OpenXcom Forum

Modding => Released Mods => The X-Com Files => Topic started by: betatester on February 22, 2020, 01:23:17 pm

Title: [Suggestion] Tormentor and BEAM
Post by: betatester on February 22, 2020, 01:23:17 pm
The tormentor works with UFO power source and E115 but it can't accommodate a beam weapon. He has even more power sources than a Lightning.
Maybe in its weapon hardpoints you can choose between cannon or beam.
The DARKSTAR can use BEAM (even if it don't work with E115), but it's a very bad interceptor (it isn't supposed to be). The main problem with it is that is is supposed to use electronic systems but all are far away in the tech tree.
Also is it possible to add in craft weapon description in UFOPedia which craft can use it once researched ?
Title: Re: [Suggestion] Tormentor and BEAM
Post by: Alazar on February 23, 2020, 09:13:11 am
I dont feel like its a weakness. Tormentor has biggest speed, 2 heaby missile pods, gun point and electronics point and insane ammount of structural integrity. Gauss cannon is just a beast, it has shorter range compared to plasma, but rate of fire compensates that when it gets in range. Also you can build good missiles.
And boost all weapons damage with a targeting module. Speaking for myself I cant see how lack of beam weapon on Tormentor is a problem.
Title: Re: [Suggestion] Tormentor and BEAM
Post by: Solarius Scorch on February 23, 2020, 02:51:36 pm
I don't think I can make a slot either beam or cannon. But it's fine; these two types of weapon systems are so different that they would require deep rearrangements of craft systems to convert one into the other.

Therefore, beam weapons are used on fighters which are based on the Cydonian tech (like the Firestorm or the Avenger), and projectile weapons are used on classical Earth designs with alien enhancements.
Title: Re: [Suggestion] Tormentor and BEAM
Post by: betatester on February 23, 2020, 08:21:26 pm
The point is that darkstar doesn't use E115 but has  beam and the Tormentor does use E115 but doesn't have beam.
Title: Re: [Suggestion] Tormentor and BEAM
Post by: Solarius Scorch on February 24, 2020, 12:33:34 am
It's not exactly about using E-115 though.

Anyway, as I said, I had to pick something... So what can I do?
Title: Re: [Suggestion] Tormentor and BEAM
Post by: ohartenstein23 on February 24, 2020, 12:46:03 am
You can make a slot use multiple different types of weapons - you can put a list of up to 4 types in each of the slots in the craft's weaponTypes:

Code: [Select]
crafts:
  - type: STR_SOMECRAFT
    weaponTypes:
      - 0 # slot 1 holds only 1 type - cannon-only maybe?
      - [0, 1] # slot 2 holds 2 types - both beam and cannon

Personally I think you should let anything that can hold a beam also hold a cannon there, but not the other way around. I'd assume both weapon types can fit in a similar physical space on the craft, but the beam weapons require a more advanced power or cooling system to be used.
Title: Re: [Suggestion] Tormentor and BEAM
Post by: Solarius Scorch on February 24, 2020, 10:32:28 am
Yeah, sounds good. Thanks!
Title: Re: [Suggestion] Tormentor and BEAM
Post by: X-Man on February 25, 2020, 05:56:10 am
I've never used any rockets on Tormentor. One Gauss cannon is enough to strike down any UFO without problems.
Plasma beam has too wild appetite.  :D
Title: Re: [Suggestion] Tormentor and BEAM
Post by: Solarius Scorch on February 25, 2020, 07:10:18 pm
I've never used any rockets on Tormentor. One Gauss cannon is enough to strike down any UFO without problems.
Plasma beam has too wild appetite.  :D

I am inclined to agree. :) Maybe I should increase plasma beam's accuracy or something?

Meanwhile I did as Otto suggested.