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Beagcom

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  1. This looks really good. I'm excited by how many great prospects you've got going for customizing XCOM's gameplay in the works. I'm happy to see the SHIV getting some love.
  2. That'd be awesome, I'll be watching to see when the ease of use and customization is ready for someone low-tech like me to be able to use it. Excited to see it coming along!
  3. Absolutely awesome work on this, I'm really excited for the possibilities in rebalancing and refreshing the campaign that this will bring to the table. I'd love to incorporate this into my campaigns.
  4. Well, the thing about that is I want Alien heavy weapons to still be able to fire and move - I just want the human variants to be move limited as part of the weapon balance now that all weapons are available between all classes, so that the rifle has its own advantages compared to the LMG. I'm a fairly shoddy mind tech-wise, so hex editing and the like goes way over my head - if you think you could fix human Assaults from firing Heavy weapons on the move through that, though, it'd be a huge help! So far my modding experience is essentially just rewriting the ini and using meddler/modpatcher, nothing advanced. And no rush - any help you can give is hugely appreciated. Thanks!
  5. I'm rebalancing weapons in my mod for XCOM and part of those rebalances are making Heavy weapons (LMG, Heavy Laser, Heavy Plasma) move-limited like the sniper rifle, a.k.a they have to be standing still that entire turn to fire. Another part of the rebalance is that weapons are available to all classes. This means Assaults can take Machineguns. In the battlescape, the machineguns are move limited as intended - except for Assaults! Assaults are not bound by the move limited restriction like the other classes. This happens whether they have used Run and Gun or not, it's seemingly unrelated to the ability. As an example, here's how the LMG is set up. Suppression has been added as part of the weapon in ABILITIES, class restrictions have been opened up in Properties, and MoveLimited has been added in the same section. So, why don't Assaults pay attention to MoveLimited, and how can I fix things so they do?
  6. I'm very excited to see you guys developing this. I'm in the process of rebalancing the game to my liking and I would be ecstatic if I could balance the game for a larger human squad. Keep up the great work!
  7. Some of the maps in XCom are much, much harder than others to win on. On harder difficulties where flanking and stealth are paramount, the narrow maps are pretty much impossible to beat unless you get very, very lucky. These maps aren't as much of a problem later on when you have things like Squadsight snipers and Lightning Reflex assaults, but when all you have are rookies, getting one of the narrow maps is pretty much an instant loss on Impossible. With that in mind, it'd be nice to keep those maps from being chosen for at least the first mission, and maybe for a week or two after that, so you don't just lose on the luck of the map draw. The kind of maps I'm talking about are ones like the bridge map, the single city street map, the graveyard, etc. These maps generally have a lack of good cover at your start, no possibilities for flanking, and almost guaranteed contact within a move from the Skyranger. If this is something possible and if anyone is interested in making it happen, I'd greatly appreciate it, as well as any thoughts on the topic.
  8. The Alien free move sucks as a gameplay mechanic, in that it forces you to play in very "gamey" way to counter it. I frequently find myself not wanting to make otherwise good moves such as taking heavy cover, flanking or anything that involves pushing into the fog because I know if I push too far into the fog and unluckily trigger another pack of aliens, I'm completely screwed. It subtracts from the experience in another way in that you effectively can't be shot at until you see it coming - as far as I've seen the aliens won't shoot on their free move, ever, which means you can happily end your turn in no cover, exploiting the fact that you if aliens patrol into you and get their free move, they won't be able to shoot and you'll have next turn to get to cover. Both of the above are very gamey tactics which take away from the otherwise awesome experience the game provides. For that reason, I'd like to see a mod that disables aliens getting a free move as soon as they are spotted, and have them simply act normally throughout the mission. The possible drop in difficulty thereof would be replaced by the fact that those aliens could now be waiting in Overwatch in the fog to ambush you, which makes a lot more sense and is something you could plan for instead of being a luck thing. It would also allow you to properly sneak up on aliens - if you sneak up on them currently, they get their free move and all spread out into cover, so there's no point. I'd love to hear if anyone thinks this is going to be a possible change or would be interested in doing it. I believe the game would be a lot more interesting for it.
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