General > Discussion

Weapon balancing/finetuning

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BTAxis:
Might want to copy your post to the clipboard before hitting the send button next time, to prevent this from happening.

Kildor:
best idea is fix forum, change it from ugly ISO-8859-1 to normal UTF-8

eleazar:
I have noticed that M-dashes (like a normal N dash "-" but twice as long) will cause the message to break off.

Kildor:
mdash, [l|r]aquo (<< and >> quotes), may be some other symbols.

tobbe:
Ok, I start another try, this time I use an editor.

I would like to balance all the weapons in a way, that each has some purpose for the game and therefore can be used. To do this not only for my own personal pleasure, I would like to have some general guidelines, how the weapons are supposed to be balanced. The wiki has some information about some weapons, but I think these informations are partly outdated and incomplete. So I want to gather opinions how the different weapons are balanced against each other withs pros/cons concerning their

Primary factors: Dam/TU, accuracy, Maximum damage, Range, effect vs. armor

Secondary Factors: Ammo, reload, price

I want to have some general guidelines before actually changing the exact weapon values. So if I change lets say the damage of the Bolter rifle, I know that I would have to change the damage for plasma weapons,too, cause plasma weapons are supposed to deliver superior amounts of damage. I try to give some examples:

Close weapons: Right now the only close weapon I use is the SMG and the Flamethrower. All the other close weapons lack the punch and before I use any of them, I rather run for cover. Imho, close weapons should really offer an alternative to primary weapons. So my general guideline suggestion would be:

Close Weapons:

Dam/TU Good: You might want to use them if standing face to face with an enemy
Maximum damage: Low: You will have to hit more often compared to standard weapons
Accuracy: Well they hit.
Range: really only close combat!
This would mean to greatly decrease the weapon range for some weapons. Lets face it: as long I can use my SMG at 45 Meters (that should approximately 30 hexes, if I got that right), there is no need using an assault rifle as 30 hexes covers most of a standard map. I would reduce the effective range of most starting gear to around 15 meters.

Of course this general guideline would have to be extended to each weapon, but I hope I you get the idea.

Alien Weapons:
We all agree on the point that alien weapons should be superior to human weaponry. But they still have to be balanced , so that they do not obsolete all human weaponry, once they are researched.
Idea: Plasma Weapons

Dam/TU: depends on the actual weapon, generally medium

Maximum damage: High

Range: Low

Accuracy: Low

Effect vs. armor: this might be a point to discuss. The way UFO:AI works right now, Plasma weapons are quite effective vs. human armor, but quite ineffective vs. alien armor. Due to the last point I NEVER use them!

Plasma weapons are able to deliver a serious blow, but they need a considerable amount of time to be fired. If you want accurate shots on considerable range, plasma is the wrong way to go. Want to fry your enemy with one shot on close range: Plasma is your friend.

Last point: Which weapons are meant to be a Replacement? Lets take the assault rifle or the MG. Are these weapons are meant to be replaced be simply more efficient weapons (e.g. bolter, laser rifle or heavy laser). Or do we want them to be useful till the endgame. On thing that really bothers me right now is the sniper rifle. There is no actual replacement for this weapon, but e.g. laser rifles are much more accurate than sniper rifles. I would like to see a sniper mode on laser rifles.

edit: i finally managed to post it!  :o

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