Author Topic: [WEAPON/BETA] Assault Rifle  (Read 7999 times)

Offline Ascadix

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[WEAPON/BETA] Assault Rifle
« on: March 01, 2014, 11:41:03 pm »
Hi,

A new weapon for early game, directly available from shop : the "7.65 mm Assault Rifle".




This 7.65 mm caliber assault rifle is slightly more powerful than a standard rifle and has better accuracy.
 Moreover, it can fire explosive bullet, more efficient than percing ammo against some alien.


Credits to Chiko for is new rifle and ammo design here that served me as base for this mod's graphics.


Nb: availability of the third ammo, "alien alloy bullets" is dependent on moriarty's "alloy ammo" mod's main research (STR_ALLOY_AMMO).


??? I wonder if i need to release a ruleset witout this dependancy and use my own "alloy ammo research" ? ( like warboy's shotgun )
??? ? ??? ? ???

:-\ Beta release -> is playable, but the explosion of EP ammo is too big, and for now, i don't find any way to reduce it without loosing all damage amount as discussed on this thread.



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 -=# See below in the thread  for revised versions #=-
--------------------------------------------------------------------

Changes:
v0.1 - 2014-03-01 : initial pre-release
« Last Edit: March 02, 2014, 05:32:03 pm by Ascadix »

Offline Solarius Scorch

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Re: [WEAPON/BETA] Assault Rifle
« Reply #1 on: March 02, 2014, 01:40:08 am »
Why, oh why do we keep getting overpowered weapons like this one? The original rifle was supposed to be the best the world has to offer X-Com; yet this one is better in every respect. Why bother with the original one?

Sorry for being rough, but it's been like this with 95% of mods. Nobody cares about balance and I can't understand it.

On the other hand, I really like the sprites. They're very much in line with the original design.

Offline Ascadix

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Re: [WEAPON/BETA] Assault Rifle
« Reply #2 on: March 02, 2014, 02:22:12 am »
Even if we could always discuss about balancing, i don't think it's soo overpowered.

36 damage vs 30 fir the rifle it's only 20% increase, and with the next rifle (the laser) @60 damage, this assault rifle is closer to the basic rifle than the first researchable rifle..

ok , for EP, since AC is @44,  i could reduce AP ammo a little.

Let's try with ... 33 for both AP and EP, it's juste very littl more than the basic rifle.


For the original rifle ... "laser sight" aren't so common on army rifle, it's more a police/SWAT gadget, and against alien, XCom may use military grade equipment.  ;)

Offline yrizoud

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Re: [WEAPON/BETA] Assault Rifle
« Reply #3 on: March 02, 2014, 04:15:25 am »
Accurate weapons are precious even up to the end game, for training Firing Accuracy.
The unbalance is that this weapon is better than both the original rifle and the auto cannon in all stats, with no visible disadvantage...

Offline Incognito

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Re: [WEAPON/BETA] Assault Rifle
« Reply #4 on: March 02, 2014, 10:42:01 am »
I always took the original rifle as an assault rifle. Other than that I have to agree, it seems to be powerful on all fronts. Its a really good sprite though and could make a great alternative graphic for the rifle.

And if I can throw out some suggestion stats.

Auto 30% TU 30% Acc
Snap 21% TU 50% Acc
Aimed 70% TU 95% Acc


30 Round Clips

AP Ammo
Power 26-28

HE Ammo
Power 15-18

Alloy AP Ammo?
Power 36

Less power than the rifle due to looking less bulky (forgive my gun-lore), more rapid firing but less accurate ... the main change being its larger clip. So it doesn't overshadow the rifle so much or step toes on the auto-cannon.
« Last Edit: March 02, 2014, 10:55:38 am by Incognito »

Offline Ascadix

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Re: [WEAPON/BETA] Assault Rifle
« Reply #5 on: March 02, 2014, 05:30:27 pm »
Here is a rebalanced version




This 7.65 mm assault rifle has a scope for distance shots, but is less effective at close range than the standard rifle. Its ability to shoot explosive bullets and its 30 shots loader gives him a good versatility.

nb: can't go below 25 damage for explosive ammo. If set below 25, the game crash on hit.


Changes:
v0.1  - 2014-03-01 : initial pre-release
v0.11 - 2014-03-02 : rebalance stats & fix some sprites conflicts
« Last Edit: March 02, 2014, 08:07:21 pm by Ascadix »

Offline Solarius Scorch

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Re: [WEAPON/BETA] Assault Rifle
« Reply #6 on: March 02, 2014, 09:05:37 pm »
Better. :) Though I'm still unsure why you can use explosive ammo here, but not with the standard rifle...

Offline Ascadix

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Re: [WEAPON/BETA] Assault Rifle
« Reply #7 on: March 02, 2014, 10:05:46 pm »
The standard rifle has a smaller caliber, too small for an explosive bullet  ;)


Offline Ascadix

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Re: [WEAPON/BETA] Assault Rifle
« Reply #8 on: March 10, 2014, 05:05:24 am »
Well ...

With latest warboy adjustment to the code, the damage are ok, but the HE hit animation look more an incendiary hit than an explosive one.

Next stage for this weapon :
- find/make a better hit animation
- find/make a hit sound that fit well with the above animation


... stay tuned :-)


niculinux

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Re: [WEAPON/BETA] Assault Rifle
« Reply #9 on: August 30, 2015, 02:03:13 pm »
Italian translation!

Code: [Select]
  - type: it-IT
    strings:
      STR_ASSAULT_RIFLE: Fucile d'assalto 7.65 mm
      STR_ASSAULT_RIFLE_CLIP_AP: Caricatore di proiettili 7.65 mm
      STR_ASSAULT_RIFLE_CLIP_EP: Caricatore di proiettili esplosivi 7.65 mm
      STR_ASSAULT_RIFLE_CLIP_AA: Caricatore di proiettili a leghe aliene 7.65 mm
      STR_ASSAULT_RIFLE_UFOPEDIA: Questo fucile d'assalto utilizza proiettili calibro 7,65 mm ed è leggermente più potente di un fucile standard, ed offre una migliore accuratezza. Inoltre, può sparare proiettile esplosivi, ed anche realizzati con leghe aliene, questi ultimi hanno una capacità di penetrazione nei corpi degli alieni più alta rispetto a quella standard.