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Oct 30 2006, 09:53 PM
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#1906
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
@ciceron:
1. One-handed firearms added by my mod are the Colt M1911A1 pistol, MAC M10 SMG, MP7A1 SMG, Taser pistol, warp pistol, Needler SMG, MP5SD3 SMG, and the Nailgun pistol. 2. Correct. I've used the SPAS15 on the WGs, but it lacks staggering power against the "fully" armored (not Power Armor) WGs. The only real solution to those WGs is to bury them under a pile of lead. Since every bullet has a chance to score a crit, the more bullets the better. If you want to just knock them down, yes. Which is why MGs are still of varying usefulness versus all WGs. If you want to knock them down and kill them, do head shots with sniper rifles loaded with AP (or better yet, headshots with railguns). If you want to kill them even faster, use headshots with a meson rifle. -------------------- |
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Oct 31 2006, 03:49 PM
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#1907
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![]() Newbie ![]() Group: Members Posts: 43 Joined: 20-December 05 Member No.: 2381 |
Shadowarrior,
Last night, I defeated the initial encounter with the Wargots. The SPAS15 idea was definitely a deal breaker. Laser MGs are definitely the way to go until you start getting gauss and rail tech (which I have not yet). I have to say that the Rebalance and the Alien Assault mods definitely gives the game a much more X-com feel. I remember the feeling of desperation when you first fought some Mutons, and they just would not die! I don't think I'm quite good enough to use your Heroic Assault mod quite yet. Speaking of gauss weapons and whatnot, I noticed that the research dependencies for some of the weapons don't seem to be set correctly. A number of the gauss and rail weapons list "plasma weapon blueprints" as a requirement, but you can research them without having researched said blueprints (I haven't done so, in the spirit of the game). Was this done on purpose? Thanks, -------------------- You're going to be involved, you might as well have the big guns… Quell
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Oct 31 2006, 03:56 PM
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#1908
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Speaking of gauss weapons and whatnot, I noticed that the research dependencies for some of the weapons don't seem to be set correctly. A number of the gauss and rail weapons list "plasma weapon blueprints" as a requirement, but you can research them without having researched said blueprints (I haven't done so, in the spirit of the game). Was this done on purpose? If you look more closely you'll see that plasma weapons are not a requirement for gauss techs. It is a helper tech. If you have researched plasma weapons then your gauss research will go faster. -------------------- |
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Oct 31 2006, 08:14 PM
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#1909
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![]() Newbie ![]() Group: Members Posts: 43 Joined: 20-December 05 Member No.: 2381 |
If you look more closely you'll see that plasma weapons are not a requirement for gauss techs. It is a helper tech. If you have researched plasma weapons then your gauss research will go faster. I didn't even know such a thing existed. I just saw that there was an "X" in the requirements list and that it didn't keep me from researching. I guess I should take a closer look at the research trees. Sorry about that. Thanks for the tip. -------------------- You're going to be involved, you might as well have the big guns… Quell
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Nov 5 2006, 02:25 PM
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#1910
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![]() Member ![]() ![]() Group: Members Posts: 88 Joined: 16-August 05 From: Croatia Member No.: 922 |
Hey Shadow, since I made several new weapons and armor, and you are continually expanding the WeaponRebalanceMod I wanted to check if you would like me to send them to you.
If you like them use them if not, then not. I made 2 heavy armors, 1 medium, 1 heavy, 1 pistol and 1 assault rifle. EDIT: I just ran inot the Starghosts. Given that I control all of America, Africa and Europe, I had a lot of bases and I entered the WG ship with Meson rifles, reailguns and a Gauss Autocannon. Needless to say destroying the ship was easy. And then the Starghost came. They are friggin immune to everything (onyl slightly vulnerable to energy). My whole tem unloaded all it got into one single SG and couldn't kill it. My team was decimated. I went to check the equipment file after that and found they have 100% resistance to practicly everything. Isn't that a bit over the top? I have railguns with durraloy bullets - that can pirce trough a mountain (literary) and I can't even scratch them. anyway, I edited the SG so at least 5% (in some cases 10%) of damage from some other weapons can pass trough. They are still a pain in the ass and I still need a whole team to concetrate fire on a single enemy and empty a clip or two each before it goes down, but it's not invulnerable anymore. I'd reckon this is part of your mod, so I suggest you check that out a bit. -------------------- - Moddler and modder
- Tolkien and Escaflowne fan |
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Nov 5 2006, 02:27 PM
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#1911
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
Feel free to send me anything you'd like for me to look at.
-------------------- |
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Nov 30 2006, 02:35 PM
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#1912
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Newbie ![]() Group: Members Posts: 24 Joined: 17-October 06 From: Buenos Aires, Argentina Member No.: 3842 |
Dear Shadowarrior:
I'm playing your WRM3.17 combined with Advanced Assault2. Needless to say that this combo is MUCH MORE FUN than the standard game (congratulations for a GREAT work to all modders involved). I'm still in early stages (Wg ship -8 days) but I was checking this thread and I was somehow worried about Trashman's post. If SG are almost inmune to everthing, how are they suposed to be killed? Is there any special technology to research, or strategy is just "use A LOT of energy weapons on them"? thanks |
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Nov 30 2006, 06:57 PM
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#1913
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
There is no "special" method for defeating the mod-enhanced SGs. You can try "use A LOT of energy weapons on them". That works, if you live long enough.
It is my intent that players not be able to use a strategy of "empty a clip or two", as Trashman is doing after he edited my mod. The SGs are supposed to have the immunities they have, especially to weapons based on kinetic attack (ie: bullets). Tweaking the mod in such a fashion alters the play balance I intended the mod to have, and is "cheating", since it removes a large part of the challenge. A WW2 historical analogy of trying to fight SGs with the weapons you've become accustomed to using on WGs is Polish cavalry (armed with rifles and sabres) charging armored German tanks. The predictable result is a slaughter. The SGs require a radical change in tactics. Prior to SGs, tactics such as "use more ammo" or "use a higher-tech gun" (both of which fall into the same category of "use a bigger hammer") suffice. If using a "bigger hammer" isn't a viable solution to all problems, perhaps it's time to develop a more flexible (or more cunning) approach to overcoming obstacles. -------------------- |
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Dec 1 2006, 01:49 PM
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#1914
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Newbie ![]() Group: Members Posts: 24 Joined: 17-October 06 From: Buenos Aires, Argentina Member No.: 3842 |
There is no "special" method for defeating the mod-enhanced SGs. You can try "use A LOT of energy weapons on them". That works, if you live long enough. It is my intent that players not be able to use a strategy of "empty a clip or two", as Trashman is doing after he edited my mod. The SGs are supposed to have the immunities they have, especially to weapons based on kinetic attack (ie: bullets). Tweaking the mod in such a fashion alters the play balance I intended the mod to have, and is "cheating", since it removes a large part of the challenge. A WW2 historical analogy of trying to fight SGs with the weapons you've become accustomed to using on WGs is Polish cavalry (armed with rifles and sabres) charging armored German tanks. The predictable result is a slaughter. The SGs require a radical change in tactics. Prior to SGs, tactics such as "use more ammo" or "use a higher-tech gun" (both of which fall into the same category of "use a bigger hammer") suffice. If using a "bigger hammer" isn't a viable solution to all problems, perhaps it's time to develop a more flexible (or more cunning) approach to overcoming obstacles. Thanks for that answer!. I see that you are not only a great modder, but also a didactic "strategy-consultant". I agree completely with your comments, modifying a "balanced mod" to make it easier to kill some tough guys is in fact a way of cheating, which I will avoid. Lets see if when I get there (meaning when SGs arrive to my game), I can deal with the challenge of finding a creative way of killing them with the tools & skills I would have by that time. |
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Dec 1 2006, 04:01 PM
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#1915
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![]() Member ![]() ![]() Group: Members Posts: 91 Joined: 28-November 06 Member No.: 4128 |
Hey ShadoWarrior, you've probably heard this a zillion times but I just thought I'd take a moment to congratulate you and thank you for your two excellent mods I'm using. (Weapon Rebalance & heroic assault).
I'm quite far into the game now and think without them it might have become a little tedious, but with your mods I'm still absolutely loving it! Yes the SG's are a complete nightmare to kill but I'm loving the challenge, and Phos Grenades and Flamers are my new best friends! -------------------- Bring back the Chryssalids!
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Dec 3 2006, 10:02 PM
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#1916
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Newbie ![]() Group: Members Posts: 6 Joined: 3-December 06 Member No.: 4148 |
After some days spended to reading this forum and searching in the web, i should like ask: is this damned MeshConverter.exe top secret app for Altar-autohorized modders only?! How i can obtain this proramm for making some my own models of real firearms for this game?
PS: sorry my bad english, i live in Russia and learn Deutsch in Soviet school 20 years ago |
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Dec 3 2006, 10:38 PM
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#1917
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![]() Chief UFO Modder ![]() ![]() ![]() ![]() Group: Honoured Posts: 3881 Joined: 28-October 05 From: Twilight Zone Member No.: 1316 |
After some days spended to reading this forum and searching in the web, i should like ask: is this damned MeshConverter.exe top secret app for Altar-autohorized modders only?! How i can obtain this proramm for making some my own models of real firearms for this game? First, welcome to the AS forums. Second, please do not post general modding questions in my mod's topic (thread). Start a new topic if you have such questions. This topic is long enough as it is without becoming a dump for any and all modding-related questions. Third, to answer your question, the MeshConverter.exe is an Altar-created program only available for download from the Altar modding Wiki site to people who have become "official" modders (members of the modders group). If you wish to join the modders group you will need to contact someone on the Altar support staff. Send a PM to one of the forum admins to find out how to do that. If you have any other questions (that are not about my mod), please ask them in another topic. -------------------- |
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Dec 5 2006, 09:20 AM
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#1918
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Newbie ![]() Group: Members Posts: 6 Joined: 3-December 06 Member No.: 4148 |
Thanks for explanations and my apologize for inconvenience
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Dec 8 2006, 01:02 PM
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#1919
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Newbie ![]() Group: Members Posts: 6 Joined: 3-December 06 Member No.: 4148 |
After few days gaming to WR mod i have make a some points:
1: producting time for smoke & flash grenades is error and should be decreased by 1 (this error is legacy of ornginal game) 2: Eagle & Colt pistols HYPERPOWERED! Fire range of Eagle comparable to assault rifles - this possibly only in Hollywood fictions IMHO |
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Dec 8 2006, 08:14 PM
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#1920
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Newbie ![]() Group: Members Posts: 12 Joined: 12-November 06 Member No.: 3987 |
A pistole range 50-70m.
An assaultrifles range 300-600m. The sniperrifles has 800-1000m range,but the hungarian GEPARD1 is deadly in 1200m far.MAX range is 2000m. Shotguns 30-50m. Search on the NET! |
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