XCOM 2
CX UA 571-C Automated Sentry Gun (Vanilla version)
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ObelixDk  [developer] 5 Mar, 2017 @ 7:40am
Balance suggestions
if you have balance suggestions, please post them here
Last edited by ObelixDk; 5 Mar, 2017 @ 7:40am
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Showing 1-13 of 13 comments
Axquirix 5 Mar, 2017 @ 10:05am 
The one demonstrated in the video are basically a win-now button that's balanced by being single-use, which doesn't mean much if players won't be using them when they don't need them (IE when victory is perfectly possible by normal means.) I feel like maybe these should basically auto-Overwatch every turn, to compensate for their high aim and damage, and be made cheaper for the lack of direct control the player has over them, maybe with a more expensive variant that has Guardian or Rapid Reaction.
Coyote (Banned) 5 Mar, 2017 @ 10:35am 
Originally posted by Axquirix:
The one demonstrated in the video are basically a win-now button that's balanced by being single-use, which doesn't mean much if players won't be using them when they don't need them (IE when victory is perfectly possible by normal means.) I feel like maybe these should basically auto-Overwatch every turn, to compensate for their high aim and damage, and be made cheaper for the lack of direct control the player has over them, maybe with a more expensive variant that has Guardian or Rapid Reaction.

Thanks for the input... But you should really try to play the mod first and get a full grasp on how easy the sentry guns can run out of ammo or be killed by a single punch from an andromedon and then a follow up shot from a random soldier.. They are easy to hit as well with only 5 defense..
The video gave the aliens absolutely no chance at all.. It was a very unfair situation :P
Last edited by Coyote; 5 Mar, 2017 @ 10:37am
Axquirix 5 Mar, 2017 @ 1:04pm 
Mmm, true. It's still directing fire away from your soldier in that event, though. It's essentially the same benefit as hacking an enemy turret gives, except a permenant materials cost instead of the risk of attempting the hack, and much better aim.
It's nice to know this works, though; I'd been wondering if a turret-deploying engineer class could be possible, and this mod covers pretty much all of what I thought would be hard to code.
Arkhangel 5 Mar, 2017 @ 4:37pm 
Okay, ideas for that class in the works: high rank one, some kinda air-dropped Hover-SHIV from the Avenger, single use. for repairing the Turret (or other stuff) somehow maybe find a way to do a zoomed out version of the Hackpad hold, and a skill called "Self-repair routine"

could also have that you can change the weapon mounted on the turret, but only once every time it's deployed, like, say, a Mortar, or a Rocket launcher, but they'd have (obviously) much more limited ammo, and a long cooldown between the ability to do so (possibly also a specific CD before they can fire again, like, say, three turns for another rocket, or two for a Grenade)

another good idea is as a decent-high ranked ability, could give the turret's standard fire the ability to use an ammo type equipped on the deployer, which could also have various effects on the other attachments, like the mortar tossing EMP or Incendiaries if you had Bluescreen or Dragon Rounds loaded, or even Flashbangs for Tracer Rounds.

if nothing else, there's a whole hell of a lot of potential for this to be a really badass class mod. could also have the Mobility on the class get screwed, for terms of balance, given the amount of gear the poor sap has to lug around, plus they're definitely a defensive/ambush trooper, rather than an offensive/stealth/scout type.
Too.Much.Hustle 6 Mar, 2017 @ 11:26am 
I think my main suggestion would be to have different tiers (ballistic, laser, etc), but then it wouldn't be a direct homage to Aliens anymore so idk
Arkhangel 6 Mar, 2017 @ 6:40pm 
@Carolus: they could do a second version of the mod that's more XCOM-ey and keep the one homaging Aliens as well. I doubt anyone would mind. bout the only thing they'd really have to do is just texture in the diff barrels and firing animations, i'd think. wouldn't have to really doll them up like the other guns in looks since it's a throw-away turret too (least for the non-class version)
ObelixDk  [developer] 6 Mar, 2017 @ 8:38pm 
I can pretty much say for sure that this sentry will NOT get tiers as we want to keep it as close to the original as possible
Arkhangel 7 Mar, 2017 @ 6:02pm 
@OB: I know, hence why i said could be a separate mod with that. leave this one as the homage one. All else fails, you guys did the awesome work to give us these, making it easier for another modeler to do their own take on it, provided they give you credit for the original stuff, as per usual, natch.
ObelixDk  [developer] 7 Mar, 2017 @ 7:58pm 
Plans ARE in the works for something fun using this as a base.. just keep calm and wait for fun :p
Arkhangel 7 Mar, 2017 @ 8:36pm 
Sweetness :D it's been a long time coming to get a sentry gun mod, and i must say these are damn great for distractions in conjunction with the Tactical X4 mod and a Phantom user. set charge, set up turret, sneak close to objective you need to distract guys off of, set off charge, blow concealment for turret, enemies charge over to deal with it, sneak in, yoink, fade. I'd imagine it's going to work damn well for Retals, Supply Raids, Column Ambushes and Facility Sabotages once i get my teams equipped with them infilled too in my LW2 campaign.
Cato 9 Mar, 2017 @ 10:09am 
High health and high armor seems a tad too generous for the early and mid-game. My personal preferance would be to drop 2 points of armor but keep the 15 health, as they look slender.
ObelixDk  [developer] 9 Mar, 2017 @ 4:03pm 
@Cato you can edit that yourself in the ini files... we've even marked the areas where to edit :)
Cato 9 Mar, 2017 @ 4:49pm 
Awesome, thanks. :ethereal:
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