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hunterkiller33

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  1. Where do you guys save your current custom abilities?
  2. Should I repost my thoughts in the Discussion there, then?
  3. So, I know this mod seems to be on the side of dead, with no updates since just after Shen's Last Gift, but I have been thinking about this mod for a long while. Since the Aliens are, unfortunately, very similar in design, and not nearly as unique as they once were in XCOM Enemy Within, I realize that it is quite hard to make each alien fill a specific role within XCOM that cannot currently be filled by a soldier or the new SPARK. I do have several ideas for how to make the aliens more interesting and unique, however. First, I had an idea that I think is fitting of the Viper. Vipers here have been given two trees: Hit and Run. They are only semi fitting of the viper, I was thinking something more like Assassin and Harassment. In the Harassment tree, give her the ability to reenter stealth, give her the ability to apply more effects with her poison, like disorient, or increase the damage to slowly hurt enemies over time. In the Assassin tree, add damage to her bind and crush, increase the accuracy of her tongue grab, or just accuracy in general, and grant her the ability to Execute enemies at 50% health or less when she grabs them. Perhaps even give it a second upgrade to execute an enemy at full health in the turn following her grab, if she isn't shot and forced to release her prey. My second idea is for the Muton. He is the Foot Soldier of the Alien forces, and should probably have a tree that reflects his abilities. One tree dedicated to pinning the enemy down with fire, the other dedicated to killing them outright: Increased damage, accuracy, crit chance and damage, and possibly a bayonet charge, if such a thing can be enabled. One that works like the Fleche ability in the LWPP, so that the further he runs, the harder he hits. The Muton is bred to kill the enemy and subdue the resistance in the most Brutally efficient way possible. He is literally a born killer, that's what he should be all about. Then we have the Berserker. She is fairly obvious in her nature. A brute, all raw energy and strength. By definition, she lacks variety and is not particularly good at fitting into the general structure of the XCOM Project. Her purpose is to charge into the bulk of the enemy and devastate them with melee attacks, breaking their spirit and bodies in equal measure. One potential boon for her would be to allow her to use a radial groundpound to stun and disorient foes, and then attack with multiple melee strikes on the next turn. A reaper-style ability would definitely amp up the damage she could deal. I also think, that rather than destroying everything in her path, she needs an ability much like the Enemy Unknown Version's Bull Rush. A targeted ability that destroys a specific piece of terrain and hurts the guy behind it. This feels particularly fitting of the berserker, but an ability she lacks. She could also probably use a Roar that causes enemies to panic around her. I know Fire breath has a cool factor, but I don't think the Berserker needs it. The Archon. This is an interesting character. Just using his base abilities, he is a weirdly tanky blitz attacker with Melee, shooting and an explosive attack. I think it would be good to give him something like Inspire or an ability to boost the will of allies to make them immune to panic and the like. He should definitely be a supportive character, ability wise, as he already has powerful attacks. I'm not really sure what else to do with him accept giving him extra shots with Blazing pinions or extra radius. he is naturally hard to hit. These are just my thoughts, after playing around with the new classes introduced by the LWPP, as they reveal the kinds of perks you can give things.
  4. I am no expert, seeing as I never figured it all out on my own, but you have built a different weapon already, and gotten it to work for the MEC. Couldn't you go through, copy the information, and just edit in the requisite code to make the new weapons?
  5. Yeah, the viper is suffering the same problem. Glad I'm not the only one experiencing this problem
  6. https://xcom.com/news/en-dangerous-ruler-aliens-await-in-xcom-2s-alien-hunters-dlc look at this, ladies and gents, we have the possibility of a heavy armor variant and the chance to have male and female vipers coming up
  7. Maybe you could just add in a better version of the viper rifle for the mid and late game until then. Maybe one that lets her shoot and scoot without having to kill the target. some of us really hate broken animations.
  8. I have to agree with this. I believe I stated this previously in the discussion: Ask now whether they are Overpowered or balanced when compared to a regular soldier, ask if they provide a significant advantage. Ask if they are worth the time and effort to acquire them and ask if they are worth the resource costs. In the current meta, how and when someone acquires one of these soldiers is luck of the draw. It took six in game months for me to encounter a MEC, and it was a heavy MEC. Another five weeks passed before I had enough to build a single MEC. In this regard, the Advent MEC feels worth the relatively low price. However, I haven't encountered enough other mecs to make a second one. On the other hand, I have more viper corpses than ADVENT troopers. I could have an army of them, yet I only have the one, named her after an original character of mine, and use her to rack up kills on Advent troops with her unaltered Enhanced Venom. I had enough corpses to start producing them far earlier than any other unit. Yet in another playthrough, I hardly encountered enough of either in missions where I could actually collect the bodies at the end of the mission to have more than one of each by the mid game. Mutons as they stand are not worth building past the early and mid game, and quickly fall off. They have no outstanding abilities and are a bit too close to the Ranger while lacking the firepower to truly compete. As the guy above me said, these units should really feel like each race is unique, with strong abilities focused on their design. Because of this, they should be worth their weight in gold to the player when they are fielded. And thus they should be expensive, but not impossible to acquire.
  9. I would agree with the above statement. They feel like proper individual classes for each race, and not too different from what I was trying to say earlier on in the development of the current aliens. Good to see someone else agrees with me! (I still want that viper rifle upgrade late game) One point though, is that I think there should be a limit on how many times the Viper should be able to reapply stealth when fighting. It should be a limited version of implacable, and instead of having an extra moment, you automatically re-conceal
  10. It would be cool to have an ability like some of the Gene mods from Enemy Within for the different aliens, like Bioelectric Skin on the Chrysallids to detect enemies in the fog of war, and Adrenal Neurosympathy on either Muton to buff the team. I would say the enhanced Poison could be just a bit on the OP side. Getting a viper at Corporal, she went from 0 to 21 kills in five missions, just from slinging that spit into groups of enemies. 5 damage will kill Most early enemies in a turn or two, and even if it doesn't, they are quite helpless. Perhaps the damage should be toned down slightly? I don't mind my viper being a murder machine, but the enemies felt powerless when I could field her. It might be good to split the early tier upgrade into two abilities: Virulent poison, that deals heavy damage, while not reducing aim and mobility as severely, and Paralyzing Venom, that trades damage for total aim and mobility reduction. Then later, you could add in a Corrosive Venom that doesn't boost damage, but applies shred. To try to separate them from the Ranger, why not give the viper more of a mobile mid range sharpshooter role instead of a close quarters role? High Mobility can certainly get a sharpshooter into the best position faster. For MECs, I'm mid game, and I only saw one on an extraction mission this time around. I can't speak to how strong they are yet. Mutons still aren't worth fielding because they don't have a weapon to contribute to the fight, or skills that can be used to buff the team or debuff the enemy that effectively. I can build six of them, but they simply do not fill a role on my team as they are.
  11. I can confirm that the armor was in the locker beforehand, and is now missing. Strangely, it was triggered by upgrading my Viper's Mag rifle to a plasma rifle, Not upgrading the armor. When I originally upgraded the armor, It was not automatically applied to her, and because she was using her base beam rifle, she was not affected when conventional rifles upgraded to mag rifles.
  12. I take it back. upgraded a weapon and now I can't put my viper armor back on to fix her.
  13. I haven't had any issues with armor, but i wanted to ask: Is the viper's armor supposed to be adjustable? And is the Viper's enhanced Venom supposed to deal damage when the enemy takes an action? Because on the first turn they have been poisoned, the enemy unit takes 5 damage. An initial 3 poison damage, followed by 2 additional damage if they take an action.
  14. I uninstalled all of my other mods. I had just downloaded the new update on steam, and now when I start up XCOM 2, it either crashed to the desktop when I loaded my current game or showed a red screen error with the menu displayed in Debug mode. After completely uninstalling everything, then re-downloading the mod, I can start a new game without a redscreen error or crash.
  15. I am getting a red screen error when I launch the game with the mod installed, and its in debug mode.
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