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Messages - ksaturn

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 13, 2018, 02:19:27 am »
Also, tangentially related, has anyone found a good use for incendiary grenades? I usually ignore them, but I consistently see them in grenade-related mods so I figured someone must have found a use for them.

I use Incendiary Grenades often. I usually have one team member in a hazmat suit, the designated pyromaniac with >20 bravery, 35+ strength and 80+ throwing accuracy. This is the only role in MY army you can get away with being a bad shot. He wields as a sidearm a flamethrower, machine pistol/pistol or nothing. As a primary he carries as many incendiary grenades as possible, and some smoke / normal grenades.

Whenever some alien is in an awkward-to-shoot place he lights up the area from afar with his already-primed arsenal while my other guys keep behind good cover. Sectoids and MiB cook pretty well. Nobody wants to stand near him, and he keeps to himself. FAR away from anyone else. If he ever dies once out of the ship, anything nearby is going up in flames.

It's a pretty specialized role, I probably wouldn't want more then one in a squad. I mean... a whole team of pyromaniacs would just be ridiculous... right? Hmm...

The incendiary grenades also act as a rich man's flare, and is definitely more combat versatile per pound then flares. The fires don't keep burning very long though, so it's not a complete replacement.

They reward a cautious, methodical playstyle, where you generally keep control of the situation and don't have 'Oh shit someone take this alien down NOW!' moments all the time. The reduced urgency means you can wait a round or two to see if the alien cares more about being in cover or on fire.

By the way, an alien dying by ongoing fire damage is not a kill for the person responsible for the fire. My poor pyro isn't getting his due in ranks, cred and XP and awards. Talk about being unappreciated. Is this fixable? Seems like a good candidate for a commendation too.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 13, 2018, 12:15:24 am »
Enjoying the mod throughly, but this apparently easy fix was driving me nuts.

I was out with my team playing with the scout tank, and it got shot. Well darn, at least it wasn't one of my guys. And it let me know which direction the alien was in. It served it's purpose.

Comes to the end of the mission and I see the score screen. -50 points. My jaw hit the floor. I lost 2 rookies and the suits are more worried about the drone? How the hell did that happen?

The thing costs 50k which is worth taking a bullet to save a 40k rookie's life if they have potential. The POINT of the drones is to save lives. If I told my guys to execute a farmer I would get the same amount of political backlash. That... is just awful. It's not even justified by cost.

I stopped using the drones on that ground alone for a long time. Eventually I tried attack dogs and was worried about the same thing, but at -6 that seems perfectly sane. Losing a half-million dollar tank nets -20, same as a rookie, which is sensible. It hurts a lot financially, but is politically tolerable.

Eventually I figured out to set 'value: 10' for 'STR_SCOUT_DRONE' in my units_FMP.rul file, but it seems like it should come standard.

...

Also, is the light machine gun's autofire not affected by UFO EXTENDER accuracy drop off option? Is that a bug?

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