Author Topic: [WEAPON] Combat and UAC Shotguns  (Read 13851 times)

NoirSuccubus

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[WEAPON] Combat and UAC Shotguns
« on: March 14, 2014, 01:10:57 am »
Combat and UAC Shotguns




Hey there, OpenXcom community! I only got into modding about a week ago, and so far I've been toying with the weapons. I've made a few of my own, using Warboy1982's shotguns as inspiration and reference. They may not be balanced at all, since they were intended as something fairly weak. I haven't tried messing with later-game gear yet, so these might need changing.

NOTE: You must have Warboy1982's shotgun mod installed alongside this, as this is mainly an expansion to it. It uses shotgun ammo from his mod. Extract this into your OpenXcom directory and remember to add "- ZShotgun" to your options.cfg!
« Last Edit: March 14, 2014, 06:18:53 am by NoirSuccubus »

Offline Jo5hua

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Re: [WEAPON] Combat and UAC Shotguns
« Reply #1 on: March 14, 2014, 05:37:30 am »
Nice mod.

You may want to change the font size of the orange colored text at the bottom. It's slightly difficult to read.


NoirSuccubus

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Re: [WEAPON] Combat and UAC Shotguns
« Reply #2 on: March 14, 2014, 06:19:05 am »
Nice mod.

You may want to change the font size of the orange colored text at the bottom. It's slightly difficult to read.
Thanks, changed it.

Offline Solarius Scorch

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Re: [WEAPON] Combat and UAC Shotguns
« Reply #3 on: March 14, 2014, 09:35:42 am »
Doom shotgun had 7 pellets per shot, I think, not 6 :)

Otherwise pretty nice sprites. The stats (especially TUs) are totally overpowered of course, but that's normal for beginners. :) (Many people never actually grow out of it, but that's beside the point). Overall a good, solid job.

NoirSuccubus

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Re: [WEAPON] Combat and UAC Shotguns
« Reply #4 on: March 14, 2014, 12:34:57 pm »
It's funny, I had the Doom wiki page open when I was making this. I wonder why I never changed it to 7.

Maybe I'll release a new version or something some time soon.

Offline Align

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Re: [WEAPON] Combat and UAC Shotguns
« Reply #5 on: March 14, 2014, 05:45:02 pm »
They're a little too detailed to fit the style, but nice nonetheless.

Offline Jo5hua

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Re: [WEAPON] Combat and UAC Shotguns
« Reply #6 on: March 16, 2014, 08:57:47 pm »
I think they look great.

Offline yrizoud

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Re: [WEAPON] Combat and UAC Shotguns
« Reply #7 on: March 17, 2014, 12:37:49 am »
The damage system of X-COM doesn't play well with those 6x25 weapons.
Here are the statitic averages for a point-blank shot (all pellets hit) :
On armor 10: 256
On armor 20: 144
On armor 30: 64
On armor 40: 6

NoirSuccubus

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Re: [WEAPON] Combat and UAC Shotguns
« Reply #8 on: March 17, 2014, 01:16:52 am »
The damage system of X-COM doesn't play well with those 6x25 weapons.
Here are the statitic averages for a point-blank shot (all pellets hit) :
On armor 10: 256
On armor 20: 144
On armor 30: 64
On armor 40: 6
Hmm, that doesn't look too good at all. Is that hard-coded, or could I fix it?

Offline yrizoud

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Re: [WEAPON] Combat and UAC Shotguns
« Reply #9 on: March 17, 2014, 02:29:14 am »
It's how damage is hard-coded to function... Attack damage is multiplied by a random factor between 0 and 200%, then target resistance is applied (for aliens that receive X% damage from ), then armor is substracted.
For shotguns, pellets work as individual bullets, so armor blocks each pellet individually with full strength.

The only thing you can do in a ruleset against this is to tweak all amors and alien stats : Give stronger and stronger resistance %, and much lower 'armor' stats.

NoirSuccubus

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Re: [WEAPON] Combat and UAC Shotguns
« Reply #10 on: March 17, 2014, 02:56:03 am »
Ah, I don't exactly know if I'd be up for that. Oh well.

Offline Warboy1982

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Re: [WEAPON] Combat and UAC Shotguns
« Reply #11 on: March 17, 2014, 10:04:49 am »
seems pretty well balanced for a starter weapon if you ask me, especially considering the following armor values:
(all soldiers, front armor value)
sectoid: 4
floater: 8
snakeman: 20
muton: 20
ethereal: 35
sectopod: 145

as you can see, it's primary function is killing sectoids, floaters and it will be fairly effective against snakemen, but given the muton's 40% resistance to AP it won't prove much use against them, and ethereals have enough armour and health to shrug off a hail of fire from these things. don't even bother with these on terror missions, pack heavier weapons.
« Last Edit: March 17, 2014, 11:02:16 am by Warboy1982 »

Offline Sharp

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Re: [WEAPON] Combat and UAC Shotguns
« Reply #12 on: March 17, 2014, 11:01:46 am »
Yeah, apart from Cyberdiscs and Sectopods the aliens don't really have much armour. I should probably post it in Warboy's thread but here can work as well, does the multi-pellet nature of the shotgun also apply to training as in one shot and all pellets hit gives more training experience then if just one pellet hit?

Offline Warboy1982

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Re: [WEAPON] Combat and UAC Shotguns
« Reply #13 on: March 17, 2014, 11:08:12 am »
yes, you gain "bonus" experience for hitting with multiple pellets.

Offline yrizoud

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Re: [WEAPON] Combat and UAC Shotguns
« Reply #14 on: March 17, 2014, 11:24:20 am »
Woops, for armors < 40 I accidentally multiplied by 16 pellets instead of 6. Fixed values:

On armor  4 (sectoid) : 21 per pellet, 127 for full blast. Chance of doing ANY damage per pellet : 92%
On armor  8 (floater) : 18 per pellet, 106 for full blast. Chance of doing ANY damage per pellet :  84%
On armor 20 (snakeman) : 9 per pellet, 54 for full blast. Chance of doing ANY damage per pellet : 60%
On armor 20 with 40% resistance (muton) : 1 per pellet, 10 for full blast. Chance of doing ANY damage per pellet : 33%
On armor 35 (ethereal) : 2 per pellet, 13.5 for full blast. Chance of doing ANY damage per pellet : 30%

Damage of a single pellet is extremely random, but for a full blast, the individual variations of each pellet are very likely to cancel each other, so the "full blast" average should be rather consistent.

I thought alien armor got increased on higher difficulty, which is why I checked armor levels 30 and 40, but I was mistaken.