It's sad but in fact cyberdiscs are the aliens I have modified the less. I have add them some vulnerabilities where they haven't not.
Actually, when I was looking at the stats, I did notice they were pretty much the same as vanilla. I should have been clear that I wasn't really commenting about your mod specifically, just the situation in general. The difference is that even if they show up in vanilla at the end of January, I've got at least a few laser pistols to deal with them. There's no weapons like that at this point. That's not a complaint or praise of your mod, just an observation. I think the thing that frustrates me most, and again, this has nothing to do with your mod, is that you can't tell how effective a weapon is. "OK, I hit that cyberdisc with 3 Heavy Cannon shots and it's still standing ... is it almost dead or is it completely shrugging them off?" I did have a few Heat rounds and I'm sure the 2 I was able to take down were because of those. Actually finished one off with the Sniper Rifle but had previously hit it with a rocket and several heavy cannon rounds. So yeah, the intent was not to disparrage your mod but to vent some frustration at the situation. The game seems to like to put me in situations like that. The lesson is that once I realized the situation I was in, I should have left right then.
Demolition explosives are not suited against cyberdiscs (except maybe if you use some guy to attract their reaction fire before trying to send him the explosive).
I recall seeing videos of vanilla where these Heavy Explosives were used early as Cyberdisc killers, but now I realize that your changes make them unusable for that purpose.
Plasma and Acid can't helping so much because the time you get them, you probably don't face cyberdiscs anymore (for now).
Exactly. I guess one solution is to carry several rocket launchers on the Skyranger and regroup/reequip as necessary.
I my game I have run into a sectoide terror also, with only 6 huy because all other wounded. one HWP alloy rocket, and one HWP cannon normal one (to fit the hole of wounded guy). There was 6 cyberdiscs but I have the chance they aren't near skyranger doors. Result : win without soldier lost but cannon hWP destroyed, rocket one finish with 15 HP, and all my mens badly wounded (and nearly all the map destroyed, no civilians saved ^^" two killed by my rockets... score nearly 0 )
I didn't have any HWP. I usually take 1 but I replaced it with 4 recruits thinking that might be better in this case. Have to rethink that.
I never saw that, and it shouldn't be the result of my mod. What have you see exactly ?
Sorry, again that was not meant to be a comment on your mod just on the OXC AI. But, once things completely fell apart, my entire remaining squad panicked and dropped their weapons. I had tried to loan them onto the Skyranger. Then, next round, 2 of them were mind controlled. One of them without a weapon ran over and whacked another one. I've never seen that before so I think it's a new OXC AI thing, which can be good or bad depending on how you look at it.
It's normal. The game don't allow reaction fire with other mode than "snap" so I have gave sniper rifle only a snap shot with same TUs thant previous aimed one. It can be little weird but this way the sniper rifle really act like it should.
The autocannon still don't have snap mode, it should not allowed to fire in reaction (too dangerous friendly fire).
Ah! Figured it was intentional just didn't know why. Never knew that about. I like that even if it looks funny.
Anyway, sorry if you thought I was criticizing. Just that misery loves company and all.
I'll keep plugging away at it. I'm always interested to see other's take on the "ideal" version of the game. I'll let you know if something really bugs me.