I feel those weapons are severely underpowered. Why? Just look X-Com Apocalypse. Description says that warp weapons ignore armor, I cant feel that. 44 warp damage feels a lot weaker than 50 laser damage or plasma damage for example.
Acid damage is absolutely useless due to limited range of shot and accuracy of weapons utilising it, excluding dimension X acid spitting grenade, that thing is somehow ignoring all those armor values.
When you close Dimension X arc, you are cut off from warp tech weapons till nearly endgame, also you dont get the most usefull grenade anymore, Bumeroid (though originaly its a sentient landmine, but I suppose coding it in is a too hard for OXCE).
Sonic pulser (120 expl damage) > Plasma grenade (90 expl damage (Why not 90 plasma damage?))
Sectoids surviving 150 kintetic damage from Heavy Gauss with a 20 unit purple shield?
P.S.: I know the damage formula is weird in X-Com 1\2, but sometimes its just absurd.
I am trying to look at things from various perspectives, but there's no way in hell I would ever consider warp weapons weak. They are absolutely broken.Uhhh.. No... They are weak, all 3. Here are defense values for some enemies against Warp damage (lower value = more resistant):
Also, these weapons can fall into your hands pretty early, so comparing them to plasma, or even lasers, is unfair by definition.Wrong, you get induction plasma canon (MP-40 looking gun,55 plasma dam) and Hydra laser(38 las.dam) at about same time from Osiron.
I fail to see how short range is a problem.Its just my ranting, but accuracy is.
Now it's possible to make a Boomeroid, but it wasn't when I introduced it (and I mostly ripped it from Robin anyway). I am rather satisfied with how it works, but might change it in the future if a fancy strikes me.This is awesome.
Agreed that these weapons dry up, this is by design - they can help you carry some mid-game missions before you get the good stuff. They're also useful in special situations.I have it, still weak.
BTW: in late game, you can find another brand of warp weapons.
How do you know the shield only had 20 points? I can't think of any way to check it. It's definitely less than the minimum value for an undamaged Sectoid shield, which is 50.Well I took hybrid shield values, so yeah, my mistake, but sometimes this happens with hybrids too, they even keep shield after getting shot.
Again, sorry but I just don't understand your position. I consider disruptor weapons absolutely OP, which is why they are so rare. But the plethora of weapons in the mod exists so that anyone could like or dislike certain types, so I think it's OK.Sonic weapons > Warp weapons
Uhhh.. No... They are weak, all 3. Here are defense values for some enemies against Warp damage (lower value = more resistant):
Cyberdisk 50%, Cyberweb sphere 50%, Corruption(Dim.X purple bubble thingy) 40%, Silacoid 80%, Celatid 50%, Etherial 60%. Quite common enemies.
Compare em to Sonic weapons which you get around same time (After you beat the crap out of Church of Dagon). I also checked armor values for quite a lot of enemies and only ones that are resistant to Sonics(expl damage), are TFTD ones, they have biggest resists. Only one who is weak to warp weapons are Lobsterman, cause 200% Warp damage.
Btw Sonic weapons stay effective the whole game.
Wrong, you get induction plasma canon (MP-40 looking gun,55 plasma dam) and Hydra laser(38 las.dam) at about same time from Osiron.
I have it, still weak.
Well I took hybrid shield values, so yeah, my mistake, but sometimes this happens with hybrids too, they even keep shield after getting shot.
Sonic weapons > Warp weapons
Sonic shotgun for example 55x6 expl damage. Pretty much oneshots most of enemies, even heavily armored.
Heavy Sonic cannon (sonic minigun) 90 expl damage per pellet, 7 rounds burst.
Sonic cannon 120 expl damage, rifle 95, pistol 80.
We are shooting grenade damage here, against which most enemies have no listed damage resist and these numbers just trump 33,44 and 46 warp damage. This whole "ignores armor" is just irrelevant when it does actually not (look armor values above). Warp weapons are absolete already when you get them.
Sonic weapons don't ignore 90% of armour. Sorry to be blunt, but I can't really see how you can conveniently skip this "little detail" and hope for your argument to be taken seriously.
By the way, Warp resistance is rogughly inversely proportional to how heavy/dense the target is: lighter, unarmoured targets get better resistances.I know, but so far the only enemy that is weak vs warp weapons is yours truly X-Com agents.
You can also win a million in a lottery, this is not an argument to be used in home economy. ;)
No, seriously, these are ultra-rare compared to disruptors. If you get them anyway, congrats, you found a better solution. It it's a rare occurrence. (Ifsomeone disagrees, feel free to tell.)
Then don't use them, doh. It's not liek everone must use everything.
I would agree here, but the shotgun has a different combat role, for example you can't snipe with it.
Depending on how valid this critique is, warp weapons fall under specialized equipment to a lesser or greater degree. I personally don't think that they're extremely specialized, but it's just my personal opinion - frankly I haven't played XCF all that much, because when I have time, I'd rather mod.
Warp weapons also dont(I know you will say they do)
- type: STR_DISRUPTOR_RIFLE
(...)
damageAlter:
(...)
ArmorEffectiveness: 0.1
as far as I felt when I used em and sonics disposed targets in less shots than disruptors, even heavily armored like cyberdisks, obliterators, sectopods and centurions. Unless they have some specific hiddens values that are not listed in game, cause I dont know coding and which values to look for.
I know, but so far the only enemy that is weak vs warp weapons is yours truly X-Com agents.
Well guess I am just that lucky :D From 13 crates in one mission I pulled out 3 plasmas and 2 hydros and 2-1 from all next raids.
Thats the problem, I want to use em, but they are overshadowed just by everything else in lategame arsenal, that I just slap heavy plasma and plasma devastators, heavy sonics and sonic pulsers and start blasting.
Actually you can, you can craft focused shot modules, even if they are 1 shot per clip, they are the definition of aimed shot, also Sonic shotgun snap has insane range and accuracy, UAC rifle smoke nearby jealously.
I love X-Com and this mod specifically, so I play it a lot, this is why I rose this question up. You got numbers, I got live gameplay and its definately feels a lot different from your numbers and what you say judging from them.
...excuse me?Code: [Select]- type: STR_DISRUPTOR_RIFLE
(...)
damageAlter:
(...)
ArmorEffectiveness: 0.1
Your turn, pal. :P
Indeed you can to a degree; hell, even the early double-barreled shotgun has pretty long range. But a sonic shotgun is not guaranteed, it depends on your decisions; also it's fairly later compared to Dimension X disruptors.Aheh, no, you get em earlyer, you get the military sonic tech from researching hacked military computers, which in turn you get from "Cyberweb attacks military base" missions, which is earlyer than Dim.X, so you go to Dim.X with sonic miniguns and shotguns.
Let's do a bit better damage modeling than just picking 3 random rolls of 0-200% to analyze. I ran 10,000 simple simulations for each weapon and averaged them to get the expected damage for each case. That is, I made 10,000 dice rolls of 0 to 46*2 for the power roll of the warp rifle and 10,000 of 0 to 120*2 for the sonic cannon, then subtracted off 10 armor for the rifle and 100 armor for the cannon. In the end I found the averages:
- Warp Rifle: 36.475 dmg
- Sonic Cannon: 40.946 dmg
So raw damage the sonic cannon wins out by a little bit, but it will be less reliable (101/241 shots will do 0 damage vs 11/92 for the rifle) and doesn't shoot as fast. If you double the armor to 200, the warp rifle does even better:
- Warp Rifle: 28.155 dmg
- Sonic Cannon: 3.304 dmg
First of all, you need to compare apples to apples. Heavy disruptor vs. Sonic cannon vs. Warp cannon, firing at an obliterator:
- HD: 13.22 dmg, rolls 0 ~22%
- SC: 15.93 dmg, rolls 0 ~47%
- WC: 7.18 dmg, rolls 0 ~52%
The sonic cannon isn't an obvious winner here damage wise, and remember the heavy disruptor can get up to 8 shots per turn if you're not all aimed all the time. Warp cannon isn't the right choice against an obliterator.
Now for a target that isn't so skewed in the sonic cannon's favor, the MiB heavy (100 armor, 100% damage from both warp and concussive):
- HD: 34.18 dmg, rolls 0 ~11%
- SC: 34.44 dmg, rolls 0 ~27%
- WC: 35.37 dmg, rolls 0 ~26%
All three perform pretty similarly here, with the disruptor being the most consistent to do damage, and the warp cannon doing best on average.
As long as you're not doing something silly like expecting a rifle to do as well as a cannon against a bigger enemy, I would say warp, disruptor, and sonic weapons are pretty comparable in performance when paired with a proper target. Sonic is clearly better when the armor is low and HP is high, but disruptor/warp makes up for the difference when fighting power armor. Sonic can snipe better, but the disruptor will perform better on the move.
At this point, I'd say your dislike of warp/disruptor is based on when they happened in your personal campaign and your style, not how they numerically perform.
I did not ignore the fact that sonic cannon has a 50-150% roll in those calculations, the "rolls 0" percentages are the fraction of shots that will have less power than the targets effective armor. Statistically, the 50-150 roll is better when the target's armor is low and 0-200 is better when the target's armor is high; the Sonic Cannon in TFTD is a poor choice vs triscenes but the Heavy Plasma in UFO is still usable against sectopods.
I'm not arguing that the warp/disruptor is.a better generalist weapon, if you arm most of your agents with sonic cannons of course you're going to have a good time when most of the enemies simply don't have the armor to deal with it. Warp/disruptor weapons still will damage anything and have a niche against hardened 1×1 targets. I wouldn't hand them out to my full squad unless I knew the kind of target I'd face in a mission called for it, but I would probably keep a few around just in case. That's the beauty of many options; you were disappointed by warp/disruptor and found sonic to fit your style better, but we've heard people loving disruptors around here, such as Starving Poet in his Let's Play.
As for use vs high armor robotic 2×2 units, I don't think either sonic or warp is the right choice, there are different specialist weapons and strategies for them.
Just one question what is needed to have these weapons ? because I never fell on them (I'm on level 2 because it's my first play-through )
What is the trigger of Dimension X arc ?
What missions are part of this arc ?
What researches make it progress ?
I got my first disruptor rifle. It's April the 9th 1999
I still need to research it.
But at this time I already have Blaster rifle, Blackops smartgun with tritabium ammo one of the best LMG, many psychic weapons (flame glove, storm rose, dagon staff, heart crasher staff, psiclones, some skull jacks, psi amps in research) Blackops minigun woth tritanium even scatter blaster and because some guy still need a bit of natural bravery for the tactical neural implant some vibro blade and EMP grenades for pure mechanical targets!. And my main guys are helix knights. (I'm late with hybrids unlucky with captures, with apocalypse (twice they killrd the leaders I have captured), Psychics only after capturing one sectoid leader, I should have waited for an alpha werewolf). I'm a bit late in underwater too because I haven't realized that researching the Deep One communocator was needed.
And collecting money for my first advanced lab.
So when you say you can have them early I wonder what I did wrong ???
You haven't done anything wrong, the dice simply didn't give you these missions earlier. That's perfectly normal; I really don't understand why assume that every playthrough is similar. It is not, and it is not supposed to be.
Good job with the progress anyway.