Jump to content

Yzaxtol

Premium Member
  • Posts

    214
  • Joined

  • Last visited

Everything posted by Yzaxtol

  1. Testing iSupression out with a -200 buff right next to an alien with super close range buff.. -30 should be nearly 100% accurate -200 should be 0% accurate He wiped them out without any pause, yeh supression value does nothing :( Damn you firaxis and your bazillion useless variables.
  2. That works for ballistic weapons, but Plasma Weapons, that could be a good skill barrier for late game, being able to manage the amount of thermal clips you have to swap out to prevent the plasma generators from over-heating. These could keep the really low values of 3/4 shots per reload. And actually make sense to research the Ammo Conservation project. This can also be prevented from screwing the alien's AI over (as iValues spread over to alien weapons) by selecting Unlimited Ammo for the alien in properties for SectoidPlasmaPistol in the DGC. My Ideas Balistic: Shotgun = 8 Rifle = 8 Heavy = 10 Sniper = 6 Pistol = 4 Laser = Infinite Plasma = Half Aliens = Infinite (They have solved the ammo problem)
  3. tried to give it very bad accuracy when it's very close to the enemy as it's a fixed weapon on a treaded vehicle. Suddenly reconsidering.
  4. @Amineri That would work, but some of us, use that suppression value to actually modify the suppression nerf value. At the moment I set Rifles at -15 Aim and Heavys at -30 Aim with Heavy Laser atm doing -40 due to having Unlimited Ammo, twice. If this ammo system goes through all I'll need then is -15 for Rifles and -30 for Heavys. @osito2dancer There are mods out there that also use Amineri's awesome code like the Long War mod.
  5. It takes double ammo atleast, usually it wipes out a huge amount of your ammo I don't know the exact amount, should probably be the same as Supression.
  6. Flush? and didn't you say you were going to be changing it to 120 total ammo?
  7. At first I thought it was overwatch, when I was trying to get a wounded guy for my trailer, but even when I skipped a turn the aliens would too until I pulled my men back out of sight range or atleast 90% of it.
  8. Sorry for being the bearer of bad news but.... 100% confirmed. Alien will still skip a turn if they need to reload and xcom operatives are anywhere close enough to threaten them.
  9. Probably just my mod suddenly jumping in difficulty that people aren't ready for or it least expect it to be a bit easier. Serves me right for tweaking values alot.
  10. You would, Warspace went that route for a while and it was essentially 1. Find Heavy Cover 2. Shoot at everything that's coming towards you 3. Find the one pod that wasn't on patrol 4. Win
  11. Ooooh, that code would help in making Malevolent (Merciless Hard mode) feel even harder :D
  12. it's a nice system to make sure that the randomness doesn't provide a too crazy combination. But then THAT'S XCOM BABY
  13. Hahahah. Having Gary "Badass" Williams return with his Rocket Launcher to wreak terrible vengeance on being left behind... awesome but highly unlikely to make it work :(
  14. But would it look super cool and awesome? Naaaah. To be honest, creating a believable hierachy and mixing up the squads for the aliens would probably be super awesome with only a few balance tweaks required to tone-down the exploitation the players could acheive.
  15. -Deleted due to being unable to re-create bug-
  16. My Pod Ideas: Sectoid+ and Sectoids Commander: Outsider and Sectoids Floater+ and Floaters Thinman+ and Thinmen Light Muton+ and Sectoids Light Muton+ and Floaters Cyberdisc and Drones Plasma Muton and Light Mutons Heavy Floater and Floaters Sectoid Commander and Sectoids Commander: Sectoid Commander and Outsiders/Mutons Muton Elite and Plasma Mutons Sectopod and Drones Muton Elite+ and Muton Elites Heavy Floater+ and Heavy Floaters Commander: Ethereal and Muton Elites
  17. I'm thinking the only 'realistic' combos would be to hide one elite in the mobs of standard 1 Hvy Floater + 4 floaters. 1 Sectoid Commander + 6 sectoids, etc
  18. Hmmm interesting, it would take some re-modelling but I guess I could squeeze these perks into other classes in Merciless.
  19. It does make alot of sense and I've been looking to see if we could lengthen the Psi-War section of the game, make it one more obstacle the players have to overcome.
  20. Or like I did grant mind shield +45 Will and -30 Aim :biggrin:
  21. Actually Merciless is 80%, satellites are now worthless nearly as investments, you know, apart from stopping the countries from leaving.
  22. It's not impossible to Mind Control an Ethereal, you just need Psi Armour and Mind-shield and a colonel and get lucky,
  23. Second Wave options are going to become Amineri's nemesis.
  24. Unfortunately I've still gotten a sectoid that won't fire after being supressed and flanked. http://cloud-2.steampowered.com/ugc/885233862089264688/071115E27CDC44CE1F9C1654ABA613732644BD81/
  25. I.. deleted it, replaying the game at the moment.
×
×
  • Create New...