Thanks for the support, dudes!
I MC some of the Cyclops Guards and they are without image in the equipment screen.
This is because the game can't handle it - if it's AI unit, you either have inventory picture AND ufopaedia crash, OR no inventory picture AND ufopaedia armor entry. I might have to go around this like with other kinds of armor (creating a faux armor entry, just for the Pedia), but the problem is more widespread - Deep Ones, Dark Ones... and creating dozen of faux armors is both bothersome and prone to erroneous information when armor resistances are updated.
@400% Smoke:
Why, naturally it would affect every unprotected enemy. It would be illogical to do otherwise (naturally, despite all appearances, Personal Armor IS protected
). About the anti-smoke tech - yeah, it's there just before your eyes - Smoke-Ops Gear, 3-8 days of research w/ 3 Brainers, depending on luck
Plus you have the grog (I might increase its unstunning effect).
@Acid flask:
Well that's an idea... you have an 'acid' flask in the game already but it's, let's say, extremely rare. I think I have an idea where to put this (likely early) research, but it can't be powerful enough to take down Personal Armor in a single hit
Why would you need guns for if it did?
The range will probably have to be limited to like, 16.
@Synthsuit acid nerf:
Hmm... it's just because they have no resistance to Acid, unlike damned 60% AP... No vulnerability per se. Nah, I don't think this would change much, even if indeed Synthsuits are really, really good, maybe too good. Otoh you're quite unlikely to meet Mercenaries in Year 1 now, so there's that. General line is that it's the flying armors what is vulnerable to Acid.
@Axe vs. Hammer
Basically I'm using mostly Axes, since Hammer is slow & heavy (and it starts to be a problem once you want to dual-wield or wear any solid armor), while cutlass is much more prone to disapointingly bouncing off a Power Armor or a tank...
But let's see (Str 40 fighter taken as base for comparison):
Axe pros:
- Can attack diagonally
- Attack takes 65% tus of what hammer takes
- Occupies 30% weight not 50%
- Trains melee for future weapons
- Mutons aren't axe-proof
Hammer pros:
- Basically never misses
- Can attack vertically
- Can breach walls
- Inflicts +20% damage
- Trains Firing Accuracy
Hmm... still it seems balance favors the hammer slightly. I think I'll bump both its weight and TU use by 2.