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Modding => Released Mods => Topic started by: kikimoristan on March 04, 2015, 10:11:00 am

Title: [WEAPON] Weapons Melee Tech
Post by: kikimoristan on March 04, 2015, 10:11:00 am
modsite version here: https://www.openxcom.com/mod/weapons-melee-tech (https://www.openxcom.com/mod/weapons-melee-tech)

Hey everyone.

We all know vanilla XCom is pretty pathetic when it comes to GOOD melee weapons. But not for long! Latest experiments with Alien materials have given XCOM the latest and greatest in melee weapons technology: Ripper, Auto-Axe & Heavy Auto-Axe.

This mod has been update to 3 weapons and 1 optional weapon. Also all weapons have unique attack sounds now. Ripper and Grinder share a sound  and both Auto-Axes have share a different sound.

There are two rulesets  now:

Weapons Melee Tech - all 4 weapons. Grinder requires Elerium. Auto-Axe requires Chrysalid autopsy and Grinder tech.  Ripper can be researched at any time. Ufopaedia are a bit different too.

Weapons Melee Tech (No Grinder) - only 3 weapons . Auto-Axe requires Elerium and Chrysalid autopsy. Ripper can be researched at any time.

Use one or the other . DO NOT USE BOTH>


(https://openxcom.org/forum/index.php?action=dlattach;topic=3426.0;attach=13751;image)

1. Ripper can be researched at any time. Ripper is a self powered mini chainsaw knife.

Damage: 65 MELEE (flat Strength NOT applied)
Melee Accuracy: 150 (Melee Skill applied)
Weight: 5
Selling: 1245
Manufacture: 6000
Size: 1x2
TU: 10


2 (OPTIONAL) Grinder. Can be disabled via Weapons Melee Tech (No Grinder) ruleset. Requires Elerium tech.

Damage: 80 MELEE (flat Strength NOT applied)
Melee Accuracy: 150 (Melee Skill applied)
Weight: 10
Selling: 1500
Manufacture: 7000
Size: 2x3
TU: 10


3. Auto-Axe. Auto-Axe requires Grinder tech and Chryssalid autopsy. If you disabled Grinder then it requires Elerium and Chryssalid autopsy.

Damage: 110 MELEE (flat Strength NOT applied)
Melee Accuracy: 160 (Melee Skill applied)
Weight: 10
Selling: 1800
Manufacture: 12000
Size: 2x3
TU: 15


4. Heavy Auto-Axe is an improved version of Auto-Axe and requires Auto-Axe tech. Heavy Auto-Axe costs 2 elerium and double that of Auto-Axe. It's attack costs 20 TU but does incredible damage.


Damage: 150 MELEE (flat Strength NOT applied)
Melee Accuracy: 160 (Melee Skill applied)
Weight: 15
Selling: 2000
Manufacture: 20000
Size: 2x3
TU: 20



NOTE1 Neither one of Auto-Axes are overpowered. The stats are IDENTICAL with TFTD Thermic Lance and Heavy Thermic Lance. So if TFTD team thought these stats are good then is good.

NOTE2: These weapons are automatic melee weapons meaning unlike swords or knives they deal flat damage and Strength is not a factor! A Combat Knife is more effective than a Ripper on a soldier with 50 Strength as 30 power + 50 = 80 damage. Ripper damage stays at 65 no matter what. However a soldier with 34 Strength or less does more damage with Ripper as  Combat Knife 34 + 30 = 64 vs Ripper 65.


All weapons have custom floorobs and handobs and bigobs optimized for Ufopaedia . Let me know if you have any issues.


Why I made this mod? Because UFO needs good melee weapons badly. At least I think so. And not just 1 melee weapon but a melee weapon tech family that can be upgraded and improved. The idea for the mod came from TFTD vibroblade, thermic lance & heavy thermic lance. But I didn't wanna use borrow TFTD items. I wanted something unique to UFO defense. I came up with this from Fallout 3/2. The stats of Auto-Axe are identical to Thermic Lance while ripper is a weaker than Vibroblade due to  size & portability.

Enjoy :)

EDIT1: I redone everything to add Ripper. Originally was planned this way but I got lazy and tired so I released it kinda broken without ripper. I just adde the ripper and made everything as I originally planned to do.  Ripper had to be underpowered as comparing to Vibroblade because Ripper is 1x2 size while Vibroblade is 2x3 and heavier.

EDIT2: Updated the mod fixed a few issues added handles on auto-axes and balanced the ripper a bit better . Should be much better now.

EDIT3: Added Grinder & sound effects.

EDIT4: 1.4 is up fixes missing Ripper manufacturing category, fixes missing manufacturing option for Grinder and changes Ripper TU to 12 (from 10) to be more fair.

I won't be adding anymore weapons . This is final. Were supposed to be 3 weapons but I accidentally made 4. Ripper is kinda extra but I wanna keep it due to being small and useful.
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: Arthanor on March 04, 2015, 04:16:43 pm
Where's my chainsword? Oh right, there is a dedicated space marine mod.. ;)

I'm not entirely sure XCom needs more melee weapons (unless you play Piratez!) but more offering is good and it looks like you did a great job coming up with stuff.

My only critic would be how the tech is not really uniform. 1 chain weapon and 2 rotary blade weapon. Would it not make more sense if all 3 were the same tech?
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: Solarius Scorch on March 04, 2015, 04:18:35 pm
I really, really like the Ripper (even though it's more of a Piratez! thing, graphics-wise). The Auto-Axes don't really look too good, though.
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: Dioxine on March 04, 2015, 04:31:05 pm
I really, really like the Ripper (even though it's more of a Piratez! thing, graphics-wise). The Auto-Axes don't really look too good, though.

They Will Be Stolen.
(and this is a high praise!)
Awesome models, only the normal Auto-Axe is a bit drab, handle-wise (the Heavy version is better).
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: kikimoristan on March 04, 2015, 07:25:18 pm
They Will Be Stolen.
(and this is a high praise!)
Awesome models, only the normal Auto-Axe is a bit drab, handle-wise (the Heavy version is better).

Stealing is ok! Go right ahead. That's why I made them so people can use them. :)

I gotta agree that the normal Auto-Axe needs a bit more oomph. Maybe add a side handle on both weapons? I gotta experiment with it.

Ripper is literarily Warboy's combat kife mod heavily edited by me. But the bigob was made from scratch by me then I modified the look of combat knife based on the bigob.

Question is. Is ripper overpowered? A small light portable high damage melee weapon anyone can carry on their belt... Hmm... TO be honest ripper has like 95% melee ACC and only 50 damage while auto-axes have 150+  melee accuracy and 100+ damage so is totally worth the upgrade. But you need to have a dedicated heavy with high melee skill and high TU to walk all the way there and bust some faces.

One thing is for certain! Chryssalids will no longer be a problem for Xcom. (y)
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: kikimoristan on March 04, 2015, 07:27:41 pm
My only critic would be how the tech is not really uniform. 1 chain weapon and 2 rotary blade weapon. Would it not make more sense if all 3 were the same tech?

Yes. I just couldn't think of another weapon that fits the early melee role. Maybe a portable grinder with a serrated blade? Auto axe has 4 blades while this other weapon let's call it Grinder is a disc blade.
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: hellrazor on March 04, 2015, 07:29:54 pm
One thing is for certain! Chryssalids will no longer be a problem for Xcom. (y)

In your dreams. They do reactionfire at you if you dare to attack them from a tile which is next to them. So no meleeing Chryssalids, except you wanna zombify all your melee dudes :D
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: kikimoristan on March 04, 2015, 07:34:18 pm
In your dreams. They do reactionfire at you if you dare to attack them from a tile which is next to them. So no meleeing Chryssalids, except you wanna zombify all your melee dudes :D

I was thinking my dudes will reaction fire against incoming Chryssalids :) Imagine a Heavy Auto-Axe 150 melee damage reaction fire =  insta-death.  At 160  melee acc they rarely miss.
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: hellrazor on March 04, 2015, 07:44:14 pm
I was thinking my dudes will reaction fire against incoming Chryssalids :) Imagine a Heavy Auto-Axe 150 melee damage reaction fire =  insta-death.  At 150 and over melee acc they rarely miss.

I rather keep my distance and shoot them down.
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: kikimoristan on March 04, 2015, 07:49:01 pm
I think I may add a fourth weapon between Ripper and Auto-Axe called a Grinder which is an Auto-Axe but with 1 disc blade.  All same tech. Ripper is kinda different tech more like Xcom starter weapons.  I m thinking making Ripper black/gray like rifle/pistol/auto-cannon. Any thoughts?

EDIT:

I tried the grinder look and I don't really like it is kinda lame.  I think im gonna keep current tech as is.

(https://openxcom.org/forum/index.php?action=dlattach;topic=3426.0;attach=13726;image)

OH btw added handles to all auto-axes so they don't look so drab :D
(https://openxcom.org/forum/index.php?action=dlattach;topic=3426.0;attach=13724;image)
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: Dioxine on March 04, 2015, 10:50:53 pm
The four-bladed design was much better, yeah. It's the non-blade part that needs some detail (I'd add a radiator grill and maybe some lights, I'm always adding a grill :P ) Handle isn't a bad idea, but a better-drawn side handle would be much better than this bottom one... this one is not too good.

And no. Attacking Chryssalids in melee is NOT a good idea. Neither is counting on reaction.

As for the OP blades... hmm, make attack dependant on melee skill (like, 100% acc)? Xcom soldiers have lousy melee so even at 10% TU you'll be looking at 30-40% hit chance which should be just fine. With the axes, you could make their accuracy like 200% so even with lousy melee skill, they'll often hit.
Any melee weapon which auto-hits is OP unless the attack is time-consuming (20% TU's at the very least).
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: kikimoristan on March 04, 2015, 11:24:46 pm
The four-bladed design was much better, yeah. It's the non-blade part that needs some detail (I'd add a radiator grill and maybe some lights, I'm always adding a grill :P ) Handle isn't a bad idea, but a better-drawn side handle would be much better than this bottom one... this one is not too good.

And no. Attacking Chryssalids in melee is NOT a good idea. Neither is counting on reaction.

As for the OP blades... hmm, make attack dependant on melee skill (like, 100% acc)? Xcom soldiers have lousy melee so even at 10% TU you'll be looking at 30-40% hit chance which should be just fine. With the axes, you could make their accuracy like 200% so even with lousy melee skill, they'll often hit.
Any melee weapon which auto-hits is OP unless the attack is time-consuming (20% TU's at the very least).

Hey Dioxine. Thanks for the suggestions. A grill or light would be nice. I'll see what I can do. :D Still trying to make them look as best as possible.


I have fixed up the stats rebalanced the weapons a bit esp Ripper. See what you think of the new stats.

unlike regular melee weapons automatic melee weapons do not benefit from Strength! Meaning a Combat Knife does more damage than a Ripper on a high Str soldier. What do you think about that?

Also melee acc is 160 on both Auto-Axes and 150 on the Ripper. I could bump it up to 180 or so or lower ripper acc and increase it's damage a bit to 70 and acc 130.

Also BE HONEST what you think about the Grinder weapon??? Should I add a 4th weapon Grinder between Ripper and Auto-Axe?? Thing about it is is just same stuff. A ripper has the advantage of being small and portable and light so is kinda cool and different and still useful later game with 10 TU attack.

BTW if you wanna use the graphics or the weapons as they are for your mod are go right ahead :) Is free grabs. I made these cause I wanted melee tech for UFO Defense that is UFO-ish and that is NOT stolen stuff from TFTD. Im deff using this in my next playtrough . That's why I made it. I'll see if it works. ALso is a bit different that TFTD as the melee "pistol " is a small weapon so there is some variation with TFTD so can be used together later.


Also I wanna figure out a way to use it to destroy cover making range of 1 and making battle type a rifle with damage type melee.
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: kikimoristan on March 05, 2015, 12:18:44 am
i was playing around with the mod and im good with ripper maybe a tad bit overpowered but strength doesn't apply so is flat damage always.
but autoaxe misses more than it should im gonna bump melee aim acc to 180 from 160


EDIT: now it hits 9/10 times.  LOL
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: SIMON BAILIE on March 05, 2015, 01:23:55 am
I like these melee weapons tho I've only tested them in battle mode yet, shud be good for up close and personal with a muton, ethereal or if u're suicidal a sectopod or as a back up attack if u're just too low on tu's for even a snap shot as the way I play I try to always leave my troops with kneeling time so they can drop a pre-primed smoke grenade on the ground for cover. Only a suggestion but some sort of unique sounds wud be a nice touch rather than the plain melee attack animation sound. Any chance of using the sounds of the melee weapons from TFTD?
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: kikimoristan on March 05, 2015, 01:42:55 am
Only a suggestion but some sort of unique sounds wud be a nice touch rather than the plain melee attack animation sound. Any chance of using the sounds of the melee weapons from TFTD?

OK i got some new sounds I'm gonna add them soon :)))

BTW pair rippers with pistols on a high TU soldier. Both are 1 handed and won't cause accuracy issues so you can dual wield from loadout.
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: SIMON BAILIE on March 05, 2015, 01:53:29 am
Yep good advice tho in my 1st engagement in my current game had 2 tanks draw all reaction fire and had my troop who had a viper assault cannon in 1 hand and ripper in the other go point blank with a floater and do do some cosmestic surgery on him.
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: kikimoristan on March 05, 2015, 01:58:58 am
Yep good advice tho in my 1st engagement in my current game had 2 tanks draw all reaction fire and had my troop who had a viper assault cannon in 1 hand and ripper in the other go point blank with a floater and do do some cosmestic surgery on him.

LOL ! 

Remember! Rippers and Auto-Axes don't scale off Strength  and all have a flat rate damage. They do use melee skill for accuracy though. So high str or low str doesn't matter they always deal same damage. I  recommend having a few rippers on low str  high TU/stamina soldier as a side weapon . Only costs 10 TU to hit so you can get way more damage than a pistol/ rifle etc. 
Title: Re: Weapons Melee Tech = 3 melee weapons for Xcom
Post by: kikimoristan on March 05, 2015, 05:19:01 am
@SIMON  ADDED sound effects.  Used the ones from Fallout 2 for ripper and fallout 3 for autoaxe but modified to be shorter. Let me kno if is too loud or not loud enough.

& added a new weapon Grinder.

There is an optional ruleset to disable Grinder if you don't want to have it.

Grinder is part of the auto-axe type tech while Ripper is just separate tech. Ripper is not prerequisite for anything. If you play with Grinder you need to research Elerium then Grinder then Chrysalid autopsy then Auto-Axe then Heavy Auto-Axe. If you disable Grinder is Elerium + Chrysalid Autopsy -> Auto-Axe -> Heavy Auto-Axe.

I won't be adding any more weapons to melee tech. That's it. Is all about balancing stats now tweaking graphics and minor fixes. But mod is petty much done right now.
Title: Re: Weapons Melee Tech = 3 + 1 optional melee weapons for Xcom
Post by: SIMON BAILIE on March 05, 2015, 01:16:32 pm
IMO the sounds r just about right, far far better than the bog standard melee and different from the TFTD lances. Looking forward to shaving a muton with the grinder.
Title: Re: Weapons Melee Tech = 3 + 1 optional melee weapons for Xcom
Post by: ivandogovich on March 05, 2015, 04:42:26 pm
One Spriting idea:  To Distinguish the Auto Axe and Heavy a little more, go with Three Blades on the Auto Axe.  Then, the will be easier to distinguish at a glance.   Just my two cents. :)
Title: Re: Weapons Melee Tech = 3 + 1 optional melee weapons for Xcom
Post by: kikimoristan on March 05, 2015, 08:33:07 pm
IMO the sounds r just about right, far far better than the bog standard melee and different from the TFTD lances. Looking forward to shaving a muton with the grinder.
thanks SIMON. let me know about balance issues .

One Spriting idea:  To Distinguish the Auto Axe and Heavy a little more, go with Three Blades on the Auto Axe.  Then, the will be easier to distinguish at a glance.   Just my two cents. :)

Ivan. thanks.  I think I chose 4 cause thats how the FO3 one was . im gonna fool around see if it works with 3 . but i kinda like 4 :) also makes it easier to draw the handob.


i think ripper still needs balancing. is small and portable and low TU high damage
im gonna make it 12 TU instead of 10 .would make it more fair and make grinder more useful.
so it would be ripper 12 TU, grinder 10 TU, auto-axe 15 TU, heavy auto-axe 20 TU...that way grinder is bigger but much faster due to continually rotating blade...ripper is a bit slower cause it requires a bit of powering on and off warmup...and auto-axes are just more heavy and clunky making hand attack a bit slower
Title: Re: Weapons Melee Tech = 3 + 1 optional melee weapons for Xcom
Post by: ivandogovich on March 05, 2015, 09:19:42 pm
Ivan. thanks.  I think I chose 4 cause thats how the FO3 one was . im gonna fool around see if it works with 3 . but i kinda like 4 :) also makes it easier to draw the handob.

Yeah, it was partly the handob I had it mind.  How easy is it to distinguish between the two auto axes right now on the soldiers?  Also, I notice that there is already a three way light grey / silver looking mini blade on top of the axe blades, and that is what got me thinking about it.  Idk if that shows in your handobs, but it could make it easier to re-sprite it.  Anyway, like I said, just some feedback.  The mod looks pretty cool.

My only other thought about the mod:  melee wasn't part of UFO... and it wasn't brought in until TftD.  When it was brought in, it was specifically a counter for the armor of LobsterMen.  We don't have the same Uber-armored foes in UFO, so these might be a little unbalanced. 

I love WarBoy's combat knife mod!  I love having the melee attacks in the game!  I love them for their speed, and I love them as part of the tension of getting close enough to take a foe down with them, or the "Oh, Crap..." enemy in your face surprise moments when breaching subs, etc.  With first tier enemies, the combat knife has been superb!  Even with the misses!  I usually only give it to melee skill 36 and higher (unfortunately StatStrings isn't coded to read melee and mark it, so I manually add an indicator for it), and hit at least once out of three swings.  But when I do connect, I drop sectoids and floaters every time.   Its so satisfying!

Anyway, despite all the rambling, balance will probably be a big part of making this set of tool successful, so good luck!
Cheers, Ivan :D
Title: Re: Weapons Melee Tech = 3 + 1 optional melee weapons for Xcom
Post by: kikimoristan on March 05, 2015, 09:56:53 pm
Hey ivan! thanks for the feedback.

I am gonna experiment with 3 blades look I will post here. Right now I am working on a new strange weapon is 50% done.

And you're right about melee+lobster man in TFTD.  And to be honest I am actually in the works of creating a new alien unit  that is highly armored foe with built in melee attack similar to lobsterman which , like lobsterman, would take extra damage from melee and stun but very little damage otherwise. This new unit would be an extension of one of the current races in the game. I was pondering also making a new race maybe but first one for sure. 
Title: Re: [WEAPON] Weapons Melee Tech
Post by: SIMON BAILIE on March 07, 2015, 03:00:28 pm
Still enjoying this mod a lot but upon looking @ the manufacturing screen I saw the attached. Is this not a bit odd?
Title: Re: [WEAPON] Weapons Melee Tech
Post by: kikimoristan on March 07, 2015, 06:58:01 pm
thanks Simon..i  didn't add a category . I will add one right now! sorry. 1 sec:)

EDIT: not only that but I think the grinder was missing it's manufacturing option.
Title: Re: [WEAPON] Weapons Melee Tech
Post by: kikimoristan on March 07, 2015, 08:22:20 pm
Still enjoying this mod a lot but upon looking @ the manufacturing screen I saw the attached. Is this not a bit odd?

SIMON, melee tech 1.4 is up fixes manufacturing bug on Ripper, missing manufacturing option for Grinder (the item was in the game but could not be manufactured) and rebalances Ripper TU to 12 (previously 10). 10 TU was a bit too OP for a lil portable weapon with 65 damage and 150% acc.  Not even stun rod i think is that good. 15 would be too much 12 is fair. Now Grinder is the only one with 10 still.  Also made ufopaedia entry for Ripper more nice.
Title: Re: [WEAPON] Weapons Melee Tech
Post by: shadics on April 06, 2015, 05:35:01 am
i don't know, but i can't hear the saw. I only hear the regular xcom sound :/. Any idea?
Title: Re: [WEAPON] Weapons Melee Tech
Post by: kikimoristan on April 07, 2015, 06:31:51 am
hmmm.. maybe latest nightly has something to do with it? or you might be missing the sound. try reinstalling?


which rul are you using?


the regular sound is the hit sound and is there normally . but the chain sound is my own added attack sounds. in other words the hit sound should be there IN ADDITION to the chainsaw/auto axe sounds.

give me all the details and i will investigate right away
Title: Re: [WEAPON] Weapons Melee Tech
Post by: shadics on April 08, 2015, 03:33:45 am
hmmm.. maybe latest nightly has something to do with it? or you might be missing the sound. try reinstalling?

i've already reinstalled the mod and still not working, yes i have the latest nightly

which rul are you using?

''Weapons_Melee_Tech''

the regular sound is the hit sound and is there normally . but the chain sound is my own added attack sounds. in other words the hit sound should be there IN ADDITION to the chainsaw/auto axe sounds.

give me all the details and i will investigate right away

ok, but i can't hear the sounds you added  :-\
Title: Re: [WEAPON] Weapons Melee Tech
Post by: pilot00 on April 10, 2015, 12:37:48 am
BLOOD FOR THE BLOOD GOD!

Ahem, this mod will be quite enjoyable I must say. I already can think of squads totting plasma pistols and those beuties. BTW we need a mod to recolour power armor red now.