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Author Topic: "New" Weapon stats (2.2 - 2.3)  (Read 11240 times)

Offline Kaerius

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Re: "New" Weapon stats (2.2 - 2.3)
« Reply #15 on: October 17, 2007, 07:16:08 pm »
It's a weapon you'll only fire once per turn(or less), because of the long reload time, and it does not one-hit-kill most of the time, and the splash is rather small, and it cannot be used with reaction fire.

Basically, it's not of much use. At least the original Xcom missile launchers did great damage and had a massive splash zone, they weren't very accurate, but the splash kinda made up for that.

It competes with the micro-shotgun for the coveted "worst weapon in the game" trophy.
« Last Edit: October 17, 2007, 07:19:51 pm by Kaerius »

Punkiee

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Re: "New" Weapon stats (2.2 - 2.3)
« Reply #16 on: October 18, 2007, 02:01:59 pm »
The splash is so small that you cant use it effectively and thus dont count on any area effect at all. Which revert it to a gun.

Offline MunkeyMission

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Re: "New" Weapon stats (2.2 - 2.3)
« Reply #17 on: October 18, 2007, 07:52:57 pm »
Excuse me lads maybe Popi hasnt seen one of these:

http://www.youtube.com/watch?v=IcmI6UnR4gg

From one of these:

http://www.defense-update.com/news/MTHEL.htm


  :o  Click Click BOOM!  :o

Offline XaverXN

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Re: "New" Weapon stats (2.2 - 2.3)
« Reply #18 on: October 20, 2007, 07:45:35 pm »
Sorry, I am not into this, but does
"skill    close"
mean the heavy laser is really treated as a close-combat weapon, skill-wise?

Offline BTAxis

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Re: "New" Weapon stats (2.2 - 2.3)
« Reply #19 on: October 20, 2007, 09:23:10 pm »
The heavy laser weaponmod says "skill   heavy", so it's treated as a heavy weapon. The pistol is treated as close, though.

That said, I really have no idea how exactly the skill factors into the accuracy calculation. The code is... weird.

Offline XaverXN

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Re: "New" Weapon stats (2.2 - 2.3)
« Reply #20 on: October 20, 2007, 09:51:25 pm »
Then, what is that code from?
Quote from: BTAxis
Here are the defs for the minigun and heavy laser:
(...)
Code: [Select]
firedef
{
name "_Long Wave"
skill close
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
speed 0
spread "0 0.8"
crouch 0.3
range 60
shots 1
ammo 3
time 12
damage "50 10"
dmgweight laser_light
reaction true
}

Offline BTAxis

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Re: "New" Weapon stats (2.2 - 2.3)
« Reply #21 on: October 20, 2007, 10:10:51 pm »
Those values are now outdated (edit: they were also not for the heavy laser. I probably pasted the wrong mod in that post). Here are the current values for the heavy laser:
Code: [Select]
weapon_mod heavylaser // weap_fds_idx=2
{
firedef
{
name "_Long Wave Beam"
skill heavy
projtl laserOverload
impact laserImpact
hitbody laserImpact
firesnd weapons/heavy_laser
speed 0
spread "2 2"
crouch 0.5
range 120
shots 1
ammo 2
time 12
damage "90 25"
dmgweight laser_heavy
reaction true
}
firedef
{
name "_Short Wave Pulsed"
skill heavy
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
delaybetweenshots 8
speed 0
spread "2 2"
crouch 0.5
range 120
shots 3
ammo 3
time 18
damage "50 15"
dmgweight laser_heavy
reaction true
}
}
« Last Edit: October 20, 2007, 10:13:25 pm by BTAxis »

mad-biker

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Re: "New" Weapon stats (2.2 - 2.3)
« Reply #22 on: December 09, 2007, 10:03:18 am »
i think their should be a lot more weapons, especially on earths side, civilian designed technology that isnt just for aliens, more improved conventianal guns, like gattling guns, setable charges, put that anti alian gas into the grenade launcher, make other things like the machine gun with built in under grenade launcher, 1 shot weapon. proximity charges. your using the quake engine so perhaps enable shadows and include flashlights, flairs, IR vision, placable camera's, give people an engineering skill to set up things like trip wires, placable cameras, proximity grenades, land mines, mine detectors.

why not go the whole hog, and have civilian vehicles you can comandeer, motorcycles, cars, jeeps, tanks, much like the HWP in Xcom.

Why do aliens have to attack just your bases, what about other countries military bases. civilians dont have to be defenceless, why not get them to have shotties, pistols and shoot at you as well, coz their scared, wounded etc as well as trained soldiers of other countries.

have defencive weapons on your aircraft, requires somebody to operate it, some of those transport ships do have weapons, could be very leathal and provide cover for troops disembarking from the ship. vise versa too with alien ships.

as for armour, should have various parts of it, vest, helmet, gloves, boots, have power armour like robot suits, suits with breathing aparatus's, flame resistant, dive suits, shadow suits, reflective invisibility suits,  flying suits. space suit, and have different versions of it, like you can make a dive suit, then an armoured dive suit, then a flying dive suit, then do the same for space suits etc, these would obviously be too heavy to use on land.

why limit your self to land, have sea based and space based missions, that require different air air crafts, armour as above to suit.

always have land and sea based attacks instead of flying their ;-)

my 2 cents anyway
 

Offline BTAxis

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Re: "New" Weapon stats (2.2 - 2.3)
« Reply #23 on: December 09, 2007, 01:30:55 pm »
my 2 cents anyway

That was at least $2,95.