aliens

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Messages - Danny

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1
Suggestions / Re: traits for aliens
« on: December 29, 2014, 09:05:35 pm »
They aren't the Borg... XD

2
Suggestions / Re: Making an alien race operate only at night ?
« on: July 18, 2014, 02:02:22 pm »
What if you shoot down a UFO of them and attack in day time?

3
Suggestions / Re: SUGGESTION - Fatigue?
« on: July 18, 2014, 01:59:47 pm »
They get plenty of rest in the hospital... XD

4
Open Feedback / Re: Chryssalid reaction melee?
« on: July 09, 2014, 09:40:30 am »
Lol.

*Hapless trooper sneaks up on Chrysalid and pokes it with stunrod*
*Chrysalid gets startled, turns around and jabs it's zombie maker in said hapless trooper* XD

5
Use her in missions without Mindcontrol aliens ^^

6
Open Feedback / Re: Sectoid Terror Ships
« on: May 30, 2014, 02:46:49 pm »
Cyberdisc explosions work both ways, they might kill your troopers but they also kill any hapless Sectoids standing next to them... ^^
And at least damages other Cyberdisc's

7
Open Feedback / Re: AI better now!
« on: May 15, 2014, 03:13:28 pm »
The green commander snakeman can be found in my resources release thread, you will have to make it a mod yourself, though, sry.

Does it add a red Muton leader too? XD

8
Suggestions / Re: Alien defences & fortification of downed UFO's
« on: May 15, 2014, 02:18:01 pm »
automatic turrets would also be good, but again such things don't exist in vanilla xcom.

Just make stationary units with high reactions and TU's ;)

9
Suggestions / Re: Make the AI pickup items on the ground
« on: May 15, 2014, 09:15:25 am »
Another thing grenades should have to be at least 1 or 2 turns active.
So aliens could potentially throw them back. XD

10
Open Feedback / Re: AI better now!
« on: May 14, 2014, 11:49:50 pm »
exact position, aliens are psychic.

Only top tier Sectoids and all Ethereals... XD

11
Suggestions / Re: Alien defences & fortification of downed UFO's
« on: May 10, 2014, 12:41:21 pm »
Well the Aliens could erect barricades which has an X % chance to block an Xcom troopers shot. ^^

12
Suggestions / Re: Improving on aliens?
« on: April 19, 2014, 12:58:32 pm »
they lack leg sprites to support that

Those can be made... ;)

13
Suggestions / Re: Aliens with natural weapons AND normal weapons
« on: April 16, 2014, 09:38:43 am »
I do like your idea in the op. Snakemen should be able to take a bite out of you, but I couldn't think of anything else for the rest of the aliens.

Not a bite out just bite and the venom produces a lot of fatal wounds ^^

14
Suggestions / Re: Aliens with natural weapons AND normal weapons
« on: April 15, 2014, 03:11:54 pm »
...that's not really what I meant guys, but OK, we can play :D

Then sure, hand-to-hand damage is viable... I mean, breaking a Sectoid's neck doesn't require too much strength, right?

But getting into a fist brawl with a Muton would be awesome ^^

15
Suggestions / Re: Aliens with natural weapons AND normal weapons
« on: April 15, 2014, 09:28:54 am »
I once suggested melee weapons for aliens... ^^

Sectoids = Vibroblade (Xcom troopers can research)
Floaters = Thermic lance (Xcom troopers can research)
Snakemen = Poisonous bite (Xcom can synthesize a version in a syringe after researching both a dead and live Snakeman)
Mutons = Strong (falcon) punch (power armour Xcom troopers with high strength can do it as well)
Ethereals = Some kind of psionic mind whip (strong Psionic Xcom troopers can learn)

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