Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also, it would seem like the Reapers from War of the Chosen would easily replace this class once it comes out.
After all, they aren't hackers by nature.
Though I was wondering if you were ever thinking about creating a custom icon for this class. Not that you have to, it's just tough when I'm managing squads and have to remember which Sharpshooter icon is for the Sharpshooters and which one's for the Lone Wolf.
Also an unrelated qns if you plan on replying. Since i probably will replay XCOM again sometime because long war 2, does my class work in long war 2 or is it similar to long war 1 where each rank has 3 abilities to choose from?
"Assassinate - Your attacks will not break concealment if they kill the target."
It works great: it shoots, kills a target from Concealment, stays in Concealment, and continues to scout ahead WITHOUT triggering pods.
If he can do it, so can you!
But it will not target the concealed one. I can't seem to fix this problem because it isn't really a problem with this ability but rather the way concealment is handled in XCOM. I might change this ability to something else in the future. :D
I shot it, stayed in "Concealment"; next turn comes around, she's "Concealed" but as soon as I moved into sight of a pod but OUT OF THEIR sight, they were triggered...and she REMAINED in Concealment.
This nearly ended my L/I run if not for two of the pod members being close together enough for a Frost Bomb...
And I see that the problem has been mentioned before but not solved? ...eh.
Shadow Protocol, the detection radii shrink visually as expected, but when active the lone wolf is getting noticed from even further away than usual. Possibly also being detected through cover but
I haven't been able to test that thoroughly.
Also, regarding Disarm Protocol, the description on this page says it won't break concealment, but there's no mention of that in game, and in game it DOES break concealment. Which is meant to be correct?
Otherwise, really enjoying the mod so far, thanks!
To answer your second comment: Yep, definitely - as usual with all my classes.
Will be experiementing with them myself - will drop a note if I manage to figure them out in any kind of useful detail.
Also, havn't tried messing with it yet myself, but found the details for alerting pods are in SeqAct_DropAlert.uc, SeqAct_ChangeBehaviour.uc and eqAct_Concealment.uc if you want to try modifying those.
Could potentially have conflicts with other mods, except nobody seems to have used those so far :P
For some reason they do the reveal cinematic whenever they first gain LoS to the concealed Lone Wolf too (I think only after she's done a ghost shot), but instead of the normal scamper, they'll do a patrol motion, and then scamper, relative to the position of the other squad members (who are revealed).
(I'm not a modder but) This is likely some issue with how the game is tagging units as concealed or not, it's like the lone wolf is counting as an unoncealed unit that they just can't see.
While the abilities themselves in your class seem balanced, the screwy AI responses doesn't, really. Upvoted, because it was still a very fun mod to play with.
With that said, I'll love to see someone try and solo a mission with this class XD You'll need quite a bit of patience though. (Preferably on a non-timed mission)
As for your idea on checking number of XCOM operatives and proximity to squad members for buffs, unfortunately, I have not versed myself in unreal scripting enough to pull off something like that. XD But I'll admit that it's a pretty good idea.
Looks good fun :) Would be cool if some of the... high powered skills were required to be used when solo, but not sure how you'd do that. I guess put in a check to count number of Xcom team. Or stuff like the aim bonus only applying to the Lone Wolf in question.
Finickity coding, but would feel much more balanced to me. Then would be a tactical choice between a very powerful operative risking it solo or a good operative that gains benefits fighting in his corner, rather than part of the team. (or who allows a hell of a recovery if the rest of the team gets picked off!)