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Double the health, set the spread to 1 for all turrets and make them more offence capable. This places them on the edge of the "should I or shouldn't I engage" and rewards players who use proper gear and strategy to get through them efficiently.
Making them a brick just screams avoid me like the plague.
Just my opinion, but that isn't good game play to me.
But, well, yes, it's still a viable tactic in some cases. Like destroying buildings they stand on.
but the few times they're on the ground, I'd like a bit more of a challenge
I subscribed to this
- increase squad size
- improve soldier stats
- improve XCOM weapons
And mods like this one are useful to them!
I still keep your advices in mind and might work on another version. Waiting for more feedbacks as I said. Do not hesitate to talk, people!
However, in Commander difficulty, they're actually somewhat threatening. Like I said, raising the health of T1s is a good idea, but it's really hard to raise the T1 armor without making them overbearing in Commander+ difficulties. Grenades are good for shredding, but it's still kind of bad to expect heavy grenade use against a single target especially since most people feel a need to take a flashbang or two during early missions to deal with sectopods/stun lancers, and with only 4 squaddies there isn't as many grenades to go around, and being forced to blow through most of your grenade supply just to get a single turret into "killable" status isn't very fun.
I really should have clarified though, that T2 and T3 turrets aren't really a problem. Even with your increased armor values on them, you should have ways to deal with them by then.
As I have not bad mods which changes the statistics and the number of soldiers with 6, your MOD and the two other cities fall super good
- grenade use
- the fact that you can avoid/control turrets if necessary (which can be difficult if the timer is short, indeed)
I may reduce the armor boost indeed, but I'm waiting for a few more feedbacks, because... well.. I also made a "Fearsome Sectopod" mod and people are already telling me how they still can wreck them :D
I keep in mind that T1 is the tricky part, indeed. The biggest problem with XCOM is the fact that the game tend to become too easy mid-game and especially end-game. But in my first run on XCOM 2 (Veteran Difficulty), turrets never posed any threat to me. I found that disappointing because in many games, static defenses are very strong and dangerous (but as they don't move you can handle them better than other strong ennemies).
Combine that with mission timers and other enemy pods you have to deal with, and they are just going to be giant roadblocks that hinder any and all progress every time they show up. It's not just making the game harder, it's making timed missions almost impossible to safely complete if a turret generates.
Increasing turret health is a great idea. Increasing the armor, however, is absolutely not.
Increasing T1 turrets to 4 armor on Commander/Legendary means that they're only going to be taking one damage on average from T1 weapons, occasionally zero and occasionally two... With 7 - 9 health, that means it's going to take around 7 shots to kill. That's absolutely insane. If you get unlucky and trigger the advent armor bonuses, T1 turrets are going to have 5 armor !! It will be nigh invulnerable to all T1 weapons.