Thanks asuzu
My soldiers have HP 5+1 is that right?
Soz for being a dufos on this. Keep up the excellant work.
Drew
UFO Rebalance
Started by
Site Bot
, Oct 20 2012 07:25 AM
177 replies to this topic
#51
Posted 21 October 2012 - 02:39 PM
#52
Posted 21 October 2012 - 04:51 PM
Quick question:
Just started a new classic ironman with this mod.
First turn: move to cover, set Overwatch.
Alien turn: aliens move into view and scatter.
Second turn: keep 3 on overwatch and move one soldier to take out 1 visible alien.
Alien turn: alien moves to edge of fog of war, kills one of my troops. alien shoots from out of view (was not visible to any of my troops) and kills another soldier. Overwatch did not react.
Is this how things are supposed to be? Seems a little like impossible mission to me.
Just started a new classic ironman with this mod.
First turn: move to cover, set Overwatch.
Alien turn: aliens move into view and scatter.
Second turn: keep 3 on overwatch and move one soldier to take out 1 visible alien.
Alien turn: alien moves to edge of fog of war, kills one of my troops. alien shoots from out of view (was not visible to any of my troops) and kills another soldier. Overwatch did not react.
Is this how things are supposed to be? Seems a little like impossible mission to me.
#53
Posted 21 October 2012 - 08:08 PM
Erenar
To be honest, aliens are behaving a bit crazy after last Firaxis patches. They can sometime go overwatch instead of shooting and so on. It really has nothing to do with the mod, the game has been like this after developer patches.
Drew
Yes all soldiers across all difficulties are 5+1 HP, starting ones and the ones you recruit after.
kushaholic
I think this has something to do with the UFOs on missions being visible, I need to look into this more.
So far grenade range felt just fine for me. Basically, you can throw it in the range of half your movement, feels perfectly fine. I wouldn't touch this, because if we get this more, just imagine Mutons throwing grenades from half map
To be honest, aliens are behaving a bit crazy after last Firaxis patches. They can sometime go overwatch instead of shooting and so on. It really has nothing to do with the mod, the game has been like this after developer patches.
Drew
Yes all soldiers across all difficulties are 5+1 HP, starting ones and the ones you recruit after.
kushaholic
I think this has something to do with the UFOs on missions being visible, I need to look into this more.
So far grenade range felt just fine for me. Basically, you can throw it in the range of half your movement, feels perfectly fine. I wouldn't touch this, because if we get this more, just imagine Mutons throwing grenades from half map
#54
Posted 21 October 2012 - 08:10 PM
Just throwing this out there, but on my first mission with this on normal difficulty, one of my guys got shot for 5 damage, and ended up gravely wounded and out of action for 45 days. Was this intentional? 45 days is a bit harsh.
#55
Posted 21 October 2012 - 09:19 PM
Have you thought about using this mod for impossible difficulty so we can get more aliens to shoot at?
#56
Posted 21 October 2012 - 09:32 PM
Sorted Thanks, works like a dream and love it!!
Drew
Drew
#57
Posted 21 October 2012 - 10:41 PM
wait you tleling me its meant for classic not impossible? Ive been wondering why its 5 or 6 to 10 instead of normal 12
for impossible that is
Edited by kushaholic, 21 October 2012 - 10:41 PM.
#58
Posted 22 October 2012 - 12:20 AM
What is the difference between hard and classic? Is hard really the impossible difficulty?
#59
Posted 22 October 2012 - 12:36 AM
Let's deal like this - I'll try to run more early terror missions and see how it goes, need more playtesting. Honestly, wouldn't want to limit AI again - and unfortunately, there is no option to limit AI units controlled just for terror missions as well
Cool! It's really "just" the early terrormissions that should be looked into IMO. I just did my third one tonight (no idea how I kept this playthrough going after those two total terror-disasters, lol), and this time it went pretty well. Needless to say, I had all my guys at least in Carapace (sp?) armor this time (some in Titan IIRC), had 6 soldiers on the squad, brought two high ranking heavies, tons of med-kits plus two high ranking assault guys. Assault especially seem to be the way to go on terror, since you'll be facing a lot of melee-aliens anyway and their perks and weapons are perfect for that kind of combat. Although I was slightly shocked to see the new aim-modifier for the alloy cannon... -15?? OMG!
Gotta say though that with the mod, ironman-mode and a lot of the second wave-options active, those terrormissions *really* live up to their name and are very satisfying when you do manage to get through them unharmed. I'm just not sure if I'll accept any more of them on my next playthrough if I don't have at least the first armor upgrade, laser weapons and at least one support guy with triple med-kit-perk...
E.
Edited by 1elvis, 22 October 2012 - 12:40 AM.
#60
Posted 22 October 2012 - 01:23 AM
Hey, great mod!
I added a comment earlier, but it seems to have disappeared... I was just wondering about this line:
"Second Wave Marathon mode is fixed. You can build the Hyperwave Relay with just one Hyperwave Beacon."
How did you manage to do that? What settings were changed? Very curious
I added a comment earlier, but it seems to have disappeared... I was just wondering about this line:
"Second Wave Marathon mode is fixed. You can build the Hyperwave Relay with just one Hyperwave Beacon."
How did you manage to do that? What settings were changed? Very curious



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