I wonder, how could we deal with the fact that BlackOps auto-sniper rifle, when used by a soldier with really high accuracy, using default bullets could demolish in 2-3 auto bursts an enemy wearing Power Suit or Shock Armor? Should there be a cap on the maximum damage for a given weapon, regardless of how high a damageBonus may be?
This is only my opinion but I like it where it is. This game can be extremely challenging for newbies. I know for me personally, I almost gave up on this mod. It was simply too difficult. the only thing that kept me playing this mod was the Black ops auto sniper rifle. I had 2 of my best soldiers (best firing accuracy) using them and it saved many campaigns/missions.
In mid game it can be essential to taking down tough enemies to score gold (open more research to get better weapons). Changing this could leave newbies in difficult positions and possibly abandoning the mod altogether. It's the one bright spot in a game which is very tilted toward the enemy.
I do love the challenge, that is one of my favorite things. but it's one of my favorite mid game weapons. But I'm only speaking for myself.
Yet, a soldier (a pair for reliability) with 150+ accuracy could demolish such heavy troops in just 1 turn.A rookie with a single promo II-ish EMP grenade could one shot those. Actually, rookie can throw 3-4, per turn, so, you know. 3-4 one-shots. And that's with captured suits intact! Imagine the possibilities...
A rookie with a single promo II-ish EMP grenade could one shot those. Actually, rookie can throw 3-4, per turn, so, you know. 3-4 one-shots. And that's with captured suits intact! Imagine the possibilities...
The notion that a crappy rifle is "OP" or even relatively good is completely hilarious.
I mean, I see that your point is mainly about low-tech and stuff. But 150 accuracy soldiers can solo entire missions with proper weapons, so it's kinda moot.
However, if the designs are familiar kinetic rifles, then we have a logical contradiction with reality.
I wonder, how could we deal with the fact that BlackOps auto-sniper rifle, when used by a soldier with really high accuracy, using default bullets could demolish in 2-3 auto bursts an enemy wearing Power Suit or Shock Armor? Should there be a cap on the maximum damage for a given weapon, regardless of how high a damageBonus may be?
I see the following ways to fix this situation:
(...)
I think, option (6) would be a best approach.
Also, the tile damage for the lower caliber sniper guns seems to be excessive. For instance, having the auto-sniper rifle remove a section of a brick barn wall is a bit excessive. It's much more appropriate to have a larger-caliber M82 accomplish that. So, for lower-caliber sniper guns we should probably have something like damageAlter.ToTile: 0.1.
This is a nice breakdown of the problem, and I really appreciate it, but I'm missing the most important info: what exactly is wrong with the current state? You imply that it's bad that "using default bullets could demolish in 2-3 auto bursts an enemy wearing Power Suit", but I honestly can't see why. These rifles can pierce a hole in an armoured vehicle, so why not a human armour? Even if it's made of super alloys.
I'm just unsure if the current model is wrong. (And there are Chuckebaby's and Stone Lake's arguments to consider as well.)
I am not enthusiastic about going through all weapons in the mod - not because I don't like the work itself, but because I'm not sure what approximation would be "best". I'll ask other modders.
I am not enthusiastic about going through all weapons in the mod - not because I don't like the work itself, but because I'm not sure what approximation would be "best". I'll ask other modders.
The rifle in question has a base damage of 25. It's woefully insufficient to pierce any reasonable hole in a decent armor. The reason behind its ability to pierce vehicle armor could be explained perhaps by the fact that it may target a fuel tank, etc.. In general, a good design (a more tank-like) of a vehicle should preclude such possibility, and thus M.A.G.M.A. tank should be impervious to the Black-Ops sniper rifles, or even assault cannons. Even a M.A.G.M.A. heavy cannon should find it challenging to make a real damage to a M.A.G.M.A. tank.
The current state of affairs is problematic, because in practice a pretty low-power weapon could destroy tank-level targets. The shock troopers are like fallout-2 walking tanks.
damage power | effect against armored cars | effect against tanks |
40 | inconsistent piercing no frontal piercing | no piercing |
70 | consistent piercing | no piercing |
100 | consistent piercing | inconsistent piercing no frontal piercing |
140 | demolition | consistent piercing |
160 | demolition | consistent piercing |
200 | demolition | demolition |
Seems to me that the sniper ate the heavy's niche and is both a long-range high-value target eliminator as well as an anti-armour weapon.Same here. Sniper weapons triple-dip damage enchancements (armor effectiveness, 50-200 damage, power scaling to stats), which is the most of any weapon. Worse, they retain these improvements for snap/auto shots as well. If only it were possible to truly customise shooting modes...
Same here. Sniper weapons triple-dip damage enchancements (armor effectiveness, 50-200 damage, power scaling to stats), which is the most of any weapon. Worse, they retain these improvements for snap/auto shots as well. If only it were possible to truly customise shooting modes...
Well, heavies do have a heavier (heh) weight of fire, so might be better at very short ranges.
In my really old modmod, I gave heavies more autoshots, better auto accuracy and some went from 'super-machine-guns' to 'cannons', i.e. they got a small AoE attack. Don't know if that'd be enough now.
Same here. Sniper weapons triple-dip damage enchancements (armor effectiveness, 50-200 damage, power scaling to stats), which is the most of any weapon. Worse, they retain these improvements for snap/auto shots as well. If only it were possible to truly customise shooting modes...
Actually, it may be possible to change damage based on fire mode.Interesting. But changing only damage is not quite what I was after. Accuracy, armor penetration, basically all the weapon/ammo variables if possible. Are there hooks for things other than (final?) damage?
Alternatively, we might as well prohibit anything but an aimed shot for sniper rifles.Honestly, not sure I like it all that much. Hmm, maybe split it into 'sniper rifles' that only do aimed shots, 'rifles' that do precise snaps, and 'assault rifles' that are less accurate but have autofire and quicker snaps for short-range engagements.
What are your thoughts about this?
Interesting. But changing only damage is not quite what I was after. Accuracy, armor penetration, basically all the weapon/ammo variables if possible. Are there hooks for things other than (final?) damage?
Honestly, not sure I like it all that much. Hmm, maybe split it into 'sniper rifles' that only do aimed shots, 'rifles' that do precise snaps, and 'assault rifles' that are less accurate but have autofire and quicker snaps for short-range engagements.
Eh, I kinda miss JA2 v.1.13's 'raise gun' mechanic.
Interesting. But changing only damage is not quite what I was after. Accuracy, armor penetration, basically all the weapon/ammo variables if possible. Are there hooks for things other than (final?) damage?
Honestly, not sure I like it all that much. Hmm, maybe split it into 'sniper rifles' that only do aimed shots, 'rifles' that do precise snaps, and 'assault rifles' that are less accurate but have autofire and quicker snaps for short-range engagements.
Eh, I kinda miss JA2 v.1.13's 'raise gun' mechanic.
If the scripting in OXCE was implemented in a well-known and well-documented language with a documented API, I think this question would be relatively easy to answer.While somewhat true, a mainstream language would make things a bit easier on the end user part, the real problem is in creating the engine-side implementation of all this. And choice of scripting language hardly matters there.
I actually did something like that in my submod for XCF. I'm currently trying to solve the problem with having a unified set of batteries for these weapons. I would appreciate some assistance from experienced modders on that.I'm not sure you can do much beyond Meridian's example. That is, getting access to anything beyond the incoming damage value. Not an expert on y-scripts, so don't take this as gospel.
First and easiest thing to be done is changing two options 50-150 vs 0-200 into sliders MIN 0-100, MAX 100-200, where player can chose the range of damage which fits his playstyle and satisfies his demands.Well, you can have [X,200-X] right now, with some ruleset work.
Brightest example is Light Cannon, which is compared to sniper rifle by damage output, yet lacks overall accuracy, bonuses, weights more, has low ammo and has slower projectile animation.It has versatility via various ammo types. So more of a jack-of-all-trades kinda gun, a (crappy) shotgun, HE projector and AT weapon all at once. PPQ liked (https://openxcom.org/forum/index.php/topic,10960.msg152431.html#msg152431) them.
A lot of the weapons could have been rebalanced from respect of their comparative usefulness.Solarius tends to be of the opinion that if something has even a very small niche, it's okay. You don't like it, don't use it. So I doubt a general rebalance pass is incoming.
These are thoughts regarding the balance: someone has to sit down and correct all these dmg & accuracies for 500 (?) weapons.I don't think anyone is going to do that soon, if ever. I've thought about something like it, and even did it to a degree back in 0.4, but remaking the mod in such a manner is a mountain of work and I've backed off ever since.
How pistols are better at snap than rifles?Are they? They are faster, but tend to have bigger dropoff and less snap range. Not so much as to be notably worse, but somewhat worse at longer ranges nonetheless.
Why shotguns snap 3x times better than rifles? Or even aimed: pump shotgun @20 tiles gives something like 80% hitchance while assault rifle (black ops!) gives 65-70 on same agent.I think that's because the pellet mechanics mean you are not going to hit with all of them at any appreciable range. But slugs indeed invalidate that.
One thing regarding heavy weapons: if there were combined damage attack types, like piercing + secondary concussive, then things like light cannon can get a second life.Er, what would the 'secondary' damage type do?
Solarius is going to die on the 0-200 hill, though. :)
...
Solarius tends to be of the opinion that if something has even a very small niche, it's okay. You don't like it, don't use it. So I doubt a general rebalance pass is incoming.
BO Assault rifle also kinda sucks. :)But it shouldn't, be compared to some tier1 shotgun, right?
Er, what would the 'secondary' damage type do?