Consider HWP Tritanium Rockets as an example. With the changes you proposed, we go from this:
power: 80
damageAlter:
ResistType: 7
FixRadius: 5
RadiusReduction: 6
FireThreshold: 30
ToMorale: 5.0
ToArmorPre: 0.05
ToStun: 0.7
ToTile: 0.25
to this:
power: 80
damageAlter:
ResistType: 7
FixRadius: 5
RadiusReduction: 6
FireThreshold: 110
ToHealth: 1.25
ToMorale: 5.0
ToArmorPre: 0.05
ArmorEffectiveness: 1.1
ToStun: 0.7
ToTile: 0.25
Doesn't look all that weaker to me, maybe it's even better. And I don't like the increased armour effect, it goes against the basic principle of "tritanium = AP".
I was under the impression that alien alloys were supposedly malleable to be better than Earth materials at any aspect, not just toughness? Just not everything at the same time. So one alloy can be super-sharp, and another can be super-resilient but elastic. Maybe that's not how it works in XCF any more.
Also, from a 'realism' POV, 'shrapnel' is exactly the opposite of AP. Modern body armour was originally almost solely anti-shrapnel.
And if that is the case, why is most Tritanium ammo just a straight damage increase with no AP changes? Some of the BO rifles even go from 80%
up to 85%.
In any case, I was thinking more along the lines of
power: 80
damageAlter:
ResistType: 7
FixRadius: 5
RadiusReduction: 6
FireThreshold: 1000 # default
ToHealth: 1.5
ToMorale: 0.0 # default
ToArmorPre: 0.0 # default
ArmorEffectiveness: 2.0
ToStun: 0.25 # default
ToTile: 0.25
RandomWound: false
ToWound: 2.0
So you do more damage until armour values of 25% nominal damage or so (20 in this case), and wounds on almost any damage plus more wounds for actual damage. The thresholds for other shrapnel explosives would be 17, 25, 27, 43. If that seems too much, ArmorEffectiveness: 1.5 would lift it to 40%. Though that would generally be well beyond anything below light power armour and make the distinction kinda useless since the vast majority of enemies will not have as much under armour.
Or 1.25 and 1.5 for damage and armour effectiveness, which puts the threshold at ~28%, but IMO the damage increase is starting to look questionable then.
Why not? This is literally space politics, not a simple invasion. And what's bad about it?
Intrinsically, nothing. Doesn't have the 'planetary defense simulator' vibe for me any more, though. I tried XCOM2 recently, and while it's mechanically a significantly better game than XCOM1, I just could not care for any of its themes - which were exactly space politics and engineering a local power system to keep humanity down and exploited for the Ethereals' ends. And from what I've heard, I'm not
nearly alone in this.
Edit2: I play X-Com to take the aliens' guns and shoot them in the face. Not to carefully counter their slave- and population-management plans, play office politics with the Council, reign in weird homage enemies like the UAC or demon/ghost cultists, etc. I want to kick teeth in and BLOW SHIT UP, or at least die trying. Against aliens, hybrids, MiBs, Reptiloids masquerading as people, Illuminati artifact collector cults, farmers brainwashed by ETs - things related to classic UFO folklore. Space Vikings if nothing else, even. For good or ill, XCF is the closest I can get to the full OXCE experience of this. I appreciate that it exists, is still actively developed, and does a lot of things I want in an X-Com game. But not quite all of them, which is why I'm bellyaching here on the forums.
I kind of did... And from the context of this discussion, looks like it was successful?
Not really. Heavy Plasma, Precision Plasma, Turbolaser Cannon and Heavy Gauss all kill a big alien turret in about 3-6 shots (though the Heavy Gauss trends more towards 6), which makes sense since the thing's resistances against all of these damage types are within 10% of each other. The point of contention in the discussion was that Heavy Plasma isn't really an upgrade.
The alien turrets are pretty much the opposite of a hard counter to plasma. They disable or weaken a lot of alternative damage types, but the big three OG types are all viable.
Edit: In fact, there are very few
hard counters to any of Plasma, Laser or Kinetic.
How exactly do you see this role?
Plasma damage type, morale damage, sets things on fire, eats armour. Or just the Incinerator Grenade in missile form if you like that model better.
Edit:
Yes, there's an infinite number of alternatives, and to each there is an infinite number of answers. But we are where we are.
And it was a deliberate choice to move the mod to where we are now.
I was also not talking about wild strange alternatives. Having aliens with bio-weapons they themselves are immune or resistant to is one of the more popular concepts. Apocalypse aliens, Xenomorphs, Tyranids and their knockoffs like the Symbionts, the Zerg... It's also already partially present in the game with all the bio-terror units, Toxiguns, Hybrid Chemoguns and the like.
Doubt either of us will convince the other on this, at least as far as the mod is concerned.