Ivan. thanks. I think I chose 4 cause thats how the FO3 one was . im gonna fool around see if it works with 3 . but i kinda like 4 also makes it easier to draw the handob.
Yeah, it was partly the handob I had it mind. How easy is it to distinguish between the two auto axes right now on the soldiers? Also, I notice that there is already a three way light grey / silver looking mini blade on top of the axe blades, and that is what got me thinking about it. Idk if that shows in your handobs, but it could make it easier to re-sprite it. Anyway, like I said, just some feedback. The mod looks pretty cool.
My only other thought about the mod: melee wasn't part of UFO... and it wasn't brought in until TftD. When it was brought in, it was specifically a counter for the armor of LobsterMen. We don't have the same Uber-armored foes in UFO, so these might be a little unbalanced.
I love WarBoy's combat knife mod! I love having the melee attacks in the game! I love them for their speed, and I love them as part of the tension of getting close enough to take a foe down with them, or the "Oh, Crap..." enemy in your face surprise moments when breaching subs, etc. With first tier enemies, the combat knife has been superb! Even with the misses! I usually only give it to melee skill 36 and higher (unfortunately StatStrings isn't coded to read melee and mark it, so I manually add an indicator for it), and hit at least once out of three swings. But when I do connect, I drop sectoids and floaters every time. Its so satisfying!
Anyway, despite all the rambling, balance will probably be a big part of making this set of tool successful, so good luck!
Cheers, Ivan