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Merciless - An Enhanced Strategic Experience


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#61
fredamora

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In response to post #7576067. #7576115, #7576262 are all replies on the same post.

Option A for me. Operatives know that they'd have to get near the aliens; all the more reason that they should wear extra protection like Alloy-fiber Vest (better yet, Chitin Plating). I thought it was a good idea when I first tried the mod that the Arc-thrower goes to the pistol slot. If anything, it looks more like a specialized pistol than some misc equipment.

#62
fredamora

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Can it be done that we'd still see Sectoids and Floaters late-game ON TOP (not in replacement if possible) of other late-game enemies? I've had zero stock of aim uplink and dodge for a long time. Now all that can be done is scramble and watch. It's a vanilla problem though, so I understand.

Edited by fredamora, 21 March 2013 - 01:31 AM.


#63
Yzaxtol

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In response to post #7579687. #7582595 is also a reply to the same post.

Well i'd have to replace one of the late-game aliens for each of the sectoids I believe I could see if I can remove/change the Item requirement to something more sensible Broken Navigation for Aim Uplinks? Broken Power Sources for Dodge? Track Boost can just cost abit of Elerium, I think. Opinions? Aim Uplinks are pretty useless once you have collected enough veteran Interceptors/Firestorms. Unfortunately I'll probably just reccomend people store the corpses and not sell them. Tough Choice, eh? :D

Edited by Yzaxtol, 15 March 2013 - 12:12 PM.


#64
Farseraphim

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I'm so delightful to see next version. But, we have a big bogus: I understand plasma weapons did get a buff, however, plasma pistol (and only plasma pistol) is gaining a ridiculous +30 bonus at mid range (i think range is irrevelant in this case) This is not intended, isn't it?

#65
Yzaxtol

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In response to post #7581947.

Hmmm, does it actually give you +30 to aim if you calculate it all up? or is it fake? and doesn't add up in the to-hit down below? Tested: Using a Laser Sniper Rifles (+15) and a Plasma Pistol, switching to the Plasma Pistol still had the +15 from the Laser, but now had -20 from range. The +30% aim you're seeing is actual lies. It is actually the value the main weapon gives and not the pistol. So working as intended. the +30 is actually the +20 to make sure Sectoid AI doesn't frazzle over having very little AIM. And the useless +10 from Pistol II which I have made super cheap because it's useless except for acheivements. I can remove the buff, and place it purely in the Sectoid's stats to avoid confusion. But then some modders might be Y U give Sectoids 82 Aim?

Edited by Yzaxtol, 15 March 2013 - 12:09 PM.


#66
Farseraphim

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In response to post #7579687. #7581928 is also a reply to the same post.

Please do not replace but add as an option if you can. Late game, I'm still seeing sectoids occasionaly, but no floaters bytheway. EDIT: I saw floaters...Once :)

Edited by Farseraphim, 17 March 2013 - 09:45 AM.


#67
Farseraphim

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My my, masochistic feelings have been satisfied! Being relaxed by 0.6, version 0.7 struck me like a sledgehammer in my first terror ship mission. Muton rules :) (Image uploaded)

#68
Farseraphim

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In response to post #7581947. #7581970 is also a reply to the same post.

Still, would you find a wayout so only sectoid "wrist pistols" might have this bonus. In addition to dmg buff, i think a flat +20 too much...

#69
Yzaxtol

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In response to post #7581947. #7581970, #7582722 are all replies on the same post.

the +30% bonus doesn't exist. it lies to you. which is a big problem with pistols in XCOM And there isn't seperate stats for alien weapons, they are labeled as alien weapons in the code but their stats aren't used. I've set all alien weapons to deal 1 damage since v0.5 and nothing's changed. I agree with the dmg buff being powerful enough but to cludge together the innacuracy it should have from being plasma I had to make it a shotgun, and then buff sectoids to ignore it :S Created an Image explaining the bug. Created a Known Issues section for the Mod. Already removed all useless +aim from pistols. Might remove the foundry project but it'd stop people from getting skunkworks acheivement.

Edited by Yzaxtol, 15 March 2013 - 12:40 PM.


#70
Farseraphim

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In response to post #7581947. #7581970, #7582722, #7582741 are all replies on the same post.

Understood. So putting all pistols to "assault type" was correct move after all.




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