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Messages - viewerx

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Note: my observation is made as a person who has never really played xcom, I have only played this mod. My opinion may be unreasonable due to how unexperienced I am with the game. Maybe this issue is also present in vanilla and isnt simply an issue with the mod.
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After playing ironman genius and superhuman the main issue I find is that use of psionic mind control is beyond a doubt the most optimal way to ensure your soldiers are safe and min maxxed. You are basically forced to use it to play optimally. It changes the dynamic of the game and removes tons of stress/tactics. It makes it kind of boring due to how safe everything gets. It doesnt even make things more fun, if anything it is tedious at best and borderline as bad as save scumming at worse.
    Take for example attacking an alien base: no longer do you need to use tactics to move through the compound feeling stressed about getting ambushed the entire time. Just mind control a unit and scout with him. Unload and drop his weapon and he probably wont even move from where you placed him so you can use him again next turn. Find the control room with MC'd alien and MC one in the control room to shoot a deut pod and kill all of the aliens.
    You can get to the point of MC everything easy by spamming fear projector for a few UFO recoveries, buying the illegal psi combat armour to augment your ability until you unlock the psi attack power suit. 2 psi soldiers was all I needed to trivialize almost all encounters on genius. I never even used the psionic disruptor, I could MC most things most of the time with the normal amp.
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    How to address this problem? I am unsure. Nerfing it by making it harder to land MC on a xeno would just make you be forced to end turns spamming MC until it worked. Maybe there is no way to fix this issue aside from the player choosing not to use psi at all? Is that something the mod envisions and is balanced for though? I am not sure nor am I an experienced enough xcom player to be able to answer that. Just stating my opinion and still enjoy the mod regardless!

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@SIMONI have also noticed the mastodon getting fired upon despite not opening any of the doors. Maybe it has just been luck but I dont think any of the shots made it through so maybe it is a small hole. Also occasionally notice troops having vision outside the front of it on certain angles
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@amoebka I have played quite a bit and never have been killed by deut pods exploding on turn 1 maybe I am just lucky though. Occasionally happens if I poorly place my dudes inside bases/outposts

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Does anyone know if its better to wait to upgrade your troops to super soldiers? Does transitioning a freshly bought 'Sniper' soldier to the Supersoldier medical procedure have any downsides?

Also im not too sure on how to word this next question but:
I see that the cost of a fresh SS bought off the market has a much higher price and that means it would cost more money per month for wage, right?
example: if I buy a sniper for 80k, that means I pay 80k for it each month. If I transition that Sniper to a SS via the bio lab, does the cost of the sniper stay 80k?

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Thanks meridian. Appended [Answered] to title

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I checked wiki and the hotkey doc sticky but didnt see any info/answers to my problem
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1) Im trying to streamline repetitive commands like using grenades but im having problem with the hotkeys. Here is what I do:
  • Equip gren L hand
  • press Q (hotkey that simulates clicking on the L hand to bring up action list)
  • press 1 to select first on the list "Prime"
  • Press Q again which now lists only "Throw" but I cant figure out what the hotkey is to select that, 1 doesnt work
P.S. is there a better way than the above that exists to make using grenades less tedious?

2) Select specific soldier -
Is there a hotkey or command to let me select a specific soldier? For example I have a soldier I leave in the dropship that I use only for using the Mind Probe. When I encounter an alien I have to scroll all the way back to dropship to select the mind probe soldier. Is there a way that exists for me to hotkey and auto select this specific soldier?
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Thanks for your time

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realized this was a wall of text, excuse my autism I have over this mod its just a lot of fun
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I figured out the issue with the training I was having, I needed to click on the SOLDIERS tab then click the drop down combo box. All is well!
Playing it on genius iron man despite being new. Had to restart a few times. Ended up getting the star blazer. The starblazer is great. Armed with 2 devastators, the attack suite and a heavy tractor (also ran it with 2x tractors for forcing ships to land while trying to capture aliens alive)
 I used it as my primary ship transport. I like the various doored exits it has and it works great as a platform for staging my attacks.
A bit of a 'noob' moment but I wasnt sure how to get to cydonia despite doing all of the interrogations. I skimmed hadrien's stream and seen I can access it via the intercept screen on geoscape. I think this issue is only because ive never really played xcom to completion before.
I got a bit sick irl so I havent went to cydonia but since the new patch came out I may just re roll a fresh game on genius or maybe even superhuman (im the kind of weirdo who likes games that make me want to consider throwing my PC out the window).
I use the motion scanner a ton (every troop has one) and 1 troop stays in the transport dedicated to using the mind probe. I dont see many people using either of these items and they seem to be some of the most powerful in the game. The probe lets you see how many TU a target has so you can determine if youre safe to attack without getting reactioned. The scanner has a feature where you can see the blips via pressing alt key which changes the game completely.
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Not sure if this is too much a spoiler but the elite mutons.. I tried alot of diff things on them but not everything. RAPID PLASMA seemed to be the best on genius. They arent impossible to deal with by any meams and I dont think they need nerfed, was just curious if the machine gun aka rapid plaz is the best tool for the job?

Lastly, the FATE, Doom lazer and Scourge are all cool but I wasnt able to tell what their strong points were based on reading their info text. The doom laser is great for 1 shotting sectopods and the scourge is a powerful shotgun that seems to be able to delete walls as well which is incredibly useful. Anything about the fate pistol? Is it just like a stronger version of the plasma rifle but 1 handed? Any properties I may be missing?

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IDT Modding Hub / Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« on: February 17, 2023, 03:46:42 pm »
Found some people playing your mod on a video website and it made me want to get xcom again to try it out. Will probably have some questions/bug reports etc -- I assume this thread is the proper place for that?
I'm not a very experienced xcom player so forgive me if I misunderstand some features.
1) Bug(?) Psi Lab conflict with barracks training -
Spoiler:
  • After building a large barracks I can assign soldiers to 'training' via right clicking the 'rax and/or clicking the 'soldiers' tab
  • If I then build a Psi Lab I can no longer assign soldiers to the standard 'training'. Right clicking the PsiLab allows you to assign soldiers to 'psi training'
  • Note: If you raze the Psi Lab you can access the standard 'training' again AND all soldiers that were initially set to being trained are still being trained. It seems as if the Psi Lab training conflicts with allowing the user to access the standard training until the Psi Lab is destroyed.
2) I tried using the grenade launcher as it seemed like it would be useful for indirect fire/arcing a grenade over buildings etc.
After trying the launcher a couple times I stopped using it so maybe I am mistaken about it but it seems like normal grenades are superior in every way? A normal grenade can be thrown much further and with more accuracy, the AE gren can be thrown even further. The grenade launcher requires as much TU as priming/throwing a normal 'nade but is extremely inaccurate after a certain range. Am I missing something that makes the gren launcher better than normal throwing grenades?
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Really enjoying the mod, any questions I have are because I like the mod enough to actually take the time to ask so that I can better understand the mechanics.
Cheers

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