Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - PPQ

Pages: 1 [2] 3 4 ... 8
16
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 10, 2024, 09:57:52 am »
Dart Rifles require a Workshop, and also require Alien Biology and Mutant Physiology. Manufacturing dart rifles requires building a workshop (32 days), recruiting more engineers, etc. While in a normal game, you could get these researched and workshop built, you would probably be at least in August 1997. But you should have already rushed Promo II and Explosives license earlier. And then you can purchase Milkors and Grenade Launchers, which are better with distances. And due to dogs and reaction barking (to stop the enemy units from reacting), if you are on shorter distances, melee or very close range stunning is actually a very viable strategy on maps which have some cover. So you don't really need short-range stunning guns that much (after the point where you have moved on from taser pistols, i.e. trained up the agents' melee accuracy). You essentially need those a little bit with enemies which have too good reactions and/or melee dodging to make meleeing them unviable, for example BL assassins). But for short-range non-melee stunning for example Milkor works very well as well (it's very TU-efficient).
Don't think of them as a ground based stun weapon. Think of them as your entry level naval weapon that fills the niche of those things but underwater.

17
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 10, 2024, 01:04:12 am »
The red ones (bio-stun) are crap. Take about twice as many shots to stun as the blues (electric), unless you get lucky. And if the enemy has armour, it's even worse. I just shot three full clips into a Snakeman before he went down. For comparison, Snakemen take about one clip of 'blues' and 1-2 TGL blunts or 2-3 regular blunts.

Green (acid) are very situational, but not totally useless. But pulse weapons are much better for what they do, although available somewhat later. But you don't really need armour stripping or chem damage, well, ever.
I am only using these for underwater operations. So I have no idea how they'd fair on land. Nor do I see why you would do it when at the same time you also get stuff like proper assault rifles with full auto fire at the same time. Hell, by the time you have these you will have access to Black Ops weapons and Tritanium ammo for use on land. And by the time you get pulse weapons you should have a decent supply of captured alien underwater rifles as well. At least I do. So I am not sure why you'd be comparing those to these.

Quote
Gas grenades? The green ones that do basically incendiary damage x2, 10-20 a pop at best, ~half stun, and tend to outright kill people?
Yes. The stuff that instant kills most humanoid enemies at the time of introduction and can still pose a serious threat to aliens even much later on. And they even stun people on occasion as an added bonus. They only really fail when faced with heavy armor like MIB power armor.

They are just a complete cheat code if you get them early enough. Like, crab people raids turn from nearly impossible to one shot kills with those things. And cult missions become a lot more fun when you can bombard your enemies with instant death grenades.

I use them as my primary offensive hand grenade up until I get access to plasma. If the MGL had gas grenades I would literally just arm half of my entire team with them.

Quote
KO grenades are what it's at, they are just as good if not better than dart rifle electric rounds in most circumstances, and available from the exact same line of research. When they aren't (because they rely on the 4x damage multiplier a lot), chances are, you want to break out the big guns like Taser Cannons or TGL blunts anyway.
I am unable to find any weapon by that name in the game or in the wiki. What is the actual name of those?

This said, from what I remember taser cannons have really bad range.

Quote
Blunts are most likely available before darts, even. They do have some downsides, but I'm partial to TGLs and KO grenades for tougher and softer enemies, respectively... Or I would be, if I hadn't nerfed all grenade ranges and made the red dart rifle ammo actually useful myself (no randomised stun damage, armour piercing comparable to sniper rifles). Now these dart rifles were more or less the same as the new 'blue' darts, and the old upgraded dart ammo with my modifications was even better (that one could regularly one-shot).
I can not comment on modded performance. I will however note that I play the mod that lets you start 1 year early so that might skew my experience.

Quote
I do have to concur that underwater is where darts are really better than almost anything else.
They are purely an underwater weapon as far as the description goes and thus my evaluation is concerned. The fact you can also use them on land is just a situational bonus. But really, there is no reason not to pack your transport with weapons for different situations and switch them out depending on the need. And on land you will always have better options.

18
The X-Com Files / Re: Gun Kata requirements?
« on: February 09, 2024, 11:59:10 pm »
Honestly the real benefit of all those transformations is that they add up. And once you add them all together AND add on a Helix Knight suddenly you have guys with 70+ equip load without power armor and 130+ accuracy sniping across the map.

19
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 09, 2024, 11:54:39 pm »
Well, I tried again and the electric darts are kinda workable due to doing a lot of health damage on top. Stun darts are still useless, and the rest too niche. So perhaps not totally useless.
That's the red and blue ones, right? I just call them that. Personally I find them to be about the same. The green ones are a complete trap though.

Quote
But 'best stun weapon in the game' they aren't, unless you measure 'best' using some extremely strange metric. On average, two electric rifle darts can take down most 'soft' targets, similar to tasers but with rifle-ish range. That's it. A moderately tough enemy, like a Snakeman, can take the entire clip before going to sleep and, unlike tasers, the health damage is somewhat dangerous. Not as dangerous as it looks, but still.
I was perhaps being a bit hyperbolic due to recent experiences with these things really pulling their weight just 15 minutes before that post. :)

But if you will allow a digression my criteria for judging weapons is based on the understanding that no weapon is going to be good in all situations and they aren't meant to be. So in my view a good weapon is one that performs well within the niche given to it by the game.

And personally I think that when it comes to doing their job in that respect the regular dart rifles are in my view right up there with the best.

And yes, there are objectively better options further down the line. But that's the point. They are further down the line. At the time and place where you get dart rifles there is simply nothing like them on land or sea. Well aside from gas grenades I guess. But those are just too good.

20
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 09, 2024, 09:33:19 pm »
Dart weapons are awesome. I've been using them in my current game and they are easily the best stun weapon in the game. Combine them with a few captured alien blaster rifles for when you want to kill something and they rule.

More like "never got around to make it".
There are many types of ammo and many weapons, not all combinations are available. I can make it, if there's demand.
It's basically what's keeping me from using it at all since I rely on smoke a bit too much. Well that and the weight. The MGL which in my view is the best grenade launcher in the game weights 9 units plus ammo where as the TGL is 26. And I don't think the improvement is big enough to warrant that much of a weight jump.

21
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 08, 2024, 11:21:59 pm »
I noticed that the Tactical Grenade Launcher is the only one of the human ones that does not have a smoke bomb. Is that intentional or an oversight?

22
The X-Com Files / Re: A question on aircraft
« on: January 28, 2024, 08:30:16 pm »
Speaking of aircraft just how do you unlock the tier 2 submarine? The wiki both in game and online is circular as in the research link just leads to the unit.

23
The X-Com Files / Re: [submod]Submod list for XCF
« on: January 28, 2024, 08:29:37 pm »
@PPQ: Can you make a 'proper' version of your submod that doesn't overwrite the whole file and can thus be used with more than just one specific version of the parent mod?`
I have no idea how to do that.

24
The X-Com Files / Re: [submod]Submod list for XCF
« on: January 27, 2024, 01:09:21 pm »
Here is a little something I made for my self because I was annoyed at how difficult some techs are to get. TLDR capturing aliens is hard. Capturing an alien engineer is harder still. So you can get locked out of some good techs simply by drawing badly on the random research table and wasting your engineers on starship types.

This mod changes it so that engineers no longer give you those, only engineering techs.

25
The X-Com Files / Re: The X-Com Files online Wiki
« on: January 26, 2024, 09:17:29 pm »
If I could offer one suggestion. It would be nice if we had categories for craft and AI unit equipment.

26
The X-Com Files / Re: A question on aircraft
« on: January 23, 2024, 07:04:48 pm »
In my current game, I've used a decent number of Interceptors. By May, I don't have any way to manufacture the alloys needed for replacing everything with Ravens, and I want to build my first Improved Lab, which takes lots of alloys. I've also used alloys for Tanks. Minigun Tanks train up Accuracy fast, and Laser Tanks make Ghost missions a cakewalk.

Interceptors can easily shoot down all of the Hybrid defense craft with little risk. It's 50/50 against alien fighters though. Those things do way too much damage.
Good point. Their niche is when you don't have alien alloys. I guess.

Quote
The Mig definitely seems like it doesn't have much of a niche, because it's a straight (though expensive) shot to Interceptors. The Arrow did a good enough job against cult craft.
Which is funny given that in real life the MIG-31 is quite literally designed to be a giant flying radar dish with long range missiles.

27
The X-Com Files / Re: A question on aircraft
« on: January 20, 2024, 01:35:21 pm »
MiGs give some ability to handle cultist aircraft, but nothing really dominant, and Interceptors/Ravens can come online so soon afterwards that it's really not worth it unless you're specifically focusing your research on other topics and trying to make do in the meanwhile. And even Interceptors are so much worse than Ravens for actually chasing UFOs and not too far research-wise, so it's better to get Ravens. Thunderstorms and weapons for them can take a bit more time, so at least a few Ravens are good if you do play the air game. Which, as noted, isn't truly necessary.
Honestly that is what I expected to hear. And I am a bit sad as it feels balance vise that we really should get more use out of those.

28
The X-Com Files / Re: A question on aircraft
« on: January 20, 2024, 11:21:27 am »
Probably. This mod is such a joy to play that I don't remember when the last time is that I did not have it installed.

29
The X-Com Files / A question on aircraft
« on: January 20, 2024, 02:34:15 am »
I usually skip the MIG-31 and go strait for the interceptor because that's what I always did in old XCOM. Do you guys think that's a good idea or maybe I am making a mistake here?

30
The X-Com Files / Re: Beginner's difficulty setting question
« on: January 20, 2024, 02:32:02 am »
My advice is to start the game at the difficulty you usually play XCOM and than dynamically change it up or down by editing your save file if the challenge proves to be too much or too little to your taste. That's what I do.

Pages: 1 [2] 3 4 ... 8