modsite version here:
https://www.openxcom.com/mod/weapons-melee-techHey everyone.
We all know vanilla XCom is pretty pathetic when it comes to GOOD melee weapons. But not for long! Latest experiments with Alien materials have given XCOM the latest and greatest in melee weapons technology: Ripper, Auto-Axe & Heavy Auto-Axe.
This mod has been update to 3 weapons and 1 optional weapon. Also all weapons have unique attack sounds now. Ripper and Grinder share a sound and both Auto-Axes have share a different sound.
There are two rulesets now:
Weapons Melee Tech - all 4 weapons. Grinder requires Elerium. Auto-Axe requires Chrysalid autopsy and Grinder tech. Ripper can be researched at any time. Ufopaedia are a bit different too.
Weapons Melee Tech (No Grinder) - only 3 weapons . Auto-Axe requires Elerium and Chrysalid autopsy. Ripper can be researched at any time.
Use one or the other . DO NOT USE BOTH>
1. Ripper can be researched at any time. Ripper is a self powered mini chainsaw knife.
Damage: 65 MELEE (flat Strength NOT applied)
Melee Accuracy: 150 (Melee Skill applied)
Weight: 5
Selling: 1245
Manufacture: 6000
Size: 1x2
TU: 10
2 (OPTIONAL) Grinder. Can be disabled via Weapons Melee Tech (No Grinder) ruleset. Requires Elerium tech.
Damage: 80 MELEE (flat Strength NOT applied)
Melee Accuracy: 150 (Melee Skill applied)
Weight: 10
Selling: 1500
Manufacture: 7000
Size: 2x3
TU: 10
3. Auto-Axe. Auto-Axe requires Grinder tech and Chryssalid autopsy. If you disabled Grinder then it requires Elerium and Chryssalid autopsy.
Damage: 110 MELEE (flat Strength NOT applied)
Melee Accuracy: 160 (Melee Skill applied)
Weight: 10
Selling: 1800
Manufacture: 12000
Size: 2x3
TU: 15
4. Heavy Auto-Axe is an improved version of Auto-Axe and requires Auto-Axe tech. Heavy Auto-Axe costs 2 elerium and double that of Auto-Axe. It's attack costs 20 TU but does incredible damage.
Damage: 150 MELEE (flat Strength NOT applied)
Melee Accuracy: 160 (Melee Skill applied)
Weight: 15
Selling: 2000
Manufacture: 20000
Size: 2x3
TU: 20
NOTE1 Neither one of Auto-Axes are overpowered. The stats are IDENTICAL with TFTD Thermic Lance and Heavy Thermic Lance. So if TFTD team thought these stats are good then is good.
NOTE2: These weapons are automatic melee weapons meaning unlike swords or knives they deal flat damage and Strength is not a factor! A Combat Knife is more effective than a Ripper on a soldier with 50 Strength as 30 power + 50 = 80 damage. Ripper damage stays at 65 no matter what. However a soldier with 34 Strength or less does more damage with Ripper as Combat Knife 34 + 30 = 64 vs Ripper 65.
All weapons have custom floorobs and handobs and bigobs optimized for Ufopaedia . Let me know if you have any issues.
Why I made this mod? Because UFO needs good melee weapons badly. At least I think so. And not just 1 melee weapon but a melee weapon tech family that can be upgraded and improved. The idea for the mod came from TFTD vibroblade, thermic lance & heavy thermic lance. But I didn't wanna use borrow TFTD items. I wanted something unique to UFO defense. I came up with this from Fallout 3/2. The stats of Auto-Axe are identical to Thermic Lance while ripper is a weaker than Vibroblade due to size & portability.
Enjoy
EDIT1: I redone everything to add Ripper. Originally was planned this way but I got lazy and tired so I released it kinda broken without ripper. I just adde the ripper and made everything as I originally planned to do. Ripper had to be underpowered as comparing to Vibroblade because Ripper is 1x2 size while Vibroblade is 2x3 and heavier.
EDIT2: Updated the mod fixed a few issues added handles on auto-axes and balanced the ripper a bit better . Should be much better now.
EDIT3: Added Grinder & sound effects.
EDIT4: 1.4 is up fixes missing Ripper manufacturing category, fixes missing manufacturing option for Grinder and changes Ripper TU to 12 (from 10) to be more fair.
I won't be adding anymore weapons . This is final. Were supposed to be 3 weapons but I accidentally made 4. Ripper is kinda extra but I wanna keep it due to being small and useful.