Author Topic: Dart Rifle Rebalance?  (Read 6999 times)

Offline Jstank

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Dart Rifle Rebalance?
« on: March 27, 2015, 08:53:02 pm »
Dubbed the dart launcher


One single powerful overdose of nerve toxins will take out any infantry unit. However you have to set the shot up a whole turn in advance.

Let me know what you think!


- type: STR_DART_RIFLE
    size: 0.2
    costSell: 4000
    weight: 20
    bigSprite: 86
    floorSprite: 104
    handSprite: 264
    bulletSprite: 3
    fireSound: 69
    compatibleAmmo:
      - STR_DART_RIFLE_CLIP_A
      - STR_DART_RIFLE_CLIP_B
      - STR_DART_RIFLE_CLIP_C
    accuracyAimed: 150
    tuAimed: 100
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3
    armor: 30
    listOrder: 3790
- type: STR_DART_RIFLE_CLIP_A
    size: 0.1
    costSell: 3000
    weight: 10
    bigSprite: 87
    floorSprite: 105
    hitSound: 19
    hitAnimation: 26
    power: 200 <-- changing to 80
    damageType: 6
    clipSize: 1
    battleType: 2
    armor: 30
    blastRadius: 0
    listOrder: 3791
  - type: STR_DART_RIFLE_CLIP_B
    size: 0.1
    costSell: 4000
    weight: 5 <--- Changning to 6
    bigSprite: 88
    floorSprite: 105
    hitSound: 19
    hitAnimation: 26
    power: 250 <--- changing to 80
    damageType: 6
    clipSize: 2
    battleType: 2
    armor: 30
    blastRadius: 0
    listOrder: 3792
  - type: STR_DART_RIFLE_CLIP_C
    size: 0.1
    costSell: 5000
    weight: 4
    bigSprite: 89
    floorSprite: 105
    hitSound: 19
    hitAnimation: 26
    power: 300<---Changing to 80
    damageType: 6
    clipSize: 3
    battleType: 2
    armor: 30
    blastRadius: 0
    listOrder: 3793
« Last Edit: March 27, 2015, 10:24:05 pm by Jstank »

Offline ivandogovich

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Re: Dart Rifle Rebalance?
« Reply #1 on: March 27, 2015, 09:05:17 pm »
Seems like there would be zero need for clips B or C.  200 Damage is plenty. ;)

Cheers, Ivan :D

Offline Jstank

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Re: Dart Rifle Rebalance?
« Reply #2 on: March 27, 2015, 09:07:15 pm »
Clips b and c have extra capacity and are lighter as there is a more potent and concentrated dose in the advanced clips

Offline ivandogovich

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Re: Dart Rifle Rebalance?
« Reply #3 on: March 27, 2015, 09:08:38 pm »
Are the darts still tied to alien corpse research?  That was a very good, but challenging aspect of the original mod. :)

Offline Ridаn

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Re: Dart Rifle Rebalance?
« Reply #4 on: March 27, 2015, 09:20:56 pm »
Basic A type Dart would be capable of breaching UFO hull, and punch through pretty much any other wall - I do not approve.

Offline Jstank

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Re: Dart Rifle Rebalance?
« Reply #5 on: March 27, 2015, 09:23:15 pm »
IVAN: Alien Biology unlocks the first tier, same as the dart launcher.

RIDAN: is non leathal damage able to punch through UFO hulls?

Offline Ridаn

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Re: Dart Rifle Rebalance?
« Reply #6 on: March 27, 2015, 09:25:44 pm »
Yup, from my experience basic FMP Dart Rifle can punch through wooden fence, and Harpoon from Piratez can occasionally remove brick walls.

Offline Jstank

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Re: Dart Rifle Rebalance?
« Reply #7 on: March 27, 2015, 09:28:04 pm »
Maybe we could go.. power 100? I want to make it a one shot deal for infantry.

Offline Ridаn

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Re: Dart Rifle Rebalance?
« Reply #8 on: March 27, 2015, 09:36:05 pm »
Power 100 can one shot Reapers and Cyberdiscs too, may be experiment with auto shot?

Offline Jstank

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Re: Dart Rifle Rebalance?
« Reply #9 on: March 27, 2015, 09:48:44 pm »
Ill do some field testing today and see if I can get it right.

Offline Dioxine

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Re: Dart Rifle Rebalance?
« Reply #10 on: March 27, 2015, 10:10:36 pm »
I don't think it's a good idea, a cacthing weapon with 100% tu cost would be mostly useless for the catching purpose regardless of its damage rating. I'd rather use it as a portable anti-tank/ufo breaching cannon (ie defensive use), it'd excel at this task :)

If you want a potent sleep toxin that's pretty much ineffective against armored targets, make it fire a lot of AutoShots with very good accuracy, but Power not exceeding around 25 - that's my suggestion. And 100% TU cost disqualifies it as a weapon which can be used to actively hunt - you can only put to sleep enemies who are storming your current position. You can't even snipe since sniper sometimes has to turn 45 degrees left or right at the very least.

Oh yeah and "infantry" thing. Mutons are almost as hard to stun as Cyberdiscs or Reapers, while for everyone else Stun around 70-80 is already an overkill.
« Last Edit: March 27, 2015, 10:12:41 pm by Dioxine »

Offline Jstank

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Re: Dart Rifle Rebalance?
« Reply #11 on: March 27, 2015, 10:19:30 pm »
You would have to set up a trap for an alien. You have to know exactly where it is in order to catch it and set your trap one turn in advance. It also has a weight of 38 including the clip so only a soldier with moderate strength and good accuracy would be able to use it properly. After it is spent, because clip A weighs 10 the whole platform is useless and the soldier is left with no weapon. I will def bring down the power to say 80 as this is overkill for clips a through c but decrease its weight and increase the capacity by one each. I also didn't want an overburden soldier to carry more than one clip at a time and still be able to shoot. That's why I wanted 100% time unit cost/ I was aiming for one use per mission throw on the ground  type weapon. Especially with clip A.

I do like the idea of a breaching cannon. BOY that would go great with the piratez theme. I def didn't intend this thing to breach anything but you guys are right.
« Last Edit: March 27, 2015, 10:31:23 pm by Jstank »