XCOM 2
[WotC] Mission Overhaul: Mercury
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∑3245  [developer] 15 Oct, 2019 @ 7:26pm
General Feedback Thread
If you think you have a good constructive idea on what could be improved in this mod, then post it here.
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Showing 1-6 of 6 comments
Potatoes&Dragons 17 Oct, 2019 @ 7:08pm 
Love this mod! Great addition and nice changes. There are a couple of things though: My first mission of a new campaign I had to protect the device. All good, until enemies I would face much later in the game appeared and decimated me. Reload a few times and eventually succeed for the appointed time, only for the enemies to destroy the device and so I fail, even after the count had finished. Little frustrating and very difficult. Perhaps if you could scale it somehow, so that early game is a bit easier? Otherwise, very good addition. Thanks.
yes_commander 28 Oct, 2019 @ 10:46pm 
Love what I've seen so far. Just struggled through my first look at the new Protect Device on Legend. It was in month 2, and going in with 5 squaddies and a corporal was... not great, but it's what I had at the time. The enemies were waaaay higher tech level than they should have been though, and if I can tweak that with the ini files I definitely will.

Nearly every enemy in the mission was making a first appearance for the campaign (purifiers, vipers, priests, celatids, sectoid abductors, sectoid soldiers, mecs, one of everything from ADVENT Psi Ops). Many of these shouldn't be appearing for another month, or in lower numbers and I'm still running idiots with aim in the 60s, ballistic weapons and no armor.

I'd just prefer if the global progression levels were adhered to, I guess. In terms of sheer numbers it was manageable I'd say (almost lost two troops but one was very lucky and the other escaped still bleeding out). I certainly wouldn't want to run into one of the Chosen during this mission though.
yes_commander 10 Nov, 2019 @ 10:31pm 
Yet another Protect the Device comment - Still getting a ton of enemies on PtD missions that shouldn't be present on the field yet. I understand that that may simply be the whole intent of the mod, but for us normy pleb scumbags it would really be nice if there were an option to make the spawns in this mission stick to the normal campaign progression instead of reaching tiers ahead.
Hard Gridlock 12 Nov, 2019 @ 12:48am 
Okay, so the description says that the reinforcements should stop if there are five units on the map, but the first wave is way, way more than five units. I got this as my fifth mission in the campaign, and I honestly think this mission, as it is, is flat out impossible in the early game.

I'm talking like, four stun lancers, a purifier, a viper, a sectoid, an advent officer, two troopers and a pair of MECs vs. two specialists, two rangers and a grenadier with regular ol' guns. I have no idea how on earth I'm expected to stand up to that with five dudes who are still equipped with conventional weapons, and no Defense Matrix.

Also, I'm gonna third for the comments about enemy tech level being way too high. Month two and I'm facing all that? I dunno, I think the tech level needs to match campaign progression, and enemy spawn rates need to be lowered. Being hard is one thing, but this just feels completely unfair.
Hard Gridlock 12 Nov, 2019 @ 12:55am 
I will say though, I love the concept for this more than the default mission. I just think the difficulty needs to be toned down.
yes_commander 4 Dec, 2019 @ 5:58am 
I just got another Mercury PtD as the very first mission of a new campaign. I'm just trying to test out some new classes here, but I haven't even leveled anybody up (aside from the Gatecrasher squad but I'm not counting that) before a Mercury PtD hits. Sigh. 43 enemies total. Doesn't really work out all that well with Limited Reloads, a personal favorite mod.

I'm gonna drop the default duration of the mission by a few rounds and try lowering the 'drop more ayys if fewer than x' check to like 2 so that I can potentially actually have some slight amount of control over the battlefield. The two pips of ammo it takes to lock down a trooper with suppression for a turn is a resource expenditure I have to genuinely consider in the long term with Limited Reloads, and I love that sort of management added to the game, but this mission is geared for a vastly different type of gameplay than I run. It makes me feel like a ♥♥♥♥♥♥ commander to have to start lowering settings, a weaksauce babyshit commander, but the defaults are pretty nuts. I just hope that if I lower the drop check to 2, I'll be able to prevent waves from actually spawning once in a while with a well-placed flashbang and some suppressing fire.

I want to reiterate that I really enjoy the concept of this mission - seeing new mission type mods brightens my day, they're awesome - but the default settings, and how early it can occur in a campaign make it not very feasible for a squad of rookies with only one or two reloads before they have to start straying away from better cover locations to loot ammo from corpses just to stand a slight chance.
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