General > Discussion
Autofire TU Usage
Surrealistik:
--- Quote ---I still dont like it. As I stated before i love to see me soldiers become better. And I like to use this to my advantage...preferably to fire more often! But this will become impossible with percentages...furthermore: as the difference in TUs/speed is quite minimal right now, there wouldnt be much difference to the fixed system...perhaps only 1-2 TUs...and if I would be the one to write the code, i probably wouldnt do it. Much work, minimal effect. Sorry...
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Improvement would still be noticable. As your soldiers became faster, they would still be able to fire more frequently as part of the cost of any firemode would be flat, not to mention they would be able to move longer distances while still being able to fire. The advantage in so far as the former is concerned would diminish however, relative to the extent of the autofire component of a given firemode. As for the coding difficulty, I don't see how the institution of a percentage cost parameter in addition to a flat cost would be especially difficult.
--- Quote --- Concerning the SMG: Yeah, thats one nasty one. I am right now working on some little rebalacing of the different weapons. I was really surprised to see that the SMG in Fullauto is much more efficient than the assault rifle and even the MG (concerning damage/TU), even against armored enemies...
I REALLY miss some kind of Sniper-weapon-improvement, so i am readjusting the laser rifle with an additional sniper mode...
But one major point is to nerf the SMG (e.g. reduce range of bursts to 20, increase spread, reduce crouch, increase effectivity of armor against it)...the SMG is still a quite potent weapon but it is at least less efficient...an MG should simply be more devastating as a SMG...
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I've been working on rebalanced stats myself. Perhaps we could compare notes sometime and see if we can establish a better set through collaboration.
tobbe:
--- Quote from: Surrealistik on January 22, 2008, 10:54:56 pm ---
I've been working on rebalanced stats myself. Perhaps we could compare notes sometime and see if we can establish a better set through collaboration.
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Sound like a good idea. Once I am done with my first run, i could attach the change log file (excel sheet) somewhere...
DaNippers:
I definatly do NOT understand most of what you all are saying, lol But I think In simplest terms (How my mind works, lol) Autofire should basically either
1) Set aside the required TU for the shot or shots...
or 2) set aside a Percentage of those shot styles.. (Auto burst or whatever)
That's just a view... But I do like Tobbe's laser Idea..... It would be nice if the game had a feature that allowed you to upgrade the weapons as in the newer X-coms... this game also has a flaw in that sniper weapon STARTS godly and stays where it starts... "What? No 30.06 Blaster rifles?" lol more weapon variety is needed... just to round out things.
tobbe:
--- Quote from: DaNippers on January 23, 2008, 07:43:44 am ---I definatly do NOT understand most of what you all are saying, lol But I think In simplest terms (How my mind works, lol) Autofire should basically either
1) Set aside the required TU for the shot or shots...
or 2) set aside a Percentage of those shot styles.. (Auto burst or whatever)
That's just a view... But I do like Tobbe's laser Idea..... It would be nice if the game had a feature that allowed you to upgrade the weapons as in the newer X-coms... this game also has a flaw in that sniper weapon STARTS godly and stays where it starts... "What? No 30.06 Blaster rifles?" lol more weapon variety is needed... just to round out things.
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I think you are confusing autofire (pull the trigger and a zillion shots bursts out of your weapon) with reaction fire (which we are not talking about...anyway: nice that you like the idea.
DaNippers:
AH Yeah i did, mistook the autofire and Reactionfire, lol DOH!
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