Very nice and the sounds are impressive too:
Just a thought but you could consider making plasma blade as a "requires" for plasma sword research. In this scenario you would have learnt about plasma melee weapons through plasma blade research and then further refined it by plasma sword research.
Very nice and the sounds are impressive too:
Just a thought but you could consider making plasma blade as a "requires" for plasma sword research. In this scenario you would have learnt about plasma melee weapons through plasma blade research and then further refined it by plasma sword research.
I just integrated this Mod into my Hardmode Expansion :)
Let's see how the Aliens will do in Melee :>
Very nice and the sounds are impressive too
The animation is a really nice touch! Looks much more natural than the other melee weapons.
Thanks, guys !
Just a thought but you could consider making plasma blade as a "requires" for plasma sword research. In this scenario you would have learnt about plasma melee weapons through plasma blade research and then further refined it by plasma sword research.
I suppose Blade & Sword based at same alien technology => there are no reasons to make "plasma blade as a "requires" for plasma sword research".
I just integrated this Mod into my Hardmode Expansion :)
Let's see how the Aliens will do in Melee :>
In that case I think, that melee weapons in Hardmode Expansion need to rebalance alittle, because alloy melee weapons are easer to reach, faster and more powerful (flatRate & strenghtApplied usage), then plasma melee weapons.
Feature of plasma melee: high damage per hit, effective in Rooky`s hands, but there are no bonuses for experienced operatives. Can (and will) be used by aliens :).
Features of combat & alloy melee: moderate/decent damage per hit, flexible (more effective for experienced soldiers => max damage is upclose to similar plasma weapons, but doesn`t reach).
Current situation.
Damage (min & max) per hit:
-Combat Knife: 30 + strenght [20-70] = [50 - 100] dmg =>[50 - 100] * [50 - 150%] ==> from 25 to 150 min/max damage. Damn, too close to Armored Sectopod front armor;
-Alloy knife: 60 power + strenght [20 - 70] = [80 - 130] dmg => [80 - 130] * [50 - 150%] ==> [40 - 195] min/max damage;
-Alloy sword: 90 power + strenght [20 - 70] => [110 - 160] dmg => [110 - 160] * [50 - 150%] ==> [55 - 240] min/max damage;
-Plasma blade: 95 dmg => 95 * [50 - 150%] ==> [47.5 - 142.5] min/max damage. Max damage is weaker then kombat knife`s;
-Plasma sword: 135 dmg => 110 * [50 - 150%] ==> [67.5 - 202.5] min/max damage.
TU usage:
-Combat knife: 5 tu (flatrated) => from 10 to 16 hits per turn;
-Alloy knife: 10 tu (flatrated) => [5 - 10] hits;
-Alloy Sword: 15 (flatrated) => [3 - 5] hits;
-Plasma Blade: 12 % tu (relative) => 8 hits;
-Plasma Sword: 17 % tu (relative) => 5 hits.
Thanks, guys !
I suppose Blade & Sword based at same alien technology => there are no reasons to make "plasma blade as a "requires" for plasma sword research".
In that case I think, that melee weapons in Hardmode Expansion need to rebalance alittle, because alloy melee weapons are easer to reach, faster and more powerful (flatRate & strenghtApplied usage), then plasma melee weapons.
Feature of plasma melee: high damage per hit, effective in Rooky`s hands, but there are no bonuses for experienced operatives. Can (and will) be used by aliens :).
Features of combat & alloy melee: moderate/decent damage per hit, flexible (more effective for experienced soldiers => max damage is upclose to similar plasma weapons, but doesn`t reach).
Current situation.
Damage (min & max) per hit:
-Combat Knife: 30 + strenght [20-70] = [50 - 100] dmg =>[50 - 100] * [50 - 150%] ==> from 25 to 150 min/max damage. Damn, too close to Armored Sectopod front armor;
-Alloy knife: 60 power + strenght [20 - 70] = [80 - 130] dmg => [80 - 130] * [50 - 150%] ==> [40 - 195] min/max damage;
-Alloy sword: 90 power + strenght [20 - 70] => [110 - 160] dmg => [110 - 160] * [50 - 150%] ==> [55 - 240] min/max damage;
-Plasma blade: 95 dmg => 95 * [50 - 150%] ==> [47.5 - 142.5] min/max damage. Max damage is weaker then kombat knife`s;
-Plasma sword: 135 dmg => 110 * [50 - 150%] ==> [67.5 - 202.5] min/max damage.
TU usage:
-Combat knife: 5 tu (flatrated) => from 10 to 16 hits per turn;
-Alloy knife: 10 tu (flatrated) => [5 - 10] hits;
-Alloy Sword: 15 (flatrated) => [3 - 5] hits;
-Plasma Blade: 12 % tu (relative) => 8 hits;
-Plasma Sword: 17 % tu (relative) => 5 hits.
Jeah i already did a rebalance on the weapons. Now i need to adjust the melee skills for the aliens :>
I actually balanced them so the a Plasma Sword on a Soldier with 60 Melee has a sem garanteed hitchance.
I also adjusted the damages and applied str to all weapons even the Plasma sword.
It is a great compromise to make this weapons devastefull and give them a very high risk/high reward option.
Since to use melee weapons effectivly, you first have to approach the enemy sucessfully, either from out of his LOS or face Reaction fire.
And then you basically need a kill to survive. The way i set it up could work in a okish manner.
One issue though: you have used the wrong palette for bigobs. Attached converted files.
Dear Solarius Scorch, thanks for feedback.
BTW, just arranged some investigation about color tables, seems the main difference is in last 16th color group. (attachment 1)
Also shallow test revealed, that last color group is fully equal to battlescape colors from my table, but not for ufopaedia/geoscape mode. (attachmnet2)
I supposed, that your color table was optimized for better compatibility during color/palette conversion (color index marked with purple usually can be excluded/avoided during that operation), right ?
If yes, then let me convert all graphics with your table.
1.11 update - in attachment.
Changes:
-*all graphic files uses updated color table;
-some adjustment for Plasma Blade`s bigOb and froorOb images.