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psyhotik

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  1. I always wondered (in vanilla AS too)... Aren't the Wargot armor stats swapped? Wargot in full armor (the one that appears next to cultist leader in the cutscene) is easier to kill than Wargot in partial heavy armor...
  2. OK. Please don't get me wrong. I still think this mod is great. That was only a suggestions but of course you are the author and you decide how this mod will look
  3. Another report and ideas: - Sonic Gun (Close range weapon) seems to have very high accuracy, even at long range, when fired in aimed shoot mode. After switching to snapshot mode the accuracy can fall from 100% to 1% so I assume that this 100% was a bug. - All Gauss weapons (including Gauss Sniper Rifle!!!) use Close Range skill. - I know you don't want to tweak rescources, but maybe at least make Autopsies (at Medical Lab) cheaper? Now it's quite expensive for a research that in fact don't change gameplay much (excluding Sg Hover Autopsy). - Speaking of Hover autopsy - it is required for warp weapons research but it's not obvious for a player, who don't know it. Maybe this requirement should be changed, or there should be some hint in description that researching it can lead to new technologies? - Contrary to the description, I was able to replace Cyborg Arm Strenght implant with Dexterity implant (description say it can only be replaced by better version of the same implant). - Is it possible to have 2 vision modes in one item? If yes, maybe additionally give the infra-eye implant the night vision mode (of course name should be then changed too )? Right now this implant is not very useful (it does exactly the same that infravision system for helmet, but cannot be removed and require additional research). - Also Reticule eye implant should be changed. After long and expensive research you get +1 to long range, and it requires 3rd lvl cyborg. Rather useless, as at this point of game you probably have good, non-cyborg snipers. Maybe it could give +2 to dodge (the eye can calculate bullet trajectory) or increase chance for critical hit (the eye can locate vulnerable parts of enemy)? - Drones seems to be overpowered. Over 10000 HP of tracked defender with heavy armor makes it almost invincible. 2 drones with brownings or hyper-plasmas can win most of missions without any help or in-field repair (tested on Veteran mode). And after a few missions against cultist you have a lot of cores to spare. - I think that Cyborg heavy weapons should be more powerful than their drone equivalents. Reason? It's much harder to train a 3rd lvl Cyborg with decent mechanical skill, than to build a drone. Drones can also be replaced easily when destroyed, cyborgs not (hiring 3rd lvl cyborg requires good relations with them and costs much in midgame). - Some of tactical maps are used very rarely (like "protect our track system" map or base defence maps with cranes and drydocks). Maybe it's possible to make them appear more often? Some of them may be used for normal "destroy all mutants/reticulans" missions if engine allows that. (note: IT IS NOT A REQUEST TO CREATE NEW MAPS! Only to make use of some special and rarely encountered maps that are already in game). That's all from me for now
  4. In that case, how about giving these projection vambraces an ability to boost Psi Power by 1 or 2(using the same logic as in Trueshot Vambraces giving +1 to Long Range - not sure if possible. I'm not a modder)? May be useful for first-level Psionic at early stages of the game and will fit into original idea of vambraces made for use with projectors.
  5. But the projectors description says they require projection vambraces to work and projection vambraces description says it allows using projectors. Was it simply forgotten by the Altar, or the game engine doesn't allow such requirement? Good to hear that I like using commando
  6. Hello! It's me again I have some bug reports and suggestions (hope it helps making this mod perfect ) Bug report: a) Item descriptions: - Some psionic equipment has a line "his or her mental powers". "His" is unnecessary as there are no male psionics. - Scanners (doppler and bio), Personal Cloak and Sound Dampener descriptions say they don't require any training but in fact they do (Scout equipment) - Powersword and Chainsword descriptions say they don't require any training but in fact they do (Commando equipment) - Drone Cores descriptions say they require Drone training but apparently they don't (unless there's something I don't know about) - Tactical Laser description says it require Sniper Training but it doesn't. b) gameplay - Psionic projectors work even without Projector Vambraces (as I remember it was also in unmodded game. Is it unfixable?) - Does Confusion effect (from projector or dart) actually works in game? Everytime I confuse enemy he only stand still instead od dropping weapon or attacking other enemies. Suggestions: - Have you considered changing the resource system? Right now most of resources are consumed by track maintenance while research and manufacture costs almost nothing. How about:
  7. Hmm. I definitely encountered Atolls and Scuttlebugs in mission against cultists. I'll try to provide a screenshot if needed.
  8. OK, I've played the mod a little (so far to the Wargot arrival). I must say I'm really impressed by new models, especially by human laser weapons I like many new ideas, like Wargot weapons restricted only for Cyborgs. I must try to use drones, as the cultist drones I had to fight seemed very powerful The beginning is indeed interesting, but hard. How about giving some mutants reticulan power cells, so the ammo won't run out so fast in case all begining missions will be against mutants, not Reticulans (there cound be some explanation in glossary that for unknown reasons mutants like to collect and carry reticulan power cells ), or equip mutants with some basic pistols and ammo, but don't allow them to use it (don't know if this is possible...). I've also found some minor bugs: -Morelman melee weapon (visible when capturing one of them in mission) is called "Rostya punch attack" -Game still displays "New technology availible" for Drone Autodestructor -Barret cannot be fired from prone position (tested with Psionics, not sure about other races). Is this intentional? -Also, have you thought about changing or removing Atoll from the game? Right now it often spawns in buldings (which doesn't look good as it is supposed to be biomass fragment), and it's turning toward the enemy, which also look kind of... :\ It posesses almost no threat, so I think most players won't even notice that it's removed. Generally speaking, I think this mod is great I hope, you'll find some time to further improve it
  9. Hello! I'm really glad to see that Aftershock wasn't forgotten (it's still one of my favourite games) and still great mods are created for it. Keep up the good work, Man and don't stop! I've just downloaded this mod and I'll try to send some feedback soon P.S. Are there any unofficial patches for AS? There are still some bugs in 1.2...
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