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Mechtoid > Cyberdisk > Sectopod

Posted: Wed May 02, 2018 12:46 am
by SamXjones
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?

Re: Mechtoid > Cyberdisk > Sectopod

Posted: Wed May 02, 2018 10:39 pm
by johnnylump
I remember when threads like this would cause me to add 40 hp and 2 DR to the enemy in question.

Re: Mechtoid > Cyberdisk > Sectopod

Posted: Thu May 03, 2018 12:09 am
by ShockmasterFred
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.

Re: Mechtoid > Cyberdisk > Sectopod

Posted: Thu May 03, 2018 12:19 am
by SamXjones
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. ;)

Re: Mechtoid > Cyberdisk > Sectopod

Posted: Thu May 03, 2018 1:19 am
by johnnylump
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.

Re: Mechtoid > Cyberdisk > Sectopod

Posted: Thu Sep 23, 2021 8:01 pm
by poseidon595
From my experience, yes, this is pretty much the trend, but not due to innate abilities. The cyberdisk usually shows up first in my campaigns, but if you can lock it down with suppression fire, its not difficult to pick apart.

The mechtoid is much worse because it has formidable health now, and it can fire twice with considerable accuracy and damage. Its thread just lessens as your units get more and more upgraded.

The sectopod is technically the most dangerous in terms of raw ability, but it shows up so late in the game that I'm already used to chopping up mechtoids, and a sectopod isn't too much of an upgrade from there, especially if you have levelled valkyrie mecs with pulse guns.