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.
Merciless - An Enhanced Strategic Experience
Started by
Site Bot
, Mar 06 2013 10:48 PM
755 replies to this topic
#61
Posted 15 March 2013 - 12:41 AM
#62
Posted 15 March 2013 - 12:52 AM
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
Posted 15 March 2013 - 09:25 AM
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?
Edited by Yzaxtol, 15 March 2013 - 12:12 PM.
#64
Posted 15 March 2013 - 09:29 AM
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
Posted 15 March 2013 - 09:33 AM
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
Posted 15 March 2013 - 12:00 PM
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
Posted 15 March 2013 - 12:04 PM
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
Posted 15 March 2013 - 12:15 PM
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
Posted 15 March 2013 - 12:19 PM
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.



Sign In
Create Account
Back to top






