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Messages - XCOMFan419

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61
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 27, 2014, 01:46:05 am »
You've spent 2 hours learning (which is never bad) but you haven't bothered to even check the FMP and find out the Weight 8 body armor provided there quite reliably protects against rifle hits, which places it in the same ball park as 30-pound Interceptor body armor.
To put this in perspective, I like to bring up the average of good soldiers out there. I use Warboy's statstrings instead of the ones supplied since I don't want to bring up a notepad document translating every number, letter and symbol used in it. That being said, over around 20+ games (only 9 of which completed) I have accumulated a small, but promising number of good soldiers to bad soldiers.

1:3.

1 out of every 3 soldiers purchased are actually worth it. While this may seem trivial, most of them - when equipped with armour - only have enough to carry a loaded rifle. (Most soldiers I purchase have ~25 strength value because of RNG). 8+11=19 strength points used. I have roughly 4-5 left over for a magazine or a grenade. During terror missions, this is not enough. And I am not going to sit there all of the first month purchasing and selling soldiers if they have ~30 weight value when they are recruited due to money and time constraints with UFO's flying all over the place. So not only is it convenient for weight armours to be taken out of FMP and most armour mods, it also makes my guys look better compared to the old brown coveralls which are...brown. 

62
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 27, 2014, 12:52:33 am »
Yeah you've cited a lot of wiki but there is a serious flaw in your logic, if not outright misinformation. Basing on YOUR OWN WORDS: How 7.5 pound rifle (11 xcom weight) should weight MORE than a full interceptor body suit (circa 30 pounds)?

And yeah it's not a simulation and weighs are skewed to keep game balance (I tend to see weapon's weight as combination of actual weight, ease of carrying and recoil), but even without that, something is wrong with someone's logic here.
Right. Getting information without books is hard (I lean more towards heavy armour, aircraft and missiles rather than infantry equipment)

But this is FULL body armour, not in Final Mod Pack. I was just adding it in for reference. FMP, to my knowledge (last used in 0.8) has a few armours that cover the torso. The fact that they weighed as much as a rifle bothered me. I could get that the Hazmat suit weighed something, but a simple Kevlar vest? Nah mang nah. I just don't like it how people are adding weight to the armours when the Vanilla game doesn't. There's simply no point to them since there are better armours available basically from the getgo if you are smart about it with alien alloys. Sure, this is a better strategy, but some people like variety. I LOVE variety in my games. That's why I like this modding community, because it adds so much more colour than the old Gray/Brown combo of the vanilla game. But when there's something useless in the game that could add variety? That just pushes my buttons.

Either way, doesn't matter to me. I'll take the two hours to find every weight value of the armours in the ruleset and take them out. I will do that it takes to get my variety, one way or another.

63
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 26, 2014, 11:40:46 pm »
I don't know where you're taking your numbers from, XCOMFan419, but the MTV body armor currently being deployed with US Marines weighs 30 pounds, and the old and tested Interceptor vest (IBA) - 27 pounds. And that's even without helmet.
I covered that in my newest post. Most of the weight is from the equipment carried into battle is from other equipment. See my post for answers.

64
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 26, 2014, 11:39:44 pm »
The weighs you're giving (as far as I can understand ancient units of measurement) are for relatively light tactical suits, basically what is built in the X-Com uniform (after all it does have some armour value). Remember it's 1999, not 2014. The combat armour is something heavier, to be used against aliens... Oh you know, this is sci-fi.

(For future reference: The American M4 Carbine weighs 6.36 lb (2.88 kg) empty, 7.5 lb (3.4 kg) with 30 rounds. Meaning that the Xcom Rifle weighs roughly the same with a larger bullet size but decreased magazine size.)

Okay, let me pull up the facts again.

Improved Outer Tactical Vest used by the American Military, (IOTV) medium size (complete with all components and pockets filled) weighs in at 13.9kg, or around 30 pounds. But this includes - but is not subjected to - 3 magazines for a rifle, a grenade, first aid bandages, food, broken down MREs, notebook, pens, maps, radio batteries, (for company mortar 60mm guns) a 60mm mortar round, a belt of 100rds of 7.62mm for the M240B machine guns, more ammo, 2 x 1qt canteens (can't always trust a Camelback), VS-17 marking panel, small squad handheld radio, flex cuffs, candy, a book to read, more ammo in mags, weapons cleaning kit, phrase book of the local language, compass, GPS and some other luxuries such as an ice pack or a candy bar. Reminder, this is ALL in the tactical vest. Now taking most of this stuff out, the armour weighs about half of what it is. Again, taking in consideration that the weight is spread across the torso and limited on the shoulders, it should weigh a little bit less than half of that. BUT most Xcom operatives will not take anything but an extra magazine or a grenade into the fight, meaning that the IOTV weighs even more less than 30 pounds.
(Source: A US Army Vet, 82nd Airborne edit: made it sound like I was the army vet. I'm not, by the way.)
BUT IOTV was in service in 2006. The OTV weighs 3.6 kilograms more than the IOTV, and the OTV was in service since the late 1990's. Meaning that most tactical vests the Xcom Project would purchase would weigh roughly around 8 kilograms, or 17-18 pounds.



Typical Kevlar Vests used by Military and Police forces around the world (different from tactical vests. No pockets and less armour plating) are around 6-8 pounds (3.5 kilograms), while civilian ones weigh 10-15 pounds (5-6 kilograms)



Now Dragon Skin armour, in it's current state, has no pockets and protects against a Fragmentation Grenade at point blank range and from most infantry firearms. It weighs in at approximately 5.5 lb (2.5 kg) with level 3 protection. This is the current iteration of Dragon Skin armour, and includes no pockets but has it's armour plating. I am not sure if there is a level higher than the Level 3 protection that it is currently at.



Here, we have a full body suit, the Interceptor Body Armour. IOTV and OTV are apart of Interceptor Body Armour, but do not use the full set of Interceptor Body Armour. This includes protection on the arms, legs, better coverage of the torso and groin protection. Other packages include a neck piece and even a combat diaper to protect super sensitive areas. The arm and leg areas are considered Level 2 combat armour since they do not protect from .44 Magnum rounds, but this is a case of pure penetration power and not Directed Energy Weapons which mostly rely on equal amounts of Heat and Kinetic energy. Plasma weapons are no exception. While they might provide limited protection against plasma pistols, taking a hit and protecting the soldier from most of the damage, they will not protect against anything else. These neck, arm, leg, and groin add-on make the armour weigh in at 33.1 pounds, or 15 kilograms.



Lastly, the last body armour I am going to cover, is the PASGT, or Personal Armour System for Ground Troops. Not based entirely in america, this is the most likely armour the Xcom Project would buy. Designed in the mid 1970's the PASGT refers to the helmet and vest together. In the US army the PASGT was simply referred to as Kevlar, or even Flak Vest. Other applications include night vision goggles and a riot control visor for the helmet. Speaking of which, provides limited protection against rifle ammunition, according to informal tests. The US army used PASGT in the vest format, which weighs in at 16.5 pounds or 7.4 kilograms. Overvest variants of PASGT nearly doubles this weight, at 25 pounds and 11.3 kilograms, but overvest was considered too bulky and most preferred to use one vest.



So what does all of this mean?

Remember how I said the rifle, when filled, weighs around 7.5 kilograms?

Well let's translate that. The Xcom Rifle weighs roughly around 9-11 strength points, when filled with ammunition. Considering weight distribution techniques and the LACK of equipment that Xcom Operatives/Agents/Soldiers receive, it roughly translates into anywhere from 3-7 strength points for armours. 7 for armour like Interceptor Body Armour, which is full coverage, and Overvest PASGT. In the middle are armours like Dragon Skin torso armour and OTV. Lastly we have basic Kevlar armour, which should weigh near to nothing, something like 2-4.

Again, all for the realism.

65
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 26, 2014, 10:20:39 pm »
Ever heard of Power Suits?
Why yes I have. I thought you were assuming that early game armours would have this bonus for some reason.

I agree, it should weigh you down way more, but I didn't want to be unreasonable.
By technicality, the armour should weigh less since it is being supported by your lower torso, much more sturdy than your hands. And besides, typical kevlar vests worn by the military weigh roughly 6.5 pounds, while a rifle weighs in at 7.5 pounds with 30 rounds and a magazine. Something heavier like DragonSkin weighs in at about 10 pounds. Various different bomb protection suits come in at different weights, but are typically 15-20 pounds. Most tactical vests, which have pockets in them usually (might come in as a handy feature) take the weight off the shoulders and move it to the lower torso, making the vest a little lighter on the soldier.

TL;DR typical armoured vests weigh less than a carbine/assault rifle and because of where the weight is put on the soldier, weighs a lot less than it should.  Meaning that to be realistic, the weight of the armour should weigh less than what is currently is in FMP.

Take that for realism.

66
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 26, 2014, 08:36:22 pm »
Mostly wait and see, but my main focus is likely to be on armours now. Related to this, perhaps a line of really heavy guns that can only reasonably be carried if you're using armours with weight capacity bonus. The rest depends on many factors, mostly what mods come up. :)
That doesn't rightly make sense to me. If you are talking juggernaut armour or something to protect your soldiers from early game plasma pistols and explosions, why would the weight capacity of the armour help them hold a big gun? I would imagine that it would do quite the opposite, weighing them down severely if they weren't slow enough holding a rifle and a grenade with four strength units left.

If you are talking ExoSuits, those carry themselves and increase everything that the soldier does. Really expensive and experimental, but again they carry themselves. A soldier wearing an exosuit did standard exercises until he was bored

Also, I don't see why a tactical vest should weigh you down almost as much as a rifle.

67
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 26, 2014, 03:43:58 pm »
Ruthless, all of you. Some of us like to play conservative and make sure at least half of the guys we send out on missions make it to see the end of the First Alien War :P

But really. That's why I use armour mods that let my soldiers survive early game. Kinda pains me whenever a soldier dies.

68
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 26, 2014, 02:09:58 pm »
Don't worry, they won't get any worse in most respects, and I think they'll overall be even better.
Solar, Buffing something? No way. I should go back to bed. When I wake up everything will be back to normal and the Personal Armor will require two sectopod corpses and a UFO power source.

But slightly related:

REMOVE WEIGHTS ON ARMOUR
I get it "realism" but it's annoying. If I want my soldiers to wear armour I can buy from the start it's just aesthetics in a game where everything is brown. Even so, it helps against early game plasma pistols and will allow some survivability for the few good men that are sent out on the first missions that have 0 accuracy and 0 health.

Plus they look cool when wearing armour.

69
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 26, 2014, 11:02:38 am »
No offense to you Solar, but did you even test the Hybrids or did you just slap them into FMP and call it a day? Most of the bug reports here are about the Hybrids now.

70
Released Mods / Re: [OPTION] Less Psi-weak soldiers
« on: August 24, 2014, 06:29:35 pm »
I've come up with an average that 1:3 soldiers are actually worth while.

This being said, if you order 30 soldiers you will get around 10, maybe 9 or 11, good soldiers. If you order 100, you will get around 30 soldiers, which is a very good number to have. However, this is expensive and a lot of money.

An option for Better Soldiers or Better God Damn Screen Tests would be good.

71
this is what i speek of and im looking at it and the fmp and thos seam to to be the over lap



Code: [Select]
  - type: MAN_9F0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9F1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9F2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9F3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9M0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9M1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9M2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_9M3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/RED/Screens/RED_PowerSuit.gif
  - type: MAN_10F0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10F1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10F2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10F3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10M0.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10M1.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10M2.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
  - type: MAN_10M3.SPK
    singleImage: true
    files:
      0: Resources/TDS/DRONE/OD/Screens/OD_PowerSuit.gif
Like I had said. I know this is a problem and I will attempt to fix it but this is a large undertaking that must be widely examined to be compatible with other mods. I know this is an issue. It's an issue with all armour mods.

Also using this with FMP is not recommended, seeing as Final Mod Pack tweaks HWP this will conflict with the mod and will be confusing.

Try naming them like, XCOMFAN001_M0.SPK, instead of MAN(...)? Hope this works..., although I've run into some problems with Pedia when tried a similar approach... This is a known problem, they're named assets (as opposed to indexed) so they WILL overlap if the names recur in multiple mods.
I'll have to try this out later, unfortunately I must work on rebalancing everything. I find that some vehicles are out of balance. I also still need sprites for the Alloy Tanks, but there's a thread around here somewhere and I believe they offered to help me. I just need to make a basic ruleset for them to toy around with.

I will make a test ruleset tonight and see if the UFOPaedia will recognize it. If not, then I'll have to give it some crazy MAN number that will probably still end up conflicting with another mod...

72
you have a sprite bug with the drone guys thay over lap other mods combat armor and colored armor suits
Yes I know about this. Many armour mods often conflict because of the 'MAN[number]' .pck file they are given for the inventory screen. I can try and fix it, but I might just overlap another mod. Until I can look at most, if not all armour mods then I can't be sure to fix it. I will try in the next update, which is coming soon.

73
Released Mods / Re: [WEAPON] Gauss Weapons 1.6b
« on: August 22, 2014, 11:37:23 pm »
>2014
>Blaming XCom modder that your rookies miss their shots

Spending the last of your TUs to take a risky shot is a common rookie mistake. Try to use remaining TUs to get into cover instead, and take the alien out with long-range fire or a grenade.
>Captains
>Aimed Shot
>2012+2
>Not Checking the Carfax
top kek

And there is practically no cover in a desert just outside of a Lab Ship that had one of it's power sources explode so aliens commonly drop from the hole in the wall.

74
Released Mods / Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
« on: August 22, 2014, 09:33:59 pm »
Because wearing armor in real life sucks horribly for mobility and fatigue especially if you want to run.  I wanted to give you a reason to possibly rock lighter armors.  This does buff the aliens slightly, as they are unhindered by their armor, but that's something I can deal with.
By this logic, you should modify the Personal Armour, Power Suit and Flying Suit to have weight values to fall in line with this logic, otherwise it seems like you added armour weights to the purchasable armours to appease the masses.

75
Released Mods / Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
« on: August 22, 2014, 08:41:07 pm »
What made you decide that giving the armour a weight value is an idea you wanted to put into Equal Terms?

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