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翻訳の問題を報告
I don't take LW2 as gospel, but "Sidewinder" is a term derived from the way desert snakes move to achieve their amazing speed in an environment where there is no irregular terrain to provide traction. Why would a path named like this be focused on biological weapons, when the natural connection that springs to mind is mobility?
The above is doubly questionable when you realize that the Cobra/Naja is the snake family famous for it's particularly potent venoms, and some members of the species ability to spit it's venom at range with great accuracy.
What you request isn't QoL(Vipers no longer breaking the game when you make them hack something is), it's a request to recreate the mod to your specific vision(one with which I immediately disagree simply because it is different from mine).
Just about the only new ability that'd be a true QoL would be some sort of manual release for the Bind skill, since there is no such feature in vanilla as far as I can tell, and it is something everyone would agree to be usefull. Anything beyond that should be content of another mod to be made by another person.
However, as far as "my vision" goes:
To take advantage of the new Training Center feature of WOTC, the Playable aliens should indeed have 3 distinct trees each, in a fashion similar to a faction hero unit.
Those trees should have a degree of synergy, and support a small ammount of semi-random XCOM abilities(right now, Vipers can get useless perks from the Training Center).
For a Viper, my "focus trees" suggestion would be:
Cobra: Abilities that focus on delivering poison: Venom Spit attack is moved here and no longer part of the default kit, spit upgrade to acid, poison on basic shots and squadsight perks are available here.
Rattlesnake: Abilities that allow the Viper to cause Panic, with upgrades that allow it to do it in response to being shot at, and/or without breaking Concelement.
Anaconda: Abilities that allow the Viper to take to the frontline and use Bind aggressively, such as gaining a shield when using it, and the ability to maintain it under fire.
XCOM randoms, 4 out of the following: Shadowstrike, Phantom, Conceal, Resilience, Run and Gun, Shadowstep, Low Profile.
that is a shame :(
The kill-switch of the Andromedon could have been damaged in battle, like it happened to the chip of some Skirmishers. Or it could be eroded, because the psionic network has some stability-problems with the sudden disconnection of the commander. That would also explain why those aliens only recently start to act up.
The problem would be the rescue of the Andromedon, as it can't be the same way we get the Sectoid, Viper and Muton. Being locked in a cell or transport-vehicle won't stop an Andromedon as he could simply walk through them.
Perhaps a rescue-mission like you sometimes get for the resistance? With an Andromedon (or any other massive alien) being cornered somewhere and keeping the attackers at bay, but running low on ammunition, giving you a timelimit to reach them. Once you get to them, reinforcements start to come in. A bit like with the lost, only with proper ADVENT-Forces.
I mostly wrote that much text because I also would love to have an Andromedon (or Berserker) on my team.
Also, I'm fairly certain this mod doesn't directly allow one to do full on armor customization/tweaks, nor really match the technological upgrades of the human soldier's gear upgrades in aesthetics; but it would be cool if it did... It would add a touch of realism and flair to have that though. I don't think aliens that desert their overloads are going to be able to keep their origional gear in working order too long.
That said, I imagine that only the class branching idea is likely to be easy enough to achieve if (as I noticed someone mention on the main page of this mod) you've only got a coder to work with rather than a modler.