• XCOM V4: "Svinnik - Why is Shen's daughter asian, when Shen is black?"
    5,002 replies, posted
[QUOTE=Viper123_SWE;49712064]The real question is why the other Resistance fighters never seem to use their guns etc. aside from STOPPING convoys (and not engaging them further) when some of the Haven maps shows extensive armories with tons of weapons and ammo.[/QUOTE] I want a mod that adds armed civvies. Gotta love it in Xenonauts where you rock up to a farm only to find a shed filled with corpses and a redneck just standing there with a shotgun
[QUOTE=ScottyWired;49712071]I want a mod that adds armed civvies. [/QUOTE] Oh my god, can you imagine, You're out of turns, all your soldiers are dead apart from one, a low health stunlancer runs towards you. Suddenly the overwatch camera triggers and a civilian pulls out a fucking revolver and blasts him. Turns to your soldier and says: "Vigilo Confido..."
[QUOTE=Hogie bear;49712093]Oh my god, can you imagine, You're out of turns, all your soldiers are dead apart from one, a low health stunlancer runs towards you. Suddenly the overwatch camera triggers and a civilian pulls out a fucking revolver and blasts him. Turns to your soldier and says: "Vigilo Confido..."[/QUOTE] And as an extension to that mod- remove the recruit button. For missions without a pre-set evac point, have two or so AI-controlled local resistance members present and providing back-up and if they survive you can recruit them. That way you have to fight for new dudes instead of just paying some supplies to hire guys off a rather convenient list.
Y'know, it's nice and all that they actually took the time to show your people in the Skyranger if you have more than 6 with you, but couldn't they had done that for the part where you see your guys leaving the skyranger instead of just making your extra dudes stand there in a T pose?
I'd love to be able to hire insurgents with supplies or intel, like paying them to show up on a mission and assist you, using only conventional gorilla gear off course. It's a solution for a possible coop mode too, you could have the second player controlling a bunch of random insurgents.
[QUOTE=Linda,Octopus;49712142]Y'know, it's nice and all that they actually took the time to show your people in the Skyranger if you have more than 6 with you, but couldn't they had done that for the part where you see your guys leaving the skyranger instead of just making your extra dudes stand there in a T pose?[/QUOTE] you don't get to step out for a mission without doing the skyranger dance, son
[QUOTE=honestfam;49712155]I'd love to be able to hire insurgents with supplies or intel, like paying them to show up on a mission and assist you, using only conventional gorilla gear off course. It's a solution for a possible coop mode too, you could have the second player controlling a bunch of random insurgents.[/QUOTE] What would that gear even be, bananas and rocks?
[QUOTE=Linda,Octopus;49712161]What would that gear even be, bananas and rocks?[/QUOTE] ammo, grenades, medkits, and if you are very lucky a random mod
Hell, you could even have some expensive projects to equip guerillas with mag weapons or something. You'd have like 1 in 5 guerillas equiped with tier 2 stuff, maybe more if it's a haven defense mission (I mean, they have the armory right there, you know). It would probably be mid-late game only, though. And you would probably have to increase enemy pod size to not make the game too easy.
I wish myself a mod that would make autospies more useful: Autopsies increase the chance for critical damage on enemies you've performed autopsies on. Since you now know what are their weak spots and where their vital organs are located. And an ability where you can choose to aim for critical, vital or weak spots for guaranteed critical damage but with extremely penalty to Aim. Or one ability that does the same as latter, but favors aim to cripple targets over damage. Not the sharpest knife in my drawer, but I thought I could give a say. [editline]10th February 2016[/editline] [QUOTE=ScottyWired;49712128]And as an extension to that mod- remove the recruit button. For missions without a pre-set evac point, have two or so AI-controlled local resistance members present and providing back-up and if they survive you can recruit them. That way you have to fight for new dudes instead of just paying some supplies to hire guys off a rather convenient list.[/QUOTE] We could also make the resistance bases more convenient by letting them provide you 1-2 [free] soldiers each country each second month?
[QUOTE=Viper123_SWE;49712064]The real question is why the other Resistance fighters never seem to use their guns etc. aside from STOPPING convoys (and not engaging them further) when some of the Haven maps shows extensive armories with tons of weapons and ammo.[/QUOTE] The way I interpreted the voiceover/briefings was, that by the time you arrive the armed resistance members have already been gunned down and now Advent is massacring the rest. I'm sure the UFO assaults and convoy mission descriptions state that the initial resistance force was destroyed by Advent reinforcements, which are the enemies you end up fighting by the time XCOM arrives.
[QUOTE=Dromlexer;49712183] And an ability where you can choose to aim for critical, vital or weak spots for guaranteed critical damage but with extremely penalty to Aim. Or one ability that does the same as latter, but favors aim to cripple targets over damage. [/QUOTE] I've actually been thinking for a while about this kind of thing. Having a vats like system from fallout. Damaging the legs gives the enemy less tiles to move, damaging the arms gives less aim, and damaging the head causes disorientation. These would do less overall damage, but are easier to hit. I know realistically it makes less sense, but I think it would work quite well for bringing enemies down slowly and carefully when you can, and using the default shot for when you really need someone dead but with added risk.
[QUOTE=Hogie bear;49712217]I've actually been thinking for a while about this kind of thing. Having a vats like system from fallout. Damaging the legs gives the enemy less tiles to move, damaging the arms gives less aim, and damaging the head causes disorientation. These would do less overall damage, but are easier to hit. I know realistically it makes less sense, but I think it would work quite well for bringing enemies down slowly and carefully when you can, and using the default shot for when you really need someone dead but with added risk.[/QUOTE] It would also help against those pesky Vipers and Sectoids
[QUOTE=Im Crimson;49712209]The way I interpreted the voiceover/briefings was, that by the time you arrive the armed resistance members have already been gunned down and now Advent is massacring the rest. I'm sure the UFO assaults and convoy mission descriptions state that the initial resistance force was destroyed by Advent reinforcements, which are the enemies you end up fighting by the time XCOM arrives.[/QUOTE] maybe 10 - 20 people each time they throw themselves at advent knowing they won't survive but are willing to do it so the official xcom forces will have a slightly easier time and get the supplies they need they are all heroes ;_;7
[QUOTE=Dromlexer;49712183]I wish myself a mod that would make autospies more useful: Autopsies increase the chance for critical damage on enemies you've performed autopsies on. Since you now know what are their weak spots and where their vital organs are located. And an ability where you can choose to aim for critical, vital or weak spots for guaranteed critical damage but with extremely penalty to Aim. Or one ability that does the same as latter, but favors aim to cripple targets over damage. Not the sharpest knife in my drawer, but I thought I could give a say.[/QUOTE] That's already a sniper ability, it was headshot in EU, deadeye I think in 2.
[QUOTE=Dromlexer;49712231]It would also help against those pesky Vipers and Sectoids[/QUOTE] Well, maybe not vipers. Yknow, not having legs and all.
[QUOTE=Hogie bear;49712250]Well, maybe not vipers. Yknow, not having legs and all.[/QUOTE] Well, it would make it easier to free your own soldiers off Vipers' constricting moves for sure.
[QUOTE][IMG]http://images.akamai.steamusercontent.com/ugc/311115898929104882/CAD717C202008958150F453BE3EAE30196FED230/[/IMG][/QUOTE] sectoids and holograms don't mix
[QUOTE=Rents;49712240]That's already a sniper ability, it was headshot in EU, deadeye I think in 2.[/QUOTE] except that deadeye in X2 brings even more aim penalties (a 25% "small" one even). because you know, snipers didn't had enough nerfing already. and the other perk in the same rank is "just" lightning hands
[QUOTE=Hogie bear;49712250]Well, maybe not vipers. Yknow, not having legs and all.[/QUOTE] well, snakes still have a "foot" biology is weird like that
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=619869389[/url] Replaces the chance to hit read out with your chance to miss instead, just to help get you in the right frame of mind.
[QUOTE=krakadict;49712264]sectoids and holograms don't mix[/QUOTE] this fucking hologram zombie makes turns 1000% slower, even after he's dead.
neat [t]http://images.akamai.steamusercontent.com/ugc/316745398464298212/BB3AC68D6456127C7BB465BCF3C639E3A65D6027/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to=*,*|637:358&background-color=black[/t] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=620632796&searchtext=]Light Flamethrower[/url] Adds a Light Flamethrower as an alternative weapon for Grenadiers no world model yet.
[QUOTE=_Maverick_;49712337]neat [t]http://images.akamai.steamusercontent.com/ugc/316745398464298212/BB3AC68D6456127C7BB465BCF3C639E3A65D6027/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to=*,*|637:358&background-color=black[/t] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=620632796&searchtext=]Light Flamethrower[/url] Adds a Light Flamethrower as an alternative weapon for Grenadiers no world model yet.[/QUOTE] SMELLS LIKE VICTORY
So I just made my own doomguy, as I'm sure many of you have. I noticed that it would be nice if there was an option to tint the glass on helmet visors. Just throwing that out there for all of you mod-inclined people. :v:
Need a mod that makes it so vipers can't tongue grab you if you're behind full cover. Oh, and reduce it's range slightly as they can grab you from ridiculously far away.
guardian ability just triggered 5 times for my medic, he killed an archon and 2 vipers, didn't know it could stack
[QUOTE=chunkymonkey;49712578]Need a mod that makes it so vipers can't tongue grab you if you're behind full cover. Oh, and reduce it's range slightly as they can grab you from ridiculously far away.[/QUOTE] and also make it a full round action because being able to grab you and shoot you if you miss is bullshit?
if you hold down the camera keys it'll slowly rotate
[QUOTE=chunkymonkey;49712578]Need a mod that makes it so vipers can't tongue grab you if you're behind full cover. Oh, and reduce it's range slightly as they can grab you from ridiculously far away.[/QUOTE] Where do they store all that tongue? [QUOTE=lintz;49712692]and also make it a full round action because being able to grab you and shoot you if you miss is bullshit?[/QUOTE] While annoying, I do laugh a little when snakes fail to grab so they get salty and bitter and spit on you in a fit of rage
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