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But i did add an option to the mod to enable Prime Reactions for Chosen. If you want to introduce that kind of ridiculous into your game, might as well do it with style. Prime reactions at least offer some gameplay there.
I have 2 ideas for this. One is to simply make them immune to random crits (saw someone play with that and it went a long way towards solving this issue), and maybe add blast padding so you can't just drown them in explosives.
The other is to give them a defensive action (mainly move but maybe a few other things) if they get hit by a flank/exposed shot.
The assassin suffers less from this problem since her movements makes it hard to get into a position where you can focus all your guns on her in 1 turn. The other 2 are just one ill adviced move away from having it happen to them.
That way, the introduction of such mechanics could also easily be delayed until tier 2 or 3 which i find important... piling onto an exposed Chosen can often be the only way to even be able to take down that Chosen on the first retal when all you have is a bunch of noobies with 60-70 aim and pea shooters.
Also, I haven't tested this mod yet so apologies if this is already a thing, but IMO they need to use their summon abilities more often (and pick up a summon boosting strenght like shogun or mechlord later).
Tried a few chosen AI mods and they all seem to neglect using their free action summon skill for some reason.
Which is a shame since that creates more of a squad-based type of combat in chosen fights, especially when some modded enemies make it into their summoning lists.
During the first test games, he was so much of a summoner, i actually had to dial it back a bit :D
She ran in for a sword strike, then used the free action summon to drop 2 stunlancers right in the middle of the squad before using her bending reed move to run back out, then went on overwatch because she had the "overwatch at turn end" strenght.
Speaking of squadfights with the chosen btw, one thing that always grinded my nards was when you got into the boss fight chamber in the chosen strongholds.
There is always a pod in there, but it's completely pointless since you can always kill it, reload, and wait for cooldowns before moving up to trigger the chosen.
Usually results in the chosen dieing before making a single move since it spawns in alone, and the 2 enemies that teleport in while it's healing are a joke to any sort of leveled up squad.
I recently found a great mod called "populated chosen chambers" that makes the portal platforms spawn in real pods, 4 enemies per portal instead of 1, (which makes it feel more like the final mission avatar fight, which seems appropriate), and I really like that concept. The only thing it's missing is a way for the chosen to trigger as soon as you engage the initial pod in the room (just like how they show up on normal missions).
Not really sure if that is something that is editable or if it's hard coded to "getting in sight range of the chosen regen altar", so my idea for it is to either have some enemies spawn in as the chosen fight triggers, the chosen getting to use their summon move on their scamper, the chosen getting a stasis bubble after it's scamper, or the initial pod being anchored to the chosen's altar so that it activates as you trigger the chosen (just throwing out any thoughts I can think of :P)
They are basically "do them because you can", which is kinda anti climactic.
They should be more "should I really do this? It's dangerous", like how the alien base assaults in LW1 are. High risk, high reward.
Btw, I think the populated chosen chambers mod can play nice with your mods. I think it only edits the pod sizes and makes a few changes to the chosen regen, but I'm not entierly sure how it's coded.
Yeah sure, if the mod works like i assume it does (adding new pods in Schedules.ini), that's no problem at all.
IMO the stasis shouldn't end until his turn begins (just like sustain).
Sorry if this mod allready does that.
1: It's permanent. As far as I know, there are no other debufs in the game that last until the end of the mission, except for your will decreasing every turn, but in vanilla enemies can't really do much to decrease your will by any significant amount expect the lost. And I think there's a good reason why permanent debufs aren't a thing, they feel really unfair. In the case of the hunter, he uses tracking shot basically every turn and by the time you get the exact point / end of the mission, your 2 or 3 frontline soldiers (usually rangers or skirmishers) each have a 20-30 debuf, and you have to fight both the hunter and likely the last 1 or 2 pods of enemies with your best soldiers for the job at a very high risk of dying. So at this point you have 2 options, either evac the mission if it's an option, or uses your backline support troops like snipers and heavies to do the fighting.
2: It doesn't have a real counter play. Now you could say this about any debuf, such as sectoids panicking your troops, or spectors binding them. But the difference there is that there is a counter play, rush in with a ranger and kill the sectoid, or find and focous fire the spector, or kill the clone of your soldier. The hunter on the other hand, sits at the back of the map, and doesn't even need squad sight, so he can always see at least one of your guys and use tracking shot. You also can't rush him because that would mean sending your frontline troops right up the middle of the map and getting slaughtered by the regular enemies or the hunter himself because of their defence debufs. So in effect this basically puts a soft mission timer on every mission with the hunter, and it's a pretty short one to, maybe 5-7 turns (after concealment breaks), and that's on top of everything else that may have gone wrong in the mission.
Imo the apex of this issue is the blacksite raid with the vial. If the hunter spawns, he camps the extract point, the uses tracking shot. Now everything I said above applies but even harder. So after trying to complete the campaign on commander difficulty with this mode and the better advent ai mod, 3 times now, I have had 2 raids on this blacksite with the hunter on it. And the only real way I can see to beat it is to send in a single reaper and just rush through the mission in steal and not even fight anyone. Which I think would work but it's very cheesy and being forced to play that way just isn't fun.
I think if the debuf lasted for a limited number of turns, like 2 or 3, it would be more manageable because you could disengage and recoup a bit on missions without timers.
Edit: so reapers can't go into shadow with objectives items on them, so that plan won't work.
So I if I get the hunter on this mission what am I supposed to do beyond just bringing a bunch of rookies as cannon fodder and using one to get the item out?
So instead i will point you towards the XComGameData_SoldierSkills.ini that comes with this mod where you can find two separate parameters for HUNTER_MARK_WILL_MOD and HUNTER_MARK_DEF_MOD that you can change if the -7 is not to your liking.