Pistols | Rifles | Heavies | |
Snap | 75% Acc / 20% TU | 65% Acc / 36% TU | None |
Aimed | 80% Acc / 50% TU Laser and Plasma Only | 100% Acc / 45% TU | 80% Acc / 65% TU Plasma Only |
Auto | None | None | 75% Acc / 36% TU |
Note: Aliens will eventually be incapable of Reaction shots
Why on Earth would you do that? O_o
With certain 3rd party mods for example Alien Armoury Expanded, the aliens can keep all tiers of weaponry even in late game or you could add this as part of your own mod: ie something like this.
alienItemLevels:
- [0, 0, 0, 0, 0, 0, 0, 1, 1, 2]
- [0, 0, 0, 0, 0, 1, 1, 1, 2, 2]
- [0, 0, 0, 1, 1, 1, 1, 2, 2, 2]
- [0, 0, 1, 1, 1, 1, 2, 2, 2, 2]
- [0, 0, 1, 1, 1, 2, 2, 2, 2, 2]
- [0, 1, 1, 1, 2, 2, 2, 2, 2, 2]
- [1, 1, 1, 2, 2, 2, 2, 2, 2, 2]
- [1, 1, 1, 2, 2, 2, 2, 2, 2, 2]
- [1, 1, 2, 2, 2, 2, 2, 2, 2, 2]
- [2, 2, 2, 2, 2, 2, 2, 2, 2, 2]
This is the alien item levels from the latest nightly which if you include such a part in your mod you need to keep the 0's and 1's, see here for more information. https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_%28OpenXcom%29#Alien_Item_Levels
And BTW welcome to the forum.
Why not keep Snap Shot in HP at 75 Acc, 30 TU. Auto shot will be heavily favored still while aliens won't lose their option to reaction-fire. In general I don't think banning snap when there is aimed or vice versa makes much sense - you can simply tweak TU/Acc to the point where one or the other is clearly superior. I've been there and in the end, restored Aimed/Snap shots to all weapons that had these removed - forcing players to think is fine, but forcibly removing options shouldn't be the favored way to do this.
Yeah I agree in general and I think your changes are well thought of, the only weapon beside HP that was given such restrictive treatment was the Pistol and who cares about Pistols :) Only HP looked bit silly with aimed & auto, but no snap.
...I'm kind of leaning towards XCOM having weapon roles that are well defined, and the xenos being more versatile without really excelling at any particular type of firing mode (therefore XCOM and the xenos will get distinct Plasma weapons from the other)...
I used to pursue this line of thought, making the alien's weapons unusable for the player but allowing him to "modify" them (in the workshop) in order to make them human-usable. there are some nice alternative graphics out there, so you can for example have alien plasma weapons with weird handles (so they don't even look like they can be used with human hands ;) ) and human plasma weapons with standard handles attached.
it does get a little bit complicated, though. in the end, you have to come up with a really good explanation why the weapons are so different. my take on this was to claim that the alien weapons use psionic circuitry, so they are fired by the aliens simply by thinking about firing them. in order for the humans to modify them, they need to analyse the circuits and replace them by conventional firing mechanisms... that would also explain nicely why the aliens can reaction-fire (speed of mind...), but the humans can't.
requires:
- STR_HEAVY_PLASMA
to requires:
- STR_HEAVY_PLASMA
- STR_ALIENS_ONLY
- type: STR_HEAVY_PLASMA_HUMAN
- name: STR_HEAVY_PLASMA_RETROFIT
which takes one heavy plasma (the alien variant) and turns it into a "human heavy plasma" - name: STR_HEAVY_PLASMA_HUMAN
which takes raw materials and turns them into a "human heavy plasma"Woah. All I can say is: I've been basically doing the same thing with my own reworks of UFO/EU & TFTD. I mean, it's not exactly the same down to the T, but the the gist behind it (role specialization) is essentially the same. In a few cases, in fact, we have independently arrived at the same specific changes for some weapons (be that weight, accuracy, clipsize or what-have-you). Uncanny! :o
All in all, I consider this a definite step forward in the overall improvement of (Open)X-Com as a whole.
PS: Oh, and yes, the aliens must definitely keep snap/reaction fire, otherwise you're castrating the poor guys.
Grats Lohengramm, this is some very sensible and well-rounded rebalancing.
Two notes :
- Be careful with weights inferior to 3, because weight is used as a divisor for throwing distance. In the vanilla game, 3 is the weight of the lightest items, including flares and grenades. Items with weight 2 can be thrown 50% farther, items with weight 1 can be thrown a whooping 300%.
- About the question of heavy plasma having no snap : You could redefine deployments to give pistol/rifle/heavy + basic clips in the first months, then pistol/rifle/heavy + advanced clips, then pistol/rifle/heavy + high-power clips in the endgame. This way, aliens maintain the variety of weapons from beginning to end, yet their firepower improves gradually. As a bonus, the player who researches alien technology immediately does not get the endgame firepower.
A detail : Avoid using exactly 35% TU costs, as it allows some soldiers to shoot three times in the same round, if they have specific TU numbers (like 54). If you want everybody to shoot at most two times, use 36% or more.
I posted details about this phenomenon here : https://openxcom.org/forum/index.php/topic,3662.msg45678.html#msg45678
What about clicking on that little button that spends all the unit's TUs so they don't reaction fire, instead of changing the weapon? ;P
(I'd say that's a boost: faster aimed shots on rockets is quite handy, even if at the cost of a little less accuracy, while snap shots is really only for reaction, and often (most of the time?) is detrimental for the team).
That and, WHO THE FUCK FIRES A ROCKET WITHOUT AIMING FIRST? Only XCOM...They're rookies fighting aliens! They're just a bit jumpy ;)