General > Discussion
"New" Weapon stats (2.2 - 2.3)
BTAxis:
Small update: the only bonuses the aliens get are on damage. On hard the aliens do about 170% damage and receive only 60% damage, and on very hard the aliens do about 300% damage and receive about 35% damage. (This is after armour subtraction.)
I think that's pretty insane... No amount of balancing is going to work with that. Perhaps some tweaking here would be in order.
Punkiee:
The RPG question is also tied to the purpose it has to serve.
Typically an RPG is for heavy armored big targets. It thus is very heavy and costly and is inaccurate, does a great deal of damage and has a great damage area.
But its used atypically in the game for small weak humans. It has untypical accuracy, does little damage and has a small area effect.
The RL RPG is nothing like the UFO RPG, it just has the same picture.
OR we bring it to use by introducing heavy armored big targets (drones, exoskeletons, ship point defense) and tweaking its stats as to match the RL stats.
OR we remove it from the game by renaming it, making it another weapon (remember the TFTD guided alien rpg?)
OR we remove it from the game as it serves no purpose and is too atypical.
BTAxis:
Please, no "real life" arguments. I'm sick of that discussion. I just want to create a set of weapon values that make the game fun. If the RPG is ridiculous, well, so be it. As long it's a well-balanced weapon, that's enough for me.
Punkiee:
The weapon is modeled after its RL component. That may be its origin but that has nothing to do with the arguments i am posing. Therefore : "The RL RPG is nothing like the UFO RPG, it just has the same picture."
Ill assert again that the weapon as it currently is serving no need. Its just an odd looking gun but is used in the same way.
BTAxis:
Not so. It is a splash damage weapon. That makes it very different from a gun.
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