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Work In Progress / Re: [BETA] Rebalance aliens
« on: August 25, 2014, 03:19:34 pm »Sorry for that, I plan to add a gaz-mask but for now there is not and it can be a real problem. With 200% penalty, the smoke was not a problem and gas-mask not needed. with 500%, you can't stay in smoke more than one turn and need to launch smoke on alien or in front of your squad but not at your feets as we previously do with nearly no stun effect by smoke. I have let 500% for testing it myself and see if it is playable (and I think it is, but smoke usage is different than in vanilla's).
You can change the 5.0 to 2.0 for soldiers and personnal-jump armors and see if this feel you better.
For reapers. They are now "terror" weapon so it should be normal you lose some soldier the first time you encounter them. But they are easy catch with icendiary grenade (often OS them) and other IC ammo. Because small HP Pool, floatter also can be killed with IC. Try it and tell me what you think. Also they love to attack HWP and they do nothing to them (for now, I still ask myself what to do about that).
They come from wiki, I noticed there is some difference, but never investigate why.
ps : I add rulseset with HC-AP corrected, and smoke damage at 200% only for x-com soldier. download the 1.5b in mod site, and replace ruleset by this one.
Thanks. The wiki stats difference is weird but not an issue. It just confused me and made me wonder if I was reading the ruleset correctly. I created my own "patch" ruleset to change the smoke damage to 200% and I was much happier with that. 500% is an interesting idea and I see how it would change tactics, but I think for me, without gas masks it's just too much. I think the problem with the gas masks is that you'd probably have to create them as an "armor" which then cannot be removed during the battle. I assume there would be some accuracy/stats penalty for wearing them and so your troops would be saddled with those penalties the entire battle whether you needed them or not. If it was something you could remove, then it would be an acceptable trade-off for me.
Started new game, still veteran but not ironman and had a much better time. Even survived my first Floater terror mission. Terrain was very congested so the Reapers didn't have a lot of chances to get to my guys so really can't compare it to the last terror mission I had. It's actually nice that the Reapers are a threat ... remember old vanilla games where they just kind of wandered back and forth acting as target practice.
As for the HWP invulnerability to Reapers. I understand the thought behind it, but think it might be a bit cheap. Maybe consider that the Reapers are the same size as the HWPs, so perhaps the Reaper is strong enough to flip it over or bash the weapons off of it and thereby effectively render it KO. The Ethiopians defeated Italian tankettes prior to WWII by flipping them over so it's got precedent.
Only other thought early on is that I haven't found Shotguns to be of much use. Two shots at fairly close range (3-5 tiles) don't come close to taking out a Sectoid. Up close, I think I'd rather have a Machine Pistol. Haven't had a chance to try Shotguns against anything else yet to make a final judgement but not sure I want to trust my soldier's lives with them at this point.
Appreciate the mod even if I'm not in 100% agreement with it. Thanks for the update.