After experimenting a bit further by crossing the Mid-Late "patterns"... i think i'm now in a much better position (and mood!) to suggest a ruleset change to this impossibly hard to get juicy device both in terms of visual effects & battlefield control.
Refer to its definition line #784 from
---XComLW_Overhaul.INI--- file;
+TechTable=(TechTemplateName="MimicBeaconProject", ProvingGround=true, ResearchPointCost=2500, ModPointsToCompleteOnly=false, PrereqTech1="
AdvancedGrenades", PrereqTech2="
PsiGate", PrereqTech3="", SupplyCost=150, AlloyCost=50, CrystalCost=50, CoreCost=2, ReqItemTemplateName1="
CorpseGatekeeper", ReqItemCost1=1, ReqItemTemplateName2="", ReqItemCost2=0, ItemGranted="MimicBeacon", RequiredScienceScore=40, RequiredEngineeringScore=40)
Alright, i
DO get the rational concept that it should be considered an
AdvancedGrenade and thus be unlocked via a PG-Project. But with "PsiGate" -- you're blasting a VERY big hole in the tactical limits we should be able to face--less or more when need be.
Then, my final recommendation;
PrereqTech2="
AutopsyAndromedon" and their very peculiar Shells (That we foolishly
all saw that thing go down!) as
ReqItem. But a GateKeeper? Yup -- it explodes despite that many Armor points to shred, rarely enough i might add.
Tough luck.
IMHO.. it's the only logical solution to such a puzzling anti-climactic design that not only destroys the whole FUN but is a terrible flow/timing mistake. Fiddle furthermore with the costs/requirements if you would. Honestly.. it's not that i just can't wait for that long by default to finally put at least
ONE to good use -- it's that this is supposed to still
BE a game we enjoy, my friends.
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)