OpenXcom Forum

Modding => Released Mods => Topic started by: NeoWorm on August 18, 2014, 10:42:42 pm

Title: [WEAPON] Alloy Sword 0.9.1
Post by: NeoWorm on August 18, 2014, 10:42:42 pm
A little present from Kiryu-Kai.
(https://i.imgur.com/dQPkX1q.png)
Simple melee weapon that counts in soldiers skill and strenght, have fixed TU cost and 80% accuracy. Quick research after alien alloys. If you have a guy with high melee accuracy skill and decent strenght it can be more effective than heavy weaponry.

I wont be ballancing this too much now, I want this to be a part of little more complex mod. But if somebody wants to give it some care and testing, feel free.
Title: Re: [WEAPON] Alloy Sword 0.9
Post by: Dioxine on August 19, 2014, 12:04:18 am
Being sort of go-to person as far as melee weapons go, some tips: As of now, this delivers HUGE amounts of damage, however, with starting Xcom agent melee accuracy 20-40%, you'll be very lucky to hit anything at all (and 15 TU hardly gives more than 1-2 chances). :) I'd advise reducing the TU cost and damage, unless 1-hitting Sectopods is your aim :) Also, melee damage type is 7 not 1 (unless of course it was supposed to deliver AP damage).
Title: Re: [WEAPON] Alloy Sword 0.9
Post by: NeoWorm on August 19, 2014, 08:29:05 am
I was aiming to one hit mutons if you can hit them. And I want to make it worth to have a guy with high TUs and anought melee skill to actually deliver. I have another mod in progress that should complement this in a nice way. At least I hope.
Title: Re: [WEAPON] Alloy Sword 0.9
Post by: Dioxine on August 19, 2014, 10:27:15 am
Well, if mutons are the intended target, damage type 1 (AP) is the worst one, as they only take 60%... Changing it to 7 (melee) would allow to reduce weapon's damage to 100 (which in turn means Sectopods sometimes won't go down to a single hit) :)
Title: Re: [WEAPON] Alloy Sword 0.9
Post by: Solarius Scorch on August 19, 2014, 01:14:20 pm
I don't think an alloy sword should be stronger than 100 anyway, and even that may be too much... And that's assuming the sword gets no bonus from Strength. If it does... ugh.

Hmm... How about arming Mutons with these? :)
Title: Re: [WEAPON] Alloy Sword 0.9
Post by: niculinux on August 19, 2014, 02:00:18 pm
A little present from Kiryu-Kai.
(https://i.imgur.com/dQPkX1q.png)
Simple melee weapon that counts in soldiers skill and strenght, have fixed TU cost and 80% accuracy. Quick research after alien alloys. If you have a guy with high melee accuracy skill and decent strenght it can be more effective than heavy weaponry.

I wont be ballancing this too much now, I want this to be a part of little more complex mod. But if somebody wants to give it some care and testing, feel free.

+1!!

Personally, think it seems kinda "wolverkne glove" or somethinh... :D
Title: Re: [WEAPON] Alloy Sword 0.9
Post by: Warbear on August 19, 2014, 10:33:32 pm
Looks quite nice, but what's that pretty armor from the screenshot?
Title: Re: [WEAPON] Alloy Sword 0.9
Post by: NeoWorm on August 19, 2014, 11:52:23 pm
Well, if mutons are the intended target, damage type 1 (AP) is the worst one, as they only take 60%... Changing it to 7 (melee) would allow to reduce weapon's damage to 100 (which in turn means Sectopods sometimes won't go down to a single hit) :)

That may be why I had to go with the damage that high. I completely overlooked the melee type damage. New version have damage of 100 and is little faster - 10 TU. Also it looks like I can edit .rul files directly on my tablet, so I may be able to do some more extensive testing on the fly.

By the way, anybody willing to donate some sounds for it? I am graphics guy, sounds go around me.

Personally, think it seems kinda "wolverkne glove" or somethinh... :D
It's shamelessly stolen design from Evangelion Unit-01 action figure swords. I dig designs from this series.

Looks quite nice, but what's that pretty armor from the screenshot?
My work in progress, I posted some more screens and inventory doll preview in other thread.
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Solarius Scorch on August 24, 2014, 01:42:02 pm
I'd like to add this to the Final Mod Pack, although I think I'll adjust the stats a little...

And here's the Polish version:

Code: [Select]
      STR_ALLOY_SWORD: Miecz z obcych stopów
      STR_ALLOY_SWORD_UFOPEDIA: Odkrycie obcych stopów umożliwiło naszym naukowcom tworzenie narzędzi o interesujących właściwościach, takich jak ostrza wyrabiane z tego samego materiału, co zewnętrzny kadłub UFO, praktycznie niezniszczalne i zachowujące ostrość nawet po długim użytkowaniu. Ten specjalnie wykonany miecz to groźna broń do walki bezpośredniej, wykorzystująca siłę i umiejętności żołnierza do eliminowania nawet ciężko opancerzonych przeciwników.
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Harald_Gray on August 24, 2014, 06:43:42 pm
My (admittedly nowhere near master-class) knowledge of swordfighting cringes when I see the stats this is supposed to have. Penetration and damage potential of a sword are nowhere near an RPG round and while I do understand the coolness factor there's an old saying that comes to mind: never bring a knife to a gunfight.

Yes, there are exceptions to this rule. And you're in big trouble when there's a guy with a knife close to you and your gun is still holstered. But generally speaking, it should be better to shoot the aliens than rush them with a sword.
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Dioxine on August 24, 2014, 06:58:32 pm
An RPG round? That's fireworks :) You forgot that it adds Strength to the damage, so it's more something in between Heavy Plasma and Blaster Bomb :)
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Harald_Gray on August 24, 2014, 07:17:27 pm
My bad. But then again, it kinda looks like a katana so the damage similar to a blaster bomb is probably okay  ;D
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Dioxine on August 24, 2014, 07:19:36 pm
Hmm... I'd say it's rather a khopesh. But I'm skewed towards ancient Egypt.
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Harald_Gray on August 24, 2014, 07:45:05 pm
A khopesh? Yes, I do see the curve at the blade's spine but you must really *love* ancient Egypt to see a khopesh there. Not that it is a bad weapon, the hooking potential is definitely interesting, but the alloy sword doesn't remind me of one.

Truth is I'm still not sure whether that perceived curve isn't in fact just a really dark spine. Maybe the sprite creator could clarify this?
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Dioxine on August 24, 2014, 09:03:04 pm
It's the khopesh of the future, man. Full-blown hooks went obsolete long time ago, around the emergence of motorized warfare, they got entangled in the equipment all the time, and pulling people off the tanks with that hook turned out to be much harder in practice than in theory anyway... :)
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Harald_Gray on August 24, 2014, 09:46:19 pm
There's only one thing I can say now:

(https://img1.wikia.nocookie.net/__cb20091011115912/warhammer40kfanon/images/c/cd/Drive_me_closer_i_want_to_hit_them_with_my_sword.png)
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Solarius Scorch on August 24, 2014, 11:43:00 pm
(https://i200.photobucket.com/albums/aa43/SolariusScorch/Junk/1388471202817.jpg)
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: NeoWorm on August 25, 2014, 02:25:58 am
It's actually inspired by these:
(https://www.kidnemo.fm/cgm/ecommerce/kidnemo/images/large/2767d4e5673fa5a0af1c3fa103e595f7.jpg)
And yeah, Khopesh is pretty near with its accentric forward bent design.

My (admittedly nowhere near master-class) knowledge of swordfighting cringes when I see the stats this is supposed to have. Penetration and damage potential of a sword are nowhere near an RPG round and while I do understand the coolness factor there's an old saying that comes to mind: never bring a knife to a gunfight.

Yes, there are exceptions to this rule. And you're in big trouble when there's a guy with a knife close to you and your gun is still holstered. But generally speaking, it should be better to shoot the aliens than rush them with a sword.
I do fencing myself (historic one, not sport fencing) and yeah, sword being able to oblitereate enemies better than explosives is stupid. But... Its a sci-fi game. There are laser and plasma weapons. Why not futuristic vibroblade made from alien alloys that is actually capable of cutting pretty much anything? Reason why I made it that strong is to make melee specialist soldiers viable. Because its more interesting to have multiple types of units instead of 14 laser rifle wielding soldiers.

I'd like to add this to the Final Mod Pack, although I think I'll adjust the stats a little...
Feel free. I will use your translation when I post it on mod page.
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Solarius Scorch on August 25, 2014, 07:56:37 am
Feel free. I will use your translation when I post it on mod page.

Thanks! The stats change isn't needed because your numbers were wrong, but because I needed to balance the sword against other stuff. The changes are small though: I increased accuracy to 115 (it's a huge sword) and decreased damage to 50 + soldier's Strength.
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Harald_Gray on August 25, 2014, 12:55:42 pm
I do fencing myself (historic one, not sport fencing) and yeah, sword being able to oblitereate enemies better than explosives is stupid. But... Its a sci-fi game. There are laser and plasma weapons. Why not futuristic vibroblade made from alien alloys that is actually capable of cutting pretty much anything? Reason why I made it that strong is to make melee specialist soldiers viable. Because its more interesting to have multiple types of units instead of 14 laser rifle wielding soldiers.

Same here regarding fencing, although the era I do can hardly be called fencing - a spear, shield and gladius are not exactly fencing weapons. But, considering my other hobbies, I'm okay with swords in sci-fi settings.

The in-game reason for disliking the damage is TftD. Vibro blades, which are more advanced than the alloy sword, do less damage. Maybe you could lower both the TU cost and the power to keep the damage output about the same but make it less devastating against heavy armor. Make the game world more consistent.
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: NeoWorm on August 25, 2014, 11:12:16 pm
The in-game reason for disliking the damage is TftD. Vibro blades, which are more advanced than the alloy sword, do less damage. Maybe you could lower both the TU cost and the power to keep the damage output about the same but make it less devastating against heavy armor. Make the game world more consistent.

Well I have very limited experience with TftD but I remember hardly ever using melee in it.
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: ivandogovich on August 25, 2014, 11:49:09 pm
Well I have very limited experience with TftD but I remember hardly ever using melee in it.

Melee was the BEST way to deal with Lobstermen in TfTD :)
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Solarius Scorch on August 26, 2014, 12:26:01 am
TFTD was a different game really. It had different balance and different concept of combat - in my opinion a step back from the first game really (and way more silly).

I'm not saying this to bash TFTD as a game, because it was still very enjoyable, but to explain that I don't feel restrained by what was going on there; I'm making mods for UFO: Enemy Unknown / X-Com: UFO Defense, and I'm balancing stuff against this particular game.
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: BlackLibrary on August 26, 2014, 05:27:03 am
Melee was the BEST way to deal with Lobstermen in TfTD :)

*Cough*Only way...*Cough*

The only other way was to shoot them from behind so that the did not have enough TUs to spin around and reaction fire you.  Shooting them just got them madder at you.
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Harald_Gray on August 26, 2014, 09:36:56 am
Well, thermal shok launcher worked like a charm against them. So did several sonic pulsers (because TftD let you detonate several in the same spot in the same round), or shooting them from beyond their visual range with sonic cannons.

But I do agree that tazers and vibro blades were *very* efficient, especially in close quarters.
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Solarius Scorch on August 27, 2014, 06:40:38 pm
I tried my hand at an alloy knife to go with the sword. I tried basing it on Eva 01's prog knife.

I'm not really happy with the result, maybe someone will give me some advice?
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Dioxine on August 27, 2014, 08:28:30 pm
I took the liberty of stealing and remodelling your work, Solar... :3
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Harald_Gray on August 27, 2014, 08:50:43 pm
I had to go AFK for a while so Dioxine posted first but I'll give you one more version anyway.
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Solarius Scorch on August 27, 2014, 09:57:30 pm
Thanks, guys!

I think I'll go with Dioxine's design (Salo), since it's virtually the same as your Harald, but with built-in transparency. :D

As for the handob, i think Warboy's knife handob still works well enough.
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Harald_Gray on August 27, 2014, 11:15:22 pm
Well, I didn't realize that transparency was that important...  :)
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: Solarius Scorch on August 28, 2014, 12:32:16 am
Well, I didn't realize that transparency was that important...  :)

But it's a good knife. :)
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: smexyvami on September 04, 2014, 12:23:16 am
gundome beem swords when with stun damage!
Title: Re: [WEAPON] Alloy Sword 0.9.1
Post by: kikimoristan on February 07, 2015, 10:37:43 am
u guys shoulda made a machete makes total sense rather than sword