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Modding => Released Mods => The X-Com Files => Topic started by: karatewalrus on December 24, 2022, 09:24:08 pm

Title: Red Dawn Cult Manors are crazy!
Post by: karatewalrus on December 24, 2022, 09:24:08 pm
I have armor, and dragonflies, experienced soldiers, and blackops and uac weapons. And I can't do shit about these things. If you attack it you get blown up by like 5 grenades instantly. The one I'm trying to assault now has a tank in additional to all the other bullshit. My dragonflies are frequently getting blown out of the sky on the world map when I'm trying to do regular missions because I can't escape from their jets. It's just nuuuuuuuts. I can't do shit. It's game over :p
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Chuckebaby on December 25, 2022, 01:15:32 am
For right now it's about strategic placement and smoke to find cover. Use dynamite/high explosives to knock out the tanks. They go pretty easy with a few tosses of booms (1 H.E. + 1 dynamite).

This is actually the fun of the game. The difficult missions which you must fit all the pieces in place to make the perfect puzzle
Title: Re: Red Dawn Cult Manors are crazy!
Post by: CaptainVietnam on December 25, 2022, 02:00:59 am
I have armor, and dragonflies, experienced soldiers, and blackops and uac weapons. And I can't do shit about these things. If you attack it you get blown up by like 5 grenades instantly. The one I'm trying to assault now has a tank in additional to all the other bullshit. My dragonflies are frequently getting blown out of the sky on the world map when I'm trying to do regular missions because I can't escape from their jets. It's just nuuuuuuuts. I can't do shit. It's game over :p

    Best tip ever
Always attack humans in the dark never at day unless you have good armor like tactical suit

This mod has a looks like you didn't know about this mechanic/feature, now you lose. Restart and do better next time mind set. Just like a lot of beginner traps in this mod a easy fix is to rush promo 3. Taking on and manor without it is a bad idea. Motors and tactical grenade launchers with gas are a must. I have blown up like 20+ with a single shot before.

 
after rushing promo 3 you get tactical suit (amazing armor) and better weapons makes early cults a lot easier to deal with after that. you also get large radar and you can make basses with jets to track down these cults so they don't get to strong.

usually I get promo 3 by the end of first year or early 2 year. a few months in year 2 I have global large radar coverage and 1 jet per base. Then I usually see a a craft moving I follow it with my jet and patrol and I find and wipe out the base while they still have cars lol. car vs jet combat ftw.

I personally take out red dawn first since it's easy to get. After you research durathread you get a durathread factory spawn next month. You have a few ko grenades to take out the dude in the trench coat. after you research him you get hq spawn (again next month).

       Tips for red dawn
 you spam grenades to avoid sniper spotter if you shoot they shoot so don't and throw frags (sniper/spotter mechanic is the worst).
Only use black ops sniper anything less wont do they are tanky. Only fire if you have to or are far away crouched and in the dark.
don't bother with smoke most of them are snipers anyway just stay in the dark
Bring tnt and make it a priority to kill tanks asap (again don't shoot just spam tnt at them) (takes 1-2 tnt to kill them)
Don't bother chasing them down to their hq since they usually surrender when I'm still on the surface.

Also you don't have to kill them all or take the base just steal the memory card and communicator from trench coat guy.  You can do this as easy as turn 1-2 if your lucky

my best attack on red dawn was with a helicopter no deaths and only one person was shot for like 2 hp lol. I'm not counting the time I beat up trench coat guy turn one and left with him and his stuff






Title: Re: Red Dawn Cult Manors are crazy!
Post by: SBBurzmali on December 25, 2022, 05:48:10 pm
    Best tip ever
Always attack humans in the dark never at day unless you have good armor like tactical suit
In this mod, every faction has multiple units that have better night vision than your agents in armored gear and there isn't any good night vision gear that can stand up to even weak small arms fire. Showing up at night is just asking for someone to spot you on turn one and to have snipers and grenades raining on you immediately.

The best advise I have for an early manor, is saturation bombing, the faster you can cause a loyalty cascade, the better. Most manors have corner to the NE of the starting location where many of the enemy units will try to navigate at one point or another, burying that corner in explosives and gas is a good start. You'll also want to save at the end of every turn before passing since the game can spawn reinforcements one tile behind you and wipe you out instantly.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: karatewalrus on December 25, 2022, 07:44:40 pm
I thought, well what if I just wipe out the red dawn? So I researched their HQ, went to their HQ, and killed everyone and 3 tanks. I only lost 1 dude. It was easier than the manors! And the manors still stayed after the red dawn was destroyed! FML.

AND

One of the damn manor's is on top of my base so if I use any vehicles they get blown out of the sky and I lose everything. So I had to built another base nearby and ship everything to it! WTF. I wish I could pay them to leave me alone. Like here's 2 millions dollars, fuck off! :p
Title: Re: Red Dawn Cult Manors are crazy!
Post by: vadracas on December 25, 2022, 11:04:48 pm
Well, one good note to this whole situation for you: Red Dawn manors do stop spawning once the HQ is defeated, the existing ones just don't despawn.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Xylon666Darkstar on December 25, 2022, 11:18:01 pm
Do red dawn and dagon manors upgrade to an advanced tier like Exalt and Black Lotus do?
Title: Re: Red Dawn Cult Manors are crazy!
Post by: karatewalrus on December 26, 2022, 01:40:07 am
I'm not sure if they upgrade, but mine had tanks and every units except the most elite dude with the trench coat who is ridiculously tough.

Anyhow I took a mudranger and chanced it against them destroying it and attacked the manor that spawned near my base. I threw a bunch of smoke around everywhere so everything anywhere near me was in smoke. And I got shot a couples times but thankfully they didn't toss any grenades. I also tried to spread out my dudes so they wouldn't chuck grenades as much. And then I ran a spotter forward and found the clumps of enemies and threw hi-ex at them. I was killing about 7 dudes a turn with one guy throwing high ex. And then another pack would run in an die. And then some aliens with squirt guns ran in and died. It was insane. And my dog killed some maids :p I didn't lose any dudes and I destroyed the place. 1 guy got shot to shit and got taken down to about 1 health. He was a rookie on his first mission :p I blew up the tanks with dynamite as well. It's just crazy. Like you start right next to all the enemies and you have to slog it out. You're going to get shot, and blown up, period. This game is gonna give me ptsd :p 
Title: Re: Red Dawn Cult Manors are crazy!
Post by: CaptainVietnam on December 26, 2022, 02:01:25 am
In this mod, every faction has multiple units that have better night vision than your agents in armored gear and there isn't any good night vision gear that can stand up to even weak small arms fire. Showing up at night is just asking for someone to spot you on turn one and to have snipers and grenades raining on you immediately.

The best advise I have for an early manor, is saturation bombing, the faster you can cause a loyalty cascade, the better. Most manors have corner to the NE of the starting location where many of the enemy units will try to navigate at one point or another, burying that corner in explosives and gas is a good start. You'll also want to save at the end of every turn before passing since the game can spawn reinforcements one tile behind you and wipe you out instantly.

Most factions have 9 vision same as you besides Dagon. A rat or a dog has like 15 or so vision. one dog and a few flares and suddenly you have better vision and can see them across the map while they have to scamper 9 tiles away from you to shoot you. As long as you blow up and shoot the snipers no one will harm you. I often don't shoot guns till I take out priority targets.

"Showing up at night is just asking for someone to spot you on turn one and to have snipers and grenades raining on you immediately."


THE OPPOSITE ACTUALLY
If you attack During the day anyone who is seen gets seen which is everyone turn one basically can be shot upon and blown up from across the map by snipers. when you run or pop smoke they still know you exact position thanks to ai hacks, so smoke doesn't help. now boot up a mission in the dark you can spread your units apart chuck a few flares and hide turn one and be safe to rain down hell on them. You can also hide wounded soldiers in far corners of map you can't hide very well in the day. wounded soldiers can also still help by putting their weapons away and throwing bombs at them and not be at risk of death. only downside is if a maid is spawned one tile away from your spawn and sees everyone lol.

I already mentioned saturation bombing on my first post but you don't get the good stuff till promo 3. I also said you don't get sniper ai hacked if you throw frags so you don't get fired upon in the dark like you would the day.

"You'll also want to save at the end of every turn"
I don't like to save scum. It ruins the tension for me. It makes victory not so satisfying. Probably why I would get my teeth kicked in on ironman/immposible in Enemy within and love it.

Title: Re: Red Dawn Cult Manors are crazy!
Post by: CaptainVietnam on December 26, 2022, 02:10:04 am
I thought, well what if I just wipe out the red dawn? So I researched their HQ, went to their HQ, and killed everyone and 3 tanks. I only lost 1 dude. It was easier than the manors! And the manors still stayed after the red dawn was destroyed! FML.

AND

One of the damn manor's is on top of my base so if I use any vehicles they get blown out of the sky and I lose everything. So I had to built another base nearby and ship everything to it! WTF. I wish I could pay them to leave me alone. Like here's 2 millions dollars, fuck off! :p

That's good news now you have to research promo 3 your almost there look up the prerequisite for it. Trust me all starting cults will be a cake walk with this armor and motors. You also get large radar jets and a funding boost. This game is still salvageable if you work fast to get it.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on December 26, 2022, 02:14:09 am
Do red dawn and dagon manors upgrade to an advanced tier like Exalt and Black Lotus do?
Yes.
Red Dawn develops into Hybrid Embassies (as one might have guessed from the suit-wearing Hybrids), but at half the rate. Dagonites create their own special strongholds with spiffy TFTD-style maps since... uh, maybe 2.8 even? I don't think they've been officially announced yet.

Most factions have 9 vision same as you besides Dagon.
Disciples and Priests have 10. :P

Many cultist higher-ups across all cults have 1-3 tiles of extra night vision. The ones notably above the norm are the two highest-tier wet ones, BL women, Brainers and Gillmen Deep Ones.

This game is gonna give me ptsd
Solarius gets a cut of your shrink's fees, don't you know? ;D
Title: Re: Red Dawn Cult Manors are crazy!
Post by: SBBurzmali on December 27, 2022, 03:01:32 am
Most factions have 9 vision same as you besides Dagon. A rat or a dog has like 15 or so vision. one dog and a few flares and suddenly you have better vision and can see them across the map while they have to scamper 9 tiles away from you to shoot you. As long as you blow up and shoot the snipers no one will harm you. I often don't shoot guns till I take out priority targets.
On the enemy side (a sampling):
Elite soldier - Night Vision 13, you'll see around 15 of those on any higher level manor mission
Hybrid Assault - Night Vision 12
EXALT Liquidator - Night Vision 12
EXALT Enforcer - Night Vision 11
Red Dawn Coordinator - Night Vision 11
Red Ops Soldier - Night Vision 11
Red Dawn Pioneer - Night Vision 10 + camo at night

On your side (Armor that can take a hit or two at the point manor start showing up)
Tritianum Vest - Night Vision 9
Heavy Tritianum Suit - Night Vision 9
Personal Armor - Night Vision 9

Show up at night and get lit up, the AI can attack you from beyond your sight range and you'll get torn up. As for save scumming, I like finishing games, in its current state, openXcom can not be completed without either save scumming or spending an absolute eternity in maps like the manors.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on December 27, 2022, 03:20:35 am
Show up at night and get lit up, the AI can attack you from beyond your sight range and you'll get torn up.
Not using their couple of extra tiles of night vision. It's either one of them getting close (and probably being a spotter, too) or the 'Hit me, I spot you!' mechanic. Maybe one of the enemies with 15-20 tiles of night vision.

...in its current state, openXcom can not be completed without either save scumming or spending an absolute eternity in maps like the manors.
Tell that to the Ironman players. :P
Title: Re: Red Dawn Cult Manors are crazy!
Post by: CaptainVietnam on December 27, 2022, 03:43:10 am
On the enemy side (a sampling):
Elite soldier - Night Vision 13, you'll see around 15 of those on any higher level manor mission
Hybrid Assault - Night Vision 12
EXALT Liquidator - Night Vision 12
EXALT Enforcer - Night Vision 11
Red Dawn Coordinator - Night Vision 11
Red Ops Soldier - Night Vision 11
Red Dawn Pioneer - Night Vision 10 + camo at night

dog still has better vision then any of those you mentioned. Besides that a flare ($60 item) an item you can buy day 1 can be used to make vision range pointless. walk around landing sight with dog, kill people close to lz, throw flare stay in dark, profit. If your walking around the dark with no flashlights, flares, dogs your doing it wrong.

At night if played correctly you have a high chance of never even being fired upon. In the day you don't get that and have to slug it out and hope your armor doesn't fail you. The benefits you get for attacking cults at night are far greater then the day in almost all cases.

This boils down to

you can see them as good as the day with a flare and they cant see you unless close vs you both can see each other and they outnumber you.

Tell that to the Ironman players. :P

Ironman here and I love being beat up. that's why I play xcom. It's not very healthy.

Title: Re: Red Dawn Cult Manors are crazy!
Post by: SBBurzmali on December 27, 2022, 04:09:21 am
dog still has better vision then any of those you mentioned. Besides that a flare ($60 item) an item you can buy day 1 can be used to make vision range pointless. walk around landing sight with dog, kill people close to lz, throw flare stay in dark, profit. If your walking around the dark with no flashlights, flares, dogs your doing it wrong.
If you are counting on flares, that is not what I'd call an "Ironman-safe" strategy as you agents will happily yeet a flare into the back of the head of anyone in 10 yards lighting up your team and getting you instantly gun down. Sure, it you are save scumming, you can undo the sillier behaviors of thrown items, but in an ironman run, every thrown item is spinning the wheel on a squad-wipe, Dogs have better vision, but so what, they can't reaction fire, enemies are real dumb, they walk to the point they can see you and open fire, with superior night vision, that'll be from outside of your range, so no reaction fire before they drop a rocket on you, unless you have surrounded yourself in rings of flares, which is a bit of a craps shoot if you are running ironman. In my experience, the best way to survive is to kill anything that could shoot at you and force anything that could get in range to have to walk far enough to lose their ability to fire. Grenades set to 1, proximity grenades, mines if you have some decent throwers, that's the way to handle manors early on. That and regular saves, unless you like restarting because a reinforcement wave spawns 1 tile behind you and rips you apart.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: CaptainVietnam on December 27, 2022, 08:44:39 am
If you are counting on flares, that is not what I'd call an "Ironman-safe" strategy as you agents will happily yeet a flare into the back of the head of anyone in 10 yards lighting up your team and getting you instantly gun down. Sure, it you are save scumming, you can undo the sillier behaviors of thrown items, but in an ironman run, every thrown item is spinning the wheel on a squad-wipe

I'm sorry but your grasping at straws with that one lol. just pick up flare and throw it alternatively move away from the light. Wouldn't pre primed grenades be worse then since now you blow your own people up?

Dogs have better vision, but so what, they can't reaction fire, enemies are real dumb, they walk to the point they can see you and open fire, with superior night vision, that'll be from outside of your range, so no reaction fire before they drop a rocket on you, unless you have surrounded yourself in rings of flares

Surround with flares and shoot them, yes. throw frags to avoid snipers like I have been saying. Dogs don't shoot they are scouts bite is a nice addition but there abilities are better they see things run away and you flare those things and shoot them.

which is a bit of a craps shoot if you are running ironman. In my experience, the best way to survive is to kill anything that could shoot at you

Would love to see you kill everything that can shoot you turn 1 on a manor that would be insane. otherwise things will shoot you.

I don't know why you keep saying if you stand in the light you get gunned down and squad wiped instantly when in the day you always stand in the light, Do you get squad wiped instantly then? you get shot at night if you stand in a light source but that's about the only time they even shoot at you if you play your cards right.

It's not exactly a hot take to say fighting cults at night is far better. I'm pretty sure it's universal knowledge.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on December 27, 2022, 11:46:18 am
...as you agents will happily yeet a flare into the back of the head of anyone in 10 yards...
If you're throwing flares (or grenades) so that someone's head is even theoretically in the way, you're doing it wrong (or have grenade-proof armour).

Dogs have better vision, but so what, they can't reaction fire...
Dogs actually can reaction-bark. It's not useful in the same way as reaction fire, but it's definitely a useful feature.

In my experience, the best way to survive is to kill anything that could shoot at you and force anything that could get in range to have to walk far enough to lose their ability to fire.
Well, yes. And if a fella having 1-3 more tiles of vision is enough to give them the ability to walk close enough and fire, you were never safe in the first place.

This is incidentally also why mortars are so awesome in manor missions.

...because a reinforcement wave spawns 1 tile behind you and rips you apart.
Didn't that get changed so they never come from the side you spawn from?

I don't know why you keep saying if you stand in the light you get gunned down and squad wiped instantly when in the day you always stand in the light...
+1

It's not exactly a hot take to say fighting cults at night is far better. I'm pretty sure it's universal knowledge.
Not for me, since I play with reduced grenade/flare ranges (12 tiles max). So I can't do the 'ring of fire' very well, and I definitely can't just lob grenades to kill enemies long-range. If I have the armour and transport capacity, gunning them down faster than they appear is the order of the day, and that is far easier to pull off with daytime shooting ranges. If I'm undergunned, night is an option. But a more risky one.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: SBBurzmali on December 27, 2022, 06:34:00 pm
Didn't that get changed so they never come from the side you spawn from?
It did, it prevents them spawning immediately on top of you from what I can see, but move one tile forward and they can spawn behind you. Basically, you need to leave at least one agent standing in the deployment area to block it, leaving by even one tile opens it to reinforcements spawning there.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on December 27, 2022, 07:19:25 pm
Are you sure? I just tried, and all four reinforcement waves spawned away from the deployment tiles. The closest they got were the 'SW' and 'SE' corners.

If this is true, there's something wrong on the OXCE level. Doubly so, even, since they are not supposed to spawn closer than 10 tiles from your agents. I'm sure Meridian will want a save for that.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: SBBurzmali on December 27, 2022, 09:53:18 pm
Are you sure? I just tried, and all four reinforcement waves spawned away from the deployment tiles. The closest they got were the 'SW' and 'SE' corners.

If this is true, there's something wrong on the OXCE level. Doubly so, even, since they are not supposed to spawn closer than 10 tiles from your agents. I'm sure Meridian will want a save for that.
I had it happen with someone 5 tiles or less from the edge, saw that Meridian made a change, and then left someone on the deployment zone for every manor I played after that. So, no save at this point.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on December 27, 2022, 11:19:09 pm
Uh, 5 tiles from map edge is okay. I even had a soldier near the 'north' edge when I tested and nobody seemed to spawn right next to him. It's 10 tiles within an agent that's questionable.

Also, when was all this? And what change are you referring to? I don't see anything related to reinforcements in the OXCE changelogs from the last three months or so.

Edit: In fact, the manor reinforcement change is post-7.8 (early Nov vs late Oct), the last full release of OXCE. Even more puzzled now. ???
Title: Re: Red Dawn Cult Manors are crazy!
Post by: the nomad on December 28, 2022, 12:25:51 am
The game is very possible on Iron Man (at least on the middle difficulty), but naturally you have to restart a few times to get the game. I progressed quite far without save scumming enough so that now I find save scumming pointless and tension-breaking. Sure some huge f*ckups can occur (my favorite being being blasted by a reaction fire rocket right in the transport craft at turn one, many agents and equipment annihilated instantly) but you nearly always have a chance to progress.

In my opinion the biggest problem in Iron Man are enemy crafts shooting down your transports. That is a full-on rage moment and the only part that is not a good aspect of an Iron man game in my opinion. You can take precautions and be cautious, but a UFO can suddenly spawn with no warning, you have no way to foresee that with the aliens.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on December 28, 2022, 12:32:56 am
In my opinion the biggest problem in Iron Man are enemy crafts shooting down your transports.
...
You can take precautions and be cautious, but a UFO can suddenly spawn with no warning, you have no way to foresee that with the aliens.
I'm pretty sure a hunter-killer UFO randomly spawning close enough to your transport as part of an alien mission has an astronomically low chance of happening. I mean, why are your transports out at some random hour before the UFOs show up, anyway?

You do know you can escort your transports, right? And that some transports are uninterceptable due to being part of general civilian traffic?
Title: Re: Red Dawn Cult Manors are crazy!
Post by: the nomad on December 28, 2022, 01:31:28 am
I'm pretty sure a hunter-killer UFO randomly spawning close enough to your transport as part of an alien mission has an astronomically low chance of happening. I mean, why are your transports out at some random hour before the UFOs show up, anyway?

You do know you can escort your transports, right? And that some transports are uninterceptable due to being part of general civilian traffic?

Well it happened to me two times in the first months of invasion if I remember correctly. Obviously the transport is out on its way to a mission far from the base and I don't know when the UFOs are going to show up, you make it sound like I should know when the heck they are going to fly around. This same problem also occurs when I don't know a cult manor had a base around the area I was flying but that's on me and is preventable by frequent scoutings.

I know I can escort them but the fighter crafts have a huge chance of being destroyed again in the early stages. And yeah, naturally I know the undetectable vehicles, which are useless on tough missions where a transport are definitely needed.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on December 28, 2022, 01:48:52 am
Well it happened to me two times in the first months of invasion if I remember correctly. Obviously the transport is out on its way to a mission far from the base and I don't know when the UFOs are going to show up, you make it sound like I should know when the heck they are going to fly around.
No, I'm saying that it's pretty unlikely that your post-invasion transport (so not something glacial) is running around unescorted and far from any friendly base and at exactly the same time and roughly the same place where a mission with hunter-killer UFOs spawns. And you have no good interceptors yet, and the transport can't outrun the UFO, so there's a limited time window, too. Not impossible, but unlikely, since you need so many things to go wrong at the same time.

I get that when it does happen in an Ironman run, it'll scar you for life. :)

You could also try to run back home and send out interceptors to take the heat or serve as bait. Not a guarantee since these UFOs are pretty fast, but it's at least something.

Or you could just escort everything. It's not paranoia when they really want to shoot hot flaming plasma at you. :P

I know I can escort them but the fighter crafts have a huge chance of being destroyed again in the early stages.
They can try to kite a bit, at least. And a fighter+pilot is cheaper than losing your equipment pile and your transport, most likely.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: the nomad on December 28, 2022, 09:48:51 am
Yeah but if the Interceptor is destroyed the Transport is destroyed anyway, I can't disengage only one of them. Otherwise I'd have no problem with the issue, I'd sacrifice a fighter and an agent in a heartbeat if I could. They have a chance of ejecting anyway.

How else can I escort them? Maybe I can send the fighter first or keep it around the transport and lure the UFO to it? I think you mean that. It could still catch my transport after the fighter is destroyed depending on where the UFO spawned but yeah it'd increase the transport's survival odds drastically.

Again, agree it is highly unlikely but likely enough that it happened two times in a campaign, in two months window, but I guess with this luring tactic the disaster'll be even more unlikely.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: psavola on December 28, 2022, 10:02:58 am
I have not played X-Com Files, but another mod (TWoTS) with SH/IM where HKs are equally an issue. So maybe a couple of general tips might be useful here.

The strategy there is to use escort functionality (first send out a transport, then select the transport as the target of the interceptor). With TWoTS settings on SH difficulty, one interceptor is not enough, you'll have to use at least two. And you'll have to pick weapons that are quick enough and have a sufficient range. The only possible craft weapon in early-mid game (before sonic oscillator or PWT launcher) in that mod is Squall launcher, others are useless. You'll want to select a pilot who is not a coward, so that the interceptor can approach fast and fire before the HK kills it. And even that is not enough, if the HK ship is shielded. Also, if the HK is programmed to prefer attacking transports instead of interceptors (rare but possible), you're also screwed. But I have completed SH/IM a couple of times, so it's doable. You'll also learn to be more cautious when you don't have "reload" possibility.

If the HK targets your interceptor, you'll have some time in the meanwhile to act. You could make the interceptor attack the HK (or move in the opposite angle) and make the transport back away. However, transports are typically so slow that they might not be able get out the range of HK, so if the interceptor is destroyed, the transport might be chased off and killed as well.

Destroying the interceptor does not kill the pilot (at least with typical settings), the pilot ejects and returns to your base a few days later.


Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on December 28, 2022, 12:12:06 pm
I did mean separating the escort and the transport when the HK is spotted, trying to fly the transport back to base and using the fighter as bait. Even Thunderstorms have trouble with non-tiny HK UFOs one-on-one, never mind Battleships and their ilk.

Though XCF seems to have UFOs default to hunting transports and a coin toss when on Flyby or Retaliation missions. So that might not always work.

I'm not sure how fast a TWoTS transport is, but mid-game XCF transports usually have 1000-2000 speed, so not that slow.

Destroying the interceptor does not kill the pilot (at least with typical settings), the pilot ejects and returns to your base a few days later.
I just recently gave Solarius the idea that not all pilots may survive... :P
Title: Re: Red Dawn Cult Manors are crazy!
Post by: the nomad on December 28, 2022, 01:21:44 pm

I just recently gave Solarius the idea that not all pilots may survive... :P

Isn't it already like that? My pilots do not always make it back after being shot down.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on December 28, 2022, 01:40:38 pm
I have no idea, I use my own variable settings for a lot of things. But when I looked at the ruleset, 'pilotsEmergencyEvacuationSurvivalChance' seemed to be unset, so it should default to 100, i.e. 100%. Look into your vars_XCOMFILES.rul, is it present and what's its value?

If it isn't, perhaps the default has been changed, or maybe there's some other factor I'm not aware of.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: vadracas on December 28, 2022, 01:45:59 pm
Current version values unknown, but Solar changed it in the upcoming version to a 75%.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on December 28, 2022, 01:50:40 pm
That's what I was referring to with the 'gave Solarius the idea'... :D
Title: Re: Red Dawn Cult Manors are crazy!
Post by: the nomad on December 28, 2022, 01:55:56 pm
That's what I was referring to with the 'gave Solarius the idea'... :D

Well, shame on you then :D

Btw there is no pilot one but there is crewEmergencyEvacuationSurvivalChance which shows a 97% chance. That's X-Com baby I guess, 'cause this crew dying happened several times to me lol
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on December 28, 2022, 03:47:28 pm
I am starting to think you're either a misfortune magnet or are playing XCF 24/7. :D
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Chuckebaby on December 28, 2022, 05:00:35 pm
I am starting to think you're either a misfortune magnet or are playing XCF 24/7. :D

 ;D

Quote of the year right there
Title: Re: Red Dawn Cult Manors are crazy!
Post by: the nomad on December 28, 2022, 05:24:16 pm
I am starting to think you're either a misfortune magnet or are playing XCF 24/7. :D

Hahaha  ;D
Title: Re: Red Dawn Cult Manors are crazy!
Post by: PPQ on January 07, 2023, 11:53:24 pm
Honestly my main issue with the Red Dawn HQ is the RPG-7.
It's your best bet against tanks, which is cool. But the problem is that it's locked behind Promotion III which requires you to beat Red Dawn to get it. So it's unlocked just after you need it the most.

I'd move that to Promotion II.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on January 08, 2023, 04:53:23 am
Clashes with the 'Promotion III is for military weapons' lore thing. An extra promotion is looking more and more attractive to me. :)
Title: Re: Red Dawn Cult Manors are crazy!
Post by: the nomad on January 08, 2023, 05:03:33 am
Honestly my main issue with the Red Dawn HQ is the RPG-7.
It's your best bet against tanks, which is cool. But the problem is that it's locked behind Promotion III which requires you to beat Red Dawn to get it. So it's unlocked just after you need it the most.

I'd move that to Promotion II.

Luckily you can get some good loot from various missions, including RPGs. I always save them for these situations before Pro III.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: PPQ on January 08, 2023, 10:58:10 am
Luckily you can get some good loot from various missions, including RPGs. I always save them for these situations before Pro III.
That's what I did, yes.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Solarius Scorch on January 17, 2023, 11:21:22 am
There are many ways to deal with armoured cars (they're not tanks, I'm not that insane  :P):
Off the top of my head:

None of these are exactly good at it, but otherwise why would you even want to progress? :)
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Chuckebaby on January 17, 2023, 01:55:18 pm
There are many ways to deal with armoured cars (they're not tanks, I'm not that insane  :P):
Off the top of my head:
  • sniper rifles,

None of these are exactly good at it, but otherwise why would you even want to progress? :)

I go back to the Black ops Auto Sniper rifle yet once again.

I believe in one turn, one guy (if within range) can take out an armored car. (Using 2 autoshots = 6 shots in total).

But typically one high explosive charge strategically placed by the rear tire usually does it.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Xylon666Darkstar on January 20, 2023, 06:44:33 am
Recoilless Gun, my beloved.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on January 20, 2023, 08:06:03 am
Recoilless Guns are virtually non-lootable and require Promo III to buy. So worse than the RPG-7 for PPQs specific problem.

They're very nice for killing heavily armoured things. Unreasonably so from a realism POV even, IMO.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: PPQ on January 20, 2023, 11:28:48 pm
I am not sure if you can get light cannons with promotion 2. But I just discovered they wreck tanks.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on January 27, 2023, 04:26:39 pm
You can, provided you've found one in the first place. Though personally I'm of the opinion BO snipers do as well or better against tanks, and while technically the LC is more versatile, it's hard to put that into practice.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: PPQ on January 27, 2023, 06:48:43 pm
What do you mean? Just pack 6 of each ammo type per gun in your transport and know your mission types and you're set.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on January 27, 2023, 08:30:00 pm
Reloading, the RL hassle of managing the inventory (most agents can't lug around one of each type of ammo), not to mention that the choice tends to be tactical within a mission more than between mission types. It's easier to shoot something twice than to reload and shoot them with perfect ammo.

Also, the accuracy is kinda crap. I much prefer the heavier versions which at least either provide an actual damage upgrade over the BO Sniper, or just allow you to coat the battlefield in HE/IN.

Neither is an insurmountable problem, but it's a lot more fiddling with a weapon than what you usually do, all to get an at best moderate damage boost.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: PPQ on January 28, 2023, 11:08:54 am
Reloading, the RL hassle of managing the inventory (most agents can't lug around one of each type of ammo), not to mention that the choice tends to be tactical within a mission more than between mission types. It's easier to shoot something twice than to reload and shoot them with perfect ammo.

Also, the accuracy is kinda crap. I much prefer the heavier versions which at least either provide an actual damage upgrade over the BO Sniper, or just allow you to coat the battlefield in HE/IN.

Neither is an insurmountable problem, but it's a lot more fiddling with a weapon than what you usually do, all to get an at best moderate damage boost.
Yea, don't really bother with that. At least I don't.

I just generally know the mission types and pack the ammo type appropriate. If I expect tanks or heavy armored foes (like Vampires) it's AP. If I am going into caves and such Shotgun and anything else gets HE.

And HE is my baseline because it is so versatile. You don't have to hit your enemies to make an impact. And crucially most urban walls go down to one shot of HE. So you can pop walls open and let your other troops do the killing.

As for accuracy honestly I've not had much problem with it at most ranges. But I don't tend to engage at very long ranges anyway. Plus, as I said, HE is very useful for opening up holes for other troops to do the killing. So accuracy is more in the "general area" sort of thing since roughly 50% of the times my target is literally the broad side of a barn.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on January 28, 2023, 01:27:16 pm
The wall busting is a good point. That actually looks like a good use of the Light Cannon.

But otherwise, the damage radius is so tiny and damage goes down too much for non-direct hits. I prefer actual grenade launchers for killing via HE, since they both have a higher radius (so can maybe damage another enemy), better damage and more accuracy due to how arcing works.

It's the Auto-Cannon that really does this kind of explosive battlefield shaping well and in ways most grenade launchers cannot.

OTOH, I tend to engage at longer ranges, so maybe that's my bias here. :)
Title: Re: Red Dawn Cult Manors are crazy!
Post by: PPQ on January 29, 2023, 01:42:38 pm
But otherwise, the damage radius is so tiny and damage goes down too much for non-direct hits. I prefer actual grenade launchers for killing via HE, since they both have a higher radius (so can maybe damage another enemy), better damage and more accuracy due to how arcing works.
Oh, absolutely. Especially the MGL as it can fire 2-3 shots per turn to make life miserable for people. But it can't bust down walls.

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It's the Auto-Cannon that really does this kind of explosive battlefield shaping well and in ways most grenade launchers cannot.
It's way too heavy though. Like, unless you have power armor you just can't fit heavy armor, an autocannon and much ammo on a single guy.

Plus you can't really get it in the timeframe this thread is about, which is while hunting down the Red Dawn manors. Well you can but it's really hard.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on January 29, 2023, 02:44:35 pm
True, the LC does have that niche occupied until later when the TGL comes along.

It's way too heavy though. Like, unless you have power armor you just can't fit heavy armor, an autocannon and much ammo on a single guy.
Well, I play with a legacy '50 free weight' armour set, from a time when I tried to curb grenade ranges by lowering strength to 25-30 max. Which is kinda cheaty now, but I never enjoyed the "Rookies can't even carry their gun and three reloads" system.

An HE autocannon dude doesn't need heavy armour, though. He's artillery and should be staying a little behind the front lines. That'll save you 1-2 reloads.

Plus you can't really get it in the timeframe this thread is about, which is while hunting down the Red Dawn manors.
Yep. I just wanted to point out that the AC is a weapon that genuinely fits that terrain destruction niche like few others.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: PPQ on January 29, 2023, 04:03:30 pm
True, the LC does have that niche occupied until later when the TGL comes along.
If by that you mean the tactical grenade launcher I prefer the MGL. The extra magazine capacity and one handedness is priceless.

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Well, I play with a legacy '50 free weight' armour set, from a time when I tried to curb grenade ranges by lowering strength to 25-30 max. Which is kinda cheaty now, but I never enjoyed the "Rookies can't even carry their gun and three reloads" system.
I have my own cheaty modifications but extra weight is not one of them. I feel it upsets the gameplay balance far too much.

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An HE autocannon dude doesn't need heavy armour, though. He's artillery and should be staying a little behind the front lines. That'll save you 1-2 reloads.
A theory most wise. Now if only the enemy could be made to agree with it. Alas, they have a tendency to have a will of their own.

I prefer to give everyone the best armor I can afford and not take the chances.

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Yep. I just wanted to point out that the AC is a weapon that genuinely fits that terrain destruction niche like few others.
Honestly, I am not sure what to think about the AC. Like, in the base game it's a strait upgrade from the heavy cannon. But here its more complicated. I am not sure I prefer it over the LC or say a rocket launcher. I do pack one in the extra kit section of my transport though.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on January 29, 2023, 04:39:55 pm
If by that you mean the tactical grenade launcher I prefer the MGL. The extra magazine capacity and one handedness is priceless.
The TGL has a considerably bigger boom, with both better damage, radius and terrain destruction. That hole the LC left in the wall? The TGL makes one thrice the size.

It also has more than one shot, even if not quite as many as the MGL.

I have my own cheaty modifications but extra weight is not one of them. I feel it upsets the gameplay balance far too much.
Perhaps. I do love to load up my soldiers with a plethora of grenades and backup weapons, a habit I picked up when I was playing Xenonauts.

A theory most wise. Now if only the enemy could be made to agree with it. Alas, they have a tendency to have a will of their own.
Sometimes they do, sometimes they don't. Especially when 'shock-and-awed'. :D

I find the biggest damage they tend to do is with the extraordinarily long-ranged thrown explosives and other HE ordnance. I culled the first to 12 tiles for everyone, myself included, and now their tendency to mill around instead of shooting my troops is kinda aggravating at times. I'd like to try Brutal AI again, but I had a bad shader crash and don't want to fiddle with the setup too much right now.

I prefer to give everyone the best armor I can afford and not take the chances.
I just savescum if someone dies to a random shot. If they survive, well, the armour wasn't really necessary, now was it? ;D And even if you don't, most armours aren't exactly one-shot-proof under normal circumstances.

The heaviest armours tend to have their own drawbacks as well.

Honestly, I am not sure what to think about the AC. Like, in the base game it's a strait upgrade from the heavy cannon. But here its more complicated. I am not sure I prefer it over the LC or say a rocket launcher. I do pack one in the extra kit section of my transport though.
A rocket launcher has nowhere near the weight of fire and a chance to miss altogether. If you absolutely need to level something, the AC is your gun.

Vs the LC, it has slightly better accuracy and slightly worse TU costs, more ammo, enough extra damage to get to the 'holes thrice the size' territory, and ridiculously more shots put downrange when accuracy is not a concern. Like against a barn, for example. :) I'm not sure there's anything the LC actually does better, if you can afford the weight. Well, 180-degree turns and three snaps, perhaps. How often is that important?
Title: Re: Red Dawn Cult Manors are crazy!
Post by: PPQ on January 29, 2023, 07:47:31 pm
The TGL has a considerably bigger boom, with both better damage, radius and terrain destruction. That hole the LC left in the wall? The TGL makes one thrice the size.

It also has more than one shot, even if not quite as many as the MGL.
It's two handed though. And I'd much rather have a one handed launcher + one handed SMG in the other hand since most of the time I am not using the launcher. And than keep the HE in reserve for when I do need it.

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Perhaps. I do love to load up my soldiers with a plethora of grenades and backup weapons, a habit I picked up when I was playing Xenonauts.
Sometimes they do, sometimes they don't. Especially when 'shock-and-awed'. :D
Me too. One of each smoke, flame and flash. That is why I dislike weapons that are too heavy.

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I find the biggest damage they tend to do is with the extraordinarily long-ranged thrown explosives and other HE ordnance. I culled the first to 12 tiles for everyone, myself included, and now their tendency to mill around instead of shooting my troops is kinda aggravating at times. I'd like to try Brutal AI again, but I had a bad shader crash and don't want to fiddle with the setup too much right now.
I just savescum if someone dies to a random shot. If they survive, well, the armour wasn't really necessary, now was it? ;D And even if you don't, most armours aren't exactly one-shot-proof under normal circumstances.
Armor isn't there to save lives. It's there to cut down on healing times.

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The heaviest armours tend to have their own drawbacks as well.
A rocket launcher has nowhere near the weight of fire and a chance to miss altogether. If you absolutely need to level something, the AC is your gun.
No, that would be the mortar.

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Vs the LC, it has slightly better accuracy and slightly worse TU costs, more ammo, enough extra damage to get to the 'holes thrice the size' territory, and ridiculously more shots put downrange when accuracy is not a concern. Like against a barn, for example. :) I'm not sure there's anything the LC actually does better, if you can afford the weight. Well, 180-degree turns and three snaps, perhaps. How often is that important?
And weighs three times as much. Don't forget that. Again, I don't cheat to add carry weight. So my most elite soldiers right now can carry an AC and I think one reload or a LC and 4 reloads + healing + stun pistol. And the later configuration is far more versatile and useful.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on January 29, 2023, 09:42:47 pm
It's two handed though. And I'd much rather have a one handed launcher + one handed SMG in the other hand since most of the time I am not using the launcher. And than keep the HE in reserve for when I do need it.
If I have a grenadier, I do want to use them as such. Keep them back and lob HE at enemy concentrations. The MGL is too short-ranged, or at least lacks the explosion radius to make up for the inaccuracy.

Yours is more of an assault troop. Not that there's anything wrong with having one.

Me too. One of each smoke, flame and flash.
In Xenonauts, all my men had a whole beltful, and I had modded the belts to be bigger, too. So more like a dozen grenades, maybe a C4, medipack, primary weapon, spare ammo, sidearm or stun stick... ;D

I also occasionally play JA2 v1.13, or something like E5, and all soldiers are pack mules in these games. None of that silliness of carrying only your gun, two grenades and three reloads. 8)

This has kinda carried forward to XCF. A lot of people disliked the excessively tiny nuCom item limits, and I find that I've developed a similar attitude towards them here.

Armor isn't there to save lives. It's there to cut down on healing times.
I have about six teams and slightly modified sickbays (~2 health restored per day).

No, that would be the mortar.
True.

Let's say that the AC is the gun that gives you the ability to do somewhat targeted heavy destruction, and the mortar just levels everything (including loot and cover you might have still liked to use).

And weighs three times as much. Don't forget that. Again, I don't cheat to add carry weight. So my most elite soldiers right now can carry an AC and I think one reload or a LC and 4 reloads + healing + stun pistol. And the later configuration is far more versatile and useful.
Yeah, the extra weight does work against the AC. Although your 4+1 mags plus pistol probably have about as many shots as the AC with two while doing less damage. Can't argue against the versatility, though.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: PPQ on January 29, 2023, 11:08:31 pm
If I have a grenadier, I do want to use them as such. Keep them back and lob HE at enemy concentrations. The MGL is too short-ranged, or at least lacks the explosion radius to make up for the inaccuracy.
I use it as a mobile rapid fire smoke dispenser. And in that role it's priceless. If I want something to die in a hale of HE I just my mortar.

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This has kinda carried forward to XCF. A lot of people disliked the excessively tiny nuCom item limits, and I find that I've developed a similar attitude towards them here.
Honestly I couldn't even use that many items even if I wanted to. Like, grenades are secondary support equipment at best. They have a place but I don't use too many of them. Except smoke.

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I have about six teams and slightly modified sickbays (~2 health restored per day).True.
I do not like making too many balance altering modifications to the game. I feel that makes things too easy. And it leads to some weapons just loosing their niche, such as the case with the LC in your case.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on January 30, 2023, 01:36:35 am
I use it as a mobile rapid fire smoke dispenser. And in that role it's priceless.
Can't argue with that.

I use instant grenades. :P Same effect, more flexible when everyone is carrying one or two.

If I want something to die in a hale of HE I just my mortar.
Mortars have an atrocious fire rate. Unless you have several mortars just chilling around, TGL is more flexible and still has enough power to reliably kill things without a direct hit (or the extra-tough cultists I'm using), unlike smaller grenade launchers and the LC.

Honestly I couldn't even use that many items even if I wanted to. Like, grenades are secondary support equipment at best. They have a place but I don't use too many of them. Except smoke.
KO/Stun in case an opportunity presents itself, emergency smokes/flashbangs, fire for panicking and corralling, gas is an absolute killer in quite a few cases. And I can just pull one out from pretty much anyone's pocket, which has tremendous utility.

I mean, I could disable the weight cheat and instant grenades, relay unprimed stuff around and fiddle with it the usual way, but I've found it much more fun if my soldiers have Batman belts and I can get the immediate satisfaction of blowing anyone who comes too close into pieces (12 tiles, remember) instead of waiting until their turn.

I do not like making too many balance altering modifications to the game. I feel that makes things too easy. And it leads to some weapons just loosing their niche, such as the case with the LC in your case.
Well, I can't help myself. I'm a pathological modder. :D

I still have aspirations of making a personalised overhaul of XCF one day. I did a limited version of it once, a long time ago.

And I don't think the niche of being a large-mag, direct-fire, automatic grenade launcher that lacks several important ammo types and can only be properly used by people in a limited subset of power armours is big enough. I mean, you yourself don't use the AC because of that, and I doubt it'll be relevant by the time you get power armour. If the LC is only useful because your men can't carry the better (but not power-armour tech level better) version, I would say that's a somewhat artificial way of balancing them against each other. I mean, you might get a few suits early on from the MiB or Gillman Heroes, depending on luck, but these are much more useful for mortarmen or assault troopers.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Chuckebaby on January 30, 2023, 02:42:22 pm
This string of comments reminds me of two soldiers building up their stats  ;D

If you both keep going, your going to be up for a promotion soon.
Title: Re: Red Dawn Cult Manors are crazy!
Post by: Juku121 on January 30, 2023, 03:09:34 pm
Well, I'm already a (?!) Commander, but PPQ might be up for Captain soon enough. ;D