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Ideas for "Toxinerf"

Discussion in 'Game Mods' started by Grimagor, Dec 15, 2014.

  1. Solarius Scorch

    Solarius Scorch Call to Power modder Global Moderator
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    I think it would be very anal in the real-time mode, since you can't control your fire that well - the agents shoot everything hostile on sight, and preventing them from doing so is... well, not impossible, but very time-consuming.

    I think the very fact that the number of enemies is significantly increased on any anti-alien action (for Added Alliterative Appeal) in traitor organizations' buildings is hard enough. (They probably have alien guns.)
     
  2. borsek

    borsek Registered
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    Is a toxigun nerf really necessary though? If you want a challenge you might as well try beating the aliens with conventional weaponry. It also sort-of defeats the point, imho - why not just use devastators then? These two guns are the contenders for the best weapons to equip your agents with, and the only benefit the toxigun has is the fact it pierces shields.

    I'd love the nerf, if it meant getting alien gas in A, B and C varieties, which would also sort-of make it actually useful except for the last 3 buildings.
     
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  3. makus

    makus Designer, forum admin Administrator Designer/Artist
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    what about adding some aliens from first and second part of X-COM?)
    they will be more smarter then antropods or skeletoids
    and also toxiguns dont affect them at all)
    and they come up close to middle of the game...

    or simple make that toxigun just can not penetrate the force field
     
    Last edited: Sep 11, 2017
    Yataka Shimaoka likes this.
  4. Yataka Shimaoka

    Yataka Shimaoka Active Member Tester Translator/Writer
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    Would be an splendid idea to nerf toxiguns
     

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