Showing posts with label xcom. Show all posts
Showing posts with label xcom. Show all posts

Friday, January 24, 2014

TF2/XCOM Special Weapons

As I developed the XCOM mercenaries, unique weapons began to crop up. The Soldier's Light Rocket Launcher, the Demoman's Grenade Launcher and Melee weapons, the Pyro's flamethrower. So here's a collection of some original TF2/XCOM weaponry.

Flamethrower
During the initial invasion, operatives with flamethrowers were often dispatched to clean up residue from dead hostiles and their liquified civilian victims. As the war effort ramped up, these operatives were frequently retasked, and their equipment modified for combat.

A standard-issue XCOM flamethrower shoots a cone of fire that ignites tiles in a 2x2 shape. Tiles and cover may catch fire, which slowly destroys destructible cover and may ignite enemies that come into contact with it.

Refracting Flamethrower
Prerequisite research: Thin Man Autopsy, Beam Weapons

Investigations into the Thin Man's poison delivery yielded a new mechanism for firing a stream of superheated gas. Upon contact with the target, it can be ignited via laser, vastly improving the damage and range of flamethrowers.

 Light Rocket Launcher
Unlike the standard rocket launchers carried by Heavies, the Light Rocket Launcher carries a small payload, which allows them to be rapidly deployed. They also carry shaped charges that direct explosions away from the user, preventing them from harming themselves during use.

"Direct Hit" Rocket Launcher
Prerequisite Research: Improved Rocketry

A new Foundry project allows light rocket launchers to carry a more deadly charge, increasing their damage to 5.

Sword and Shield
Although it may seem a strange choice alongside plasma rifles and laser shotguns, units trained to close on enemies and maneuver swords between armor or chitin plating have proven to be extremely effective against the aliens.

Laser Edge Sword
Prerequisite Research: Precision Lasers
A contained laser field on the edges of the sword greatly improves cutting power and damage.

Mind-Meld Shield
Prerequisite Research: Sectoid Commander autopsy

Advanced nuerosensors along the blade and the surface of the shield allow users to swing the sword more accurately, dealing more damage and responding to threats more quickly.

Sticky Bomb Launcher
Fires a low-damage triggerable grenade. Going on Overwatch will cause the Demoman to automatically proximity-trigger grenades.

Grenade Launcher
These low-impact grenades are always free-aimed. Although they do area of effect damage, they do not damage cover upon connecting.

Plasma Grenade Launcher
Required Research: any 3 autopsies and  3 interrogations

Research into alien physiology as allowed by the capture of numerous live specimens has allowed the development of grenades that can do much more damage to enemies without excessive concern to nearby structures. Greatly increases grenade damage.

Wednesday, January 22, 2014

XCOM Scout

Normally in this segment, I create an XCOM class based on a TF2 Mercenary, but today I don't have to, because Steam Forum user WarVeterinarian sat down and created the XCOM Demoman. Good show, WarVeterinarian! As usual, if you have any comments or ideas, feel free to let me know about it in the comments section.

The Scout
Scouts are very mobile and agile units that are great for flanking, harassing, distraction and hit-and-run tactics. Like the XCOM Assault class, they are also invaluable at the front lines.

Scouts can equip rifle and shotgun type weapons.

Squaddie Rank Ability: Super Jump
Allows the Scout to jump over small obstacles and small heights without climbing aids.

Corporal Rank Ability 1: Bunnyhop
Confers +20 Defense against all reaction fire.

Corporal Rank Ability 2: Taunt
The Scout delivers a taunt at the first enemy that shoots at him, lowering its Will and Aim by -15 for the next turn. Enemies lose a bonus -5 Will if the shot misses.

Sergeant Rank Ability 1: Tactical Approach
+1 movement for each enemy that the squad can see.

Sergeant Rank Ability 2: Mad Milk
The Scout throws a mysterious milk-like substance that splashes upon impact. Coated enemies suffer a -33% to movement and -20 to Will, and any teammates who damage coated enemies will be healed by a certain amount.

Lieutenant Rank Ability 1: Atomizer
Allows the Scout to jump even greater heights without the use of climbing aids, and further increases movement by 2 tiles.

Lieutenant Rank Ability 2: Mr. Sandman
The Scout throws a baseball that deals light damage and stuns an enemy for 1 turn. Robotic units are immune. 2 turn cooldown.

Captain Ability 1: Bonk! Atomic Punch
Consumable item, 2 uses per mission. Confers +80 Defense for the next 2 turns. 3 turn cooldown.

Captain Ability 2: Crit-A-Cola
Consumable item, 2 uses per mission. Confers +80% Critical Chance for the next 2 turns. 3 turn cooldown.

Major Rank Ability: Pattern Prediction
Confers +20 Defense against enemies that fired at the Scout in the last 2 turns.

Colonel Rank Ability 1: Hit And Run
While moving, the Scout gets a free shot at the first enemy that he sees, provided that there is enough ammo to do so. Shot has a -15 Aim penalty.

Colonel Rank Ability 2: Force-A-Nature
Firing at enemies within 4 tiles will push them towards the direction fired at. Shotgun weapons can push further than rifle weapons. 

Monday, January 20, 2014

XCOM Demoman

Normally in this segment, I create an XCOM class based on a TF2 Mercenary, but today I don't have to, because Steam Forum user WarVeterinarian sat down and created the XCOM Demoman. Good show, WarVeterinarian! As usual, if you have any comments or ideas, feel free to let me know about it in the comments section.
The Demoman

Demomen, like their TF2 counterpart, can specialize in 2 different types of combat - there's the "explosives specialist" Demoman for delivering explosive payload through indirect fire, and the "Demoknight", a melee combat specialist who prefers to deal with his foes up close. Each of the ability trees lets the Demoman specialize either in explosives or melee combat.

The Demoman uses a grenade launcher as his primary weapon, with each grenade dealing 3 damage (can be increased with appropriate Foundry upgrades). His secondary could either be a stickybomb launcher or a melee weapon, such as sword or battleaxe.

The stickybomb launcher fires two stickybombs per turn, which can be manually detonated for 4 damage each (can be increased with appropriate Foundry upgrades). Overwatch with the stickybomb launcher will have the the Demoman automatically detonate stickybombs if an enemy walks within 2 tiles of one.

The melee weapon is... well, you guessed it - a weapon used for hand-to-hand combat. It deals high damage up close, potentially OHKing some types of enemies, and can be used to destroy cover. Overwatch with the melee weapon will have the Demoman run up an enemy who goes within 2 tiles of him, attack with his melee weapon, then run back to his original location.

Squaddie Rank Ability: Loch-N-Load
Allows the Demoman to aim for a direct hit with the grenade launcher, which removes its AOE ability but makes it deal much higher damage.

Corporal Rank Ability 1: Bomb Jump
Allows the Demoman to use the blast of a grenade or stickybomb for propulsion towards higher ground or great distances, in exchange for some ammo and a portion of his health. Stickybombs can propel farther than grenades.

Corporal Rank Ability 2: Targe Charge
Sends the Demoman charging headlong to a designated location. Deals a melee strike with a +30% crit chance where the dash ends. Can be used as long as there is an action remaining.

Sergeant Rank Ability 1: Hurt Locher
Reduces all explosive damage taken by 67%.

Sergeant Rank Ability 2: Dark Age Defender
Damage taken from within 4 tiles is reduced by 33%. Stacks with other resistances.

Lieutenant Ability 1: Grenade Suppression
For a high ammo cost, allows the Demoman to rain down grenades over an area, suppressing all enemies inside it and dealing some damage if they try to move. Does not destroy cover.

Lieutenant Ability 2: Braveheart
Confers +20 Defense when out of cover, with an additional +5 for each enemy the Demoman can see.

Captain Rank Ability 1: Advanced Artillery
Further increases the range of projectile weapons by 50%.

Captain Rank Ability 2: Long Reach
Further increases the range of melee weapons by 1 tile, and allows for attacking diagonally.

Major Rank Ability: Sleight of Hand
Firing, reloading or swinging a weapon no longer ends the turn.

Colonel Rank Ability 1: Scottish Resistance
Allows 1 more stickybomb to be deployed per turn, and allows for selective detonation of stickybombs.

Colonel Rank Ability 2: Eyelander
Each kill with the melee weapon gives +1 to movement and maximum HP, and +5 to Will.

Thursday, January 9, 2014

TF2 / XCOM Facilities

Hello, and welcome to the TF-COM sample facility, where we demonstrate the sort of top-shelf facilities and sharp, eager employees that will someday staff your secret bunker, hidden lair, or elaborately disguised industrial warehouse festooned with high explosives to eliminate evidence.

Laboratory
These are still laboratories, where research into new weapons technology is performed by the best and brightest we could afford. Word to the wise? Do not touch anything, because it turns out we spent most of our money on hats, so these guys were the best we could afford and they all seem pretty unstable. Holy--did you see that guy? He doesn't have a hand. There's just a horrifying metal claw. Hey, who wants to continue the tour elsewhere? Show of hands-I heard it as soon as I opened my mouth, so we're going to just leave.. No, no, it's cool, there, engineer. You guys are pretty busy.

Surgery
Do you ever look at one of your mercs and think "they could do with more high-end electronics needlessly stitched into their bodies"? Here, look at one. Notice how his torso isn't crisscrossed with terrifying scars? When I press this button, do you think his head will explode? No, it will not, and I think that is a shame. Really just... unpardonable. Build one of these facilities and start cramming all kinds of gadgets with blinking lights into these completely expendable, uninsured mercenaries like they're pinatas. War pinatas! Those are the best kind.
 
Crate Room
They say that if you leave enough money in one of these rooms, Old Nick will leave you crates full of guns, reindeer skeletons and orphan child laborers. Or it might be that Mann Co disposes of incriminating evidence through the convenient "incriminating evidence disposal chutes" we leave scattered around these compounds. Here comes one now! Haha, hide those war crimes in a place where Congress will never think to look for them: in the hands of your soldiers bravely fighting on a secret battlefield.

 Upgrade Station
You can upgrade things here. Can't you read? It says "upgrades" right there on the sign.


 


Intel Rooms
Intel rooms replace satellite uplinks. Hire an industrial agent to spy on your enemies, and use the intel room to sort all their findings into easily stealable briefcases. Do not hire spies to spy on your enemies. They are not actually very good at it. We haven't convinced them that "spying" doesn't mean "murdering everyone and stealing everything not booby-trapped with explosives." and we think they killed the last guy we sent to teach them.


Basic Intel Room
This is your standard "just leaving the valuable intelligence objective laying unguarded on a table" intel room. I see there's a camera over there but I'm not entirely sure that it goes anywhere so... really, guys? This is our floor model? Nobody thought to get, like, a wall safe, maybe hang an attractive painting over it, really class the whole operation up? No? We're just going.... just leave it out there. No, no, it's fine. Not my department.

Intel Stockpile 
For when your collection of intel has gotten genuinely unmanageable, build an Intel Stockpile! Staff it with some data analysts and they'll have all your enemy's secrets filed in unopenable airtight briefcases, piled haphazardly in the middle of a huge silo full of identical briefcases which bear no identifying marks of any kind and cannot be distinguished from one another in any way. To truly maximize their effectiveness, group storerooms together. I heard of one client who I cannot name, obviously, for the sake of professionalism, who grouped four of these babies together, and before he was murdered in cold blood by that suave secret agent his men were filling sealed briefcases with unreadable, possibly blank documents at an increase of 20% efficiency.

Turbine
It generates electricity, and it's important that you have your own, because have you seen the prices that those power companies charge? It's gravel-side robbery! Which, incidentally, is what we've been pouring into them for fuel. That's how they work, top Gravel Industry salesmen and business reps assure me. Great sense of humor on those guys. Always laughing and high-fiving each other.

Nucleus
Need some electricity? Tired of Gravel Industry salesman lording their high-five taunts and 100-carat gravel rings over you? Build a Nucleus! It generates up to three times more electricity than a turbine. Need a staging area for your exciting company-wide game of King of the Hill? Build a Nucleus and get the "Hill" Phase Reactor free of charge! Need a place to dump the bodies from your last company-wide game of King of the Hill? Build a Nucleus! We're not sure where the bottomless pit underneath the reactor goes, but we're reasonably confident that it's bottomless!

Front
Disguise your base with these handsome, hand-painted Fronts. Comes in Alpine Sawmill, Dustbowl Farm, and Innocent Hat Factory. Disguises can help reduce panic levels in your neighborhood and mitigate the threat of enemies trying to steal all your sweet, sweet intel. What, are we made of briefcases over here? Answer: no we are not.


That concludes our tour of the facilities here at TF-COM, a wholly owned subsidiary of TF International and definitely not a shell company used by incompetent plutocrats to wage a private war and blow the hell out of all of your monuments. Please, take a flier. Tell your friends!

Friday, January 3, 2014

XCOM Soldier

In this  segment, I aim to introduce each TF2 class as an XCOM soldier, complete with ranked abilities. Today, we're looking at the Heavy. Hey, XCOM players! If you have any opinions about the balance on these abilities, let me know in the comments section.

The Soldier is a mobile, jack-of-all-trades assault class. Armed with rifles and a light rocket launcher, he's a middle-of-the-road class for clearing enemies in style.

Special Secondary: Light Rocket Launcher
Light rockets deal 3 damage. Soldiers carry a default of 2.
Light rocket launchers carry a special Foundry project for superior damage after alien grenades are unlocked.

HotshotSquaddie Rank Ability: Rocket
The Soldier may fire from his remaining supply of rockets.


Corporal Rank Ability 1: Unauthorized Modifications
Primary weaponry deals extra damage


I'm Bat ManCorporal Rank Ability 2: Loyalty
This soldier will never attack allies when panicking.




Sergeant Rank Ability 1:  Buff Banner
Raises Will score of all allies in range
Increases likelihood of critical hits by +5% for every enemy in range 

Sergeant Rank Ability 2: Battalion's Backup
Raises Will score for all allies in range
Allies in range are immune from critical hits for 1 turn

Crockets Are Such B.S.Lieutenant Ability 1: Utility Belt
The Soldier may carry 2 additional rockets.


Wings of GloryLieutenant Ability 2: Rocket Man
 Flying adds 10% chance of critical hits

  

Have a PlanCaptain Rank Ability 1:  Escape Plan
Adds one tile of move per 10% under 50% health


Duty BoundCaptain Rank Ability 2: Equalizer
Increases Crit Chance As Health is Depleted

  
Major Rank Ability: Bunker Busters
Rockets can now penetrate thin walls at a -1 damage penalty


Colonel Rank Ability 1: Pocket Protector
Soldier puts friendly unit under "protection"

[Any enemy that attacks, suppresses, or moves within 3 tiles of a unit with Protection status is automatically attacked by the Soldier that issued it. Requires a full clip.]

Spray of DefeatColonel Rank Ability 2: Grenade Return
A grenade thrown within range has a chance to be returned to its target.

Monday, February 25, 2013

XCOM Heavy Weapons Guy

In this  segment, I aim to introduce each TF2 class as an XCOM soldier, complete with ranked abilities. Today, we're looking at the Heavy. Hey, XCOM players! If you have any opinions about the balance on these abilities, let me know in the comments section.

The Heavy Weapons Guy is distinct from the traditional XCOM Heavy by his emphasis on the minigun over demolitions. A murderous mountain of muscle and guns, HWG sweeps his weaponry over the field, converting aliens into alien-scented vapor.

HWG can equip heavy weaponry and pistols. With advanced training, he can equip light weaponry to his secondary slot.

Squaddie Rank Ability: Suppression
Grants reaction fire against a specific target if it moves. Suppressed targets suffer a 20% aim penalty.

"Going somewhere, tiny baby coward?"
 
Corporal Rank Ability 1: Constant Revolution
Overwatch no longer suffers aim penalty.

Corporal Rank Ability 2: Custom Tool Cartridges
Reloading no longer ends a turn


Sergeant Rank Ability 1: Gulag
Upon successful reaction fire, HWG will suppress target.

Sergeant Rank Ability 2: What is Pain?
HWG does not suffer from battle fatigue.

Lieutenant Ability 1: Joy in Slaughter
Adds 10 will for every enemy killed in battle.

Lieutenant Ability 2:  Sandwich
 Sandwich heals HP. Medkit upgrades apply. HWG carries one per battle.
 
Captain Rank Ability 1: Entrenched
 Reduces damage by 1 while in cover.
Reduces damage by 1 while unflanked.
Reduces damage by 1 while suppressing or on overwatch.

Captain Rank Ability 2: Natascha
Enemies the HWG suppresses lose 2 tiles of move.
 
Major Rank Ability:  You Call That A Gun?
 The HWG can now equip Light Assault Rifles to his secondary weapon slot

Colonel Rank Ability 1: Suppression Sweep
Allows the Heavy to target multiple enemies for suppression.


Colonel Rank Ability 2:  Tracking
Heavy gains +10 Aim and +2 damage against enemies he successfully wounded on the previous turn.

Thursday, February 21, 2013

XCOM Spy

In this new segment, I aim to introduce each TF2 class as an XCOM soldier, complete with ranked abilities. Today, we're looking at the Spy. Hey, XCOM players! If you have any opinions about the balance on these abilities, let me know in the comments section.

Spies are cloak-and-dagger units. Armed with decoys and tons of cloaking technology, these units are invaluable for high-risk infiltrations.

Squaddie Rank Ability: Hologram
Creates a holographic projection of a randomized ally which can be controlled remotely. Lasts 2 turns unless destroyed. Spies using this ability are considered invisible unless out of cover or flanked.
 
Corporal Rank Ability 1: Silent Killer
Spies don't alert enemies while dashing


Corporal Rank Ability 2: Sneak Attack
Attacking with the pistol doesn't break cloak



Sergeant Rank Ability 1: Observational Intel
Grants three additional tiles of vision.

Sergeant Rank Ability 2: Field Recon
Grants +5% critical chance when attacking enemies that have been autopsied
Grants +5% critical chance when attacking enemies that have been interrogated 

Lieutenant Ability 1: Sabotage Arms
Close range ability disables the victim's primary weapon for three turns.

Lieutenant Ability 2: Dummy Fire
Holograms can suppress targets, although their attacks do no damage
 
Captain Rank Ability 1: Cloak and Dagger
Allows the Spy to carry 2 extra invisibility charges while wearing Ghost Armor

Captain Rank Ability 2: Dead Ringer
Cloaks the spy upon receiving reaction fire.
 
Major Rank Ability:  Hard Light
Holograms have a 50% chance to reflect incoming damage

Colonel Rank Ability 1: Sneaky Bastard
Confers +20 defense

Colonel Rank Ability 2: Smug Bastard
Confers +10 Will per enemy killed

Tuesday, February 19, 2013

XCOM Pyro

original collage by Amin
In this segment, I aim to introduce each TF2 class as an XCOM soldier, complete with ranked abilities. Today, we're looking at the Pyro. Hey, XCOM players! If you have any opinions about the balance on these abilities, let me know in the comments section.

The Pyro is a light area-of-effect class, capable of wounding groups of enemies without relying on explosive damage. Be careful with these units! Their penchant for fire can make it dangerous for friendlies as well as hostiles. Be sure to invest in Titan Armor as quickly as possible!

Pyros can use Assault Rifle and Shotgun Class armaments.

 Class Specialty Secondary: Flamethrower
Flamethrowers deal damage over an area without dealing explosive damage. There is a chance that any tile in the flamethrower's area-of-effect might catch fire. Fire can spread, damage the environment, and may injure people who stand in it or pass through it while moving.

Flamethrowers cannot be reloaded once their ammo is spent without upgrades. Flamethrowers can not be used to Overwatch.

Squaddie Rank Ability: Ignite
Concentrated fireblast deals 3 damage and sets the foe on fire, reducing their Will score and dealing a point of damage per turn. Requires Flamethrower Ammo.
 
Corporal Rank Ability 1: Firesense
Grants HUD display that shows the range of environmental hazards.
-1 damage from environmental hazards

Corporal Rank Ability 2: Adjustable Nozzle
Allows Pyros to alter the area of effect of the Flamethrower

Sergeant Rank Ability 1: Hazmat Suit
Renders the Pyro immune to fire damage and poison.

Sergeant Rank Ability 2: Extra Tank
Doubles the Flamethrower's ammo capacity.

Lieutenant Ability 1: Hazmat Response
Allows the Pyro to clear environmental hazards, prevent vehicles from exploding, put out fires, and eliminate poison clouds.

Lieutenant Ability 2: Oil Slick
Expends a small amount of Flamethrower Ammo to create a flammable puddle at range. Deals critical fire damage when ignited.

Captain Rank Ability 1: Tempered Steel Nerves
 Pyro gains +5 will for every enemy he has burned

Captain Rank Ability 2: Forged in Flame
 +3 Health, +10 Defense
 
Major Rank Ability: Backburner
Increases fire damage to 2. Critical chance increases by 15% when the enemy is flanked.


Colonel Rank Ability 1:   Fireman's Carry
Allows the Pyro to stabilize one teammate without using a Medkit.

Colonel Rank Ability 2:  Blowtorch
Destroys target walls without alerting enemies

Monday, February 18, 2013

XCOM Medic

Original art by Moby Francke and Piero McGowan
In this new segment, I aim to introduce each TF2 class as an XCOM soldier, complete with ranked abilities. Today, we're looking at the Medic. Hey, XCOM players! If you have any opinions about the balance on these abilities, let me know in the comments section. Now, I know the Support is basically a field medic unit, so I'm trying not to replicate that skillset too much here. Ironically, that means subverting their role as pure healers a little.

Medics are support units dedicated to keeping units alive and kicking on the field.

Squaddie Rank Ability: Overheal
Adds an additional 2HP to the supported unit, +5% aim, +5% crit chance
 
Corporal Rank Ability 1: Medigun
Medikits can now reach an additional two tiles.


Corporal Rank Ability 2: Sangfroid
This Medic is not affected by the Fallen Comrades will penalty


Sergeant Rank Ability 1: Field Medic
Allows Medics to carry 3 medkits

Sergeant Rank Ability 2: Defensive
Confers +25% defense to this Medic

Lieutenant Ability 1: Kritzkrieg
Overheal now provides +3HP, +20% aim and +30% crit chance


Lieutenant Ability 2: Uberheal
Overheal now provides +4HP, +15% aim, +10% crit chance

Captain Rank Ability 1: Medical Expert 
Using a medikit  no longer ends the turn. Limit 1 medkit use per turn.

Captain Rank Ability 2: Covering Fire
Prevents reaction shots against dashing allies, deals 75% of the equipped weapon's base damage
 
Major Rank Ability: Reflecter
Overheal now has a 25% chance of reflecting an opponent's attack back on it

Colonel Rank Ability 1: Recovery
Medic recovers HP% while healing allies. HP is based on percentage healed + armor HP bonus.

Colonel Rank Ability 2: Zombify
 Medic can turn enemy corpse into melee-zombie with 4 HP. Process destroys corpse

Monday, February 11, 2013

XCOM Engineer

In this segment, I aim to introduce each TF2 class as an XCOM soldier, complete with ranked abilities. Today, we're looking at the Engineer. Hey, XCOM players! If you have any opinions about the balance on these abilities, let me know in the comments section.

The Engineer is an area denial class, focused on manipulating the environment

Squaddie Rank Ability: Sentry
Allows the Engineer to deploy a sentry once per mission. 
[Sentries share a weapon type with their engineer (conventional, laser or plasma) and deal equivalent damage minus one. They have 3 base HP and have 50% of their engineer's armor bonus.]

Corporal Rank Ability 1: Bulwark
Allows the Engineer to construct Walls that confer 50% cover.

Corporal Rank Ability 2: Observant
The Engineer takes Overwatch after other units.
[Won't waste overwatch if another unit kills the target]

Sergeant Rank Ability 1: Hauling
Packs up a sentry and allows it to be redeployed with its current health.

Sergeant Rank Ability 2: Wrangle
 
Lieutenant Sergeant Rank Ability 1:  Sentry Suppression
The Sentry will begin suppressing an enemy after attacking it.

Lieutenant  Rank Ability 2: Reactive Elements
Allows both the Engineer and the Sentry to take a reaction shot on an enemy attack.

Captain Rank Ability 1: Short Circuit
Reduces enemy grenade and explosive damage by 50%.

Captain Rank Ability 2:  Autoloader
 Switching to and using pistols will automatically reload primary weapons.
 
Major Rank Ability: Robot Hand
The Engineer gains +1 HP and will not suffer from Battle Wound penalties

Colonel Rank Ability 1:   CAVORITE Sentry
Sentry gains Flight and Evasion.
Can now travel between tile heights

Colonel Rank Ability 2: Minisentry
Confers a Minisentry
[Sentries share a weapon type with their engineer's pistol (conventional, laser or plasma) and deal equivalent damage minus one. They have 3HP]