Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - RSSwizard

Pages: 1 ... 46 47 [48] 49 50 51
706
Suggestions / Re: Weapons which Launch themselves
« on: September 02, 2014, 03:36:29 am »
Thanks ! ! !

707
Suggestions / Re: It makes no sense that alien ships have no outward damage.
« on: September 02, 2014, 12:22:37 am »
Quote
I think that X-Com uses a penetration-based damage model. Which means that higher energy and lower calibre trumps over momentum (though with .270 winchester, momentum would still be a bit higher for the rifle bullet).

Thank you, I stand corrected about the pistol.


In reality (like, real world reality) the formula for Penetration works alot like this:
60 x Mass x Velocity Multiplier x Density of Target-1 x Diameter-2
(units are grams, meters per sec, grams per cubic cm, millimeters for diameter)


The Velocity multiplier is LOG[ ((Bullet Density x Velocity2) + Bullet Tensile Strength) x (Tensile Strength of Target)-1 ]

So if you have a Hardened Steel bullet shooting a Hardened Steel target at 750 meters per second (roughly high powered rifle speed) the Velocity multiplier will be LOG[ ((7.8 g/cm x 7502) +120000 Pa) / 120000 Pa ] = ~1.57 (unitless)

Completing this equation if the bullet weighs 150 grains (9.75 grams) and is 7.62mm wide the overall Ideal penetration will be . . . (this is for a 7.62mm all-steel armor piercing round)

9.75 x 94.2 x 7.8-1 x 7.62-2 = ~2 cm of hardened steel armor


Using the example of a .50BMG armor piercing round (43g @ 850m/s) will produce penetration of 3.45 cm against likewise armored material (which makes sense because even a standard ball round will penetrate 1.5cm of steel plate armor).

Granted its not a foolproof equation, such as when you introduce things like Incendiary Armor Piercing or Hollowpoint expansion, but it is derived from one involving alot more physics, condensed into simple logarithms rather than integrals. And it is an excellent guide for figuring out the ballpark figure (probably within 25%) where the penetration for something is going to be.

(as for my source, I found it back in 2006 at random, and have been putting it to the test ever since then, and have since lost the webpage link and documentation for it)


The relationship between Penetration and Velocity is not linear. And it increases at a slower than 1:1 ratio as velocity increases, but since its based on a number of factors its not readily apparent how it will be affected.

Evidently the Material Strength of the bullet also doesnt matter as much as its Density. But since a bullet breaking up or deforming would effecitvely alter its Diameter mid-penetration it does matter,more than this equation suggests.

And all of that was just to let you know . . . that the Energy of the shot really doesnt matter, despite common conception of it. Its more like Momentum vs. Diameter rather than Energy (and its even less than Momentum because Velocity is not at a 1:1 ratio).

If you want to increase penetration, Lower the Velocity, and increase the Mass, while decreasing the Diameter.

An ideal penetrating bullet will be long and rod-shaped, made out of Tungsten (almost as heavy as uranium), and it will be narrow. Like a Flechette. Except it needs to be wide enough not to snap under pressure so it can't be sub-caliber like the (less than 5mm) rounds developed in the 60s.

So getting shot with something cruising at poor pistol velocity could end up with more penetration than a .50, though it would be heavier and because of ballistic arc it wouldnt have as much range.

Though a heavier bullet also has better range than another one going the same speed because of Air Resistance, which acts like the bullet has to penetrate the air just as much as the target itself.


What Velocity does for you is it increases the Range of the shot and it increases the Physical Damage that it causes on impact. It does increase the penetration, but not by much. And it comes at a great cost of energy to push it up to speed.

This also debunks the notion of a Railgun having excellent penetration. Yes a railgun has good penetration but according to these calculations the realistic velocity a railgun might have (about as fast as an orbiting satellite, something like 10 times rifle velocity) . . . would only be like 2-3 times as much by weight.

What it does do is an absolutely enormous amount of Physical Damage, and have a flat trajectory arc like a laser.

(and you can forget "relatavistic" railgunss, since as soon as it fires it will generate a nuclear strength explosion from pushing the air out of the way in front of the gun, good way to kill yourself)

708
Quote
Pistol in UFO is a heavy large calibre pistol like Desert Eagle, not a typical military pistol.

I believe the ufopaedia in vanilla said the pistol was 9mm.

The rifle was also 6.7mm which is roughly equivalent to a .270winchester (which is between a 5.56mm and 7.62mm nato in power). So its not really a heavy duty rifle either. Though it does have good accuracy.

But even a Desert Eagle (44mag or .50ae) would do more damage than that rifle.


What supports it is the fact that UFO power source (/propulsion), by the descriptions, seems to not care about aerodynamics at all.

What I think the designers had in mind was, the Power Source/Engines for the ship determine if it is airborne or not.

Apparently they are pretty fragile, and the equivalent of buffeting from external explosions (like theatrical Bridge Shaking in Star Trek) can cause them to malfunction and explode when they are turned on. Kinda like dropping your laptop while copying files can crash the hard drive.

Since smaller UFOs can actually get destroyed its a fair bet to say that any actual Hull Breaching of the ship really does destroy them, not just blowing up the power source but tearing the ship apart.

So maybe the UFOs are a hell of alot tougher than expected and they only get shot down because of "shaken baby syndrome".

709
Quote
It just cuts off the damage area.

Well that sucks.
What if i want to make a Hand Grenade do 50 damage out to Blast Radius 10 or 15?
Geez.
Some Forethought needed there . . .

710
Work In Progress / Experimented with Large Projectile Sprites
« on: August 30, 2014, 03:29:44 am »
Anyway so im not sure if the projectile sprites are hardcoded to only be 3x3
But I just tried using 7x7 projectile sprites.
Yknow so I can make the Heavy Plasma fire a truly giant comical sized plasma ball.

The projectiles "displayed" (not sure if thats the proper word for it) but they were clipped badly. And im not sure if I was just seeing the Shadow of them on the ground or if I was seeing the bottom corner of the projectile.

I was careful to set the size to 7 x 7 and the total width and height of the sprite sheet accordingly

So whats the lowdown . . . are Projectile Sprites hardcoded to be only 3x3? what gives.


711
Quote
Wow!  How many incendiary rocket rounds can a soldier carry
Only a couple at most, considering if im giving him a rocket launcher the intention is for him to shoot something damaging with it (large rockets).

But an incendiary rocket basically lights an entire 10x10 map block on fire, and some of that fire remains.

Any night mission which becomes a serious problem, typically has ONE AREA that is pinned down by aliens, which turns into an omaha beach meatgrinder. I can almost always manage the rest of the map. Granted I could toss like 5 flares in that area to shed light there, but 1 Rocket will do the same job. Now that the area is illuminated I send in real rockets, and grenades since I know where the most likely areas are that have aliens and I can get it close to them instead of firing blindly. (even with illumination they are often not spotted right away).

712
My Vote for most useless piece of X-Com equipment. . .
The Electro Flare

I never use it. I never even order it.

Whenever I want to make light, I set something on fire, preferably with some incendiary rounds.
Carrying around a item weighing 3 pounds, which only illuminates a 2 tile radius, must be thrown, and isnt going to help you see through smoke (or some critter which is flying). Not to mention I dont think they are recovered at the end of the mission, and an explosion can destroy them.
#ultimateFail

Night missions are hard and they are supposed to be. And a Flare does not really make them much easier to manage. Best way to attack aliens shooting from the darkness is to circle around on them so you can get close enough to see them. Either that or close enough to see them walk around or make noise (ie, not-hidden-movement) so you know their general vicinity and can pepper the area with grenades.

===

Next useless item:
Auto-Cannon Incendiary ammunition
why go small when you can go big? Just use an Incendiary Rocket (I keep one spare if I really need it on a night mission).


Third tier useless item:
All Those Corpses you keep finding on the ground.
Sure its important for research, but after you've researched the corpse you have no further use for it except for selling it. So basically its just this game's version of "you found some gold coins".


Fourth tier useless item:
Motion Scanner
Indeed it can be useful, in the dark, or in a network of close quarters when you got scary creatures like cryssalids and mutons wiht heavy plasma guns running around.

But it only has a reach of 10 tiles at most so its not going to pierce the dark at any good distance - you will still get reaction fired on just as much, and even in the dark by the time you can get close enough to detect someone on the Scanner . . . you can just see them.

So . . . Very limited functionality, especially considering it costs research and manufacturing to get it.


Start of Useful, but very poor use items (as in not useless, but it sucks . . .)
Pistol and Pistol Clip
Its a weapon, it kills things, and its compact.
But it has no auto fire, and most of the time one shot wont do it. Its a death trap except to finish off something which has already been hit (and even then it might not do it).

But tons of people cry foul about that so thats why there's a mod.

713
Fan-Stuff / Re: Tactics to survive early games
« on: August 27, 2014, 11:40:48 pm »
The secret to my success is Hand Grenade Relay and using 2 HWPS.
Any aliens that arent looking at me or have already fired . . . I toss them a grenade.
And while the "Instant Grenades" mod nerfs the hand grenade relay, it makes up for it by getting immediate results.

If im playing vanilla or without the Instant Grenades mod, I make sure not to move any soldiers unnecessarily in the alien's field of vision to give the grenade time to do its work.

===

Early game most aliens use either Plasma Pistols or Plasma Rifles and the HWPs are remarkably resilient to those . . . you can have the tank shot multiple times with the pistol and it wont take a scratch.

The HWPs do scouting and open fire with snap shots after everyone else has gone so that way they might score a frag. They wont get veterancy for it but HWPs eventually die anyway so they're expendible.

If I sell a few plasma guns it offsets the cost.

Since you can put up to 3 HWPs in a skyranger . . . I put 2 in it and have 6 soldiers as backup.

2 HWP Cannons with 6 Soldiers.
I usually dont get HWP/Rocket, if I want rocket support I give one of my snipers a rocket launcher.
3 Grenades per Soldier (yes thats alot).
During the mission loadout screen I move the grenades to Shoulder slots to reduce the grab TUs to 3 (I dont know why this isnt the default).

Soldier weapon loadout is Heavy Cannon with HE rounds for anyone who can handle the weight. If their accuracy sucks I just fire more snap shots or I try to sneak them closer. If I want direct-fire then I give someone an Autocannon with AP rounds (and I give the extra ammo to someone else to carry if I run out, so that there is some ammo on the map Somewhere if I actually need it).


The Rifle almost always takes at least 2 shots to put someone down and its main use is supposed to be distance shooting. But when you shoot aliens they turn around and reaction-fire on you.

So the Rifle and Pistol are a deathtrap for your soldiers. I usually only use the Rifle for Auto Shot, even at a distance (where it sucks). I only do Distance shooting with the Rifle with someone who has excellent accuracy, and I make them kneel while doing it.

Again the priority is on having guys throw Grenades. If they need to use their Gun then they need to be at close range so they can hit twice with auto shot (within 8 squares).

I develop Laser Pistols as fast as I can, and I replace Rifles with them. At close range the accuracy doesnt matter and the laser is fast.

But I eventually get rid of the laser pistol for the laser rifle. Thats what im really gunning for because it does 60 damage, and an Auto Shot with that is serious business.

The first part of the game does not give you much time to do that though. You will go through probably 3 missions and a Terror Mission before the Laser Rifle is available and manufactured.

Thats why those Grenades are so dam useful.
Even against snakemen most of the time.

714
Fan-Stuff / Re: Calling all modders and artists
« on: August 27, 2014, 11:20:31 pm »
I wouldnt have minded doing a bunch of sprite work, but from the screenshots ive seen it doesnt look like my kinda style. Its great to have more games like this, but im a fan of much darker more horror-like and gritty stuff (like TFTD).

715
Fan-Stuff / Re: Which mods/settings to make late game more difficult?
« on: August 27, 2014, 11:15:47 pm »
TFTD did this beautifully, because of how dangerous the aliens were, and the danger of fighting in the dark and not being able to use certain weapons on terror missions.

Their Dreadnought missions were pretty difficult, with flying cryssalids which for some reason were twice as hard to see as normal critters even if you were looking right at them.

And the Alien Array missions that would come up every single month which were like a forced alien base raid, whether you wanted to do it or not (or face bureaucracy hell from the point drain).

The difficulty was indeed amped up and could almost get out of hand. But at least the Tentaculats were only in the water.

716
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 27, 2014, 10:33:10 pm »
Quote
Dioxine - Item weight 3 is a soft limit introduced by sane microprose people to prevent crazy throwing ranges.
Easy, if weight is less than 3 (including 0) treat it as if its 3.


Quote
Solarius - Correct. That's why, in my opinion, the armour's weight does not correspond directly to its mass, but is rather a function of how much it slows you down due to its mass.

In Dungeons & Dragons this is why they not only had armor weights for suits of armor, they also had them arranged in tiers of proficiency too. Not only did you have to be strong, you also had to be proficient with armor otherwise it did bad things to you.

Personal Armor is made out of rigid metal plates but its not done sloppy. Its similar to the D&D equivalent of any kind of Medium Armor made out of Mithril.

Oh gahd am I really making dungeons & dragons references here?
Nope, im just agreeing with you.


Quote
And here, my friend, our opinions differ.
I got the impression they were Spec Ops but because of Gameplay Balance they had to nerfed. Also how are you going to have Veterancy when they're already at peak of performance.

Maybe they were recruited from desk jobs after they've been pushing pencils too long and have generally lost their touch.

But go talk to Jesse Ventura and im pretty sure he will say that you dont lose much of that edge, no matter how long you've been complacent. Many dont know that Jesse Ventura, while also being an actor and one of the guys responsible for the "Big Man with a Minigun" trope, he was also bona fide Spec Ops before that. Every Marine ive talked to has said you really don't lose that touch, even if out of the service you've developed a beer gut.

I mean soldiers could be amped up to start with, but to equal their greater capabilities the aliens would have to get jacked out too with lightning fast reactions and an enormous number of TU.

I like the idea of game balance where "everybody is broken" but that often turns out to be a trainwreck too.

717
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: August 27, 2014, 07:54:41 pm »
In regard to the armor discussion

Most soldiers are expected to carry 80 to 150 pounds of gear. Which does include their armor.
The Strength stat in xcom is highly unrealistic as far as how it pertains to the gear they carry around.

Armor weight shouldn't even enter the equation, just forget about it. Maybe for a specific, very heavy armor that doesnt support itself like a bomb disposal suit.

We can just say that all of that extra weight they are expected to carry, like the millions of dollars it takes to tunnel out your building facilities and procure your aircraft which you never see either. And their Strength stat represents "how much over that" they can handle.

These guys are Spec Ops out of the box . . . Navy Seals . . . Spetznatz . . . they carry logs up and down the beach for miles.



And by the way why is the Minimum Weight of all items at least 3?

I remember if I modded items to have weight of 1 in vanilla the game had problems calculating throwing arcs for them. But presumably that shouldnt be a problem anymore.

Last I checked a hand grenade weighs 1 pound and so does a pistol magazine. IRL.

I wouldnt mind being able to make some items simply weightless in mods too (maybe ill try that). They still take up inventory space anyway.

718
Work In Progress / Re: 'Equal Terms' Mod Discussion.
« on: August 27, 2014, 05:18:27 am »
AWESOME


@Dioxine - no offense taken, I just felt like dropping my two cents thats all, contributing to the pile. And you're right the --Armor thing is a better way to go with it. Im just so used to thinking in terms of multipliers.


Quote
The negative: unloading 10 laser shots at a barn wall will make 10 holes in the barn wall, but won't destroy it for easy access.

Even with Overpenetration allowed (ability to shoot through walls), the amount of damage the weapon does should still be applied to the things it hits.

So the laser rifle not only checks to see if it can shoot through the wall, it also hands that wall it's well deserved 60 damage too. Blows holes in walls (maybe) and pierces through them too.

Maybe the damage should be rolled first to figure out if it can do one, or other, or both.


Also the protective quality of everything it has hit should add up against the shot, and possibly reduce the damage caused too. Thats why I said its a fairly hairy issue to code (I smell a FOR loop, maybe a few of them).

And even then the proper way to do it would not just be to add up the Armor values of the things its hit, but to take the biggest and add a percentage of all the others to it. That way something that can shoot through a UFO wall isnt going to be stopped by 3 brick walls. (my suggestion for that just for initial testing is take the highest, add 50% of all of the obstacles encountered and penetrated already to determine if it still has enough juice to punch through the next --- when damage is dealt the damage value is reduced by 75% of the above accrued obstacle strength).

And well, if something is supposed to explode on impact, that negates overpenetration for it.

719
Open Feedback / Re: TFTD Damage or XCom damage?
« on: August 27, 2014, 04:50:18 am »
I posted a thread about this somewhere else, but to clarify . . . the behavior witnessed suggesting that TFTD did damage on a 50-150% basis may just be an assumption.

I found out from someone else that TFTD generates two random numbers, adds them together, then multiplies by the damage value.

That produces a "peak" average curve similar to rolling two standard dice, making the average more reliable, but still not excluding extremes.

Later on I witnessed this on a rare event when one of my (non armored) soldiers was shot by a Sonic Cannon (130 damage) and he survived and took somewhere around 30 damage from it. According to the 50% scheme he should have taken a minimum of 65 before armor.

720
Open Feedback / Re: Aliens throwing grenades for less TUs than humans?
« on: August 27, 2014, 04:41:07 am »
in vanilla Xcom TFTD (which I played the most) I often noticed aliens throwing a grenade then taking a snap shot, and those weapons have higher TU costs . . . and then walk around a little

So they are not getting charged for Priming the grenade, only throwing it.

Maybe they have this little implant in their arm that auto-primes their grenades when they throw them eh? Too bad the xcom researchers never found it or the electronic receiver in their grenades that allowed them to be remotely activated in flight.

>>> reasoning ,the aliens never prime their grenades in advance, otherwise there would have been cases where you shoot one and the grenades he drops explode. Nevar happened in the history of gameplay.

(in other news, one can throw a grenade underwater up to a hundred yards, but in doom flynn taggart can carry every weapon in his arsenal too. thats games man)

Pages: 1 ... 46 47 [48] 49 50 51