawn's Armored Car, then BlackOps Sniper Rifle or even PSG-1 would deal with it better that Light Cannon.

Another problematic pair: Heavy Turbolaser and Turbolaser Sniper Rifle. Same tech level, but Turbolaser Sniper Rifle outperforms Heavy Turbolaser in EVERY aspect: accuracy, rate of fire, price, weight and most notably DAMAGE! Come on, tell me that Heavy Turbolaser is OP now...

What else would it do, laser???

OK, seriously: you want me to make several damage types depending on the bullet? That would mean we'd also have several different types for different kinds of laser. And at least 10 types of Chem damage. And so on. (And the limit is 20 damage types, of which we are already using 16.)
Sniper rifles should not be effective against armored vehicles. And not only vehicles. At least those that are used to pop heads. Adding another damage type (naming is not critical issue) is one of the possible solutions.

I still find them rather situational, and it took some serious work to make them viable in the first place. X-Com focuses on close combat, yet I wanted to have sniper rifles in it, which required a lot of tweaking.
You made them very powerful by giving to an opponent short range weapons in open space maps. OK, Sniper Rifles are not overpowered, but in that case cannons definitely are underpowered.

In a word, consistency. And I've never managed to find a good role for the machine guns that isn't done better by another weapon.
Really? Even BlackOps Smartgun? I think this is the most powerful weapon before turbolasers with single downside it's small clip.
Title: Re: Another balance thread
Post by: Solarius Scorch on October 03, 2022, 12:54:38 pm
So, this was not quite true?

Depends on context. Not for individual weapons.

Er, which fandom? SF fandom? Football fans? Star Trek? :P

All of them, doh. ::)

You sure we're talking about the same treatise-translating, cautious-practice, historical-authenticity HEMA that had a large part of its origins in SCA heavy combat and not some adjacent group like hardcore historical re-enactors or proto-bohurt?

I don't know, all these are probably American-related stuff which I know little to nothing about (unsurprisingly). Even the term "HEMA" I'veo nly seen in English sources from the US and Canada; we call them either "knight brotherhoods" or "barbarian brotherhoods", depending whether they care for the historical aspect or ar in there just for combat. How exactly they function depends on the organisation (and there are dozens of them), but they are also quite competitive in terms of historical accuracy (I mean the knights; barbarians openly don't care).

In that case, would be interested in a reference if you've got one handy.

A good starter would be Eric Lowe's articles on Quora. (Also the only reference I have on hand; my other sources are mostly old books in Polish I read 20 years ago.)

Does that means that you no longer think that "The Light Cannon is the most OP weapon in the first part of the game."?

Hell no.

That is good, because now we can discuss ways for improvement. If not, then I am still waiting at least some example situations where Light Cannon performs at least decently.

Good luck, lol.

And no, the problem is not in lack of tough enemies. The problem is that if you are facing Red Dawn's Armored Car, then BlackOps Sniper Rifle or even PSG-1 would deal with it better that Light Cannon.

Agreed - and fork is bad for soup.

Look, I don't care whether you think the LC is good or not. I think it is. Do you really feel the need to fight me over this? Don't like, don't use. This is not helping.

Another problematic pair: Heavy Turbolaser and Turbolaser Sniper Rifle. Same tech level, but Turbolaser Sniper Rifle outperforms Heavy Turbolaser in EVERY aspect: accuracy, rate of fire, price, weight and most notably DAMAGE! Come on, tell me that Heavy Turbolaser is OP now...

And?

Sniper rifles should not be effective against armored vehicles. And not only vehicles. At least those that are used to pop heads. Adding another damage type (naming is not critical issue) is one of the possible solutions.

What? lol

You made them very powerful by giving to an opponent short range weapons in open space maps. OK, Sniper Rifles are not overpowered, but in that case cannons definitely are underpowered.

'kay.
Title: Re: Another balance thread
Post by: mikKoi on October 03, 2022, 02:26:22 pm
Hey, sorry, but just need to ask in between (again), does anybody know is AI capable of knowing armor damageModifiers? Like, if I block armor piercing, then AI would use explosives or some other damage type.
Title: Re: Another balance thread
Post by: Yankes on October 03, 2022, 02:38:36 pm
If I recall correctly AI only know accuracy and dodge noting else.
Title: Re: Another balance thread
Post by: Solarius Scorch on October 03, 2022, 03:45:32 pm
It is indeed a bit of a problem - if you add concepts like EMP (to fight robotic units), the enemies will fire it on the wrong target... I don't know what should be done about this, though.
Title: Re: Another balance thread
Post by: mikKoi on October 03, 2022, 05:06:32 pm
Maybe AI's weapons should always cause at least some damage regardless of whatever armor the player wears (and with the right kind of tool a lot). I think I will use this simple solution. It just needs different enemy type assemblies in every map - at least when they are all armed with non-scifi weapons (or/and teeths and claws :D), but still supposed to be able to fight against armored vehicles and walking tanks at least somehow. Anti-tank mines would give a nice assistance :P

An AI unit using wrong weapons to wrong targets is suitable if it just doesn't carry anything else, I think.
Title: Re: Another balance thread
Post by: Solarius Scorch on October 03, 2022, 05:20:20 pm
Maybe AI's weapons should always cause at least some damage regardless of whatever armor the player wears (and with the right kind of tool a lot).

Yeah, this is what I'm doing whenever I can. But it's fairly limited; for example, an EMP bomb deals 10% damage to non-cybernetic units, and it shouldn't deal more, but it makes it almost useless against human agents. Another example are the Elerium weapons, which only do damage to certain organisms. Or airborne toxic gases which only affect breathing units, etc.

I think I will use this simple solution. It just needs different enemy type assemblies in every map - at least when they are all armed with non-scifi weapons (or/and teeths and claws :D), but still supposed to be able to fight against armored vehicles and walking tanks at least somehow. Anti-tank mines would give a nice assistance :P

An AI unit using wrong weapons to wrong targets is suitable if it just doesn't carry anything else, I think.

Yeah, it's the reality we must live with. But it prevents me from doing things like giving AI units multiple ammo types to deal with different threats. (Or technically I can give them various clips, but I can't ensure they'll use it properly.)

Nevertheless, there's also the issue whether AI should know such things or not... But I'm inclined to say yes, since like Meridian often says, the AI needs every advantage.
Title: Re: Another balance thread
Post by: termidor on October 04, 2022, 11:57:34 am
Another minor balance concern, should gas explosives be pushed back a bit? I quite love how effective  they are, but for only promo III weapons they are too effective,  in both agent hands but in cultists as well. They do have a great radius, insta kill 75% of the time and those who survive are put to sleep., ignore shields and put to sleep those not killed. While I wouldn't want to change how they worked, maybe they can be tied to alien tech/hybrid so that napalm/grenades aren't immediately obsolete against standard  enemies
Title: Re: Another balance thread
Post by: Juku121 on October 05, 2022, 01:33:41 am
Look, I don't care whether you think the LC is good or not. I think it is.
Do you actually have a situation to back this up with, except for "The LC can be all things to everyone, but is kinda mediocre at everything"? Or is that the entirety of its OP-ness?

All this multi-page back-and-forth could be easily avoided if you were more forthcoming with your reasoning. Sometimes you do, and it's good or at least valid so people tend to drop their criticisms quickly enough.
Title: Re: Another balance thread
Post by: Solarius Scorch on October 05, 2022, 01:33:10 pm
Another minor balance concern, should gas explosives be pushed back a bit? I quite love how effective  they are, but for only promo III weapons they are too effective,  in both agent hands but in cultists as well. They do have a great radius, insta kill 75% of the time and those who survive are put to sleep., ignore shields and put to sleep those not killed. While I wouldn't want to change how they worked, maybe they can be tied to alien tech/hybrid so that napalm/grenades aren't immediately obsolete against standard  enemies

Hmm, maybe they are too good. It's just hgard to justify making them even harder to obtain, after all they're just gas grenades. Or maybe they're too strong? Thoughts welcome.

Do you actually have a situation to back this up with, except for "The LC can be all things to everyone, but is kinda mediocre at everything"? Or is that the entirety of its OP-ness?

It has a lot of dakka.

All this multi-page back-and-forth could be easily avoided if you were more forthcoming with your reasoning. Sometimes you do, and it's good or at least valid so people tend to drop their criticisms quickly enough.

I'm not paid to write 2 hour speeches. Take it or leave it.

All I care about is improving the mod, not justifying every detail to random self-appointed challengers.
Title: Re: Another balance thread
Post by: termidor on October 05, 2022, 03:43:39 pm
Hmm, maybe they are too good. It's just hgard to justify making them even harder to obtain, after all they're just gas grenades. Or maybe they're too strong? Thoughts welcome.
I think mechanically they are fine as they are using special damage. Maybe radius of effect could be decreased? Also in regards to obtaining then, I suppose the closest real life equivalent would be nerve agents, which would be funny how to explain to the UN that your agents are walking war crimes. I was thinking of hybrids bc they are the most related to  the chem trail aspect, so they could have invented a new gas that allows X-com to use it without explainii where they are getting their chemical arsenal.
Title: Re: Another balance thread
Post by: Juku121 on October 05, 2022, 04:27:10 pm
It has a lot of dakka.
Not really. No auto-fire, AP damage only mildly higher than most shotgun slugs and totally outcompeted by sniper rifles, HE and incendiary worse than handheld or GL versions.

If sniper rifles didn't exist, you might have a point. But they do.

It does have a fast snap shot and pretty high-damage shot shells, but low accuracy means they're really not that much better than other shotguns at range.

For the record, I don't think the LC is bad. I see it as a perfectly reasonable weapon whose strength is the ammo variety and weakness that it's a mish-mash of different functions that don't work that well individually. Kind of like a 'realistic' handheld cannon would be in my imagination, a niche weapon used only by guys on super-soldier serum because everyone else knows it doesn't work without mounting it on a vehicle.

The big cannons are when you get the actual dakka. The LC is a weapon with a (non-optimal) niche, and pretty useless to people who want every soldier to be optimised for what they do (like Vakrug :) ). Nothing OP at all.

I'm not paid to write 2 hour speeches. Take it or leave it.
But you can and do come up with working 1-2 sentence reasons all the time. Just not all the time, and not when you get defensive.
Title: Re: Another balance thread
Post by: Solarius Scorch on October 05, 2022, 05:45:35 pm
I am not gracing this with a reply, lol.
Title: Re: Another balance thread
Post by: Juku121 on October 05, 2022, 06:38:37 pm
Which, under normal internet argument procedure ;), means you don't have one.
Title: Re: Another balance thread
Post by: Vakrug on October 05, 2022, 06:49:21 pm
and pretty useless to people who want every soldier to be optimised for what they do (like Vakrug :) ). Nothing OP at all.
What are you talking about? All I wanted to know is a place in the world for a Light Cannon. If it was created for a joke, that is if Light Cannon was created intentionally bad, I could have accepted that. But if not, then I would like to know how to use it properly. (Same with Heavy Turbolaser, but now I am certain it is a joke.)
Title: Re: Another balance thread
Post by: termidor on October 05, 2022, 06:56:59 pm
Which, under normal internet argument procedure ;), means you don't have one.
Bruh how do you expect to be given replies with such a patronizing attitude?
Title: Re: Another balance thread
Post by: Juku121 on October 05, 2022, 07:15:55 pm
But if not, then I would like to know how to use it properly.
1) Load a soldier up with various ammo types, designate some ammo mules, presto, instant universal soldier. Not efficient since the team should cover all bases as a whole, but if you want a soldier who's always ready for anything (for roleplay reasons or whatever), well, you've got one.

2) As a shotgun that works against moderately armoured enemies at short range. You can still reliably injure people with Kevlar Vest equivalent armour pretty badly with a LC, while anything below the Thrasher becomes a roulette vs the RNG gods.

3) An alternative to sniper rifles for AP purposes if you somehow don't get access to the better ones before finding some LCs on Red Dawn corpses.


Bruh how do you expect to be given replies with such a patronizing attitude?
I don't. It's been clear from the beginning that no answer besides 'dakka' will be forthcoming even if there is one.

And if I respond with some snark to an absolutely rude and condescending reply, well, it's me throwing good electrons after bad but it's not as if Solarius is an innocently wronged party here. We both could and should stop, but we can't. :-\

Also, if expecting people on the internet to either substantiate their argument or shut up is patronizing to you, you've been living in a very strange corner of it until now. There are places that force you to provide arguments by rules, there are places that will get you just warned for not participating, there are places where it's a free-for-all, there are places where the 'old boys' or owners can do as they please and others need to toe the line, there are places that stop, perhaps even kill and erase any arguments getting out of hand, etc. But I'm not aware of somewhere you can just say "I'm right and don't need proof, you know nothing, lol" and expect not to get any pushback.
Title: Re: Another balance thread
Post by: termidor on October 06, 2022, 02:59:20 am
So to not spam  the main thread:
-Is there a point to nigth ops armor when liquidator armor is an option, and you may get it before the nigth ops one? Seems to me like the nigth ops is an inferior tier, giving protection wise less frontal protection than a kevlar. Maube it could be up armored a little or be avatible sooner.

- Outrunner being 100% vulnerable to fire is hilarious but tragic. A car shouldn't be taken out by a single fire grenade
.
Title: Re: Another balance thread
Post by: Solarius Scorch on October 06, 2022, 12:37:47 pm
Which, under normal internet argument procedure ;), means you don't have one.

Al right, you little psychotic vampire. I am putting you on my ignored list. I've been postponing this far too long in light of your minor contributions, but you gave me no other option. Hence from now on, I will not see any further examples of your passive-aggressive, petty, manipulative bullshit. You are the literal cancer of this forum and the first person to get on my ignore list since I joined in 2014; I hope you're proud of this achievement, since I doubt you get to see many more in your life.

-Is there a point to nigth ops armor when liquidator armor is an option, and you may get it before the nigth ops one? Seems to me like the nigth ops is an inferior tier, giving protection wise less frontal protection than a kevlar. Maube it could be up armored a little or be avatible sooner.

It depends on your needs... It's basically a lighter version, giving you extra camouflage and more mobility. I made it mostly to fight aliens, whose weapons are too strong for armours anyway, so it's better to go as light as possible.

- Outrunner being 100% vulnerable to fire is hilarious but tragic. A car shouldn't be taken out by a single fire grenade
.

OK, I'll review it - indeed it sounds wrong. Probably my mistake somewhere in the code.
Title: Re: Another balance thread
Post by: Juku121 on October 06, 2022, 04:51:43 pm
I made it mostly to fight aliens, whose weapons are too strong for armours anyway, so it's better to go as light as possible.
Fighting aliens at night is as inadvisable as ever in XCF, and by the time you might want to do so in earnest, you should be fielding Cyber Armors or similar to actually stand a chance. Or maybe use drones or better yet, Shadowbats, as night spotters and blast the aliens with artillery.

Getting a leg up on human foes might be workable, but then Liquidator armour is a lot better for survivability.

A car shouldn't be taken out by a single fire grenade
In Hollywood, cars get taken out by a single handgun round all the time. :) And this Outrunner thing looks very unsafe.