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Xenonauts base layouts
Xenonauts base layouts




  1. #XENONAUTS BASE LAYOUTS MOD#
  2. #XENONAUTS BASE LAYOUTS FULL#

For example, previously Jackal armour reduced suppression damage by 25 points now it reduces suppression damage by 25% instead. Furthermore, armour no longer subtracts its value from suppression damage done but instead reduces it by a proportion. Suppression: Weapons can now suppress beyond their maximum effective range, although their effectiveness doing so is reduced the further beyond range you are shooting (like accuracy drop-off). Furthermore, short range bonuses start to apply at 12 tiles rather than the vanilla 5, gaining +4 to hit for every tile within that distance. Combat ranges: units have a sight range of 24 tiles rather than the vanilla 18 tiles and weapon ranges have been adjusted accordingly. I've also changed some of the AI values to, for example, encourage aliens to use higher ground more often. Overall there have not been large changes to most races but Androns are generally less strong than they used to be as a result of their very high armour values.

xenonauts base layouts

Revised alien stats: more generally, alien stats have been revised somewhat to factor in armour changes. Caesans, Sebillians and Wraiths are lightly armoured, Harridans moderately armoured and Androns, Drones and Praetors heavily armoured. Armoured aliens: Rather than higher-tier aliens getting large bonuses to HP, they now get only moderate HP buffs but instead gain increasingly more effective armour. Finally, plasma weapons have very high damage but low ammunition counts and only limited burst-fire options. MAG weapons (which now occupy the third tier) have comparable levels of damage to ballistic weapons but an enhanced rate of fire when bursts are used and have good armour penetration making them effective against armoured targets. Laser weapons are comparably more accurate and have high damage values but lack automatic fire, making them strong in long-range engagements but less strong in close-quarters. The ballistic tier is basically the same as vanilla with a broad spread of different capabilities. Revised weapon tech-trees: Each weapon tier has its own strengths, resulting in asymmetric weapon upgrades.

#XENONAUTS BASE LAYOUTS MOD#

This list is probably not complete, as it's a while since I started making this mod so might miss some details. There are also some changes to to the geoscape too, specifically in how 'unlimited' items like aircraft and vehicle weapons are accessed - rather than unlocking immediately after the requisite tech is completed, you must also complete a manufacturing project. It also makes some important changes to ground combat more generally, the most significant being extended sight and engagement ranges (from 18 tiles to 24 tiles) and an elongated short-range distance (from 5 tiles to 12). It revamps the weapon tech-trees by revising existing weapons, adding a few extra ones such that each tier has unique strengths. As such, do not use this mod if you cannot tolerate some minor problems. However, there may be some minor issues with parts of the tech-tree and there will be some balancing work to be done. Content-wise it is 100% complete and there are no game-breaking bugs that I am aware of. IMPORTANT NOTE: This mod has been released for playtesting. Let's hear your ideas about sniper rifles damage out puts. so its like 250 damage with 40 mitigation and rifle got 600 damage with 6 bullet per turn. if a rifle bullet hits for 100 with 20 mitigation, what should a sniper rifle damage of the same branch? Do not forget that you will fire 1 bullet per turn but rifles got 6 bullet with much miss chance (at rokies mostly).Īt 0.98 its 2.5x of a bullet damage and 2x mitigation and it became overpowered. Sniper rifles should wound badly but if you got a powerful sniper which can wound or kill an enemy with one shot, why would u use a rifle?įor X-Division players, as you know, at 0.97 the rifles were overpowered and at 0.98 snipers are OP. The question is, why should i use sniper over rifles or opposite. this was the biggest reason, to make them different and usefull at different positions. Many ppl were against my low range rifles. With those, you can make difference with regular rifles. Sniper rifles got more range and accuracy of course. a rifle can shot 2 burst so "6" bullet per turn. These numbers and percentages can be changed depend weapon but it works mostly.īut sniper rifles are different and hard to find out. its per pellet %33 so its 33., half mitigation 10

#XENONAUTS BASE LAYOUTS FULL#

so 90 full mitigation, 20Ĭarbine/shotgun. For example, let's say plasma weapon rifle bullet damage is 100 with 20 mitigation (armour penetration).

xenonauts base layouts xenonauts base layouts

Then i multiply with some numbers to find out the other weapons bullet damages. My damage calculation for a weapon tier starts with one rifle bullet damage. I am working on X-Division for months and i tried many calculations about sniper rifles damage outputs.






Xenonauts base layouts