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https://steamproxy.net/sharedfiles/filedetails/?id=1509832184&searchtext=Combat+Shotgun
pray.
I just want to say a big big thank you for all the hard work that has been done on this project to ensure longevity of this awesome game. I just wish it had a better engine.
Now, just some constructive critizism - the scope of the project to balance hundres of mods on top of LWOTC is crazy, but somehow you guys managed to make the stats of all the things feel balanced.
However when it comes to item aquisition (corpses) and research times (lab+proving ground) , and composition of enemy pods - the mod needs a bit of tuning.
What would help here if you guys decide which mod is woth taking core and which isn't. Do we really need every type of Enemy eg Viper (frost, fire, psi, poison ) from T1-T3 ? From a fan fiction it makes sense and its super cool, but what about gamewise? Do people approach the flame viper any different than a normal viper or frost viper? It's just a viper with dumb AI. Same for Berserker, Captains, Necromancers, etc. In other words the SpawnPool get overflowed with enemies that are too much alike in my opinion.
My personal favorite mods that really bring something new to the table in terms of enemies are the "pathfinder", "assault trooper", "Psi advent mod"(with mobile sniper and psi melee), including lategame "custoidians", "purgebishop", "muton omega" . ;
Mods that do not feel worthy of modjam:
Muton harrier mod is cute but can be completely countered by a vest, and the standard LW mutons are much scarier anyways. What's scary tho are the T4 Muton Devastators.
Frost Mod: I feel in oder for this mod to devastate the player it has to be played as a standalone, no other enemy mods, like how it was designed, so that basically every enemy is most likely a frost dude and you're gonna have a hell of a game. But with modjam these guys are way to infrequent to cause enough devasation like it was planned by the author.
Bio mod: again. Cute but except the Shieldbearer, which is completely overpowererd, i don't think it's necessary to have each type of element tied to an enemy, unless the player has to adjust his strategy.
So what i would do is take a good look of what is really worthy of modjam and make it core.
To adress issues of corpses and overall pod composition i suggest lokking into XComEnounters.ini ; "FIRETEAM", "RPG TEAM", "ADVENT 8 GRP", "PATROLL GRP", "SMALL SUPPLY GRP, "BIG SUPPLY GRP" completely rework the predetermined encounters with heavy focus on the new enemies. This has two reasons, first you still only encounter only about half of the new enemies. These base LWOTC enemies pods already make up a majority of the Table that can spawn in missions. Second, most missions that give us corpses have these predetermined groups of possible spawns in them, which just feels awful for Modjam . a complete disaster.
The next hing I'd do is work on the "XComEncounterLists.ini" to get rid of enemies that make no sense in spawning at high 18+ forcelevels , such as T1 Sectoid, T1 Trooper, T1 Mec , which are for somereason exceptionally hiigh in LWOTC. It also does not comply with the new modjam difficulty curve. Second, is to have a maximum spawn of 1mob in a group to ensure the groups "XAdv", "YAlien", etc are more likely to fill with new modded enemies, without having to completely overbuff their spawnrates. (except drones, facelss, turrets , etc to prevent bugs)
Last but not least i completely buffed lategame, specifially gatekeeper, sectopod, custodian, spawnrates and even forcelevel adjustments.
Plus i also removed the "advent general" from the HQ missions(+goldenpath), which is causing all the crashes in the game.
And made HQ and Story mission significantyy harder. Which are now a complete joke without the chosen and was much harder on the beta versions of the LWOTC game.
TLDR:
I adressed some issues bugging me, namely corpse scarcity, and the feeling of "hey i installed this new cool warlock mod but only have seen him once in my entire campaign and it wasn't on a corpse mission, what a letdown"
Just my two cents. Thanks again for your work