X-COM: Aliens

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Lazybones
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Re: X-COM: Aliens

Post by Lazybones » Sat Dec 06, 2014 8:46 pm

Gulfwulf wrote: //Question: the reaper and munton berserker say melee only. Does that mean no plasma pistols?
That's right. Those races cannot use ranged weapons. The muton berserker's "hand" is replaced by a massive bludgeoning weapon (in game terms it is an unarmed attack, but you get a ton of bonuses through a character item).

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Re: X-COM: Aliens

Post by Gulfwulf » Sat Dec 06, 2014 10:48 pm

Lazybones wrote:That's right. Those races cannot use ranged weapons. The muton berserker's "hand" is replaced by a massive bludgeoning weapon (in game terms it is an unarmed attack, but you get a ton of bonuses through a character item).
//Thanks, LB. I was going to ask VM to change improved unarmed attack to cleave since I won't need the former, but I wanted to make sure that not having personal firearm proficiency wouldn't continue to hurt my accuracy. I'm assuming that the last Strong upgrade includes heavy weapons for the blast cannon?

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Re: X-COM: Aliens

Post by Lazybones » Sat Dec 06, 2014 10:52 pm

Gulfwulf wrote:
Lazybones wrote:That's right. Those races cannot use ranged weapons. The muton berserker's "hand" is replaced by a massive bludgeoning weapon (in game terms it is an unarmed attack, but you get a ton of bonuses through a character item).
//Thanks, LB. I was going to ask VM to change improved unarmed attack to cleave since I won't need the former, but I wanted to make sure that not having personal firearm proficiency wouldn't continue to hurt my accuracy. I'm assuming that the last Strong upgrade includes heavy weapons for the blast cannon?
Yes, the sectopod has both a heavy plasma gun and a rocket launcher (the latter requires no profs). If you prefer to save feats and not go into the weapons feat chain I can give the sectopod a lighter weapon if you prefer.

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Gulfwulf
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Re: X-COM: Aliens

Post by Gulfwulf » Sat Dec 06, 2014 11:14 pm

//No, that's fine. The Strong is based off of the fighter class, so feats won't be an issue. Now that I know what to work towards, I'll know what feats I need to get. I still want cleave in the meantime. ;)

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Mirgalen
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Re: X-COM: Aliens

Post by Mirgalen » Tue Dec 09, 2014 12:04 am

Mission Failure? Again?

The clones had improved the lab a bit more. It did look less messy. With that came knowledge as reward. Also three of them who had somehow performed better were granted new, bigger and stronger bodies. Fast was one of them. In fact, now he looked or was just like the Floaters who sent them to the human city to bring fear and destruction. With came new equipment including bigger weapons (OCC took the feat at lvl up, not sure if it was needed or if Floaters get it for free) and tools to repair damaged bodies on the field.

For the next mission there were sent to a yellow coloured void area with no visible life form like grass, trees or Earth animals. It was just sand and rocks. The Humans had made an underground lab. The mission was to destroy after collected data, samples and bringing back sectoids. The Base was destroyed, samples were collected. Sectoids destroyed. A human destroyed an important device. Shooting him as soon as we made contact could not prevent that. Elder was not pleased. As Fast was returning to shuttles seconds before the big boom he made use of the jump suit to reach the hatch faster...

Now it was to time to do more research.

OOC Fast helping with next project(s), Craft Mechanical 8

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Re: X-COM: Aliens

Post by Lazybones » Tue Dec 09, 2014 5:10 am

Just an FYI, in doing tests I realized that changing the appearance of a clone doesn't affect the basic size setting in the game engine. This keeps player characters who started out as halflings from using big weapons like the heavy plasma even if turned into, say, a muton.

Since I don't want to go back and do 2da editing at this point, that means I'll have to solve this with a kludge. The end result is that the Heavy Plasma available for player characters will be based on the Plasma Rifle and won't need the Heavy Weapons feat to use effectively. It will still do the amazing damage of the original weapon.

I'll confirm this with one of you who has evolved into a floater during our next session, just to be sure.

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Re: X-COM: Aliens

Post by Gulfwulf » Tue Dec 09, 2014 6:22 am

//What about the heavy cannon? If I remember correctly, Gnomes have the same weapon restrictions as Halflings do.

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Vanya Mia
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Re: X-COM: Aliens

Post by Vanya Mia » Tue Dec 09, 2014 3:35 pm

"Elder not happy so make tools to do more!" The Nimble One, bounced around excitedly. "Then make better things to stop humanz making 'splosions with thing we need. Make gassy bomb things make all around stand still but not s'plode, not like gun where need hit them. Not need be 'akkurat' then."

The newly evolved floater paused a moment, as it made excited little noises and broadcast the same emotion in the telepathic link. "Ooo! Ooo! We guns throw nets, make easier take samples live. Then test weapons on samples, see how kill better. Get moving box things, see how work and how make 'splode or stop. We have the 'tecknollgee'!"

"But first make better tools!" Nimble paused again, and looked at it's larger, thicker hands. ""Hope these tools work with bigger fingers."


((Craft Mech now 9))

((Heavy Weapons are large crossbows, so any race that couldn't use the one isn't going to be able to use the other, and it's going to apply for other weapons too, which could be a bit of a bugger. That's something that got overlooked in the Modern haks, and which I will look at changing as I'll need to for the Rogue Trader one I'm working on. If it's based on race change not pheno then what I /can/ do, in the meantime, is change appearances artificially to see if that works. Set everyone to human but change the appearance to be halfling or gnome. Not sure if it will work, but can try if you wish.))

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Re: X-COM: Aliens

Post by Lazybones » Wed Dec 10, 2014 1:52 am

Vanya Mia wrote:((Heavy Weapons are large crossbows, so any race that couldn't use the one isn't going to be able to use the other, and it's going to apply for other weapons too, which could be a bit of a bugger. That's something that got overlooked in the Modern haks, and which I will look at changing as I'll need to for the Rogue Trader one I'm working on. If it's based on race change not pheno then what I /can/ do, in the meantime, is change appearances artificially to see if that works. Set everyone to human but change the appearance to be halfling or gnome. Not sure if it will work, but can try if you wish.))
Let me try bumping up the Plasma Rifle's damage first, then if that doesn't go we can try a more aggressive intervention. Just letting you guys know now so you don't have to waste feats when leveling.

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Re: X-COM: Aliens

Post by Gulfwulf » Wed Dec 10, 2014 8:38 pm

//I just checked and Gnomes and Halflings can use heavy crossbows, they just can't use longbows.

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