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#61
Oddball_E8

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And about the shotgun: i wasnt adressing the mod, i was adressing the guy i quoted who said that shotguns were supposed to be crap at a distance, but seems to forget that you can usually only see and shoot at distances up to 40-50 yards in the game anyway... distances at which a shotgun will still be effective.

And i havent tried the shotguns yet in your mod... i prefer rifles from long ranges... im a very cautious player.

#62
Sir_Toejam

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The maximum range at which these guys fire is something like 20 meters


the point wasn't about absolute distances, it was about relative distances, which applies in the game world.

shotties are supposed to have poor range compared to a rifle, period.

it was obviously designed to BE USED as a flanking tool and close-quarters combat weapon in this game, as it has been in EVERY XCOM GAME EVER.

sorry, but to argue otherwise just ignores the entire history of both shotgun use in military practice, AND how they have traditionally been used in not just this game, but every game that has ever employed them!

wow.

And i havent tried the shotguns yet in your mod


they're devastating, effectively having medium range instead of short.




Edited by Sir_Toejam, 17 October 2012 - 08:58 PM.


#63
BlackAlpha

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So why not complain about the pistols? They can shoot as far as snipers, relatively speaking. Why can't snipers shoot further? Why can a rocket launcher shoot as far as a sniper? Etc, etc. I don't think realism plays a big role here. I think what's more important is fun and immersion. In vanilla, the shotgun is only good at very close range, which I think makes the shotgun less useful and not very fun to use, not to mention unrealistic. Plus, it looks like crap immersion-wise when you shoot a gun and it can't hit past 2 meters. So I tried to address that. The shotgun in this mod is bad at long range. It's average at medium range. It's pretty good up close. The shotgun still favors close range. Rifles are better allround. It seems balanced to me and it looks good visually, so I don't see what's wrong with that. Plus, I'm also one of those people who hates the stereotypical shotgun that can't hit anything past 5 meters.

Edited by BlackAlpha, 17 October 2012 - 09:36 PM.


#64
hopmeyer543

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is there a line i can change in the gamecore.mod so that i intercept a lot more terror/abduction mission ufo's before they actually land and do their missions?

thnx

#65
BlackAlpha

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is there a line i can change in the gamecore.mod so that i intercept a lot more terror/abduction mission ufo's before they actually land and do their missions?

thnx


You can try:
UFO_INTERCEPTION_PCT

Change it to 99.

Please tell me how it plays out.

#66
creiGn

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Just to be sure,

Difficulty modificators (i.e. +/- HP, crit chance values etc) are removed if I understand correctly, right?

#67
BlackAlpha

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Yes. But the higher the difficulty level, the more enemies you'll encounter.

#68
creiGn

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I was playing around with defaultgamecore.mod to see if I could reduce the recovery time for wounded soldiers (I wasn't expecting month-long recovery times lol).

BASE_DAYS_INJURED =
RAND_DAYS_INJURED =

These two obviously defines the recovery times but there's another line I saw which I'm gessing is a time cap for max. recovery time.

MAX_CRIT_WOUND=90

I'm not sure that it does what I think it does, so I wanted to ask you if that's the case.


*Quite good mod btw, I like your preferences.




#69
BlackAlpha

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You can change the RAND_DAYS_INJURED.

Keep in mind, you can get an upgrade at the OTS to half the recovery times. I recommend simply to stick with it because it forms part of the balancing mechanics.

#70
Forral

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I also like the way the Arc Thrower works. However it has unlimited ammo right now and needs to be fixed.


It does? For me it always has two uses. After those two are up, I can't use it anymore. Are you sure it has unlimited ammo?

I can confirm that you effectively get unlimited (at least more than two) shots with the Arc Thrower using the Assault Class's close range automatic overwatch at least. I had already fired my Arch Thrower twice during a mission, when a floater got in my Assault Soldier's face and prompted her to fire it again since it was still held as her current weapon. It fired off, stunning the floater like normal and taking it out.

If the only way you can fire more than two shots with it is through overwatch, I guess it might be fixable by setting the iReactionRange value to 0, supposedly making you never react because nothing ever gets close enough. I notice it's tagged with unlimited_ammo as well, which might be problematic.... Maybe.... Perhaps.... I really don't know. I'm just fiddling with stuff. :P

Edited by Forral, 18 October 2012 - 01:08 AM.





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