Request: modifying exploits

Post Reply
Littlebob86
Posts: 14
Joined: Sun Apr 09, 2017 8:21 pm

Request: modifying exploits

Post by Littlebob86 »

Hi everyone!

So I've been watching xwynns play legend as if he's playing on rookie difficulty and I'm not a fan of exploiting the game. I'm throwing it out there and wondering if there's a chance anyone would be able to throw together a mod to edit

1) LW2's burning to just having a massive debuff to shoot instead of half the enemies being useless and just double moving

2) Combatives and the muton counter attack/ai so that you can't just sit a guy next to a muton and effectively disable that muton. So either the muton having a 50% to melee or move and shoot or both muton and Combatives only having a 50 or 75% to activate.

3) At the start of a mission the camera doesn't move to objective which ends up showing the location of a bunch of enemies

I've downloaded the sdk 3 times before and spent hours going over you tube videos but I think I'm literally disabled when it comes to being able to mod. And I would love to be able to because I'm sure you all know I'm a pain in the ass and if I could would of contributed to the workshop with my ideas!
Littlebob86
Posts: 14
Joined: Sun Apr 09, 2017 8:21 pm

Re: Request: modifying exploits

Post by Littlebob86 »

Also, does anyone have ideas of what would be good to replace full over ride with on the technical tree??
Lyzak
Posts: 81
Joined: Thu May 18, 2017 5:01 pm

Re: Request: modifying exploits

Post by Lyzak »

Littlebob86 wrote:Hi everyone!

So I've been watching xwynns play legend as if he's playing on rookie difficulty and I'm not a fan of exploiting the game. I'm throwing it out there and wondering if there's a chance anyone would be able to throw together a mod to edit

1) LW2's burning to just having a massive debuff to shoot instead of half the enemies being useless and just double moving

2) Combatives and the muton counter attack/ai so that you can't just sit a guy next to a muton and effectively disable that muton. So either the muton having a 50% to melee or move and shoot or both muton and Combatives only having a 50 or 75% to activate.

3) At the start of a mission the camera doesn't move to objective which ends up showing the location of a bunch of enemies

I've downloaded the sdk 3 times before and spent hours going over you tube videos but I think I'm literally disabled when it comes to being able to mod. And I would love to be able to because I'm sure you all know I'm a pain in the ass and if I could would of contributed to the workshop with my ideas!
Xavier makes Legend look like Rookie because he's a Legend-tier player and has been extensively involved in playtesting and providing balancing feedback for the game. You'll probably find that, even if you DO exploit each of these tactical quirks to the greatest extreme, it doesn't make the game much easier in the grand scheme of things. Fire can be unreliable and limited (flamethrowers % to ignite and short range), or expensive (incendiary grenades), taking a single Muton out of the picture with Combatives hardly CCs an entire firefight AND it limits where you can position yourself AND does limited damage, and pods move around so revealing their general locations ultimately doesn't help much.

By all means, if these things irritate you, best of luck editing them. But I figured I'd offer you some perspective. Good players make hard tactics look easy, and niche 'exploits' (not that I'd call "fire sometimes rendering a few units useless for just a couple turns" an exploit) are never enough to turn the tide of an entire campaign, and often not even an entire mission.
Littlebob86 wrote:Also, does anyone have ideas of what would be good to replace full over ride with on the technical tree??
I suspect you mean Specialists, yes?
Littlebob86
Posts: 14
Joined: Sun Apr 09, 2017 8:21 pm

Re: Request: modifying exploits

Post by Littlebob86 »

Yeah sorry I meant the specialist tree.

Yeah I understand he's a top level player, and I'm aware of the downsides to both of the requests, but for a muton to just keep swinging at the same guy until he's taken care of doesn't seem so fun. Plus I never liked how they always counter as well..

I was just throwing it out there :)

I also requested ages ago the mod so zombies are persistent, someone amazingly did which has made mass reanimation horrible :)
Mutonophilia
Posts: 3
Joined: Fri Jun 16, 2017 5:18 pm

Re: Request: modifying exploits

Post by Mutonophilia »

Standing near Muton is high risk high reward tactic. When your counterstrike doesn't trigger you usually take a lot of damage and could die from melee strike.

Revealing pods really doesn't give you much of an advantage because they move away til you get there. You can see maybe what enemies are in a pod but it is not that it will change a lot.
Mutonophilia
Posts: 3
Joined: Fri Jun 16, 2017 5:18 pm

Re: Request: modifying exploits

Post by Mutonophilia »

And as for burning I wouldn't call it unbalanced. There are three ways to get it, flamethrowers. inc grenades and dragon rounds. Dragon rounds need to hit and they lowered proc chance to 50% I think. Also it is single target. Flamethrower is limited per charges and is major feature of technical. It requires good positioning, coming in close range and a bit of luck. Inc grenades are probably a bit strong compared to others. I would maybe up % to get burned but lower duration to one turn if that is possible.
Post Reply