Author Topic: AI of close combat aliens  (Read 19298 times)

Offline B1ackwolf

  • Colonel
  • ****
  • Posts: 178
  • im back...i guess
    • View Profile
Re: AI of close combat aliens
« Reply #15 on: February 08, 2014, 03:09:48 am »
I just thought maybe it'll be too hard. This might get most of our Operatives killed in the first Terror-Site encounter.

weell i always get half of my squad get killed when my first terror site is against sectoid and that annoying cyberdisc....and even the first time i fight against chryssalids(but maybe that its because i play in superhuman and always try to delay the laser weapon at least until october XD)

Offline Mr. Quiet

  • Commander
  • *****
  • Posts: 523
  • Likes: Quiet things. Dislikes: Loud things.
    • View Profile
    • =Open_X_Com= Mods
Re: AI of close combat aliens
« Reply #16 on: February 09, 2014, 02:10:59 am »
This is the sound of a Reaper bursting into a building to attack an Operative...
I cooked it up using audacity, used sounds from Road of the Dead and from a sound clip site (nothing is mine :O). Took me over an hour to make, but this is what I want Warboy!! Please :D
Btw, they're MP3 files, but the forums doesn't like them.

NSFW!!!

Here's a picture of the thing you're listening to hehehehehe:



DOWNLOAD BELOW (Alternate is better I think)
« Last Edit: February 09, 2014, 11:26:44 pm by Mr. Quiet »

Offline B1ackwolf

  • Colonel
  • ****
  • Posts: 178
  • im back...i guess
    • View Profile
Re: AI of close combat aliens
« Reply #17 on: February 10, 2014, 08:34:44 am »
its perfect, i mean if this could become a reality i should think twice when moving in any terror mission, by now its just

cyberdisc:okay this would be rude  >:(

chrysallids: THE HORROR!!!!!

.............reapers : **yaoming**

Offline Quixote

  • Sergeant
  • **
  • Posts: 46
    • View Profile
Re: AI of close combat aliens
« Reply #18 on: February 10, 2014, 10:06:53 pm »
i'd settle for getting reapers to not be completely useless. they need TUs if they're gonna be melee units, something they severely lack compared to say... a chryssalid

Well, what other options do they have, apart from being a melee unit?

The only thing they can do is bite. And to bite they need to get close to the target. Right now they don't even try to do it.

I simply don't understand why not?

Offline Mr. Quiet

  • Commander
  • *****
  • Posts: 523
  • Likes: Quiet things. Dislikes: Loud things.
    • View Profile
    • =Open_X_Com= Mods
Re: AI of close combat aliens
« Reply #19 on: February 12, 2014, 11:31:37 pm »
It's wishful thinking, but I've forgotten it now, unless someone else wants to make this happen. Just go to Warboy for the details.

If I'm not here when OXC is complete and the modders are flooding in. Don't forget to mention the idea to them.

Don't let this die!! Keep the fire burning!

Offline Sectoid_Soldier

  • Sergeant
  • **
  • Posts: 43
    • View Profile
Re: AI of close combat aliens
« Reply #20 on: May 09, 2014, 02:14:50 pm »
Reapers go for troops. I've lost a few troopers to reapers, in 0.9.

Offline 54x

  • Colonel
  • ****
  • Posts: 208
    • View Profile
Re: AI of close combat aliens
« Reply #21 on: June 24, 2014, 08:34:01 am »
i'd settle for getting reapers to not be completely useless. they need TUs if they're gonna be melee units, something they severely lack compared to say... a chryssalid

Eh, I always figured they were supposed to be a bullet-soak to distract XCOM from the floaters shooting civilians. :)

Offline doctor medic

  • Colonel
  • ****
  • Posts: 383
    • View Profile
Re: AI of close combat aliens
« Reply #22 on: August 03, 2014, 11:32:09 am »
Some wall-breaking ability would be fine and potentially quite fun. I wouldn't however want Reapers to outright ignore any terrain on their path, that would be silly. :)
What if it is on a roof,will it destroy the tiles under it while moving?