1. I have to complain. Such a thing like a xarquid manage to kill aquanauts in exosuits in one shot with sniper's precision not mentioning hard suits. Perhaps, they bring a surplus of damage.
Yes, and even more - they can shot down a submarine! (By LORe, not ingame)
2. How to use mc gifted aquanauts? I don't see an option to apply their skills? I have already MC lab but dont have any MC disruptor. Where is it?
Most mc-equipment needs of research of mindworms.
3. Why would not unite topics for research for weapons and their ammo together?
So it was in vanilla.
4. I may be wrong, but at first sight bionic armor is less protective that plastic armor. It's true? One-shot from sonic rifles and cannons?
Less protecton, better stat bonuses. Plus - it can swim.
5. In laboratory missions extra equipment is not moved from surface level to underwater level. Only the one what was equipped by aquanauts. Artefact mission second level keeps all the equipment. It poses some problems. Thanks
Yes, i see it. But can not understand why. :-(
@Nord, please may you link in the first post the excellent gifty TFTD soundtrack? If you don't want to incorporate it in the mode, to keep the download light
Interesting, shall see, thanks.
Also, are there nwe armors in the mod? Would be nice if whole armors in the mod may have different carrying capacity like xpiratez, would bit feel as a TC rather than a sheer expansion. I have not tryed yet 2.16 but i'd remove that polips-only mission, i'd putmthem as "turret outside an alien base while assaulting it
Some armors provide bonuses to carryning capacity (or to strength).
About bases with polyps - great idea!