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Messages - Kjotleik

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91
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: January 20, 2016, 08:58:37 pm »
  • Increased firepower on Uzi and SMG.
  • On Assault Rifle, autofire takes longer.

Thanks for the balancing. If I have read the in-game UFOpaedia correct, a full TU turn of Auto-Fire now gives the same expected value for both the Assault Rifle and Sub Machine Gun (with AA Ammunition), while for standard ammo the SMG is 11% better than the Assault Rifle. I can actually see myself using SMG's early on now (in their role as close quarters weaponry, of course), while before - the huge damage advantage of the Assault Rifle made the SMG obsolete from game's start.

But despite the nerf, the Assault Rifle is clearly better than the Rifle (Full TU Auto-Fire). Now a 71% advantage, against a 157% advantage before the reduction from three to two Auto-Fire rounds per turn.

Now it actually makes sense to use SMG's inside UFO's and buildings, Assault Rifles at medium range outdoors (or corridors) and Rifles for open terrain maps (of course, combined with one or two snipers carrying Sniper Rifles - staying at a distance).

Time to start a new 1.8.1 game, testing my conclusions... 8-)


PS!
Obviously, once we see stronger enemies than the early greys, explosives is still the go-to-weapon-of-choice!


Sincerely
Kjotleik

92
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: January 01, 2016, 08:31:25 am »
Small Rockets are generally pointless, since you can buy unlimited Large Rockets and money is not an issue. Hmmm, maybe I should do something about this..

If you use the Rocket Launcher as a "Sniper Rifle" from the back, the 75 vs 100 damage can be the difference between obliterating everything in the vicinity... or just the enemies, leaving your frontline-soldiers alive to fight another...turn. This means the Small Rocket is far from pointless!

Of course, I could use (and do) the Tactical Sniper Rifle's explosive ammo, but that is only 56 damage. Multi-Launcher has damage of 70, but a 10 % less accuracy with aimed shot (105 vs 115) compared to the Rocket Launcher.

Out in the open, with no soldiers in front of your Rocket Launcher, you're quite right that it is pointless to use anything but the Large Rocket... but that is just one of the possible uses...

There is as expected a high risk involved in using Rockets as "sniper rifles," but if the alternative is that your frontmen ends the turn without cover five to ten blocks from a tough-to-take-down enemy...  :o  This is especially a scenario for when you don't have the time to wait, but must rush the enemy (think early psionic aliens).

Oh, and have a great 2016!

93
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: December 25, 2015, 05:26:10 pm »
Armour damage without health damage is not possible in OpenXCom. It is possible with OpenXCom Extended though, and I will consider it for the X-Com Files mod, which will be FMP on drugs. :)


Thank you for the information.

I wish you good luck with the development.

I'll try to keep my eyes open for a test-release during the latter half of 2016. I hope you will be able to get something test-worthy in time for christmas next year (!).


Yours Sincerely
Kjotleik   :)

94
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: December 25, 2015, 02:19:31 pm »
Hello, again.   :)


Does anyone know if there has been any discussions about allowing non-penetrating damage to do damage to the Armour?

I mean, if I walk around in my "Front: 50-protected" Personal Armour, and get hit with what turns out to be a 49-damage shot... not only do I escape with no health-reduction, but my Armour is un-touched as well.

Logically, I'd assume if the Armour gets hit it would take some damage. This would have to work both ways, though. If I used a Shotgun against an armoured target, the pellets should "eat away" at the armour until it was damaged enough to allow the weaker weapons to actually do some health-damage.

I know that in the original game the armour got damaged with 10% of the "penetrating damage" (not total calculated damage). What I'd like to see is a change to damage armour with 5 % of final calculated damage (not penetrating damage), rounded down. But limited to 50% of the remaining armour's value, to avoid a total destruction of said armour.

This way, a Sub-Machine Gun (average damage: 20 AP) would damage armour by one (1) point, if it rolled average damage (and the target's armour didn't have any damage-reduction percentages against AP). My 12-man squad would be able to take down an armoured alien (although it would take a long time) by "peanut" weapons alone (would be a lot of fun). On the other hand, "lucky" Plasma Rifle shots in-my-face would damage my armour (even if it didn't damage my health).

Would this even be possible to code in FMP?

Please link to discussions (if you've had them before), as I just thought about this (and haven't come up with all the arguments for/against it, yet).


PS!
I think it is a good idea to link Motion Scanner/Proximity Grenade research, as you've decided to do (see post above). Supporting that idea!


Sincerely
Kjotleik

95
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: December 22, 2015, 10:22:25 pm »
In FMP 1.7.3 the Alien Alloy Ammunitions normally increases average damage in the 25% to 37% range. With two exceptions. The Sub Machine Gun only get a 10% increase, while the Auto-Cannon gets a huge 52% increase.

A - Is this done on purpose? If so, what is the reason behind such a choice?

B - If it is an "accidental" mistake, will the damage increases be corrected in the future, to correspond with the 25-37 range?

PS!
I've gotten myself into a position where I lost both of my first two Terror Missions (on Superhuman). Apparantly standard AP Ammo is not particularly good, and I cannot even research more advanced weapons, yet. By the way, Snakemen just shrugs off an ordinary Rifle. The only reliable weapons at the moment are Rocket Launchers and Tactical Sniper Rifles. I must say this mod brings the game up to another level of challenge. I love it, so far...

96
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: December 20, 2015, 04:24:38 am »
Kabul isn't really on the map, there's only a leftover translation string. I may as well add it.

If you want a lot more cities, you could always try these...

SpoilerExtra Cities on World Map:

Not all cities are 100% correctly placed here. Both because I'm not sure about their location, and because some of them had to move a bit in order to allow players to read the city-names...

And please tell me if I got any of them really messed up (wrong  continent, wrong hemishpere etc.)

Sincerely
Kjotleik



97
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: December 19, 2015, 06:18:50 pm »
This line contains normal, real coordinates for the city (66.6 E, 34.31 N). Just change it to correct values, it won't break your campaign (maybe unless you have a terror there).

Thanks. Kuwait City is 29 degrees 22 minutes North, 47 degrees 58 minutes East.
Works perfectly.

I cannot find Kabul, though. Is it supposed to be on the map? If so, can I just insert a new line with the co-ordinates to the city? Which file tells OpenXCom that STR_KABUL is to be named Kabul on the map?

Sincerely
Kjotleik

98
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: December 15, 2015, 03:30:04 pm »
I've started to play a little on FMP 1.7.3.

So far I'm enjoying myself.

One little thing, though. I've noticed Kuwait City is placed as far east as Pakistan-ish (just west of Islamabad). Will the location be corrected in the next version? Can I do this myself by editing a file, without making the save-file un-loadable? If so, a little recipe would be nice...


Yours Sincerely
Kjotleik

99
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: November 23, 2015, 08:18:29 pm »
Shotgun weapons fire each pellet separately... each pellet deals damage separately and armour is subtracted each time...

Melee weapons don't always hit, they are dependent on Melee stat. But they are pretty fast.

Thank you for the clarification. I will of course test this out in-game. But now, at least, I know that I can expect Shotguns to be amazing against Sectoids, but next to useless against enemies in armour.

PS!
I think Arthanor meant that he would like to see TU percentages for using Melee weapons...

PS2!
Really like the inclusion of the Healing Spray in 1.7.3. I've calculated the costs to a little over 9 000 to produce one unit, but it is researchable from game's start. A BIG advantage when the First Aid Kit is too heavy, and the Medi-Kit a long way away...Thanks!

PS3!
Why is it that no-one has made Nightvision-goggles for this mod-pack? Maybe as part of an expensive armour?

100
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: November 22, 2015, 11:44:37 pm »
Does anyone know how to calculate Expected Damage (ED) from the Shotgun in FMP?

From what I can read in-game, it has a 7-bullet shot with 15 damage each. For Aimed Shot it has a 175% accuracy.

In my head that gives [7 shots x 15 damage x MIN(1;1.75 x Soldier Accuracy) = 105], for soldier accuracy of 100%.

Is this correct? Is there a spread-of-bullets part that makes less than seven shots hit? Does the game count every one of the seven as hit or miss, after one calculation? Does the game calculate hit/miss for each of the seven shots, individually?

Please inform me of what is correct... I am about to start a new game with FMP 1.7.3, and would really like to know what kind of damage I can expect from a Shotgun at point-blank range...

Also, does the Melee weapons always hit? I see there is no mention of hit-chance for the Combat Knife in-game. Stun Rod says it always hits, regardless of your soldiers Melee Accuracy (I presume). Is it the same with the other Melee weapons, or are their hit-percentage just hidden?

Thanks in advance. I really like this mod, having seen Meridian's playthrough and now testing it out for myself a little bit. Good Job Solarius!!!

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