So during my FMP game, I've made a few tweaks in a submod to fix some perceived issues. My submod currently reads:
items:
- type: STR_LASER_PISTOL_MIB
accuracyAuto: 38
accuracySnap: 65
accuracyAimed: 80
tuAuto: 25
tuSnap: 20
tuAimed: 30
- type: STR_NUCLEAR_LASER_PISTOL
accuracyAuto: 38
accuracySnap: 65
accuracyAimed: 80
tuAuto: 25
tuSnap: 20
tuAimed: 30
listOrder: 3480
- type: STR_GAUSS_PISTOL
accuracySnap: 55
accuracyAimed: 80
tuSnap: 21
tuAimed: 35
- type: STR_NUCLEAR_LASER_RIFLE
listOrder: 3485
- type: STR_NUCLEAR_HEAVY_LASER
listOrder: 3492
- type: STR_SCATTER_LASER
autoRange: 30
- type: STR_PHOTON_BLADE
listOrder: 1910
I made tweaks to the laser pistols and the gauss pistol, because after researching these, they felt pretty useless and a waste of research. Especially the gauss pistol is slower AND less accurate than the magnum, while doing pretty much the same damage as the magnum alloy ammo. This is bad, because to get to the gauss pistol you need to invest a significant amount of time, while the magnum is available from the start. I brought the accuracy and TU cost in line with the magnum, and now it feels like a modest upgrade to the hand cannon type sidearm. Similarly, the tweaks to the laser pistol make it a fair upgrade to the regular pistol. I did not touch the rail pistol, because it does so much more damage than any other sidearm, so worse performance there is fine.
The scatter laser got its auto range upped to 30, to match the minigun. I think this is fair, as it is written up to be a laser version of the minigun, and frankly without this change I would never even consider using it.
I also added/changed the list orders for some items that didn't have one, particularly the nuclear laser weaponry, and moved the photon blade up with the rest of the melee weapons.
Now, I'm still not happy with a few things. First and foremost is the way the rail weaponry unlocks. The entire arsenal becomes instantly available once the master rail weapons tech is unlocked, which is weird because you have to separately research every single other weapon in the game. Yes, they're supposedly improved versions of the gauss weapons, but the nuclear lasers are improved versions of the MiB lasers, and you don't get those free either.
Next, I think the rail weapons are altogether too good. They have pretty much no drawback beyond being AP weapons (which isn't much of a drawback) while dealing absurd amounts of damage. I'm okay with them as top tier weaponry, but I'm thinking perhaps they should be a little less end-all. I'm thinking about lowering the amount of shots per clip. I've never ever had to reload a rail weapon, or indeed any weapon past the starting weaponry. It'd lend a bit of personality to the family, I'd say. Also: lose the auto-shot on the heavy railgun. The heavy class is rather defined by its high-damage, low rate of fire character, and I think an auto-shot doesn't fit the profile.
Moving on, I find that the laser weapons have gotten rather snowed under, compared to older versions of FMP. Moving up from MiB lasers to "proper" lasers is fine, but the nuclear family unlocks pretty late, well past gauss, and by then you don't need it anymore. The gauss family outperforms lasers in every way, and then not long after the railguns one-up the gauss weapons rather badly. This leaves the nuclear lasers nowhere (apart from the scatter laser, which is great).
This is especially true for the poor laser sniper rifle. I want to like it, I really do, but it's just such a bad weapon. It's the least accurate of all sniper rifles, AND it does less damage than even the tactical sniper rifle. The only weapon it outperforms is the basic sniper rifle, which is hardly difficult. I considered buffing it a bit, but... well. In the UFOpaedia it's written up as basically being a slightly souped-up laser rifle, and I suppose that's exactly what it is. Its current stats make sense. Alas.
One more thing I'd like to say about the weapons: it's a bit sad that the variety in weapons the starting arsenal provides is nowhere to be found in the other families. I wouldn't mind seeing improved cousins of the LMG and HMG for example. At least there's the scatter laser to take over from the minigun, and there's a laser shotgun (even though it's kind of crap).
Finally, given the longer game FMP offers, I think Elerium income should be lower. Because I went on so many missions I had Elerium coming out of my ears after a while. Especially the MiB were showering me with the stuff. I'd say reducing the amount per item to 25 would help keep things in check, and for myself I might go as low as 10. That said it would be nice if bases yielded a lot of Elerium, but I don't think there's an easy way to do that.
--- posts merged - Solarius Scorch ---By the way, there's a small map error on the large storage facility. A wall behind a cabinet is missing.