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Maybe try out a few famous SCP such as 096, if a soldier have vision on him for certain amount of time he dies unless he has sustain ability. Robot immune. Cant be killed and stopped. Certain foundation members carry AI lens that auto censor 096 face. Maybe you can add it as well.
Scp 173 if you dont havr vision on it...... Can only be killed by explosive. It can duplicate and has hive mind in the SCP lore now
Scp 076
Scp 682 loads of health, weak to acid. Im not sure is it possible, but maybe make it more resistant to whatever dmg into him. Ballistic, energy, laser, fire, explosive, psi damage.
Scp 5000 have all the ideas you needed if you run out of enemies to create.
If you have extra time. Add scp 1609 to connect your two mods. If u using GOC related armor
Or weapons. 1609 will target you.
im just greedy now, but i wpuld like to see SCP base assult vs the O5 (reality warpers) and even more SCPs enemies or friends to end the SCP invasion once and for all.
Its a DLC at this point, you should probably start charging money.
" Our previous mission centered around the containment and study of anomalous objects, entities and other assorted phenomena. Due to circumstances outside of our control, this directive has now changed. Our new mission will be the extermination of the human race."
You can use this quote now. BTW what is your patron?
for scp 1609, there should be some broken wooden stuff in the game. im not sure tho. but 1609 ways of killing is teleport piece of it to target's lungs. i dont think it needs any animation.
Here are some humanoid Scp with existing in game abilities and should be fun to fight.
scp 2241
scp 2639
scp 3199(kind of)
scp 008(the zombies plague)
scp 076
scp 049
Havent read it yet, but Omega squad is Scp fundation battle squad. i think its non-cannon now. but 076 is one of them. i think they are rewriting it to Omega -9
Just realize lot of SCPs are either sneaky, idiots,act normally,animals, tools, Structures or just gods.
Maybe you can add some of the tools as abilities for MTF to use like scp 2466 and scp 407. maybe even scp 079 to hack robotic unit.
or just put scp 079 in a stationary object for xcom to disable. all robotic unit will be permanent control by 079 in the meantime. if u can disable Germlin or even turn it to hostile would be better. but i dont think it can be done.
if u do decided to have a final battle with Scp fundation.
maybe scp 500 and scp 427 will be the loot.
This looks like too much work so im gonna stop now.
Onto the possible capabilities of Lambda-12:
1. The first thing that comes to mind from reading some of their logs on the scp objects they've dealt with (specifically 3470, which involved them shooting said tranquilizers at a car that was eating people.) is tranquilizers. I feel that at least one member (possibly only the "leader unit" at lower force levels and all others at higher levels, albeit with a lower chance to hit) should possess a tranquilizer shot similar to the hunter's tranquilizer shot and instead of it being a daze, it could be a one turn stun or disorient. This could potentially be the dropped item of theirs, a broken tranquilizer pistol that can be researched or unlocks a proving grounds project.
2. The other ability of theirs could play on the whole exterminator vibe I get from them, that being the use of poison and or acid as ways to both cripple clustered enemies and deny cover to non immune soldiers. I could see this be done with the gas/acid grenades in the base game or giving their basic weapon attack a roll for a chance to apply either a poison or acid affect. Due to them handling chemicals and poisons like this, it'd make sense for them to immune to poison and acid effects.
Appearance: The main clothing items I'd recommended (Mostly so they'd look a little different than the other MTFs) are the SAS parts from the same MW pack that contains the GIGN and shadow company parts. The regular grunts filling out the squad could use the third SAS head option that has the tight fitted hood that seals along the edge of the mask, while the squad leader could have the option without the hood and the back of the mask exposed. If you didn't want to have to redo the SAS arms to have the Foundation insignia then you could by all means use the GIGN parts an give them the fully enclosed kevlar helmet from the capnbubs accessory pack The main coloration would be a solid tan or beige, mostly because that's what most of the exterminators and pest control people I've seen have had worn.
Actual units with the abilities stated above so you don't have to sift though my inane babbling.
Pest Control Exterminator (Never said I'd be able to give a good name): Regular grunts that fill out the squad immune to all (and only) poison and acid effects. Armed with MP5s as well acid and/or poison gas grenades if that is chosen over their basic attack having a chance to poison or acid coat. At higher force levels, they will start to have the tranq pistols mentioned earlier which will always have a lower chance to hit than the squad leader's.
Pest Control Eradicator (Team leader is definitely an alternative if eradicator is a bit silly sounding): Team leaders armed with M4 SOPMODs or the CAR-15 added in the resistance firearms pack. They'd also possess the same immunities and grenades as the grunts, but they also start with their tranquilizer guns. As stated before, it'd inflict a one turn stun or disorient with a higher chance for the latter. At higher force levels, the tranq shot would have a higher chance to hit and the increase to inflict a stun is also increased.
This is by all means my first suggestion for an addition to a mod, so feel free give any thoughts or criticisms on this suggestion.
I have a mod suggestion. I have been assigning 1/0 to your Team Changer config by using a die roll to determine friend or foe. So, I'm wondering if it would be possible for you to create something like the "Rebellious MOCX" mod, to randomly assign 0 or 1 for any installed mods so that I would have no way of knowing whether the Faction was an Ally or Enemy.
Cheers, and thank you for all of your hard work. Your mods are truly works of art.
Would you consider making a Foundation resistance faction mod? Lore wise, this could made compatible with your current mod by the Foundation having shadowy, unexplained motives. Or, the faction could be a rogue Xcom-neutral Foundation cell. Or or, the faction could instead be an anti-Foundation resistance task force.
Other potential areas for expansion could be a MTF-style soldier class, or creating a new mission type (though I understand that this is difficult).