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also think it would be a good idea if the Psi op had Null Lance and maybe soul steal too to add
healing for them.
I also think Phantom should get the conceal ability
Blademaster should get the ionic axe with the throw axe ability.
Reaper should have the shadow lance with both needle and banish abilities
Maybe add in the ability to have tracer rounds or buff the aim a bit too
Gunslingers should be 2500 points
sniper's squadsight aim penalties could be lowered a bit to make them viable
maybe the sectoid commander's stasis gets replaced with a psi shield ability to place it on any organic unit with limits. (Stasis on a beefy unit is rough)
lastly the final suggestion is making Advent medics 800 points as they are too effective at 600 points.
I like units that have good synergy with other units
basically combat drugs.
also if they have a coilgun rifle instead of a advent rifle it would be pretty cool.
another thing I would suggest is the idea of giving return fire to advent captains and priests
whenever a unit misses against them.
one last idea is a soldier that is a hybrid of a gunslinger and ranger. carrying all the alien hunter weaponry. this soldier being around 4500-5000 points. carries the magnetic boltcaster, ionic axe, enhanced shadowkeeper, and 1 frost bomb. aim 80-85, conventional armor, 8-10 hp, mobility 12,
and lastly 70 will. this soldier could be named the Alien Hunter but this is a stretch.
would be cool if there was advent gunslinger that would be 700 points
balance with having a 3 damage rifle and 2-3 damage pistol and has quick draw.
80 aim and has faceoff. maybe 1 pierce but that is optional.
also maybe a more expensive advent soldier that is similar to elite exalt assault from ew.
having the ability to gain +10 bonus to hit and crit chance. carries an alien grenade and has
5-6 damage on their rifle. likely 78 aim. 9 hp, 1 armor, and cost 1000 points.
these suggestions are here for more ideas to poke around with but it's fine if it isn't considered. we got to play a match sometime. not now tho because I am likely sleeping when you see this.
Hi! I am pleased that you like my mod. The Sectopod is quite strong in skillful hands, especially against the Chosens or the Avatar. Therefore, I plan to conduct a series of tests of the Sectopod against various strong teams and then make a decision about its cost. Of course, if the Sectopod is really weaker than 8000 points, we will make it cheaper, as well as the Warlock.
The list itself does not have to match, the main thing is that the included mods match. It is recommended to play only with this mod enabled; the rest should be unchecked to avoid conflicts. Also check that your list of active DLC matches (such as Alient Hunters and others)
Skirmishers , in my opinion, are quite strong fighters and I'm not sure that they need additional improvements. But perhaps they will be improved in the future if tests show that in the new multiplayer conditions they will be weak for their cost.
There’s an interesting idea about smoke grenades, I’ve thought about it too. However, I am concerned about pairing the aid protocol with smoke, for example with an archon or psionic, which will create huge defense values (80-90 in full cover). This is what prevents me from adding a smoke grenade to MP.
AdvPsiOperative is already in the game as an Avatar. He is quite strong and has powerful abilities. There are also Advent Priests. Don't forget about Chosen Warlock, to whom we plan to soon add several new interesting abilities.
The idea of predator armor for an normal operative is interesting, we will think about it.
There is also an idea of some units could have smoke grenades for defensive options like the advent general or shieldbearer.
And lastly it would be cool if there was a separate human psi op that has a lot of the psi abilities and has the alien psi amp but has kelvar armor while the normal one has predator armor.
Adv Psi Operative cost 4000
Psi Operative cost 3400