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montealex

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  1. Yes, i tried mk1 and mk2. MK 3 actually has 3-shot burst for the same TU cost as a snap, so the weapon is kinda useful as a high-caliber shotgun. Also predator armor+plasma cannon(all 3 tiers) is missing a sprite.
  2. Tested early UFOs a bit. Weapon sound/projectile/particles: division rifle and sniper rifle sound is too loud, shotgun and alien heavy phaser sounds are missing. Ufo GC tests: i had a crash on one map, will post a savegame. just move any soldier forward to water. Maybe it's a map pack issue, the map looks like it's from one of them. Balance and AI: 1. Aliens sally and do not defend their ship! Dunno if it's a bug or intended. Assaulted bomber corvette, all 15 aliens aboard fought me outside. Even the officer! 2. This officer and his navigator also died the dumbest death ever. They got 3-4 tiles close to my shotgun guy...and did not shoot. I saved the game, killed them, checked their weapons - it was a heavy phaser. They dont want to shoot from distance because of low accuracy, and when they get close they have no TU left to shoot because this weapon can only burst fire. When i reloaded and skipped turn they did shoot my men so it's not like something is bugged, just wierd AI behaviour because of weapon stats. 3. Scatter lasers are bugged or working as intended? They have 3\6 ammo and cannot burst because of that(though they have snap and normal), i thought maybe you changed them into some sort of "cannon", but all their stats make them look useless(low ammo, accuracy, high tu to shoot, no area damage) 4. Default riot shield looks very weak. 10 kg weight for 60 hp? Not worth it. 5. I like however that medkit weighs that much. I had to make one guy a dedicated medic. Also a minor bug: if in loadout you take onehanded as primary and medkit as secondary at the mission site they dissappear and you spawn with both hands empty. But thats probably a part of medkit bug which was already posted, and not important to fix on its own (just place medkit in inventory and equip at mission). crash.sav crash.sav
  3. I like the mod, but grenades make me want to ragequit it. I dont like save-load scumming but it looks like its the only counter. 1. Blood grenades. Even 70+ hp soldiers in jackal get oneshot because they get damage from the explosion + damage from standing in cloud at the start of the next turn. And every sibillian even at scouts seem to be carrying one grenade. Thats kinda harsh for the very early game? At the first page i see you made grenades instant only in latest hotfix, maybe they were not balanced for that? Also soldiers in Fox take like 2 points of damage from it which is kinda dumb too, this armor doesnt even have a gas mask. Maybe lower the damage, but also lower resistance on Fox? 2. Damage spikes. Assaulting a corvette, 2 fox armor shielders corner a caesan officer. He throws a suicidal grenade under his feet. 130 damage, instagibs both him and my guys with 10 alloy equipment each. Same with sebilians, throws next tier blood grenade, full hp fox and wolf instantly dead. 3. Stun grenades. These one do more harm then good to aliens, but are so annoying. Like sebilians with blood, every caesan seem to have one. Aliens run out of their cover to throw one and your snipers handle him, then you have to skip like 5 turns for stun gas to dissipate so you can revive your soldier with a medkit.
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