Maclimes Posted March 14, 2016 Share Posted March 14, 2016 Honestly, is there a way to revert the Viper textures? No offense to the guy but I'm really not a fan of the green. The main logic behind this move was to make the Viper more distinct on the battlefield (So it's not as confusing when there are enemy and allied Vipers on the field at the same time). Would you rather see a different customization option (maybe brown or a more subdued green or something), or just revert to the "vanilla" Viper textures? Link to comment Share on other sites More sharing options...
Hydrophobia Posted March 14, 2016 Share Posted March 14, 2016 The main logic behind this move was to make the Viper more distinct on the battlefield (So it's not as confusing when there are enemy and allied Vipers on the field at the same time). Would you rather see a different customization option (maybe brown or a more subdued green or something), or just revert to the "vanilla" Viper textures? Yeah, something closer to the vanilla viper, like the brown you suggested. Hell, I'd be fine with just a different colored armor. Like I said, nothing against your work personally, but solid green without a pattern isn't really doing it for me. Link to comment Share on other sites More sharing options...
Maclimes Posted March 14, 2016 Share Posted March 14, 2016 Yeah, something closer to the vanilla viper, like the brown you suggested. Hell, I'd be fine with just a different colored armor. Like I said, nothing against your work personally, but solid green without a pattern isn't really doing it for me. No offense taken! I'm always looking to improve, and welcome the feedback. Now that I'm staring at it, I also feel the solid green lacks "personality". I created a new poll in this forum. Check it out, and maybe suggest your favorite breed of snake. ;) Link to comment Share on other sites More sharing options...
hunterkiller33 Posted March 14, 2016 Share Posted March 14, 2016 @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, :tongue:I didn't say XCom wouldn't take them, however, I don't really think XCom soldiers would really want to fight alongside the floating balls that turn citizens into zombies in large numbers, the bugs that turn people into cocoons, and the blood crazed behemoths that beat the living snot out of everything and everyone around them Link to comment Share on other sites More sharing options...
davidlallen Posted March 14, 2016 Author Share Posted March 14, 2016 Wow, a lot of good feedback. Here is a compound reply. (please try not to quote the whole thing in your reply.) In general, I think I will make the ini configuration more flexible. Right now you can make each alien free, or with a normal cost. I will extend that so if you don't want these aliens to show up, for your "lore reasons", you can disable them. If I add quest rewards and rescue missions, I will make those configurable as well. @ hunterkiller, I didn't realize that the soldiers you get as rescues are tied to your highest or second highest soldier level. If I add rescue missions or rewards for alien soldiers, I can try that. Do you think that soldiers you get with the current proving ground project should be scaled like that, or left as rookies? I think they will level pretty quickly, but more feedback would be useful. @ pepprmintbutler, thanks for pointing out that attachments are not working. I thought it was sufficient to just give the weapon one mod slot, but I guess more is needed. I will try to fix that. @ koopakidshyguy, thanks for the feedback on mec. I have one more damage reduction ability coming for the mec, which is a self-heal which also heals all *armor* damage. For the tongue, I kept the accuracy the same as the enemy soldier, but you are right that in late game, the tongue may not help that much. Even if their hit rate goes up, fewer humanoid advents make it less useful. Any thoughts on late game perks for vipers that would help? I am working on "blinding spit" which does a disorient and more damage. Link to comment Share on other sites More sharing options...
sgtcal10 Posted March 14, 2016 Share Posted March 14, 2016 Excellent feedback, guys. Thanks, were all communicating ideas about this now! Link to comment Share on other sites More sharing options...
koopakidshyguy Posted March 14, 2016 Share Posted March 14, 2016 (edited) @davidlallen An upgrade for the tongue/bind to work on all aliens would be absolutely kickass midgame, basically would be like psy stasis but doing damage, might bug some animations though, it'd have to be played with. Also, if you plan on adding 7 perks to each of the alien classes along with their base ability sets, you're insane, late game versions will all universally be OP, Gatekeepers would end up being infinitely more powerful than even late game fully upgraded snipers. You might want to consider having these perks unlock with leveling, but then, building them from the proving grounds essentially gives you them at the equivalent of their Advent counterparts. Like, viper gets tongue at squaddie, spit at corporal, building at proving grounds gives a corporal. Later level-ups could provide upgrades for these powers, like a chance to stun with the spit not provided by poison grenades at that point. @Maclimes, my vote is for big Mecs, I liked how he looked in the skyranger, it was surprising, and in general, I could almost see it being a whole new class of robo trooper, but it sets an ugly precedent for the rest of the Advent coming down the pipeline (I like the yellow motif a lot though, definitely makes me more patient to see what you come up with for the viper rather than just kneejerkingly saying go back to vanilla). Also, personally, I don't really care about glitches in the skyranger or big units in squad select, as long as you're not running a full alien team, it's perfectly easy to just put them in a backslot that doesn't cover anything, and I think just hiding them from being shown in the skyranger would be a far better method to invest effort into going forward. Edited March 14, 2016 by koopakidshyguy Link to comment Share on other sites More sharing options...
davidlallen Posted March 14, 2016 Author Share Posted March 14, 2016 @ koopa (points for longest screen name :laugh:) I don't really see the viper crushing the late game aliens. Is there another viper trick that can be useful late game? I have implemented "blinding spit", which creates the same cloud but disorients all non-robotic units. Other spit type things? Somebody suggested acid spit, which might be more useful against robots. If you see post #2, each of the alien classes already has 14 perks, 7 by two branches. For the aliens we have so far, I do not think they are overpowered. Consider the mec. His gun and missiles aren't very useful by midgame, so the perks should keep him equal throughout the game. The tank spec (survivability) is unique. For viper, I am trying the same thing. I'd really like feedback on these classes so I can balance them further. For the other three (muton, chryssalid, berserker), it isn't clear yet what the tree should be. If I can make terror effects on the chryssallid, it may be worthwhile to sprint into the enemy lines and break up any formation. I'm slowly getting his burrow overwatch to work, but not fully working yet. Then he can be a mobile, reusable prox mine. For some other endgame units like gatekeeper and sectopod, I agree that a "rookie" version of these would be tricky. I am not sure how to handle those. Regarding the scale, take a look at the berserker in the armory screen. You literally can't read the stats because they are blocked by his arms. Even if you don't mind clipping in the skyranger, we need something to make these screens usable. Link to comment Share on other sites More sharing options...
koopakidshyguy Posted March 14, 2016 Share Posted March 14, 2016 (edited) @davidlallen I did look at it in the armory screen, and the options could be reached by turning the berserker to its side, wasn't too bad. I just don't see shrinking units as a permanent fix for this unless it can be applied only in the squad select area, as most unit/terrain destruction will cease to match after shrinking (not to mention the berserker would look a hell of a lot less awesome if it got turned into a runt). Also, you're right, the starting abilities do get outleveled pretty quick for most units, but I would still say higher level units should be produced at higher levels and have that provide their stronger abilities to prevent any OPness down the line. Edited March 14, 2016 by koopakidshyguy Link to comment Share on other sites More sharing options...
koopakidshyguy Posted March 14, 2016 Share Posted March 14, 2016 (edited) @davidlallen Also, regarding the cocoon issue, why not use the multiplayer chryssallid's poison ability instead? I think that one is coded to produce chryssallids on the player's side, and has worked for me in skirmish missions. Edited March 14, 2016 by koopakidshyguy Link to comment Share on other sites More sharing options...
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