Xenonauts

Xenonauts

Anti-materiel rifles
43 Comments
SlightEye  [author] 15 Sep, 2023 @ 6:46am 
Yeah, I agree vith you on the balancing. As I had finished my X-division run when I made this mod and did not test the mod much past making shure it worked.
If you would like to publish your own version you have my premission, or if you would like to provide the changes to this mod I'll add you as a contributor.
CB|Torlo 14 Sep, 2023 @ 10:45pm 
On a small side tangent: As far as such rifles existing at the time period, it was less rifles as we know it and more recoiless rifles, which as shoulder mounted weapons are still in use today in a lot of countries, including the US. During the time period a good guess would be the M67, a 3 crew weapon system. Making it man portable would be a feat with alien tech, but you must remember these weapons are NOT like a .50 cal. We're talking the equivalent of a late era WW2 tank firing it's main gun. With ammo types to match, including fragmentation shot. X-Division does have cannon's for troop use for such a methodology, but they don't quite get them right.
CB|Torlo 14 Sep, 2023 @ 10:34pm 
For reaction fire, you need enough TU's to make the shot. So in my mind, your already setup looking for target with the rifle braced against something, making a reaction shot far more feasible. Having high dmg is fine though I did lower it a touch so, while stronger the regular sniper, the regular sniper getting 2 shots off kept the damage somewhat similar for a tier 0 tech tree.
CB|Torlo 14 Sep, 2023 @ 10:34pm 
However, I either kept or increased armor mitigation across the board. So they still had a place as a ballistic high armor pen rifle. Unfortunately, I didn't see the need for the cannon tiers you added that are all single shot. This is due in part to me knowing how to get decent access to magnetic weapons and be only wave 1..5 in-game. Mag weapons whole purpose is ballistics with armor pen, just as an entire section of the tech tree, and it does it more meaningful then the cannons. (X-division alien bases, since they tech up on their own, can have better troops then in your regular UFO waves, so getting tech unlocked by beating down with batons is doable, just incredibly risky.)
SlightEye  [author] 13 Sep, 2023 @ 12:19am 
Reaction fire: I can see the argument that the basic rifle would have reaction fire, but given that the real life counterparts of its time are heavier than a rocket launcher It felt like it needed to be less flexible. The bigger ones are breach loaders that need to be reloaded every shot so you would not want them to waste the shot anyhow. I even considered removing the lower tu fireing options to make it take 2 turns per shot in all cases.
SlightEye  [author] 13 Sep, 2023 @ 12:19am 
Range: The ranges of weapons in the game are silly short to begin with. I understand it is so to make the gameplay work on the small maps and limited sight range the game has. Given that the enemy allways has a bigger sight range than you and any manuvering you do leaves unable to do an aimed shot. I did not see a unlimited range as an isssue. Accuracy would limit the range in most cases effectively enough.
SlightEye  [author] 13 Sep, 2023 @ 12:18am 
Damage: I am an amature programmer so I gave up on developing a realistic conditional damage system. So I ended up just having high damage. I would have liked for it to deal high damage to armored targets but pass through only dealing low damage to unarmored targets and cover (like real life aircraft cannon AP rounds that anti-tank rifles used). Would have done the same for suppression as AP rouds don't impart much enegy going throug soft materials, like vood or sheet metal, thus low noise for most surfaces in game with the exeption of armored targets, solid concreat and alien craft hulls.
SlightEye  [author] 13 Sep, 2023 @ 12:17am 
Balance:I tried to balance them with high tu cost to fire, making them hard to use without exposeing your soldiers to retaliation. Unless an andron just conveniently leaves itself exposed or you have your scout spot an exposed enemy from afar.
You could use it standing behind a door opening and fireing but if there are more than one enemy nearby you would still be exposed as you can't close the door after and having a different soldier as a dedicated door operator would be balanced enough in my mind.
SlightEye  [author] 13 Sep, 2023 @ 12:16am 
As far the idea of the mod was conserned it was as follows. The knowlage i had of anti tank rifles existing at time the game is set in made X-devison early game break my immersion by making the vanilla veapons way too limited for the threats you face. For example early game androns. I did not want a fantasy heavy cannon like the original X-com so I made this.
SlightEye  [author] 13 Sep, 2023 @ 12:16am 
I am flattered by the attention. I haven't touched this mod for years. I don't mind anyone making smthing similar. I'd even give you a refferral on this page.
CB|Torlo 14 Aug, 2023 @ 12:29am 
You should note somewhere in the mod desc. you removed these new weapons from *ever* having a reaction shot. They will never shoot an alien on the aliens turn even if they have the TU.

Even the heaviest weapons have reaction shots, minus rocket launchers. Flamethrowers seem to be the lowest with 0.3, so I adjusted these rifles as such. So it's possible, just not likely. Since I was there, I also changed some other stuff. Thoughts?
CB|Torlo 14 Aug, 2023 @ 12:29am 
Projectile speeds were slower then regular sniper rifles. Adjusted to match. Set projectile to the X-Division specific 308 effect (to at least match other snipers) Adjusted accuracy and TU values to be more the norm for other similar weapons. Adjusted dmg balance, lower in the beginning, higher on the end. Added more suppression (50 up from 30) and added 1.5 times suppression value similar to MG's. My reasoning is that these weapons blow off concrete, rip up holes, and blatantly destroys cover. If it misses, it doesn't matter if it was slightly off, it's going to scare you. Hence the suppression affect. Range values were, frankly, ridiculously high. Regular snipers have 20 for starting equipment. The basic AT rifle had 56. I adjusted to still have 40, but has 52 by Mk. 3. I had some other thoughts to make these rifle's fit better, but I don't want to tread over your vision of the mod too badly. What were your thoughts when you designed the mod?
CB|Torlo 13 Aug, 2023 @ 10:03pm 
*Rubs hands together*

I summon thee, necro mod.

With the return of Xenonauts, I was looking at reinstalling X-division while I wait for more content from the second game to release. That and the second game's modding tools, as the "Return of X-Division" should be a thing. I noticed you tested with X-division 1.00.10, not 1.00.11. Wanted to give my feedback on it. So far, so good. It works, though the range probably needs dropped, to be honest. It's almost triple the regular sniper. It's so far beyond not balanced in that regard it's not even funny. I do think that you could add more mitigation and lower damage, or have it deal a ton of AP (action points) damage as the shock of this heavy round hitting the target. Make it more situationally good, instead of just a better sniper.
SlightEye  [author] 13 Oct, 2022 @ 9:23am 
Tell me about it. I misspelt it every other time I typed it while making this mod.
Turanga Leela 10 Oct, 2022 @ 11:02am 
God, the correct spelling of anti-materiel still gives me a coronary every time I see it.
SlightEye  [author] 12 Apr, 2019 @ 11:18am 
Works fine for me with freshly installed X-D 1.00.10 and X:CE 0.35.3.
If you want help: Give me your logs, versions, modorder!
Pro2tipe 11 Apr, 2019 @ 3:05pm 
не работает. выдаёт ошибку. / does not work. gives an error message.
Zenny1337 16 Oct, 2018 @ 12:27am 
Hmmmmm. That gun looks familiar :D Thanks for the Link.
Kennanjk 30 May, 2018 @ 3:52pm 
ok ya i cheched the mod and its shows up now thank you
SlightEye  [author] 29 May, 2018 @ 10:04pm 
besides the file finaly updated properly so you would not need to do the manual exraction
SlightEye  [author] 29 May, 2018 @ 9:52pm 
Xenonauts/assets/mods/
Kennanjk 29 May, 2018 @ 5:03pm 
ok might i ask where the mods folder
SlightEye  [author] 28 May, 2018 @ 2:49pm 
There. It shows up reliably for me now. It was just at the bottom not installed. so any other issues with downloading should be on your side.
SlightEye  [author] 28 May, 2018 @ 1:39pm 
for some reason the mod manager is not updating the file. So here is the manual solution: go to your mods folder and extract anti-materiel rifle.zip manually.
Kennanjk 28 May, 2018 @ 1:32pm 
ok
SlightEye  [author] 28 May, 2018 @ 1:25pm 
It stoped working again... for me too so it is not your fault..
Kennanjk 28 May, 2018 @ 1:09pm 
well then maybe ill try to reinstall xenonaughts
SlightEye  [author] 28 May, 2018 @ 12:36pm 
curious.. It shows up for me.
Kennanjk 28 May, 2018 @ 12:35pm 
yes
SlightEye  [author] 28 May, 2018 @ 12:34pm 
did you unsubscribe and resubscribe?
Kennanjk 28 May, 2018 @ 1:08am 
no it does not
SlightEye  [author] 26 May, 2018 @ 11:28pm 
I think I found the issue.. the archive had the mod in a folder... as opposed to just the files.

Does it show up now?
Kennanjk 26 May, 2018 @ 10:58pm 
Uhh i dont know what you mean by using xfivision in a seperate copy but i do have that installed no this inst the only mod is use through workshop and also i have no ideaif youre mod even still works
SlightEye  [author] 26 May, 2018 @ 8:19pm 
Are you using xDivision in a separate copy from your steam game? Is this the only mod you use throug steam workshop? Is my mod even functional in this version?
Kennanjk 26 May, 2018 @ 3:02pm 
hey so i download this and it doesnt show up in my mod list am i doing it wrong
Sixor 2 May, 2018 @ 5:31pm 
I would love to see a video of such op squad :D
Some Random Dude 30 Sep, 2017 @ 10:40am 
pair this with the minutemen mod and you could have the most op squad in the game
SlightEye  [author] 15 Jul, 2017 @ 10:05am 
The game takes plase in 1979 and the first Barrett was made in 82.
mojomanjim 5 Apr, 2017 @ 2:49am 
Firstly, the first anti-tank rifle was bolt action, and was built during WWI. Several companies outside of the US, for example Jongmans in Australia, built bolt action .50cal rifles for both long range sniping and anti-materielle modes. Though as mentioned, the reason AM rifles went semi is because you want to put several holes for a guaranteed m-kill, or k-kill if you get the sweet spot. Personally, I like the idea of there being a bolt version if it is going to allow me to use it without only being able to move one square before my TU's are gone. :)
SlightEye  [author] 18 Mar, 2017 @ 11:34pm 
The reason why I chose a bolt action rather than a barrett and made it real hard to use is game balance. I did not want to have a barrett with less than 10 rounds per mag and could not justify a larger time unit cost for using it.
A bolt action justifies the larger time unit cost and a nobrand gun allows me freedom with the ammo capacity.
So it is in my opinion better than having an op gun or getting frustrated over a unrealistic barret.
TimberWolfC3 5 Mar, 2017 @ 10:43am 
Typh, I'm not sure where you got the idea that Anti-Materiel rifles had to be semi-automatic or anything, but anti-materiel rifles are simply higher-caliber weapons that are more effective against enemy vehicles, communications equipment, and in some cases, light armour.
♦Badger♦ 4 Mar, 2017 @ 7:35pm 
Just going to mention. the fact that the first one is a bolt action makes it more of a sniper than anti material. the reason the barret is a semi is because its anti material. it can afford the slight loss in accuracy that comes with a semi. its just designed to destoy well dangerous materials.
"Dirty" Rataca 28 Feb, 2017 @ 8:06am 
Should have based it on the Barret. Also You could at a later date for sprites, sprite a soviet anti material rifle.