[suggetion] sentry turrets

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warbrand2
Posts: 105
Joined: Thu Jul 14, 2016 5:55 am

[suggetion] sentry turrets

Post by warbrand2 »

idea based off of this mod: [mod link removed do to creators being dicks]


Ok I love long war two, but it has a huge problem on defense missions even in late game with the player just never having enough fire power unless they are extremely lucky or play it perfect and even then their is a massive chance of failure if just one shot misses.


So here is an idea based on the mod linked above. xcom deployable sentries. these would be slightly expensive mobile turrets that act sort of like none mobile shivs from the first game.


BASE IDEA

[number code] sentry
info: this small deployable turret allows us to quickly bring the pain when and where it is needed, while they take some time to set up the advent will never know what hit them.

base stats
aim: 45
crit: 0
pierce: 1
shred: 0
damage: 1-3
health: 5
shield: 2
armor: 1
ammo: 6 (does not reload once used up auto packs requiring a redeploy)
deploy time: 2 turns

abilities
auto pack: packs up sentry for redeploy takes a full turn
suppression: suppresses a single target
sentry targeting: takes overwatch shots on any enemy action can preform 3 overwatch attacks per turn.


UPGRADING: once you have a sentry built you can upgrade it at the proving grounds each sentry can be upgraded only once so pick your upgrade wisely.

t1 upgrades (t1 sentries)
ammo pack: adds 4 ammo to the sentry and gives it area suppression
advanced targeting(requires turret wreck): adds 55 aim and 25 crit to sentry but reduces ammo to 3 and removes suppression
alien plating: requires alien alloys, adds 2 health, 1 armor, and 2 shield.


laser sentry stats (t2)
aim: 65
crit: 10
pierce: 0
shred: 1
damage: 2-4
health: 6
shield: 2
armor: 1
ammo: 4
deploy time: 2 turns

mag sentry stats (t3)
aim: 65
crit: 10
pierce: 1
shred: 0
damage: 2-4
health: 6
shield: 2
armor: 1
ammo: 5
deploy time: 1 turns


t2 upgrades
laser capasiter: +8 ammo
focuser: +35 aim -1 shred
grenade pod: gives a single use launch grenade ability (does not refresh after packing up and redeploying)
alien plating: requires alien alloys, adds 2 health, 1 armor, and 2 shield.

t3 upgrades
magnetic accelerator: gives rapid fire (can be used two times per turn)
heavy magnetic rounds: ups damage to 3-6 and adds 2 shred but reduces aim by 5
alien plating: requires alien alloys, adds 2 health, 1 armor, and 2 shield.


coil sentry stats (t4)
aim: 75
crit: 10
pierce: 1
shred: 1
damage: 3-5
health: 7
shield: 3
armor: 1
ammo: 6
deploy time: instant

beam sentry stats (t5)
aim: 85
crit: 40
pierce: 0
shred: 2
damage: 3-5
health: 7
shield: 3
armor: 1
ammo: 4
deploy time: 1 turn


t4 upgrades
advanced coil system: increases crit by 50%
ROCKET POD: adds a 4 charge rocket launcher to the sentry does not refresh on redeploy reduces ammo by 2 and ups deploy time by two turns
alien plating: requires alien alloys, adds 2 health, 1 armor, and 2 shield. (by now you should notice all teirs have this one)

t5 upgrade
advanced elerium batteries: + 16 ammo but reduces damage to 2-4
missile tube: adds 2 alien missile tubes to the sentry these will always hit their target but can not be free aimed. (ups deploy time by 1 turn)
alien plating: requires alien alloys, adds 2 health, 1 armor, and 2 shield.
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