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Coffee Potato

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Everything posted by Coffee Potato

  1. I'll give this a test when in between bouts of baby duty. Sounds like XDiv, which is always good.
  2. I'd agree on melee being pretty dang unreliable. Maybe they should be able to be trained somehow? (Like a proficiency badge allowing someone to be more accurate with one type of weapon)
  3. Quick issue. For some reason, both Ironman saves I have are unloadable past the first launch. Is there something I'm missing, or is this just broken for now?
  4. There might be a quality of life option in the idea of free inventory management while not in combat, but I can think of a dozen ways that could be exploited just while saying it.
  5. Thing is, when a game is this do-or-die, You might lose units when the combat round ends. I'm sure you've seen that in the above, but could usually respond due to higher durability and odds of the first shot missing.
  6. This please. Maybe expand a bit, but I could really like this with an auto battle playing out.
  7. Full Armored Core levels of customization when? I want Star trek Shields, blink dodges, and have the option to put decals on every square millimeter of that bad boy.
  8. I don't know, you should've had a V8.
  9. On the above note on Laser Rifles, is it possible to have the beam fire 3 times on the same spot? I could see a beam like that having some interesting reprocussions.
  10. V7 first time notes: Loving the operation name randomizer. It's small, but I love it. Also that's what she said. No back button on equip menu Odds of an auto-assign button for missions? Will there be a Codename slot? How come we can't see out of those windows? Glad to see scaling TUs again, this feels...right. 5 TUs is not enough to take a diagonal step? Smoke feels amazing after the rebalance, though it can be cheesed by Ctrl-firing behind stuff, while the aliens don't seem to have the means to blind fire.
  11. Hi there! Got an idea that's been on my mind. Support from funding countries is hard to balance right, because someone would find a way to cheese them. Having AI assistance would be cool, but again, would be planned around if and when they had a predictable criteria. So, I was playing some March of the Black Queen when it hits me. This card system was a good start. So here's my proposal: When you complete a terror mission, you get a random consumable assistance token of some kind. Sort of an IOU that can be given to a soldier as an item, which can be used as a grenade with varying effects in mission. These would be useful in very specific situations, but would be rare and unpredictable enough to be a nice treat, rather than something to plan around. Sort of a way to bring extra things without committing in one mission. For example: -An Airdrop of Medkits and Smoke grenades -4 random AI helpers (Shield/pistol or rifle) -2 LMG units -Demo kit (2 C4 and a rocket launcher) -1 sniper (sniper/knife) -Ballistic ammo cache (maybe other types could have specialized drops?) -Capture set (Batons/Gas) -Roman Special (Knives/Shields) What do you guys think?
  12. You could go the XDiv route, and mess with armor penetration stuff. Like Plasma may rule for raw damage, but lasers may penetrate better, etc. Some could have bonus stuff, like the plasma rifle setting the ground on fire when it hits. Or maybe gauss chews scenery. Or maybe go the Ogre Battle route and have them reduce stats in such a way that seems random, only to discover 10 years into playing the game that the devs thought ahead 4000 steps to some bizarrely specific scenarios (looking at you Maces). Or maybe do the UFO thing, and have ranges matter more. Or do the Silent Storm thing, and have everything cost more TUs, to try to make the standard rifles seem almost worthwhile. Or pull a Long War, and have weapons that suck to keep in rotation, but don't really have many non logistical or range related downsides.
  13. Time will tell. It seems like most of the new stuff stayed, it's just the base map that got flipped sideways and un-hand-waved, unless I missed something. Honestly if the original mechanics are back, I'd like to be able to make more use of them. Deciding on where the sandbags in the base go, for instance.
  14. Is there any way to get an RPG style auto equip? Like for a class, instead of putting everything, it would be something along the lines of "Equip HMG, medkit, and as many stun grenades as you can" kind of thing. Even just "Primary, Secondary, and random everything else up to weight limit" would be nice.
  15. I'd love to have some feedback, but I got Xsolla'd into waiting for a Steam code ☹️
  16. I think it feels like how a sequel should. The same things are there, but tweaked to allow more depth from the system. There's more to do, the fighting feels more punchy, the new air stuff sounds nice, and there's more types of units skittering around.
  17. For my list, I'm just sharing some that might match the original emblems in question a bit. The way TO did it, they were used to unlock classes, give small stat perks, or give some small perks under very specific situations. Some of the more extreme ones had a downside, like killing an enemy in one hit would boost strength, but lower intelligence. One time buffs were things like Centurion, where you got a free level from being the unit that got all kills that fight, or Mark of the Elite for doing so with 2 or less units. Most were things like 3 Snipes in a row giving a small accuracy boost, and unlocking the Archer, or Book of Initiation, from dodging 3 times in a row, or Knight's certificate for attacking from the front. Killing 5 dragons or beasts would unlock damage bonuses against them, but make them not trust that unit, resulting in a morale decrease for enemies and friendly monsters. Meanwhile units that didn't have it could become supports. Others were meant to be a teaching achievement, and tended to come in sets. Like Don Quixote, where a unit took 90% or higher damage from a counter attack, Broken Heart (Male unit failed to recruit a female one 4 times), or Bogus Hero, which removed the ability to hit crits. This would be over-written by Miracle (block an attack that would have killed), or Embodiment of Desires (find 5 hidden items on the ground, these were in specific places). Ultimately they weren't massive game changers in the long run, but felt really good to grab, and usually gave a helpful bonus early on. Like the 10 Agility from Sniper was almost nothing by the end, but would be enough to unlock many advanced classes a little bit early. Others still gave morale or luck pattern changes, since it used this whole complicated luck system. Still, you could build units just for morale bonuses, which can become massive if done right. Given the recent changes, the best way for this to be implemented might be something like a 1-2 point skill bonus, but allow this to go above their normal cap. They served like a much more expanded version of the X 1 award system. Morale bonuses would be very welcome to building officer units.
  18. No permadeath main mode? Permadeath is like..first on the mechanics list last I played ...?
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