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**** Grenade LauncherAnalysis:Those grenades that do get damage bonuses get more than other weapons.Grenade Launcher Modification 1 doubles grenade damage (200%), and level2 is 228%. Other weapons are all 110% and 125%. Grenades do 35% moredamage for Sharp Shooter instead of 15%. These are anomalies, but I'mnot sure they need to be fixed. The only way I can think of to fix themwould be to disable all damage bonuses for grenades.Disruption Grenades don't get damage bonuses, but with full damagebonuses, they would take out a Rumbler with one hit. I'm planning togive them the damage bonuses, but make fewer of them available on higherDifficulty levels. This is not caused by unchecked "Propagate SourceScale" properties. It's because the Stimulus comes from the DisruptionBurst (-1309) but the Green Core (-1522) is what gets the propagatedscale.Also, having Radius only slightly smaller than normal with Lineardispersion and much higher base intensity would fit the description better.-- Moved stimulus from Disruption Burst (-1309) to Green Core (-1522) Act/React: Sources: Standard Impact Intensity 35 -> 75, Radius 10 -> 8, Dispersion None -> LinearWith all bonuses, 35 damage and Linear dispersion takes two good hits to kill a Rumbler. Apparently, that Linear Dispersion is losing more than half the damage, even if the grenade actually impacts the Rumbler.I like the idea of Disruption Grenades that are extremely powerful in avery small area of effect. 75 damage should kill a rumbler with one direct hit (with all bonuses), but that would probably mean they could kill anything in the game with one hit. If they're going to do that, there should definitely be fewer of them, on Hard and Impossible at least.Of course, that's only if you double-modify the grenade launcher andhave maximum skill in Heavy weapons. With only Heavy 1 and an unmodified launcher, grenades are useless. That really doesn't make a whole lot of sense. Maybe grenade damage should be fixed at about 5 times its current base. (2.28 for Mod2 * 1.75 for +5 skill * 1.35 for sharpshooter = 5.3865) That would make grenades really kick ass early in the game, when there aren't many of them, but skill, modifications, "sharpshooter", and research would have no further effect on them.Recommendation:++ Moved stimulus from Disruption Burst (-1309) to Green Core (-1522) Act/React: Sources: Standard Impact Intensity 35 -> 350, Radius 10 -> 8, Dispersion None -> Linear++ Disruption Grenade Projectile (-1350) Edit Link --corpse-> Green Core (-1522) - Data: Propagate Source Scale=NULL++ Bouncy Disruption Grenade Proj (-3429) Edit Link --corpse-> Green Core (-1522) - Data: Propagate Source Scale=NULLResult:Disruption Grenades now kill anything with one hit, regardless of the launcher or the skill of the firer. The only exception is Rumblers, whichcan survive one hit if you only have skill 1 and an unmodified launcher and hit them right on the nose. Apparently the dispersion from that beakto the center of the creature is just enough for that. If you hit them onthe side or the back, fire a second grenade, or use a modified launcher andmore skill, one hit kills them even straight on. If the grenade doesn't actually HIT the rumbler, you'll probably have to launch another.**** The Other GrenadesAnalysis:Grenade damage should not be dependent on the launcher, or the skill or theuser, or the weak points of the target. The challenge is matching the availability of the grenades with the power of the different types and thestrength of the enemies, so that they remain relatively balanced withoutscaling their damage throughout the game.Standard grenades (frag and prox) should be enough to kill any hybrid or monkey, but only half enough to kill a turret or midwife. That's 24-36points of Standard Impact. Less than 30, it takes three to kill an Assassin, at 30 or more, it takes two. I'm setting it to 25. That's 25% more than thebase, approximately the effect you'd get with Heavy 3.Incendiary grenades are spider-slayers, and are effective against Rumblers.Both take double damage. Arachnids have 60HP, Rumblers 220. Tripling the base damage from 15 to 45, Arachnids die with one shot, and Rumblers takethree. Triple damage is equivalent to Sharpshooter + Heavy 6 + Mod 1 or Heavy 3 + Mod 2, neither of which is unreasonable by the time you find Rumblers.EMP Grenades are a problem. If they are equivalent to EMP Rifles on Overload, the EMP Rifle, requiring skill 6 to do what the Grenade Launcher would do with 1, becomes entirely obsolete, despite the limited number of EMP grenades available, unless of course, the grenades become even more limited. Making them equivalent to the EMP Rifle's normal setting might be too weak. I'll try the overload settings without the x3 multiplier the Rifle applies andsee how that works.Recommendation:++ create Fragmentation Explosion (-4462) child of Standard Explosion (-2720) Act/React: Stimulus: Standard Impact 5, radius 10, raycast, no dispersion++ Bouncy Normal Grenade Proj (-1346) delete link -corpse-> Standard Explosion (-2720) create link -corpse-> Fragmentation Explosion (-4462) - Data: Propagate Source Scale=NULL++ Normal Grenade Proj (-3443) add Act/React: Stimulus: Standard Impact 1, contact delete link -corpse-> Standard Explosion (-2720) create link -corpse-> Fragmentation Explosion (-4462) - Data: Propagate Source Scale=NULL++ Prox Grenade Proj (-1347) edit link -Hit Spang-> Physical (-11) change spang object from Standard Explosion (-2720) to Fragmentation Explosion (-4462) ++ Contacted Prox Grenade (-3758) add Metaprops: Vulnerabilities: Basic Vulnerability++ Bouncy Prox Grenade (-3444) delete link -corpse-> Standard Explosion (-2720) create link -corpse-> Fragmentation Explosion (-4462) - Data: Propagate Source Scale=NULL++ Prox Grenade Trigger (-1268) delete link -corpse-> HE Explosion (-3933) add link -corpse-> Fragmentation Explosion (-4462) - Data: Propagate Source Scale=NULL++ Contacted Prox Grenade (-3758) add MetaProps: Vulnerabilities: Basic Vulnerability add Physics: Model: Dimensions: (radius1 = 2.00, radius2 = 2.00) add Physics: Model: Controls: Location = 0.00, 0.00, 0.00 Rotation = 0.00, 0.00, 0.00 add Game: Damage Model: Max Hit Points = 2 add Game: Damage Model: Hit Point = 2 add Obj: HUD Selectable? = true add Schema: Material Tags: Material Metal add link -corpse-> Fragmentation Explosion (-4462) - Data: Propagate Source Scale=NULL++ create Incendiary Grenade Explosion (-4463) child of Incendiary Explosion (-1425) Act/React: Stimulus: Incendiary 30, radius 10, raycast, no dispersion Act/React: Stimulus: ShakeStim 30, radius 12, linear dispersion++ Bouncy Incendiary Grenade Proj (-3427) delete link -corpse-> Incendiary Explosion (-1425) create link -corpse-> Incendiary Grenade Explosion (-4463) - Data: Propagate Source Scale=NULL++ Incendiary Grenade Proj (-1348) add Act/React: Stimulus: Incendiary 1, contact delete link -corpse-> Incendiary Explosion (-1425) create link -corpse-> Incendiary Grenade Explosion (-4463) - Data: Propagate Source Scale=NULL++ edit link EMP Grenade Proj (-1349) -corpse-> Big EMP Explosion (-4858) - Data: Propagate Source Scale=NULL++ edit link Bouncy EMP Grenade Proj (-3428) -corpse-> Big EMP Explosion (-4858) - Data: Propagate Source Scale=NULLResults:- Standard and Proximity Grenades kill hybrids, monkeys, and baby spiders. Midwives and Red Assassins take two, Black Assassins barely survive two Turrets take 2, Maintenance 4, Security 6 (+ 1 bullet), Assault 8 Adult spiders take three hits, and Rumblers take 9!- Incendiary kills any hybrids, monkeys, or spiders with 1 hit Cyborgs take about the same damage as they do from Fragmentation Rumblers take 3 hits- EMP kills turrets and midwives instantly heavily damages assassins (second EMP or a few bullets to kill) stuns and damages any big bots, but it takes 2 or 3 grenades to kill them. (Of course, while they're stunned, you can just run up and wrench them.)Standard = cheap, Incendiary = Spider Slayer, EMP = Bot Killerand Disruption is perfect for Rumblers.And all that only takes 1 point of skill, no modify, no research, no traits.Balancing this is the scarcity/expense of the ammo, the time to reload andrefire the launcher, the fact that with five slots for ammo, it takes moreinventory than any other weapon, and the problem of blowing yourself up ifyou miss or fire too close. I think this is going to be a favorite for Impossible mode, but a Viral Proliferator and EMP Rifle combo is stillbetter if you can afford the modules.
Well, I'm delighted to hear that it's coming along very soon™.