OpenXcom Forum
OpenXcom => Suggestions => Topic started by: Mr. Quiet on May 30, 2016, 08:59:09 pm
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The last time I played, I saw how much more progress I was making in the game when I downloaded the GL (https://www.openxcom.com/mod/grenade-launcher) mod. I love it, because you can shoot from a distance over a wall or trees and still hit your mark. Can't be indoors with artillery, which is the only negative I can think of. So kills rack up with these guys. My first pick is always artillery over my rookie riflemen. That's modern warfare. Artillery wrecks everything and gun fights are mostly fought at long distances between each other if anyone has played a simulation like Arma or PR. Without heavy weapons, we'd shoot the hell out of a farmhouse before inching closer. (https://www.independent.co.uk/news/world/americas/us-forced-to-import-bullets-from-israel-as-troops-use-250000-for-every-rebel-killed-314944.html)
Now I know what you're thinking, but I do want to keep this mod in my arsenal as everyone else would. Here's the question. What can we nerf to keep the GL balanced, to have its place in a squad without being more dominant than the others? At least not for a rookie. Increase ammo size? Give it a lower accuracy? Make it heavier? Less range(nah)? Increase ammo costs? You can say that the council wants the least amount a property damage done, so they raise prices on GL explosive ammo, but not for smoke and incendiary hahaha.
Back in my day, we used to throw 'nades before considering long shots. Nothing wrong with that, as you'd have to plan your TU's for priming and throws. GL's I understand are made to be easier to use, or else they'd have no place in the field, just consider this is a game, so realism is awesome, but we can have a little bit of unrealistic fun factor too, or fear factor here and there.
I ask in a way to help take away my mindset of almost always having a third man as a storage for ammo, because I've become dependent on using my grenadiers for more and more tasks. So what sayeth you?
This is the mod in question: https://www.openxcom.com/mod/grenade-launcher
If you agree or disagree, please comment and help a brother out with this. Thanks!
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Everybody agreed that this is OP. Power 50 would be much more in par with the rest of the "contemporary weapons" of vanilla UFO, 40 would be more reasonable to balance with the high accuracy and high shooting speeds.
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As i integrated the grenade Launcher into the Hardmode Expansion i adapted its core values.
Values see Screenshot, i also reduced the Blastradius from the explosions of the grenades to 4.
Ruleset looks like this:
#BEGIN GRENADE LAUNCHER
- type: STR_GRENADE_LAUNCHER
size: 0.2
costBuy: 5000
costSell: 2250
weight: 8
bigSprite: 152
floorSprite: 149
handSprite: 448
fireSound: 105
compatibleAmmo:
- STR_GRENADE_LAUNCHER_HE_AMMO
- STR_GRENADE_LAUNCHER_IC_AMMO
- STR_GRENADE_LAUNCHER_SMOKE_AMMO
accuracySnap: 50
accuracyAimed: 100
tuSnap: 40
tuAimed: 75
battleType: 1
twoHanded: true
invWidth: 1
invHeight: 3
armor: 20
arcingShot: true
listOrder: 3001
snapRange: 24
dropoff: 10
- type: STR_GRENADE_LAUNCHER_HE_AMMO
size: 0.1
costBuy: 200
costSell: 150
weight: 3
bigSprite: 153
floorSprite: 150
handSprite: 472
bulletSprite: 13
hitSound: 0
hitAnimation: 0
power: 60
damageType: 3
clipSize: 1
battleType: 2
blastRadius: 4
armor: 20
listOrder: 3002
- type: STR_GRENADE_LAUNCHER_IC_AMMO
size: 0.1
costBuy: 600
costSell: 400
weight: 3
bigSprite: 154
floorSprite: 151
handSprite: 480
bulletSprite: 14
hitSound: 0
hitAnimation: 0
power: 60
damageType: 2
clipSize: 1
battleType: 2
blastRadius: 4
armor: 20
listOrder: 3003
- type: STR_GRENADE_LAUNCHER_SMOKE_AMMO
size: 0.1
costBuy: 300
costSell: 200
weight: 3
bigSprite: 155
floorSprite: 152
handSprite: 488
bulletSprite: 15
hitSound: 0
hitAnimation: 56
power: 60
damageType: 9
clipSize: 1
battleType: 2
blastRadius: 4
armor: 20
listOrder: 3004
#END GRENADE LAUNCHER
The weaponpower it has is still enough to kill some close together sectoids, but it only makes relatively small holes into farmhouses.
EDIT: noone so far complained about it being overpowered.
EDIT2: The TU usage is balanced around shooting two snapshots, which are unprecise, but do the deal, when your solider has 80 TU and didn't move. Otherwise its aimed shoot and reload.
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Mega-oops : The screenshot is very, very outdated.
In the standalone mod, Explosive grenades do have power 50 and blastradius 5 (?)
Snap: 60% Acc, 33%TU
Aimed: 80% Acc, 50%TU
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Mega-oops : The screenshot is very, very outdated.
In the standalone mod, Explosive grenades do have power 50 and blastradius 5 (?)
Snap: 60% Acc, 33%TU
Aimed: 80% Acc, 50%TU
The screenshot is from the adaption of the standalne GL mod in my Expansion Mod.
So its not outdated.
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Sorry hellrazor, I am still talking if the original mod by Warboy (linked in first post). The screenshot on the mod portal shows grenades with power 70 and 80, but the second was actually a smoke grenade (buggy openxcom showed "HE") and the first one was nerfed.
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Sorry hellrazor, I am still talking if the original mod by Warboy (linked in first post). The screenshot on the mod portal shows grenades with power 70 and 80, but the second was actually a smoke grenade (buggy openxcom showed "HE") and the first one was nerfed.
Jeah indeed the original mods has some silly values regarding damage and explosion range and yes i considered it also overpowered that why i adapted it. And the values i choose actually work quite well.
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Indeed, I do prefer your choice of making it a "slow-fire" weapon.
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Indeed, I do prefer your choice of making it a "slow-fire" weapon.
The aimed shot actually also does now increase chances to hit, due to the cost of only being able to fire once per turn.
But putting a low accuracy soldier at the Grenade launcher and let him kill 2-3 aliens per mission and you do get your next sniper pretty quickly :)
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Have you tried using the new terrains?
Because I play with FMP which has both GL and new terrains. The new terrain seems to be tailor-made to avoid grenade cheese - more slopes make it harder to simply use the grenade launcher like a mortar, and lots of trees in forested terrain are hell for grenadiers. Sometimes I switch my GL for a auto-cannon or heavy cannon when I know the terrain is bad for it.