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That's not a bug, then, just an effect of panic!
Usually I'm on the good side of panick "free move+attack", because I never wear the hellweave armor. So I didn't think about this kind of reaction.
Sadly, there's nothing to do about it in this kind of mod. It's not about the lancer but about the panic mechanics. But thanks for the tip, I'll definitely never wear this armor ;)
Oh, well, actually, maybe a mod about the armor would be useful : maybe it would be better to inflict instant damage but with 0% chance of panic inducing?
Maybe it's a action-point reset skill or they just have 4 actions instead of 2, I really don't know but it was infuriating how that thing just went through my soldiers.
Their charge is their signature, so I like them to retain it. With this mod, they are simply less lethal.
Haven't been a problem since.
But if you do need to nerf them, perhaps change their melee so it can't be done after a dash, just like andromedons and such? This way they'd be as dangerous when they do get into melee (which is reaosnable), but you'd have an easier time positioning yourself out of their range. I still think they're not a problem, but there you go.
I see, interesting version indeed!
Faceless, 'Lids, and Lancers in vanilla all basically get to freely (and suicidally) charge up to you and attack without a care for their own survival. They're units that play like a smart AI not a smart player- units that understand they exist only for one mission, and that suicidal charges that deal damage is a trade in their favor.
I mean, their job is to run and hit, and this would make them slower than standard troopers and captains. So basically, they're bad at their dedicated task.
Balance wise, I see where you're going and it may make things interesting indeed. It just wanted to keep this logic of "let's slow them to be on par with their buddies, but not slower or they would be fired straight away by the Ancients" ;)
Concerning Faceless and Chrysalids, they seemed pretty weak already. Well, yeah, Faceless did hit me hard a few times, their ability to move and attack so quickly is dangerous... but Chrysalids were surprisingly easy to kill....
Personally I just kneecapped them (halved movespeed rounded up) and gave them 0/1/2 armor, since the only "overpowered" aspect to them is their basically unblockable "if I have vision I can shank you" ability.
Still trying to figure out a good way to make Faceless and 'Lids less bullshit without reverting them to EU/EW/LW tier derps. Lancers have guns still so kneecapping them doesn't make them unable to attack.
How does a non-lethal weapon crit?
I did finish the game once on Veteran difficulty, and even though the Lancers were sometimes a nuisance, I actually never felt they were "imbalanced". This mod is just another tool to tailor the game to your needs, but my goal here is not to "fix" anything.
Just my two cents.
This MAY be the effect of a future mod, but it won't be the case here, because:
- I didn't mess with this part of the code yet =)
- I'm afraid Lancers could become really boring if they can't charge... with this mod as it is, they can still surprise you (with a standard mobility though), but they won't do much damage.. in the worst cases, you'll probably get a "stun" effet in the wrong moment :D
Feel free to give me feedback and suggestions, still. For this mod or future ones about the lancer.