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playable advent mod: details, feedback


davidlallen

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I can confirm Berserker movement breaks concealment, should consider working on some way to inform players of this when they first unlock so they don't find out by accident mid-ironman

 

That is a good point. I haven't played with the berserkers much yet. In the soldier level up screen, in the lower left, there is a description about the class role. If that said something like "But, they are certainly not stealthy", or something similar in-character, would that be OK? Or should it explicitly say "(Warning: breaks concealment)"?

 

Have you found the problems reported by pepprmintbutler, with the black viper (should be green) and the mec weapon un-equipable?

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Okay, so, one thing to take into account is that the soldier you receive from missions or from map events is typically the same rank as your highest or second highest ranked soldier, with the exception that specifically states you are receiving rookies. So if you can figure out how to properly include them, then they will be joining at a sufficiently balanced level.

 

I like the idea far more of having alien dissenters joining the cause then clones forced to serve XCOM. I like the idea proposed about having them appear on rescue missions and I like the idea of custom backstories for each of them.

 

For a lore friendly mod, I would probably have only included reprogrammed MECs, Rebel Advent Troopers (If you could get a helmet-less version of the head, with a custom class utilizing all of their abilities) Vipers, regular Mutons, and -potentially- Sectopods and Sectoids. Things like Gate Keepers, Archons, Muton Berserkers and Chryssallids seem like they would be very difficult, if not impossible, to integrate with an XCOM team.

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About the MEC weapon - it's not unequippable, it works fine, it's the *attachments* that I can not put any on. (I click upgrade weapon, the available slot, and it shows my scopes and whatnot greyed out). It may be related to Grimy's LootMod now that I think about it.

 

Re tiny MEC : that's intended. I find them really tiny, possibly too much. Very minor gripe though.

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@hunterkiller33 I'm of the mindset that literally any alien could canonically betray Advent, especially the Gatekeepers, "All current indications point to an unusually independent, unpredictable species." being the concluding line of their autopsy definitely doesn't point to an incorruptible allegiance, and the hidden connotations of any Gatekeeper or Chryssalid's sudden willingness to assist XCOM are quite nefarious indeed. Still, I'll take the help I can get, :P

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Yeah, the Mec size doesn't match the footstep strength nor the launched missile size, reminds me of Warcraft 3 projectiles not matching which took me back, seems like you're gonna cause more problems than you solve with the size change. I mean, it looks fine in the skyranger and squad select, sure, but I think you should just accept that nothing's gonna look good in the skyranger, you're just not going to get a Gatekeeper or a Chryssalid to "sit" in there, best you can do is make them invisible there, and maybe shrink them in the squad select to not take up space if you really have to.

 

The abilities for the Mec are great, Damage Control is a little easy to cheese, but timed missions make up for this, so it's not quite unbalanced yet, Jiffy Lube is great, really gives the Mecs a dedicated role of extra hands, getting them back in the fight is a lot more efficient, makes me feel comfortable investing in them. That might not hold up late game, though, they'll need a strong last perk to offset the eventual uselessness of the first, but for now, I like it a lot, and the yellow finish looks really cool and heroic.

 

As for the viper, the color looks a little bleh. I like the uniform, but it's all just too green and monotone, the original yellow skin under the new green uniform would probably be a better fit, or maybe different options down the road. The tongue grab should have a higher chance of hitting, though. When enemy vipers use it, the low chance to hit is justified by the fact that your whole squad is susceptible, but Advent squads after getting Vipers start to get a lot more alien heavy, which will make the tongue/bind attacks useless at later stages unless they are assured hits later on.

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Yes, the MEC was shrunk to fit better, visibly, in the Avenger (the Soldier screen and the Squad Selection screen).

 

Unfortunately, as far as I'm aware, there's no way to scale it down in the Avenger without also scaling it down in the Tactical battles.

 

That was my call (I'm the current art assets guy for this mod). But I'm more than willing to alter that, if everyone thinks it was better being intrusively large on the Soldier screen, but normal-sized on the battlefield. Just let me know what you think would be best.

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