Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I just sneaked my way in to eliminate an VIP, only to find out, he took 0 damage from the detonation. By this time i was already standing at the extraction zone lol...
But in all seriousness the AI is treats the blast radius as if there was a "danger tile" (tiles that have fire, poisen, or acid on them.) But because your concealed they have to walk away from it. That's the only reason i can think of.
But if I have 0 in the config it takes no action like it should.. *I reposted because I edited my previous post :) *
But if I have 0 in the config it takes no action like it should... but this is a little too op for me
There are plenty of structures a grenade can't penetrate.
> Remote Start has me covered already
I like to drop with more than just reapers.
That's nothing a good 'nad can't achieve either.
> blowing up cars
Remote Start has me covered already
Utility slots are difficult to come by and very precious to me, so to me these extra explosives feel like flash-bang grenades : of extremely situational value, and a dead weight most of the times.
I've grown to enjoy some other mods of the modauthor and I think these explosives could add some variety (which is never a bad thing), but as I've said, them breaking concealment is a showstopper to me. Plus, I really, really don't see why *triggering* the charges would make my guys visible. If anything, it's "setting" them up that *could* break concealment, and even then it wouldn't be consistent with what happens for vanilla-game Claymores.
EDIT : at least, please fix the skill description. There are players who actually read them.
Unless I'm mistaken, there seems to be an option in the xComX4.ini file to change that, but by default it's set to true : bBreakIndividualConcealment = true.
This being said, is there any real tactical benefit to use these modded items instead of claymores ? If we're going to be honest, only reapers will ever be reliably in position to set explosives, and nuking their shadow each time to trigger a single charge seems to me a price that is just not worth paying.
I agree that, in a vacuum, this mod is generally a nerf to grenades. But to me, the main problem is how these explosives can be set from 5 tiles away (the second video shows the dude lobbing it like a grenade, and it looks pretty silly). Luckily, this value is exposed in the config and you can easily edit it to 1. This tweak makes these explosives function much more like traps which have to be carefully set than close-range grenades which don't end your turn.
I do like your idea of having these explosives take up two inventory slots, but I don't think Musashi is likely to revisit this mod. You're better off tweaking the config yourself. In addition to reducing the range to 1, I'd suggest doubling the supply costs for the upgrades as a good place to start.
And if you're not already using it, I'd also strongly recommend pairing this mod with to set up some economic tradeoffs.
Moreover, a soldier is limited to carrying one grenade, but she can carry multiple C4/X4/E4, which does not seem fair to grenades. IMO, a soldier should be limited to carrying one of C4/X4/E4 just as she is limited to one frag/plasma grenade.
IMO, a mod should not introduce an item that is so powerful and outclasses an existing in-game item that has similar functions/uses in every way that the new item basically makes the in-game item completely useless. That is just breaking game balance.
Planting the explosives does NOT break concealment.
Triggering the explosives DOES.
IMO, triggering C4/X4/E4 should break concealment. Otherwise, this mod would indirectly nerf Reaper's Claymore and break game balance, (i.e., what would be the point of using a Reaper's Claymore or upgrading her Claymore abilities if C4/X4/E4 had every advantage of Claymore and then some more?)
thats what x4 is for