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I confess I don't know the correlating stats off hand, so I am going by what I see in the config.
So all Advent Rifles will be the same damage as the standard XCOM Mag Rifle, right?
Priests
Mutons will have the equivalent of the Beam Rifle.
Codex and Viper will have slightly lower damage.
I see you specifically mention the Wrath Cannon, but did the Sectopod default damage get adjusted? From their standard attack?
I would of course credit you.
I'd imagine it's not hard to make the changes manually, but if I can I'd like to not to have to.
Just something I thought I should note.
Trying to figure out how to research rush plated armor so I can survive.
Excellent work!
Maybe there is a point in letting Advent/aliens improve their weapons after certain point? Advent be like "Oi! Those maggots have better guns than we do! Arms race? WTF? Show them who's boss!" What do you think?
@Tiago there is mod called "Chosen weapon normalization". It unlocks full potential of Chosen weapons. They gonna OHKO you day one with 10+ crits.
Also, I skipped replying to your question last time, but your presentation for your other mods make me wonder how you could do such a terrible job in this one.
"I literally said in the description it is isn’t..." Nah I'm wrong you still dont get what I'm saying.
Elaboration: I know this isnt for everyone and this isnt for me, but now I know you're just not reading what I wrote. Or rather, you're doing what I had initially done. You read the parts you chose to read and ignored everything else I said.
Last I check, LW2 came with alot of surprises. Granted, many could be found in the commander's office, but most people didnt bother.
Last I check, alot of people didnt like LW2 because they felt cheated (among other reasons). You sure you are playing the same game as I am?
Look, I kinda want to be not rude but when you say "majority of players actually enjoy surprises" when it is pretty obvious that many people are not with these kinds of bullshit. Good surprises are fun for alot, of course. Bad ones are only fun for a select few.
I have no idea what your problem is but you are lucky I am even tolerating your rudeness, and I have one question, if you think this mod is so worthless and awful why are you bothering I genuinely want to know, I released this mod because I’ve been using it since the original game came out and decided hey someone else may enjoy this
1. Make an extra discussion thread for all the changes, with no descriptions (what makes you think that full, or even partial explanations are compulsory? Just skip them).
2. Make better spacing, or use separators, so that the important disclaimer which explains that you do change stuff for all enemies is clear and anyone that did not read that is even worse than me. Also, add a "Examples" line above your examples.
3. Expand on Sectopod's description with his normal attack damage. Add 2 more examples, Berserker and Mecs is a good place to start. (Mecs because they have a similar but not idential weapon with XCOM, and berserkers because they dont have a weapon).
I understand getting hit in vanilla is already bad normally, but since you consider the change an overall buff to the enemy, I expect your units to take more damage, and you no longer have a good estimate on if your unit will survive or not.
The presentation of this mod is terrible. Ignoring the lack of spacing, you gave no examples of enemies with weird weapons and only one example of an enemy's ability, which is very misleading because if someone skips the ONE VERY SHORT important part consciously or unconsciously (example, myself), they'll feel misled by the mod after playing with it.
Suggestion: (Next comment because valve is shitty)
2. I still feel that's an excuse. A bad one.
All Advent: 5-7 Mag Rifle
Sectoid: 4-5 Plasma Pistol
Viper: ?-? Plasma SMG
Muton: 7-9 Plasma Rifle
Andremedon: 8-10 Storm Gun
Gatekeeper: ?-? ?Weapon
Sectopod: ?-? ?Weapon
I dont think it's going to be that long. There are easily tons of ways to get around it, especially if you dont insist on putting your opinion on each of them. Heck, your viper one is short enough and can be imagined much easier than not writing anything.
"Also another thing, this mod alone will not make the game unbearable as it doesn't alter units' stats or AI, so a good player likely won't be challenged anymore than normal except get punished hard when he or she does make a mistake"
I play with standard enemies with buffs larger sqauds and this mod, it makes them game intense and punishing, why don't you go some where else if you are going to be oblivious and hostile
I actually think you are the only one that has ever made me lose my patience on one of my mods, I do not mind critique but you are litterally not reading and being rude about it
Just going to copy and paste what you wrote.
And if you agree that you are intended to kill all enemies before they even act, what is the point of this mod? The obvious one is making early game harder, which I had already pointed out that it is hard enough.
This mod is NOT made for beta strike, and no I can confirm that you do not understand how this game works, the enemies are finite and do not keep coming as you take too long to fight, and late game with this mod is not hard enough in my opinion.
If you trully have trouble killing all enemies on Legend late game in one turn you are not playing right, but this mod is meant to encourage defensive plays, smoke grenades and flash grenades and such, and yes exposed units should die, that is the point next time before commenting on a mod read what it does and have a proper understanding of the game on a backend level
And to restate, I played multiple times through with this mod, so do not even dare act like this mod is unbeatable and pointless.
You might ask me why, and the reason is that because you cannot kill all the enemeis quickly, and because the ai keeps sending units your way as long as you arent facing enough enemies, you often end up fighting 2 pods at the same time, while another pod is coming as soon as you kill enough enemies.
In such a chaotic situation, any exposed units would be shot by at least 5 enemies, killing it even in late-game situations. Furthermore, enemies like Sectopods cant even be killed in 1 turn unless if you spam gunslingers and skirmishers with bluescreen, and dedicate all your forces to that one sectopod.
1. Early game is already hard as it is. Making it harder is pointless. Lategame is the easy part. Making it easier is also pointless.
2. I feel like making Wrath Cannon do 30 damage is a better choice. This value works for beta strike for one, and for another, 14-17 is still pretty tankable. During late game, you should have enough options to avoid wrath cannon even if you are stunned or mind controlled, and 30 damage is a definite insta kill, making it worth the 1 turn charge.
3. Same as point 1. What's the point?