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Bir çeviri sorunu bildirin
I have to de-install the mod as this renders the whole sniper-class unplayable in endgame. :/
You are a scoundrel and I wish you a VERY VERY BAD day Sir!
Second, the teleport distance on hit is far too long. When I hit the warrior on my turn, it teleported far north-east well outside of my range. So I focused on the other enemies in that pod. When it was the alien turn, that particular warrior went even further north and began to slaughter civilians with a 100% chance to hit according to the flyover text. And I have buffed up the civilians' defence in my game to compensate for the larger pod sizes I'm running. Berserkers have a 50% chance to hit the civilians for example.
Rather unfortunate, since I love your other mods. And the models for these guys are top notch. Gameplay is just terrible. I ran across my first warrior when my guys were still using un-modded conventional weapons. Just one of the warriors ended up knocking out my entire team and failing the mission.
Both Archons are really obnoxious. I dislike teleport-on-hit, since it makes it almost impossible to use tactics against such enemies. If his teleport range were shorter, things would be more interesting. Him be able to inflict huge crits and stuns is too much.
The Shaman is OP in terms of defense, health, and dodge. There is no strategy other than "blow him away with powerful weapons, and get rekt if you don't have the tech level for them."
I agree with @Knightmare047 . Reaction moves (like bladestorm) are not well-implemented and bug-inducing.
I give up on playing with mods that frustrate and anger me. I like tough enemies, but things go too far when I dread enemies because they are too strong for the force level.
This mod is not fun, and I would avoid it because it's not very fair and adds little depth to the tactical gameplay. It only really makes sense if you play with a lot of mods that amp your weapons up.