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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« on: October 07, 2020, 12:37:44 am »Abort all polyp missions they are not worth it. Take one corpse if you can though
Polyps can only see 15 tiles. So they won't shoot further than that. As long as you have ADS rifles, just casually shoot them from a distance. Lots of firing skill xp for everybody. Only problem is you might have a bad starting location where you are surrounded. Preprimed dye grenades help, and you can gang up on a close 2x2 polyp with knives. In smoke polyps can see 9 tiles, beware of that.
Other things regarding difficulty:
This mod nerfs most guns compared to vanilla (no LoS penalty, limited range, accuracy fall off). However, the standard magna blast grenade is untouched.
You get them from the very first weapon research. You can have them preprimed in the inventory. You can throw them accuratly further than you can shoot your guns. There is no accuracy penalty for not seeing where you throw them (LoS penalty).
In vanilla early game, grenades are better than most guns. Since this mod has less powerful guns, grenades are even more superior to guns. If you complain about difficulty, you are just using the wrong tactics.
Also: original TFTD had broken dye grenades. OpenXcom TFTD fixed that.
Nerf suggestions for the grenades:
Add a no LoS penalty, reduce the throwing range (magna pack explosive is already changed to have a reduced range). OXCE also has an option "explode in inventory", so they explode when the timer runs out. This way you can't carry a bunch of them around preprimed. I am also a fan of changing the time unit cost of throwing and priming around. Less time to prime, more time cost to throw.
It is really a bit silly that you can throw a magna blast grenade farther (and more accurately) underwater than you can shoot your gun...