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Lerzan

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Everything posted by Lerzan

  1. Awesome! I can't wait for it! Hope you get some rest man.
  2. Figured I'd post in here so I don't keep bumping the finished thread. Sorry for being that guy, but any updates on the release date? I've been holding off on a new play through for your next release
  3. Do they not attack twice like it looks like in the video then? If so then I feel a lot better then since I am not a fan of save or die mechanics. Either way I'm waiting eagerly for the update!
  4. Are you planning on integrating the bomber units in a research, or do they drop some kinda of loot for the after mission funds? It sounds like those are a easy way to lose veterans even (Much like reapers)
  5. Think we'll be seeing the new toys soon now that 1.08 is out? I'll definitely wait for that 1895c!
  6. Is it the Thomson that is doing that. or the first SMG( the A180)? I know that the a180 had the splash issue not to long ago, and I believe that the current download fixes that issue. It was actually set to fire tiny rockets which caused splash from adjacent cover, which also gave it more power I think. All the other stuff I have no clue, but the alien flame thrower should be doing 200 incendiary damage base.
  7. To be honest it's just a strange habit of mine, where I like to have a equal amount of options in each category. I actually moved the carbine to rifles since I didn't use them to breach, they were my fast but weak scouts. I shifted the AT to heavy because of the lower accuracy but high power. The stun/melee weapons round out the side arms. A PDW was the only thing I could really think of to put in to bump breaching to 4 choices. There is no hate for how you ordered the weapons, it's just one of my strange habits, plus learning how to add weapons makes me want to do it! Sad to see the ruger go since I've actually fired that, but the Nagant makes up for that. Those changes sound like they'll give the carbine a stronger role. Thanks for the strategy! I'll be sure to try it out when I play.
  8. I added semi-auto pistols as a way to get more, but weaker shots than the revolver, but is a little more accurate than the machine pistols. I've been playing around with PDWs so they do less damage then the smgs to un armored troops, but punch through faster. I'm unsure if it's really a spot that needs filling though. It doesn't look like a grenade but when the first smg had rocket type bullets it had a small aoe, perhaps that could work (maybe it fires a canister filled with flechettes). Huh I guess I've been getting unlucky, those reapers tear me apart and I haven't found a strategy to reliably deal with them.
  9. I just checked and I did have disableDamageScaling="1" in there, which is what was throwing me through a loop so badly. Honestly since i had just started playing around, i copied the base sniper/precision rifle and but that in, with stat modifications. I was modding using Magnum-nauts so I might have run up against something else. I really enjoy the ability to add weapons to fit my tastes, but so far this mod works really well for me since i like the super specialized troops. At this point with levers and snipers being added, only two of the extra weapon classes I added for myself aren't official addons! Maybe I will play with grenade types... I was wondering though if it is intentional that Sebillian and Reapers are the standard early game Xeno's? It isn't until maybe a month has gone by that I start to see Ceasans. Final thing, if you want me to take the discussion elsewhere I would be glad to do so.
  10. That looks really good, I think where I differed from you was that I upped the tu costs and made it a one shot per round, trying to go for that "one shot, one kill" motto. I will say it was satisfying to have a sniper in the back and the scout/spotter looking for targets! Now I just have to be patient and wait for the next release, but I want to thank you first. Your guide and mod as a reference is what taught me how to add in weapons of my own, and for that I'm very grateful.
  11. I have been doing some testing of my own, and I can't seem to find a good spot for a sniper rifle. If it does too much damage then it encroaches on the AT rifles, but with lower damage the BRs just seem to be the better choice. I won't pretend to be the best at balance though, and there could be a issue with how i implemented the new weapons. At very long range, with weapon damage set to 70(one shot a turn) I hit for mid teens to high twenties in damage. I feel like they have a spot, but i can't find it.
  12. Looking forward to trying this out once the new update is released, thank you for your work!
  13. I would like to second this, a few pages back it said there is no reason *not* to use the CE but I can't see the reason *to* use it, since I can't figure out what it really does, and I am quite happy with the mod pack I am using and don't want conflicts to rise up. I mean no disrespect to the mod, I just don't know what it really does.
  14. Oh wow, that just suddenly clicked that yes it has always been my shield users. It never made the connection since they and high TU carbine users are my scouts. If knew about the adjacent one had a breach ready to go and the door opened. Oops. I personally think that would be an awesome idea!
  15. I thought that there could be dedicated Sniper Rifles in between the Battle Rifles and the Anti Tank Rifles, they would have more ammunition than the ATs, but would cost more to fire than the BRs. They would be for accurate shots at enemies at beyond visual range. On a side note, how am I supposed to deal with the enemy grenade usage? I've lost many a solider to a Sibillian running up, throwing a grenade at a single person and instantly killing them, even if it means they get gunned down the next turn.
  16. Those look awesome, especially since the Marlin model 1895c is something I have on my wishlist (albeit in .357)! Are you planning on adding another tree for the other weapon types? I could think of a few ideas for them.
  17. That is too bad, it could have been a new strategic layer to play with, will these smaller caliber guns be able to make its way through the armor through sheer volume, or do I go for the stronger gun that should punch straight through, but only have one shot per turn. That is a good point I haven't thought of before, and I do use the carbines much differently then I use the assault rifles The new modifier seems interesting, but I would think if you are a dead eye shot you would get one accurate shot off then the recoil would play hell on follow up shots. Is the fact that they can fire once per turn their balance against high damage? I was wondering because 3 of those rifles have magazines, albeit rather small ones due to the caliber they fire. It seems that going from 4 shot rifles to a one shot would be a sharp change in how they are used strategically.
  18. I could see that being interesting, but it worked even if I was standing over a trashcan. I would hope that I would have the strength and foresight to aim above, but my magnum-naut didnt. It was a good "for science! " at least. I see a lot of role overlap there (don't get me wrong I love the weapon diversity and choice). I could see it as a weapon you'd use to take down the guy in big armor, but otherwise that amount of energy would punch straight through the target, wasting it, though that isn't modeled in the game. I also looked and it seemed like sub 10 gauge guns were custom made and went away after they became illegal to hunt with. The only commercial ones are Remington kiln guns it looks like.but those seem too new. Maybe something like the M79 scatter shot(or slug for the single shot rifle)?
  19. I could be wrong but if I fired from high cover with a smg pre fix then some of the rounds that hit MY cover from inaccuracies would damage the shooter. I think the AoE of the rounds may have caused that. I think I got my edit in too late about the shotguns, but I thought it couldn't hurt to throw the idea out.
  20. I was wondering about the smg, I thought that it might have been it's suppression radius but I guess not! I'll take your word for it and keep with the inventory. The weapon dropping thing was my only gripe since in my head they're throwing their weapons in the dirt/sand/snow. Mostly a RP thing, I do think it's more fun game play wise. Just a disclaimer I don't know much about guns, but what of you went 12 ga to 12 ga magnum round and then the same for the 10s? There is still progression (I think) and you can use the models you have
  21. Loving this mod, but I wouldn't mind the option of a larger inventory myself. I don't really like having to throw my weapon on the ground to pull out my sidearm.
  22. Just wanted to pop in and say your work looks amazing! I can't wait to try the newest release.
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