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Messages - SirDerpface

#46
General Discussion / Scytheless scythers
July 16, 2015, 06:01:30 AM
A scyther attacked my colonists while they were sleeping.
Obviously my best shooter with his vintorez incapacitated it using the good ol door trick and a manned turret as target practice to distract the scythers.
I've noticed the scythers regen injuries, so the scyther I'm talking about has lost both his blades(one shot off, another removed by my engineer).
Is it possible for it to heal leg wounds, and it walk around like nothing happened,since it can't attack?
#47
Mods / Re: [Mod Request] Electronic Countermeasure
July 14, 2015, 05:16:04 AM
Quote from: skullywag on July 14, 2015, 05:12:37 AM
Game already has emp grenades that do this to a point. They dont incap but they stun mechs.
I know, but what I'm requesting is something that will incapacitate mechs and stun turrets for the duration of the ecm, BUT, your colonists will be at 1 square range, which means that if you don't act fast, your colonists will get shreded to pieces.
Also pirates should come with them, and oh boy, ecm + personal shield...
#48
Mods / [Mod Request] Electronic Countermeasure
July 14, 2015, 05:08:54 AM
I'm requesting if it's possible to make like a 1 square throw distance "grenade",that lasts for X seconds(maybe 20 irl seconds),with a ~10 square range of effect, that incapacitates every electronic object in it's range(enemies could bring em and if they survive,they simply just shut down the turrets for secs, your colonists could use em to incapacitate mechanoids).
As I'm a bit of a payday 2 fan, a really expensive item called the ECM Feedback looper, which puts any victim in range (mechanical AND alive) in shock, with a -10 negative tought that also adds on to the -20 in shock thought.
I'm thinking of it being single use, but if not, 30 secs cooldown for the jammer and  50 for the looper.