Jump to content

Warhunt

Members
  • Posts

    7
  • Joined

  • Last visited

Nexus Mods Profile

About Warhunt

Warhunt's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter

Recent Badges

0

Reputation

  1. Yes. Like any alien tech you need to capture it. You can stun a floater, muton, heavier varieties to get one (I believe you must do this before they use theirs). I believe you can also recover scrap from cyberdiscs, and sectopods before they use theirs (but am unsure)
  2. 1) As far as I am aware, the 'kills' are the only thing that increases experience notably. I'm sure by now someone has found the variables that handle this and can shed more ight, but only killing an enemy seems to do anything (get a squaddie to hit 6 Sectoids with a rocket launcher and see that exp fly!!!!..... up a max of one level) 2) There was a very helpful image of how cover works. It's basically you have to be at least 1 space behind the line running straight between the enemy and the cover (on the enemy side). Here's the image : http://i.imgur.com/eqnBg.gif
  3. Aye as Ghost described. To elaborate though, both skills do nothing more than add an effect AFTER you can have done things normally. The assault can still Rapid Fire from where he starts, move normally and Rapid Fire, Dash (with Run & Gun) and Rapid Fire. Rapid Fire counts as a normal shot in everything aspect other than the fact that it fires your gun twice instead of once (at lower acc 15% i believe). The sniper can't use double tap, it is a buff effect that goes off. Sniper can fire under normal conditions (without Snapshot). Fire, move and pistol, or dash. If you choose to fire without moving, you get a free extra shot***. You can not move, you can not do anything else. You get to shoot again*** ***Conditions must be met: 1) A targetable enemy MUST still be in view of the sniper (Squadsight counts) - If there are none, no double tap activates 2) You must not have 'used' Double Tap on the turn immediately before (due to the 1 turn cooldown).
  4. Have you got a alien grenade in your inventory (as in, have you captured one yet)?
  5. Whilst everything you say is not a bad idea, and I agree (i'll go through them one by one) with them, you are effectively asking to rebuild the game from the ground up. 1) Agree, massively good idea. This might be possible if Firaxis decide to let us do so. Their other games have allowed us to do so pretty easily so I can only assume this will come IF they decide to release modding tools. 2) Alien Base mission wasn't THAt good. It was just another large ship to me. Randoming enemy ships as raised in 1 will solve this. The game would not be balanced if there were rewards involved. 3) Again I wouldn't mind, but balancing would just not make it worth it. 4) As opposed to what? You would prefer the chance to shoot at aliens in open therefore making the entire game a no brainer? You should think this one through. You don't like it? Come up with something else or at least consider WHY it is there. 5) I like the thinmen myself. I like the snakemen too. But which is better? There's only one way to find out......... (bonus point for getting the reference). But seriously... I don't see this is anything other than very, very personal preference. 6) More varitation would be great. It always is. But again, what could you do. Pretty soon skills would start to blend and lose meaning unless done right. 7) Good idea, as long as it is not an actual stun (as in capture). I like the mechanic of getting close (risk/reward) 8 ) Agree entirely :) 9) ??? Come on. Please clarify. You mean in tactical, or as in base attacks? It just wouldn't work in this game, but i do miss it. 10) ??? Not really sure here. What are you suggesting? They fix a bug?
  6. That's what I was after cheers. It really doesn't look possible though does it? Which is a damn shame.
  7. I've been working on a lot of tweaking, trying to build a different style of gameplay involving giving units/enemies a LOT more health. Idea being it's more about how many shots you can get at the enemy then how luck y your one shot can be. I will be working on getting this on this site if possible at some point (and my first contribution). However one of the tweaks I wanted to do was randomise enemy health between a certain percentage. Main reason is that hiding enemy health is actually pointless, as if you have faced the enemy on the smae difficulty you KNOW what health they have. Giving an example, sectoids have 8 health in my mod. I want the percentage set at say 10% (working figure, I'll work it out proper in testing). For the sectoid the health range would become 7-9. My question is... how? I know how to change the health figures, but haven't managed to get around randomising it. Do you think it would be possible?
×
×
  • Create New...