Xenonauts

Xenonauts

Full Soviet Weapons Extension Pack
xenohunter  [developer] 17 Oct, 2015 @ 3:24pm
Suggestions to make this mod more unique
Everyone is welcome to make costructive suggestions on how to make this mod more unique and enjoyable.
Last edited by xenohunter; 17 Oct, 2015 @ 3:24pm
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Showing 1-15 of 22 comments
Casaubon  [developer] 21 Oct, 2015 @ 2:43pm 
good trend in here, will definitely download this mod with unique stats. thinking of some, will post later
xenohunter  [developer] 21 Oct, 2015 @ 3:03pm 
Thanks again, Casaubon. You will rescue my day! ;)
Casaubon  [developer] 21 Oct, 2015 @ 4:16pm 
My thoughts on pistols: The makarov should be the least accurate pistol of the 3. It was critized for it. Also it seems to be the smallest, shortest & lightest pistol. Probably in Xenonauts should be used as secondary weapon for snipers, or rocket guys who need somehting really light to carry next to their heavy other equip?
The german p7 should maybe have the best TU cost ratio. The semi automatic fire of the p7 seems to be extremely reliable...
Having a little difficulties with the vanilla pistol with a mag of 15 rounds. What could that be? I´d suggest Smith & Wesson Model 59 which had 14 shots and was intended vor Navy Seal Commandos. It could be the heavy pistol of the 3, good for shield guys for example.
xenohunter  [developer] 22 Oct, 2015 @ 1:18am 
I agree about makarov. Maybe we should additionally increase its "reaction fire modifier" from 1.5 to 1.6
Last edited by xenohunter; 23 Oct, 2015 @ 10:26am
Casaubon  [developer] 22 Oct, 2015 @ 5:45am 
Yes why not, 1.6 is a nice little bonus to it and makes it even more a defensive weapon one uses rather in danger than while attacking.

My next idea is the RPG. It is an awesome idea to have it in the collection, mainly because it is quite different to the vanilla rocket launcher. The vanilla as I see it is used for widespread demolition like removing UFO doors from afar and battle field clearance to expose an enemy that is behind cover like inside a house, but sometimes Sebillians and esp. Androns survive direct hits. So while the vanilla RL would be used for area clearance the RPG could be used for direct hit on better armored opponents. RPG impact area would be smaller. I´d give it a little less supression, only medium accuracy (because it has no scope). In general the RPG is less bulky so recharge timer and TU cost for firing should be less then vanilla RL. As for ammuntion, It would be best if there was seperate new grenades to equip. I don´t know if this can be modded?
xenohunter  [developer] 22 Oct, 2015 @ 6:36am 
Last edited by xenohunter; 22 Oct, 2015 @ 6:36am
xenohunter  [developer] 23 Oct, 2015 @ 10:26am 
Interesting ideas according the RPG - I am going to create some 'issues' concerning the weapon stats at github and summarize all we got so far.

yes it is possible to create new grenade types with their own unique stats - I already thought of this - but did't implement them because I was short of time then. I could also create the more suitable images for them (better reflecting their unique form)

This will be the new release version (with better balanced stats, better images and better sound effects)
Last edited by xenohunter; 23 Oct, 2015 @ 10:31am
Liliana 31 Oct, 2015 @ 2:43pm 
As I mentioned in the discussion thread, you could make the M16 much lighter than the 74, which is both true to life, and would give it a more distinct feel. Similarly, the M16 is somewhat more accurate than AK series rifles, although that is more negligible. Assuming the Xenonauts get their rifle rounds from a different source than the U.S. Army, the lack of reliability of the early modles of the rifle shouldn't be much of a concern, as it was largely due to a combination of cheap ammo causing the gun to fire faster (And thus cause more wear), bad fit of the magazine to the rest of the rifle, and lack of knowledge for proper maintenance.

Incidentally, the vanilla pistol wasn't even invented yet, as far as i'm aware. It could be exchanged for a similar weapon, or even exchanged for an M1911, which would give it less ammo, but presumably more damage.
ghost_agent 1 Nov, 2015 @ 2:54am 
Quote: "M16 much lighter than the 74, which is both true to life". However, that is not "true to life" in fact. Original spec AK-74 weighted 3.07 kg w/o magazine and 3.6 kg with 30-rd loaded magazine. M16A1 weighted 2,97 kg w/o magazine (100 gramm less only) and 3,42 kg with loaded mag. However, M16A2 was significantly heavier, weighting 3,40 kg w\o magazine.
ghost_agent 1 Nov, 2015 @ 2:59am 
As for "making the guns unique" IMHO there is a better way - making the AK-74 as a "vanilla ballistic rifle" and giving the M16A1 better range (since 5,56x45mm have better muzzle energy than 5,45mm and M16s barrell is 508mm length compared to AK-74s 415mm barrell) at a cost of less magazine capacity (that is 20 rds compared to AK-74s 30 rounds).
However, the problem is both rifles are very close in terms of real-life specs, so there might not be any point in trying to make them much different since it is more different in-game. As a "crazy idea" there may be some point in scrapping the M16 altogether and adding the M-14 rifle instead, with significantly more punch and range but no autofire mode.
Last edited by ghost_agent; 1 Nov, 2015 @ 3:03am
xenohunter  [developer] 2 Nov, 2015 @ 2:33pm 
Yes, It is not an easy task to make the two weapons really unique. Maybe we'll find some good solution for AK-74 and M16. Thanks a lot for your support friends :).
ghost_agent 5 Nov, 2015 @ 1:53pm 
So may be swap M16A1 for M16A2 (a bit anachronistic, but) - with AK-74 inheriting the specs for "vanilla balistic rifle" and the M16A2 have only 3-rd bursts but also extended effective range.
ghost_agent 8 Nov, 2015 @ 12:16am 
However, there is even one more thing to consider - game-wise (per vanilla Xenonauts) you are encouraged to move away from traditional firearms to more advanced personal weapons ASAP, mainly because the xenos invaders have plasma-based armaments from the very start. Soviet weapon pack therefore is of more aesthetical value, for example to players from Russia (like myself) or other former USSR countries to use "some familiar weapons", however, it is still "get the lasguns as fast as you can to stand a chance against the aliens".
xenohunter  [developer] 8 Nov, 2015 @ 7:04am 
I see, ghost_agent. Nevertheless I am going to make some changes to RPG as it will be available during the entire campaign. Unlike rocket launcher it will be desighned as a weapon to hunt single targets with smaller impact area. It will have shorter range but fire modes will cost less TUs. Also all the grenades will be unique and only availabe to RPG: EMP-grenade, AP-grenade maybe some kind of 'dirty-radioactive' grenade to cripple tough sebillians (affecting HP-regeneration for few rounds).

I haven't noticed, you are from Russia, Michail. Being a German, I was born in Soviet Union however - сделан в СССР ;)
Last edited by xenohunter; 8 Nov, 2015 @ 7:04am
ghost_agent 8 Nov, 2015 @ 7:13am 
As for RPG - I seemed to overlook it, really, since rocket launcher indeed have value throughout the entire camplaign. As for grenades - EMP grenades are to take on hadrons and droids, radiogenic/chemical - to take on sebillians and may be reapers, but what would an AP-grenade do since we don't really encounter alien armoured vehicles on missions?
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