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
Nope. Nope nope nope. Nothing like it. :(
Again: The enemy is designed in a way to provide a new challenge that requires a different approach than many players typically chose (no medics, squad bunched up nicely around the best cover spots, as many psiops as possible, alpha strike everything).
However, if you strongly feel it's too strong for your liking: have a look at the mods ini files, you can reduce stuff like the feedback AoE yourself ;)
Yes I learned the hard way that the best thing to do actually is not to attack a Venator until the other stuff is dealt with.
The reason why I don't think I agree entirely with your point that you can just ignore Venators for a while is their teleport ability, which you have programmed them to use to maximum effect (nice job!). They will almost always teleport next to a Psi or into the largest group of your squad and do a feedback or a AOE stun. The AOE paralyze isn't so bad. You lose an action point. Multiple Venators/Venator clones doing feedback is deadly.
Also, there have been countless times that Venators or their clones have dodged, taking only 1 point of damage which means another clone.
Riftkeepers are powerful no doubt, but you can focus fire them. Venators are actually much harder to focus fire because once hit they clone and teleport out of range.
There was the occasional mission where I messed up, activated one pod of them too many and had to bail. This happens and it's needed if you want the strategical part of the endgame to be harder than it is in vanilla X2 or WoTC.
If a single Venator is on the same level than a Riftkeeper for you than I think you are doing something wrong. You can largely just ignore it until you have dealt with everything else, which is not possible with other big enemies.
1 - the AOE on Feedback is ridiculously large and should be reduced a tile or two in radius.
2 - One Venator is comparable to a Gatekeeper, a Riftkeeper or a Sectopod, and you have them running in pairs?? And if there are Psi Hunting mobs there can be as many as FOUR Venators on the map??!! Come on, that's just simply too much. One Psi or Sectoid in the area and your party stands a good chance of a total wipe.
There's almost no way to kill a single Venator in one round. With the amount of health, armor, defense and dodge plus cloning, it is nearly impossible. Which means clones all over the place. Multiple Venators is, as I said, a bit over the top.
Several of your new enemy mods are what made my specific iteration of XC2 so awesome, I hope you are planning to update your various mods from Vanilla.
No. A WoTC-specific version will need to be made. Have patience.
Adds
Thx
use this mod with LW2 and launch "0%" mission , the enemy numbers is not "Heavy" or avove enemy activities but only "Extremely Light" numbers.
i doubt some enemy spawning mechanism in this mod conflict against LW2 alien activity system ?
Ya it was a mis-type
This is the Venator mod page, not the Black ICE Codex one. Or was that a mis-type?
These girls are tough but, apart from if you've a psionic in the squad, pretty manageable. Well, fairly. Well...
I was moving, then I found a codex with 2 black ice codex...
I tought it wouldnt be so hard since I have 9 soldiers...
The next turn one of them literally killed 4 of my soldiers
WTF
And I would have a Shadow Chamber up for the mission, except I forgot to build it(oops). I did not expect it to count Partially Gifted Soldiers as Psi-Operatives, and when the only cover is cars, then it's a bad time :(
Ouch. You really need better weaponry tech against these. I think I had Pavonis' Lasers when I encountered them in my last campaign. They only became what I'd call manageable when I got to plasma though.
When I unlocked the Shadow Chamber I used to think long and hard about bringing one of my Psi Operatives on a mission if these were predicted.
How these beauties will play with Partially GIfted though... Ouch.
Personally, I think that this and the Riftkeeper are phenomenal new enemies. They're so much more than just a re-skin of the vanlla enemies with slightly changed stats, as a number of other mod-added enemies are.
They're true top-tier baddies which really make you think about how best to deal with them, excellent work on both by LeaderEnemyBoss.
Please disregard my earlier stuff then.
In case all this doesnt convince you: You can reduce the AoE of Psionic Feedback in the mods .ini ;)
So this enemy had several design goals: Make the player reconsider if he wants taking a psi op on missions were venators appear. To do this, the attack needs to be threatening enough, so that it may possibly offset the immense value (aka as OPness), that vanilla PsiOps bring to the table. However there are ways to work around this. Equipping the PsiOp with a mindshield considerably reduces the damage of the ability. Also: you dont have to spread out your whole squad. You just have to position the psiop in a way that few/no teammates are near him, possibly move him out of sight entirely until. Additionally, a well trained healing specialist can offset all the damage done easily.
(continued in next comment)