General > Discussion
Laser Rifle - useless ?
Surrealistik:
Haha, true, though 'overkill' is definitely common in regular difficulty/multiplayer games.
As for the laser weapons, I completely agree.
--- Quote ---By the way, did somone work on the weapon balancing at this time ? I could take a look at it...(As long as I don't have to code that its ok for me).
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Yes. I have a 0ufo.pk3 file availible for download and use here. Simply substitute the old one in the base subdirectory of your UFO 2.1.1 folder. Please provide me with feedback regarding the changes, and back up your original 0ufo.pk3 file.
Woreczko:
--- Quote from: "Surrealistik" ---
Yes. I have a 0ufo.pk3 file availible for download and use here. Simply substitute the old one in the base subdirectory of your UFO 2.1.1 folder. Please provide me with feedback regarding the changes, and back up your original 0ufo.pk3 file.
--- End quote ---
A bit of feedback:
1. Flamethrower seems overpowered. It (almost?) never misses, deals fantastic damage (there is not much resistance vs fire) and costs a mere 8 TU for candlelight. I would suggest upping the TU cost for it`s fire modes. I mean, how can you use a flamethrower with the same speed as assault rifle? Both cost 8 TU for 1st fire mode and 12 for inferno/3-round burst, while FT is much more damaging. It`s range is short, yes, but at those 8 squares it still has 100% to hit, while weapons such as shotgun or SMG are barely effective at such a distance already. I have no problem with FT frying everything in 1 blaze of inferno, but the soldier wielding it shouldn`t be able to escape afterwards so easily. What about making it 12/18 or 12/20 for appropiate fire mods?
2. You upped plasma blaster ammo to 50, yet it`s magazines are smaller (1x1) than those of a rifle. A bit inconsisitent. I admit, that aliens are kicking my butt with this weapon (that damn blast radius offsets poor accuracy ;) )... would be nice if it had at least one weakness. Like small range, low ammo or whatever.
Overall a whole system would benefit tremendously if we could implement a weight as a factor. Heavy heavy weapons would lose some of it`s appeal if they started to seriously weigh you down.
And thanks for your work, btw :)
Surrealistik:
--- Quote ---1. Flamethrower seems overpowered. It (almost?) never misses, deals fantastic damage (there is not much resistance vs fire) and costs a mere 8 TU for candlelight. I would suggest upping the TU cost for it`s fire modes. I mean, how can you use a flamethrower with the same speed as assault rifle? Both cost 8 TU for 1st fire mode and 12 for inferno/3-round burst, while FT is much more damaging. It`s range is short, yes, but at those 8 squares it still has 100% to hit, while weapons such as shotgun or SMG are barely effective at such a distance already. I have no problem with FT frying everything in 1 blaze of inferno, but the soldier wielding it shouldn`t be able to escape afterwards so easily. What about making it 12/18 or 12/20 for appropiate fire mods?
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The problem with increasing its TU cost is the fact that the soldier needs to close distance prior to utilizing the thrower. While it is true that it typically equates to instant death (I should hope so), you would do well to keep in mind that there are many weapons which are compartively lethal at far longer ranges. Closing distance also means that your thrower equipped soldier is that much less likely to have the TUs necessary to escape retribution. Because this is true, the risk demanded of such close proximity should be reciprocated with the reward of high lethality. I definitely will note this however, and see if it correlates with any other feedback (that aside the shotgun has been strongly empowered in this patch, you should try it).
--- Quote ---2. You upped plasma blaster ammo to 50, yet it`s magazines are smaller (1x1) than those of a rifle. A bit inconsisitent. I admit, that aliens are kicking my butt with this weapon (that damn blast radius offsets poor accuracy )... would be nice if it had at least one weakness. Like small range, low ammo or whatever.
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I'm merely following the UFOpedia design suggestions. The Plasma Blaster is meant as a powerful, long range suppressive fire weapon. This inconsistancy may be explained by the fact that the magazine is an ultradense battery as opposed to a chamber filled with physical ammunition. That said, the weakness of the plasma blaster is inherant in its poor accuracy, and high TU cost of operation. While the splash damage of the ball firemode projectiles does offset the former weakness somewhat, you will lose a long range firefight with high accuracy weapons such as the laser family (which has been signifigantly buffed in this modification) nearly all of the time. Also, with more advanced armours, the splash damage is almost negligible; only direct hits will do any appreciable harm.
Weight will eventually be implimented. This is meant as another of the Plasma Blaster's weaknesses (and one of the Flamethrower's as well).
Lastly I would like to thank you for the contribution of the feedback. The more of it I receive, the sooner and better I can review and retool the weapon balance. Keep it coming! :)
Woreczko:
No problem :)
Regarding flamethrower, you are probably right from the gameplay perspective. It just seemed to me not "realistic" (but hey, it is s-f afterall!), that it`s so fast and good in hit&run tactics (I dropped SMG and shotgun in favor of FT). I guess introduction of weight may rectify this problem without altering TU costs.
As for plasma blaster, I encountered it very early in the game, so not surprisingly it gave me hard times against the aliens. But that`s not that bad to feel like fighting in WW I trench warfare once in a while ;)
vulkus:
With regards to the laser weapons, the pistol is pointless except as a suicide weapon. The laser rifle would make a fantastic sniper weapon and the heavy would be ideally suited to an air to air weapon or as a short range heavy weapon. The heavies range is to long, if it requires someone with great strength to wield it, I doubt they would be able to hold it for very long.
I think the lasers have great potential, yet they are out gunned, due to the the aliens better weapons. No sooner have you researched lasers and beginning production and they have moved from plasma to particle.
I think the alien weapons should be based on a human success ratio. If you are getting good kills with the laser, they bring out heavy plasma. You research plasma and get your own back. Also it could depend upon your armour stats.
Basically I think your always out gunned and out armoured.
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