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Zgłoś problem z tłumaczeniem
Cracking them in the Proving grounds
Engineering bay repair slots for SPARKs can crack boxes but take a MUCH longer time to do it
Labs can crack them, reducing the research speed but not halting it (once again taking a long time to balance it out. On the other hand you need to have a lab for this :D)
I just feel like research is an even more important part of lw2 than vanilla, and shifting the burden to another place or more importantly giving the player multiple option as to which part of his resistance economy he wants to put the strain on adds even more decision making to this mod.
Just some thoughts, I am not even sure some of these ideas like labs or the repair slots are actually possible :D
Most of my concern/interest in this is because I feel the Sidearm Holster mods are a little too punishing on the mobility front. +1 AP is very powerful for the right class, but the -6 mobility for the Mk1 version makes it much harder to use given the additional -mobility effects on items in LW2. You may never see a Mk2 or Mk3 Sidearm Holster either.
On a related note, it might be nice to have a sub-type of lockbox or an option where you get 2-3 random mods instead of a full upgraded armour/weapon each time.
I would argue that the Holster is incredibly op on mainly snipers, rangers and maybe classes with a lot of 1 action point abilities like specialists and officers. That makes me think that having it at all early on is a bit much. Maybe remove the mk1 holster alltogether because in my experiences it gave way too much power to my soldiers for a single equipmentslot. maybe even remove the mk2 version and just have one very rare version in higher tier stuff.
You point out what I think is the most interesting aspect of this mod: what one player thinks needs to be tweaked to be more powerful (just to be useful) another has seen the power in and used. It adds content that makes the game bigger with more frontiers to explore.
exactly, this mod promotes experimentation a lot. I am very curious where you are going to take it :) it needs really careful balancing because some of the mods just make certain playstyles super powerful.
usually you have to pick between marksman and long range sniper in LW2, but if you have a holster every sniper can just move and shoot. It shifts a lot of power from the marksmen build to the sniper build, which is unhealthy in my opinion.
Since you started modding, what do you think about it?
Did you have prior knowledge, is it hard or easy to get into?
I might just look into this stuff myself, maybe help you or make something on my own
It's interesting. I enjoy sharing creations with the community AND changing my own gaming experience at the same time. I'm a professional software engineer so I'm pretty good at the coding aspect but I always prefer really fast, easy to test languages and platforms (python, javascript). Modding is the opposite. It can take several minutes to compile, start the game, load a save, and test the logic you just altered. A less experienced modder might have to do this 100 times on a moderately complex new feature or update. That's over 8 hours of waiting for compile, startup, and loading. You learn to design for simpler changes and to predict the behavior of code you haven't tested so that you won't have to go through that loop as often.
You just highly increased my hopes of these more complex ideas (fitting equipment items into personnel slots for example) actually being made possible!
Either way i want to thank you for putting work into this!
If I come up with anything else i will let you know (if you are interested of course)
1) Will you consider to tweak the Lightweight Frame upgrades to have constant 15% damage penalty instead of it scaling with the each tier? I personally think these Lightweight Frames are unviable because of the increasing damage penalty outweighs the benefit of increasing mobility. Comparing to the Heavy Frame upgrades,the mobility penalty remain constant while the damage bonus increases for each tier.
2) The Grimy Suppressor upgrades will need a new name to avoid any confusion with LW2 Suppressors. Maybe call them Flash Suppressors, Muzzle Brakes or something else.
3) In order to make the SPARK Armor upgrades being limited to the SPARKs, maybe you should rename their item IDs that ends with "Chassis" as one of the ways to make them separate from the human armor upgrades, e.g., (SparkArmorUpgrade)_(Quality)Chassis.
4) I think many of the upgrades should have shorter item ID if possible for example:
5) As for the High Cycle Chambers, I think the crit. chance penalty should be reduced to a reasonable amount like -50% or lower because of how the to-hit mechanics work in LW2. Many of shots will either be grazed shot or missed shot with the High Cycle Chamber on.
I still have more suggestions to type including upgrades for the new secondary weapons but I'll type them in the next post later.
I'm also toying with some mod ideas for the holotarget and arcthrower;
AT:
* Increase stun effect
* Adds/increases damage to mech units (similar to Arc Pulser effect, weaker, but stacks with it)
* Adds light armour-ignoring damage vs ALL units
* Add 1+ free-action uses, short cooldown
HT:
* Increase [aim/crit chance/reaction aim/etc.] for shots on targeted unit
* Increase mark duration
* Increase crit chance and damage
* "Eye hack": gain LoS from targeted unit (doesn't activate pods/etc.) whilst mark lasts
1) Arc Thrower
Firing your Arc Thrower does not cost an action point, unlimited charges, skill cooldown is determined by level of the upgrade. 3-4 turn cooldown for basic version, 2-3 turns for advanced and 1-2 turns for the elite/superior version.
Arc Thrower has the ability to ignite target in flames, burn chance is determined by the level of the upgrade.
Increase mobility by 1 for Basic, 2 for Advanced and 3 for Elite.
2) Gauntlet
Flamethrower has the ability to impose -X% penalty to the target's aim.
3) Sawed-Off Shotgun
Increase shotgun ammo, 1-2 charges for Basic, 2-3 charges for Advanced and 3-4 charges for Elite.
X% chance to create 1 shotgun ammo depending on the quality of upgrade.
Extend weapon range by 4 tiles, increases aim by 20% for Basic, 30% for Advanced and 40% for Elite.
4) Holotargeter
Increase mobility by 1 for Basic, 2 for Advanced and 3 for Elite.
Grant soldiers Holo Tracing skill to mark a target and turning them into a sort of battle scanner for a number of turns depending on the quality of the Holotracer upgrade. Feel to make the Holo Tracing skill having unlimited charges with cooldowns, limited number of charges depending on the upgrade tier.
This could be expanded to be applicable to other secondary weapons (specifically the shredder) as well.
On a related note, the Gauntlet could probably share some of the basic upgrades (like liquid explosives and the like) with the Grenade Launcher.