XCOM 2
New Armors
Powercore2000  [udvikler] 10. apr. 2016 kl. 23:59
Armor Ideas
* If you have an idea for an armor
* what to make a custom model for an existing armor
* want an armor to be made for your model

Post here::steamhappy:
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hyamsjulian 8. maj 2016 kl. 5:12 
how about a heavy armour suit that has the sustain ability built in
Powercore2000  [udvikler] 11. maj 2016 kl. 13:41 
Oprindeligt skrevet af hyamsjulian:
how about a heavy armour suit that has the sustain ability built in

That sounds like it go great with the Teir 3 psionic armor thats comming next update, I forgot that ability existed thanks!
SharpEdge 15. maj 2016 kl. 15:26 
I've been digging around for a while and can't find any answer, and maybe you could look into it.

Been looking to see if anyone has a "armor with shields" armor, and your the only one with one, as the Gremlin suit.

What I've been looking for is a Shield Armor that also has a "shield regeneration" as a passive aspect of it.

If your shields have taken damage, it restores them at the start of your turn, or you have an ability to restore them at no AP cost, but a X turn cool down.
Powercore2000  [udvikler] 18. maj 2016 kl. 19:51 
Oprindeligt skrevet af SharpEdge:
I've been digging around for a while and can't find any answer, and maybe you could look into it.

Been looking to see if anyone has a "armor with shields" armor, and your the only one with one, as the Gremlin suit.

What I've been looking for is a Shield Armor that also has a "shield regeneration" as a passive aspect of it.

If your shields have taken damage, it restores them at the start of your turn, or you have an ability to restore them at no AP cost, but a X turn cool down.

I decided to add the sheildbearers ability of a sheild recharge, however i still need to look into making it passive, ect.

But that is a good idea ill be looking into.
The BlackVision 26. maj 2016 kl. 22:13 
Incidently, regarding the discussion started on the mod page about the chem suit - one possible solution is that it just makes the healing after-action worse. If you look at the code for the Heals reduce Wound Time mod, that includes an amplifier for the degree that wounds will remain (basically, a % of how much the maximum wound a soldier received will be used for calculating time in the infirmary)

Now in that mod, it was used to reduce wound time - I assume it could be used to ampify them instead, provided you set upper and lower limits; which would basically mean that wearing the chem suit means that if a soldier gets hurt in it, his wounds will be far worse than suppificially apparent, and will take them much longer to recover from.
The BlackVision 26. maj 2016 kl. 22:13 
It's a different kind of risk/reward, but putting someone into a suit that powers them up at the cost of them being out of action for far longer if hurt is a pretty efficient way to get a good result as no one wants to risk their colonels being out of it for months because of a quick squeeze from a viper.

http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=690713958 for that workshop download.
Powercore2000  [udvikler] 28. maj 2016 kl. 15:25 
That seems like a great idea! I'll definetly be implementing that, and possible use it as a balencing measure for more powerfu armors, like the MEC suit i have planned.
Minibotas 16. apr. 2017 kl. 9:13 
what about a light-weight ballistic vest? like in PD2?
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