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Better Militants
   
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1.036 MB
21 Jul @ 8:57pm
21 Jul @ 9:14pm
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Better Militants

Description
Personally, I felt like human tech tree lacks a proper CQB infrantry unit between early game Militants and Late-Mid game Assault Troopers. It really rubbed me the wrong way as an infrantry player so I decided to show our little guys some much needed love.

Mod adds 3 new techs to further improve your Militants horde and make them more viable in a mid-game (apart form being a dummy meatshield, that is).

Tier 3 tech - Incendiary Nades. A weaker version of Busters ability. Same in terms of damage numbers and effects, but can only used at range 1 and has 10 turn cooldown like rest of Militants' grenades.

Tier 4 tech - Extra Padding. Militants receive +1 armour. Maybe we get more wounded than dead this time around.

Tier 6 tech - Incendiary ammunition. Militants rifles get +1 armour penetration. Makes their bit just a tid bit deadlier.
2 Comments
Flashand 17 Aug @ 4:30pm 
i feel this should be base game....
Kazeck 11 Aug @ 9:50pm 
I definitely like this. Rather than a grenade I think I'd have gone for slight durability, but perhaps that could be added too?

A tier 3-5 tech that adds a small amount of HP 'Selective Genetic Augmentation' or something like that, so basically MRNA vaccination+Targeted edits for coagulation and reduced shock. Stuff that in theory could be done today but isn't tested, seems like a 'human' tech tree idea to me.