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Author Topic: *SPOILERS* Weapon Analysis  (Read 24571 times)

Offline Nutter

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Re: *SPOILERS* Weapon Analysis
« Reply #30 on: November 07, 2011, 04:18:52 pm »
The bolter is another useless weapon. It´s so inaccurate....

I'm pretty sure any weapon shaped like that would be inaccurate.

Offline Duque Atreides

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Re: *SPOILERS* Weapon Analysis
« Reply #31 on: November 07, 2011, 08:04:08 pm »
Could be... but this is a game and the bolter is a early weapon, that is impossible to use early. When it come usefull, it´s outclased by lasers, plasma and even the assault rifle (with good soldier stats).

Offline TrashMan

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Re: *SPOILERS* Weapon Analysis
« Reply #32 on: January 09, 2012, 07:22:18 pm »
With little hesitation I second Hertzila's post. Close combat proves itself invaluable in close quarters with civilians and aliens mixed together - take any building assault as example. What is needed here is something powerful(like one shot-one kill powerful), highly accurate and with high fire rate - range, obviously, isn't an issue. In-game weapon that fits here best would be particle beam pistol. Something that doesn't fit here as good as PB pistol would be flamer, stun stick, plasma pistol, plasma blade(my personal favorite) and some of the old shotguns and SMGs. That arsenal seems to be impressive, and it does suffice in most situations. However, it would be really cool to see some human-designed advanced strictly close combat weapon - like overcharged laser pistol that renders itself inoperable after dosen of shots, or maybe plasma blade crossbow, or human-modified plasma pistol(grip that is more convenient for humans, higher precision and plasma temperature), or pocket needler.

This is why I mod my game:


Mid-game weapon that requires alien materials. Advanced pistol wiht a lot bigger bang, using more powerfull propellant and tungsten penetrators (hence requiresin alein materials and advanced anti-recoil systems to handle hte pressure and kick).
« Last Edit: January 09, 2012, 07:24:17 pm by TrashMan »

Offline H-Hour

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Re: *SPOILERS* Weapon Analysis
« Reply #33 on: January 09, 2012, 07:28:37 pm »
Amongst some other changes for after 2.4, I am considering changing the Plasma Blaster to a close-skill weapon with high damage, very low accuracy, to be a kind of shotgun-like mid-game weapon for close specialists.

Thoughts?

Offline Nutter

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Re: *SPOILERS* Weapon Analysis
« Reply #34 on: January 09, 2012, 10:59:22 pm »
While the name does sound more fitting for that, wouldn't that make them vulnerable at range?
Though, of course, they do get some rather unpleasant stuff immediately after that thing so I guess it shouldn't be that bad.
And a momentary reprieve before the hurricane might feel nice as well.

Offline homunculus

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Re: *SPOILERS* Weapon Analysis
« Reply #35 on: January 09, 2012, 11:19:26 pm »
shouldn't a close combat weapon look more mobile in the sense of direction changes?
or else the opponent might just dodge the muzzle or block it?
like the flamer is a heavy weapon rather than close.

also (maybe i don't remember correctly, because it feels like a long time ago), didn't heavy plasma also have a grenade launcher firemode in the past?
i remember previous time i tried some ufo:ai, i made some heavy weapons specialists and researched heavy plasma just for that flexibility, but was bit surprised not to find it.

Offline TrashMan

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Re: *SPOILERS* Weapon Analysis
« Reply #36 on: January 10, 2012, 11:54:50 am »
Amongst some other changes for after 2.4, I am considering changing the Plasma Blaster to a close-skill weapon with high damage, very low accuracy, to be a kind of shotgun-like mid-game weapon for close specialists.

Thoughts?


Plasmathrower. Same as flamethrower, only throws plasma.

Offline MCR

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Re: *SPOILERS* Weapon Analysis
« Reply #37 on: January 10, 2012, 12:51:05 pm »
We should also fix the remaining non-working weapons like flashbangs, smoke-grenades, incendiary grenades, IC rockets.

Also we should finally implement proximity bombs...

Offline geever

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Re: *SPOILERS* Weapon Analysis
« Reply #38 on: January 10, 2012, 03:13:45 pm »
We should also fix the remaining non-working weapons like flashbangs, smoke-grenades, incendiary grenades, IC rockets.

Also we should finally implement proximity bombs...

Flashbangs were reported to be working so they will make into 2.4. About smoke grenade, uh.. it needs the whole Visibility system to be implemented... :(

-geever

Offline Nutter

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Re: *SPOILERS* Weapon Analysis
« Reply #39 on: January 10, 2012, 03:55:03 pm »
And technically, I suspect nonfunctional implemented weapons count as bugs, which I hope have a priority over new features.

Offline geever

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Re: *SPOILERS* Weapon Analysis
« Reply #40 on: January 10, 2012, 06:09:15 pm »
And technically, I suspect nonfunctional implemented weapons count as bugs, which I hope have a priority over new features.

 Not really. Non functional items will be removed from the release. Our priority should be finishing the campaign (which mean new features).

-geever

Offline Nutter

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Re: *SPOILERS* Weapon Analysis
« Reply #41 on: January 11, 2012, 05:09:32 pm »
Ah, joy.
I'd make a quip how that explains half the features but I suspect some folks might be unappreciative of that.

Offline MrRoivas

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Re: *SPOILERS* Weapon Analysis
« Reply #42 on: January 15, 2012, 02:53:10 am »
Quote
Amongst some other changes for after 2.4, I am considering changing the Plasma Blaster to a close-skill weapon with high damage, very low accuracy, to be a kind of shotgun-like mid-game weapon for close specialists.

Thoughts?

Sounds like a good idea. Other than the flamethrower, most extreme up close weapons get outclassed the instant aliens start wearing armor.

Offline Hertzila

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Re: *SPOILERS* Weapon Analysis
« Reply #43 on: January 28, 2012, 11:32:33 am »
Amongst some other changes for after 2.4, I am considering changing the Plasma Blaster to a close-skill weapon with high damage, very low accuracy, to be a kind of shotgun-like mid-game weapon for close specialists.

Thoughts?

Sounds like a neat thing for my close combat guys. I just hope that by very low accuracy you don't mean that it will be nearly impossible to hit anything with it. Suppose that it fires like a shotgun and accuracy per 'pellet' is low, however, it sounds much better.

Flashbangs were reported to be working so they will make into 2.4. About smoke grenade, uh.. it needs the whole Visibility system to be implemented... :(

-geever

More as a temporary means to that end rather than the final choice, but would it be possible to create a temporary 'wall' that obstructs visibility and laser/particle fire while allowing movement and contempory weapons fire?

Offline cyllan

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Re: *SPOILERS* Weapon Analysis
« Reply #44 on: February 21, 2012, 05:38:46 am »



i always use machine guns, on the top a riot shotgun/sniper rifle, medikit , and 3 grenades and extra secundary clip for back up armor....... grenade launcher is far to short.... and marines are really crappy using any kind of grenades.    for me is long distance machine gun all the way, you get 5 full auto shots which will kill everything at medium close range...... the problem is a couple of shots back from any alien and your soldier is dead..... so  like in real life  give them a far away target and ambush...... their plasma grenades are brutal, problem is too unrealiable to use yourself......