3/17/2023 0 Comments Beancounter wow vanilla error![]() ![]() Through all this you actually have to find a live engineer which means you will be sacrificing many many troops. ![]() (new video coming up demonstrating that in the LP.) I would much rather set up a well placed and coordinated trap, loose 3 soldiers moving into position, and capturing a live alien with a single satisfying shot. Walking close to an alien and missing 4 of 6 tazer shots, not stunning it and it ends up killing 3 soldiers after the turn is over is not very fun. Simply giving small tweaks to the power and accuracy of existing tech would go along way to make capturing live aliens fun and enjoyable, and not a painful frustrating luck based process. I would suggest beefing up the stun equipment slightly as FMP relies heavily on capture but the stun equipment, in my opinion never really got looked at up close but was simply inserted to vary out weapon load outs. The dart gun is inaccurate as all hell and is more likely to get your soldiers killed in the process of capturing a single live alien and you have to land many many shots to capture it. The stun rod is good, but you do have to get very close and alien reaction fire can be quite severe. It has such a low percent chance to hit, you have to get in at very close range, and if you do hit the odds that you are going to successfully stun the target are very low. The stun pistol is worthless to start off with. Live aliens captured before completion of this structure are useless.The stun weapons you get are not great. It takes 2-3 months to get an alien containment facility going. The other issue is capturing live aliens. One because they are confusing and they don't drop that much good loot. (this is pre discovery that the tactical sniper rifle came with HE ammo which I haven't tried yet. The normal soldiers can be removed fine however the heavily armored ones are ni impossible to take care of even with standard grenades. This is especially true for MIB missions. For instance once Mutons start popping up your normal weapons + alloy ammo is ineffectual. If you capture many navigators but miss out on engineers then you have the capacity to shoot down craft but you start to loose the capacity to deal with the ground situation. I have play tested the FMP up until rail weapons and I must say the deal breaker/unbreaker for a successful play through is a dependency on obtaining an engineer of some type. I love your mod and I only intend the best and contribute in a slightly minor way as to make FMP even better. I would like to add a few pennies to the balance discussion. The Thunderstorm is pretty cool and with a higher tier cannon a beast. So good job!Īlso that maintenance cost for the Ravens really hurts but it's a good pain. With that major nerf for the sniper rifles' TU the tactical sniper rifle also became very attractive. Lesser snipers got the sniper rifle but they had to invest more TU. I ended up with assault rifles with standard rounds for my grunts and rifles with alloy ammo for my snipers who would have an chance to hit >90%. All of them have sufficient benefits and drawbacks to put them in a niche. Playing with standard weapons (excluding advanced weapons) I like how you balanced them. ![]() Also you forgot to set the clipsize for the alloy cannon's ammo. That weapon destruction on death rule has made me a real bean-counter. The last suggestion, though, will most likely break savegames for people who use the alloy cannon already. My suggestion is to either set the required alloys to 1 which would make the ammo still very expensive, remove it entirely then it is slightly more expensive than cannon ammo or make bigger clips x100 or even x200 and require only 1 alloy for them. If you are curious, I can attach my current craft weapon comparison calc table. To make a more fair argument, to achieve the same damage potential you would need three loads of avalanches but that's still only $81.000. By comparison one set of avalanches cost $27.000 which is currently in my game the least cost-efficient way to down UFOs, assuming one does not care about the repair time. That's 16 alloys (sell/manufacturing price $6.500 each x16 = $104.000) + engineering time + base cost. One full load or 200 shots now cost $112.000. Not that I am a raving lunatic about it, the opposite is true, but I want it to be somewhat viable. In unrelated news, the alloy cannon is the most expensive thing in the entire craft arsenal now. But I don't know which impact that would have on the battlescape. But I suppose it would be nice if the floater leaders and such wouldn't drop a *COM_CORPSE clustering up the sell and research screen. ![]()
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