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Feb 8 2006, 03:59 PM
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#1516
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![]() Member ![]() ![]() Group: Members Posts: 290 Joined: 20-November 05 Member No.: 1891 |
Hmm. It's interesting that the poison projector deals 800, and that's actual hitpoints, and the others deal less -- probably seconds of duration. But the percentage to affect a target displayed up top is usually quite different than the percentage displayed as the chance to hit. Sure, your effect may land, but then some other mechanic comes into play to determine the chance to be affected.
Bloody psionics. |
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Feb 9 2006, 05:34 AM
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#1517
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![]() Newbie ![]() Group: Members Posts: 20 Joined: 6-December 05 From: Moscow region, Russia Member No.: 2194 |
QUOTE (ShadoWarrior @ Feb 8 2006, 10:09 AM) QUOTE (Black_Ninja @ Feb 8 2006, 04:03 AM) I don`t have gauss/meson/plasma/warp/emp/nail/rail weapons, but doesn`t have any BIG problems (of cause it`s not so easy - but make you to use your brains)... Are you using my Heroic Assault mod, and playing at Superhero difficulty? Because when using both my mods together you can have serious difficulties trying to fight one to two dozen WGs at the same time. Yes, yes and one more yes, but only Arnold Shwarznegger or Sylvester Stallone attack all the WGs in the clear field I have some troubles only in the 2-level bases - then on the second stage 4-5 WGs blocked in the rooms, couldn`t move out and only 1 my man can attack them at a time... On all other cases - i use my brains |
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Feb 9 2006, 09:41 AM
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#1518
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
QUOTE (Alrik @ Feb 4 2006, 07:42 PM) The XM8 has a muzzle velocity of about 1000 mps, which is higher than that of most other assault rifles, but it uses 5.56 caliber ammo. The HK33 which he was using, is only 80 MPS less muzzle velocity, other than that the XM8 is the exact same gun, just in a new casing. This would mean that they fire the same bullet and deal nearly the same damage. Did some more research. The XM8 version in the game is the carbine with 12.5" barrel, not the sharpshooter variant (with 20" barrel). See the table below for stats: Muzzle Velocity: 3005 feet/second (M855 Ball) with 20" barrel 2675 feet/second with 12.5" barrel 2365 feet/second with 9.0" barrel As such, the HK33 does have more muzzle energy and hits harder than the XM8 version in Aftershock, so I won't be making any adjustments as the numbers in the game are already correct (within an acceptable margin), based on my calculations. -------------------- |
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Feb 9 2006, 07:45 PM
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#1519
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Newbie ![]() Group: Members Posts: 10 Joined: 13-December 05 Member No.: 2297 |
Hi again,
just got past the first Wargot mission, wasn't too bad only 1 died (and was resurrected) plus all other more or less wounded. Made a strange experience though. The final wargot (a green Wargot Soldier, but one of the heavy armored ones) was gunned down by three of my troops, one using a HK G3K, one a XM8 and one a G11. The G11 didn't do any damage at all, which actually seemed strange to me. (G11 Gal had higher Enemy and Rifle skills than both other troops) So after the mission I took a look at the glossary finding that 4.7 caseless doesn't seem to be considered AP (at least it's not mentioned). Is this on purpose? Would it be possible to add 4.7 caseless AP rounds or add AP capability to the standard round. AFAIK 4.7 caseless should be a FMJ round and most other FMJ rounds in the mod (.338, .45, .50AE, 4.6) are considered AP. Would retain the G11 usefull in later game stages.. As for the G11: it's glossary entry says single shot or three round bursts, G11 fires 8rd bursts in the mod. Thanks again for the mod, it really peps AS up (especially together with HeroicAssault)! Snakeye |
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Feb 10 2006, 12:02 AM
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#1520
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Snakeye, please read the FAQ that comes with the mod, and then do a search on the G11 in this thread. All of your questions have been answered before and I will not discuss it again.
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Feb 10 2006, 12:52 AM
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#1521
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Newbie ![]() Group: Members Posts: 3 Joined: 10-February 06 Member No.: 2896 |
Hi there just a quick question about the updates. Does a new game have to be created after every version update of the mod, so if i have 3.11 and i update to 3.12 do i need to start a new game?
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Feb 10 2006, 12:58 AM
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#1522
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Welcome to the forum, Grulin. The answer is 'no'.
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Feb 10 2006, 01:10 AM
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#1523
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Newbie ![]() Group: Members Posts: 3 Joined: 10-February 06 Member No.: 2896 |
hehe "no" eh
ps. great mod |
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Feb 10 2006, 01:16 AM
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#1524
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
No is no. If I'd meant to say "almost always", or "usually", or "no, but there are exceptions", I would have done so.
On the rare occasions when I make a change that might have adverse effects on existing games (such as adding or removing weapon slots, for example), I make a note of it (in this thread) when I make the release, and I provide instructions on what to do about it. -------------------- |
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Feb 10 2006, 01:19 AM
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#1525
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Newbie ![]() Group: Members Posts: 3 Joined: 10-February 06 Member No.: 2896 |
Alrighty then
/me goes to update his 3.11 to 3.12 |
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Feb 10 2006, 06:12 AM
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#1526
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Newbie ![]() Group: Members Posts: 10 Joined: 13-December 05 Member No.: 2297 |
Sorry for having brough up the G11 issue again.
I actually tried to serach this forum, but G11 seems to be invalid (4 character minimum, as it seems) and both "HK G11" and "G11K2" didn't provide the desired results. Found the information in the FAQ, thank's for pointing me there. Sorry again.. Snakeye |
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Feb 10 2006, 10:09 AM
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#1527
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Newbie ![]() Group: Members Posts: 34 Joined: 10-February 06 Member No.: 2899 |
I'm sorry I didn't read the last ten pages for suggestions, so some of these might have been repeated.
1. Merely cosmetic-change '20mm' to '40mm' for the grenade launchers and remove the 'caliber change' reference. There was no reason to have a cut-down GL caliber when the M203 works. 2. Additional types of 20mm (40mm?) GL ammo. Incendiary and flashbang would be nice. A shaped-charge version with a very tiny radius but far better damage (in case you've forgotten to get lasers and are facing down Wg power armor...) 3. An idea for an armor attachment-artificial muscle, raises the 'Strength' stat of the soldier by +1. Obviously, though, if you use it with med/Dura heavy, though, you won't get the ability to use powershields. Prereqs would probably be alien tech and they'd be expensive alien materials wise. 4. Maybe as an advanced device, combo night/thermal vision goggles a la Splinter Cell? Make the research require alien scanners as the miniaturization can't be done with only Earth tech (science reasoning for a gamebalance thing!) 5. A Psi scope. Make it require psionic training, give it a bonus against living targets (is that possible? If not, just make it superior to the standard scope?)... I have a psionic sniper who needs some love. 6. A tech-ninja armor for stalkers with a speed and stealth bonus but low protection. If artificial muscle addons are implemented, make that a prereq. Basically, your guy will be moving *FAST* and moving *QUIET*, but if he gets noticed and starts getting shot at, running away might be smart. 7. I wonder if you could make heavy armor reduce speed but increase strength instead (that thing looks way too bulky to be unpowered armor, it's got to have some kind of power-assist). So agility -1, strength +1, or something. 8. Unfortunately, no new models, so this is a pipe dream more than anything, but give us back our Microslug! If new models are implemented, you could change it so Reticulans got the MSA back and it was a prereq for human gauss weapons. 9. Yeah, yeah, I know, too many weapons, but I want the Barret Payload Rifle in there. 25mm love. 10. If the accelerator doesn't work as a damage booster, make it do something. Since it increases velocity... make it increase accuracy at the cost of increasing recoil? 11. Going back to point 7, I think heavy armor should give stealth -1 because of its bulk. Wonder if it'd make it useless, though, or if negative skill bonuses could be implemented. 12. Another 'flavor' change. Instead of 'fluid movement', change the dodge psi item to 'precognition' and... well, how it lets you dodge better should be obvious. 13. A 'damage control' cyborg chipset which gives Preserverance (or was it Force of Will? The one which let you move while in the red). You could make it work with the torso slot and have a requirement for L3 cyborg training, so it's either the shield or that. 14. Maybe a cyborg stealth body? Yes, I know, I know, cyborgs are built like pro wrestlers. But I have a cyborg commando and he wants more stealthiness. 15. A 'CriticalHit' eye implant for cyborgs giving +1 enemy skill. You have implants giving sniping skill, why not an implant letting you know where to shoot? It'd be better for my cyborgs which, somehow, I never quite decide what to give them. 16. If you aren't making the Wargot minigun usable for us, at least use its model with a new texture and give us the M134 minigun? Fire hundreds of rounds of 5.56 ammo... and hit not a single thing. Come on, there needs to be one action-movie-weapon in the mix. |
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Feb 10 2006, 10:29 AM
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#1528
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Welcome to the forum. Deus Ex fan? (My all-time favorite game.)
[quote=MJ12 Commando,Feb 10 2006, 04:09 AM]1. Merely cosmetic-change '20mm' to '40mm' for the grenade launchers and remove the 'caliber change' reference. There was no reason to have a cut-down GL caliber when the M203 works.[/quote] I agree that it was a BAD idea on Altar's part. And it's been annoying me for months. I might do this. [quote=MJ12 Commando]2. Additional types of 20mm (40mm?) GL ammo. Incendiary and flashbang would be nice. A shaped-charge version with a very tiny radius but far better damage (in case you've forgotten to get lasers and are facing down Wg power armor...)[/quote] I added a WP GL round in v2.08 of the mod. You should take the time to read the entire history file. A HEDP round is a good idea. Thanks. [quote=MJ12 Commando]3. An idea for an armor attachment-artificial muscle, raises the 'Strength' stat of the soldier by +1. Obviously, though, if you use it with med/Dura heavy, though, you won't get the ability to use powershields. Prereqs would probably be alien tech and they'd be expensive alien materials wise.[/quote] I will never add attribute-boosting items. There are none in the game currently and I won't alter that balance. [quote=MJ12 Commando]4. Maybe as an advanced device, combo night/thermal vision goggles a la Splinter Cell? Make the research require alien scanners as the miniaturization can't be done with only Earth tech (science reasoning for a gamebalance thing!)[/quote] Cannot do this with the game's existing mechanics. [quote=MJ12 Commando]5. A Psi scope. Make it require psionic training, give it a bonus against living targets (is that possible? If not, just make it superior to the standard scope?)... I have a psionic sniper who needs some love. No. [quote=MJ12 Commando]6. A tech-ninja armor for stalkers with a speed and stealth bonus but low protection. If artificial muscle addons are implemented, make that a prereq. Basically, your guy will be moving *FAST* and moving *QUIET*, but if he gets noticed and starts getting shot at, running away might be smart.[/quote] Speed and stealth bonuses do not currently work. Please read the FAQ file from my mod. [quote=MJ12 Commando]7. I wonder if you could make heavy armor reduce speed but increase strength instead (that thing looks way too bulky to be unpowered armor, it's got to have some kind of power-assist). So agility -1, strength +1, or something.[/quote] Cannot be done. And I have no interest in doing it anyway. [quote=MJ12 Commando]8. Unfortunately, no new models, so this is a pipe dream more than anything, but give us back our Microslug! If new models are implemented, you could change it so Reticulans got the MSA back and it was a prereq for human gauss weapons.[/quote] No. [quote=MJ12 Commando]9. Yeah, yeah, I know, too many weapons, but I want the Barret Payload Rifle in there. 25mm love.[/quote] No. [quote=MJ12 Commando]10. If the accelerator doesn't work as a damage booster, make it do something. Since it increases velocity... make it increase accuracy at the cost of increasing recoil?[/quote] It does work. [quote=MJ12 Commando]11. Going back to point 7, I think heavy armor should give stealth -1 because of its bulk. Wonder if it'd make it useless, though, or if negative skill bonuses could be implemented.[/quote] See earlier answer. [quote=MJ12 Commando]12. Another 'flavor' change. Instead of 'fluid movement', change the dodge psi item to 'precognition' and... well, how it lets you dodge better should be obvious. No. [quote=MJ12 Commando]13. A 'damage control' cyborg chipset which gives Preserverance (or was it Force of Will? The one which let you move while in the red). You could make it work with the torso slot and have a requirement for L3 cyborg training, so it's either the shield or that.[/quote] Hell no. [quote=MJ12 Commando]14. Maybe a cyborg stealth body? Yes, I know, I know, cyborgs are built like pro wrestlers. But I have a cyborg commando and he wants more stealthiness. See earlier answer (read the FAQ). [quote=MJ12 Commando]15. A 'CriticalHit' eye implant for cyborgs giving +1 enemy skill. You have implants giving sniping skill, why not an implant letting you know where to shoot? It'd be better for my cyborgs which, somehow, I never quite decide what to give them.[/quote] No. [quote=MJ12 Commando]16. If you aren't making the Wargot minigun usable for us, at least use its model with a new texture and give us the M134 minigun? Fire hundreds of rounds of 5.56 ammo... and hit not a single thing. Come on, there needs to be one action-movie-weapon in the mix.[/quote] No. -------------------- |
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Feb 10 2006, 12:31 PM
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#1529
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![]() Member ![]() ![]() Group: Members Posts: 290 Joined: 20-November 05 Member No.: 1891 |
Fluid Movement Vambraces don't work anyway, do they?
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Feb 10 2006, 12:31 PM
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#1530
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
QUOTE (Glacialis @ Feb 10 2006, 06:31 AM) Fluid Movement Vambraces don't work anyway, do they? No. Which is documented in my FAQ. -------------------- |
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