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WhiteDingo

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Posts posted by WhiteDingo

  1. This is probably too late at this point, but I know back in the Xenophobia mod you could "convert" Alien Grenades back into Alenium via Workshop projects.

    To make it so that it wouldn't be too overpowered, perhaps a ratio of 3 or 4 alien grenades for 1 Alenium would be alright?

    This would make it so that the player could get away with making equipment in a pinch if attacking that Scout UFO just for 1 Alenium is just not *quite* worth the effort but at the same time not being "too" self sufficient.

  2. Hey Mikhail, quick question, did you reduce the effectiveness of Body Armor in this? Or widen the range of damage? Because I've noticed times when my troops in Jackal Armor were brought down to a third of their health by two shots from plasma pistols. I'm not complaining, the mod has been loads of fun.

    Endgame wise, I came up with a strategy of having an almost 50/50 split in load-out between 6 guys with Battle Rifles/Revolvers in their backpacks, and 5 guys with Assault Rifles serving as medics. The 1 guy in Predator armor usually had the last endgame Heavy Machinegun. Sniper Rifles were...Tricky, to say the least-Good in Desert/Arctic maps but not as effective in Urban/Farm maps (Curse you hedgerows!:mad:) By the time I got the Alien Leader Interrogation done, the squad's accuracy was high enough that they could fire their Battle Rifles and get consistent hits even when the target was in the yellow range of said weapon.

    By far, this has been my favorite mod to play so far :D

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