Mechtoid > Cyberdisk > Sectopod

For general discussion about XCOM: Long War
SamXjones
Posts: 36
Joined: Mon May 15, 2017 11:34 am

Mechtoid > Cyberdisk > Sectopod

Postby SamXjones » Wed May 02, 2018 12:46 am

Did anyone find that Sectopod is the easiest mech alien to be deal with in LW? It comes into play only before the last class of alien, Ethereal, but:
1) It does not fly like Cyberdisk, enjoying evasive defense bonus
2) It does not get mind shield when mind merged with a sectoid (basically sectoid never mind merge with them) and enjoy an extream damage reduction bonus
Making it hardly a late-game challenge.

What do you guys think?

johnnylump
Site Admin
Posts: 931
Joined: Wed Nov 11, 2015 4:12 am
Location: Colorado
Contact:

Re: Mechtoid > Cyberdisk > Sectopod

Postby johnnylump » Wed May 02, 2018 10:39 pm

I remember when threads like this would cause me to add 40 hp and 2 DR to the enemy in question.

ShockmasterFred
Posts: 52
Joined: Tue Jan 17, 2017 5:01 am

Re: Mechtoid > Cyberdisk > Sectopod

Postby ShockmasterFred » Thu May 03, 2018 12:09 am

johnnylump wrote:I remember when threads like this would cause me to add 40 hp and 2 DR to the enemy in question.


Ah yes, if anyone uttered the word "easy" in the Nexus forums I would cringe because I knew changes were a'comin.

In all seriousness, the development of LW was the most fun time I've ever had with a game. I would play for hours and then go to the Nexus forums and discuss the game and possible changes, and it was so cool to see you guys being so gracious and receptive to outside ideas etc..

The release of Beta 15 was probably my favorite day playing a video game ever. Thanks for everything you've done. Can't wait for TI.

SamXjones
Posts: 36
Joined: Mon May 15, 2017 11:34 am

Re: Mechtoid > Cyberdisk > Sectopod

Postby SamXjones » Thu May 03, 2018 12:19 am

johnnylump wrote:I remember when threads like this would cause me to add 40 hp and 2 DR to the enemy in question.

ha, I am sorry, but I only know that if anyone pushes you(or your team) for the release of new version of any LW mod, a few more rookies will be killed.
Beside, sire, I am not intended to rant about any aspect of the game, LongWar is indeed one of the most refined game experience I have ever participated in my life so far, and I am quite sure this statement will stay true and fair for the rest of my entire life. However, adding 40 more hp and 2 DR to Sectopod may 'balance' out the difficulty if it being relatively, less annoying, to deal with. Maybe I will try it by starting with 10 more hp and 0.5 DR first to see how it works out for me. ;)

johnnylump
Site Admin
Posts: 931
Joined: Wed Nov 11, 2015 4:12 am
Location: Colorado
Contact:

Re: Mechtoid > Cyberdisk > Sectopod

Postby johnnylump » Thu May 03, 2018 1:19 am

Those were indeed good days.

I actually spent a couple of days trying to make a "mortarpod" -- basically a mini-sectopod that only had the rocket artillery launch ability, and not the main gun or the little plasma turret. It was intended to be an overwatch-wall breaker (kinda like real mortars). We couldn't remove the weapons from the character (CTD), so we had to basically had to try to make sure they never fired them under any circumstances. Tried killing their aim and removing ammo in addition to working on their AI, but for some reason it'd still line up and fire that big gun every once in a while, no matter what I did.


Return to “XCOM: Long War General Discussion”

Who is online

Users browsing this forum: No registered users and 1 guest