- Agent: "What's with these assault rifles you got us? Is that a joke? I'll stick to my pistol." Feels kinda weird...
I would rather have it like: "Well folks, we've managed to get these british SMGs they used in WWII. They ain't state of the art, but they still pack more punch than your pistols."
If you want to play like that, go ahead. But I consider it masochism. Pistos are good in very early game, but rifles are still way better in most situations - except in CQC (whre shotguns and SMGs are best).
- Pistols are civilian weapons. Full auto weapons are restricted to police and military. There is a reason for that.
... Yeah, I know? It's in the mod?
Pistols have good DPS against unarmoured targets on short to medium distance. That's basically their only main advantage. If you say it's all you need, well, I have no reason to doubt you, but I can't help but think you haven't played that much beyond initial cults and such. And even against them long barrels are very useful.
- XCOM is special forces. Special forces use mostly carbine versions of the standard assault rifle. Or SMGs to avoid overpenetration. I would like to give my agents what feels natural.
Which is why these weapons are so prevalent in XCF (also shotguns). But this is not the only tactical niche, and focusing solely on them is IMO a very bad idea.
- XCOM gets tanks eventually. And RPGs and machine guns. Are you sure this ain't a war game? I mean, the events of UFO: Enemy Unknown are called the first alien war...
Of course it's a skirmish game. Warhammer 40000 is also a skirmish game, despite featuring heavy weapons, walkers and goddamn tanks. This is not a war game, because it is still from simulating an actual battle. Compare it with Epic, where you consider groups of tanks as the smallest unit to move around - now that's closer. Or in terms of computer games, Steel Panthers at the very least.
Even Necromunda has rocket launchers and such, and it's a game about street gangs shooting each other. XCF is a bit bigger, but it's still the same category.
- Gameguide: Starting pistols. Mix in shotguns when needed. Then get magnum and nitro express. Forget the other guns, they take up more space and are less effective. Wasted research, like vanilla heavy laser.
I really don't want to be hostile or anything, but all I can think of saying is: I'd like to see that. Like, literally sitting down with some popcorn and watching you winning with pistols and the Nitro Express. (Which is great for killing civilians, but not real soldiers, especially augmented ones.)
What makes the xFiles idea fun for me is the equipment scavenging of an underfunded organization. If your starting equipment is so good that 90% of what you can find/research in the early game is the equivalent of the vanilla heavy laser... I would call that wasted potential.
I call it lunacy. Or, more likely, little experience with the game beyond initial stage.
Hi Solarius, so are there any tiers or no? Because in the same post you write there are no tiers and 2 lines below there are...
I should have known this would require a footnote.
What I meant was that there are no +0 weapons, +1 weapons and so on... But also you don't think a plama pistol and a six shooter are the same tier, right? Geez.
I'm not an expert on firearms, no part of my professional training focused on those, but in RL pistols are crap.
Seriously, if you want to hit something above 20m meters, you need to be good at shooting. Anything around 50m is a roulette.
How far is 1 tile in X-Com? 2 metres, from the looks of it? Or maybe we should think more abstract and assume 10 metres? But then it would mean that a soldier could cover incredibly long distances within a turn. So it can't be too far. Therefore yes, pistols have poor range, but often it's good enough.
Moving target makes it way harder since you need to make sure you are moving your arm along with the target and not just your wrist.
Shoulder weapons at 50m are easy, even with minimal training you can hit the target size of a body.
Pistols have 2 advantages - they are small and easy to hide (and comfortable to carry) and you can shoot them with one hand. That is it. They are not faster to shoot and accuracy is just a fraction of what you get with a shoulder weapon. And body armour? Pistols are useless even more with those.
There is a reason you never see SWAT/FBI FRT with pistols in their hands. They always have short AR, SMG or shotguns. When you know you might be actually shooting, you never rely on pistol. Pistols are crappy at shooting, they are good at carrying around and hiding. Even standard FBI agents have a qualification in shoulder weapon. Every single patrol car in US has a shoulder weapon in the trunk or on the dashboard (shotgun or M4).
I agree with most of these points, except the not using pistols by security agencies - the exception being the US in the latest years, when the arming up skyrocketed so much that any police station must have a tank, and therefore a special agent needs at least a tactical nuke. But it's not a real tactical issue, since any normal, practical agents from around the world still use pistols most of the time.
As for XCOM operations - well, only about <5% of my deployments went without shooting - seriously, only those troubled farmers are the ones you do not shoot. Maybe there are missions, where you need to be covert (like mansions in Piratez) and the pistols would make great sense in there. For CQB SMG's are as good as pistols, but easier to aim and have more power (higher velocity due to longer barrel).
Thank you for supporting the idea that pistols aren't the only, or even best, option.
If you just want to make pistols cool and worth of using it's ok with me, but it has nothing to do with RL.
That much is debatable. And I
do no agree.
PS: Happy birthday Solarius
But- but my birthday is a month from now...