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are they purifiers or sharpshooters?
ADVPURIFIER_PISTOL_COOLDOWN=3
ADVPURIFIER_PISTOL_GLOBALCOOLDOWN=2
I have also added the code to allow the remote start ability to work on these guys if using RoboJumpper's Remote Start Purifiers Mod.
The general gist of the config edits are as follows:
1) Remove pistols from their load out and AI behaviours.
2) Reduce damage on some of their secondary abilities.
3) Improve the flamethrowers, boosting range and width, chance to ignite target.
4) Crucially, change their flamethrower to do small (M1 is base 2 with 1 spread) amounts of Advent Magnetic damage instead of fire, with 1 AP.
5) The big change, Adjust the main two behaviour types to 80% use your flamethrower, 20% other stuff. Other stuff behaviour hugely de-emphasises anything other than throwing a fire bomb and standard move, overwatch, reload.
It took me about 30 mins to do. Initial test had them using their flamethrowers a lot.
I like everything else about the revamp, having the purifiers take potshots at me makes them feel more like a threat. But the return fire spam is too much for a such a common enemy. I'm taking more damage from them on my turn then on theirs!
Also the grenade spam (while yes makes logical sense,) is also kinda annoying. Dosn't matter if one of your guys is just alone, they will yeet it without hesitation. Also i've never see them use any of their other abilities.
most of my problems comes down to the pistol they have, sure by all means let purifiers have a secondary weapon that makes them a little less bumbling, but please, PLEASE remove that return fire ability, this early in the game, having random cover breaks after shooting a purifier, or getting a unit sniped by a lucky pistol shot is beyond infuriating, and genuinely unfun after the 3rd time.
I have noticed some unrelated incompatibilities between ABAI with other mods, that weren't present with ABA, so who knows. I'd suggest to testing with and without ABAI/ABA installed if applicable and see if the AI improves.
This isn't to throw shade at DerBK either, I love their mods and always have several of their AB mods in my mod list. I'm just reporting on what I've experienced thus far, which hopefully might help those experiencing the Purifiers wonky decisions.
https://imgur.com/a/eBc6u14
https://steamcommunity.com/sharedfiles/filedetails/?id=1157010936
https://steamcommunity.com/sharedfiles/filedetails/?id=1371195713
If I add the template name of the "new" grenade created in that mod to the loadout of your Purifiers in this mod, would they work?
The above is a screenshot I took today of an elite purifier dousing me with flame, because he can and he wanted to
i really like what you renamed M2 purifier too veteran sounds cooler than advanced
I'd hazard a guess that they all work nicely with each other, but without knowing the specific mods you want to smash together for your playthrough and what or how they do things it can be anyone's guess as to the final result.
This mod only affects Purifiers and does so in such a way that it changes them to the very root of their Ai, completely overriding the base game Purifiers. It doesn't affect any other unit.
Can you give some links to the enemy Ai mods you want to merge together? It'll help with finding out what might/could happen :)