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Messages - NuclearStudent

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46
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 04, 2015, 03:55:23 am »
Sorry about that, I guess I'm used to using text language a lot but won't be lazy in the future.

Yah, m8, ah sware on me fooking mum the grammar takes it to it 'very day. Got's to use the jobber's english or none knows whats to coming through the pipe.

47
Open Feedback / How do percentage damage modifications work?
« on: May 30, 2015, 10:02:40 pm »
Question is title.

For example, Muton armor has a value of 28, and there is a 60% modifier to AP ballistic type damage. If an AP shot rolls 50 when it hits the armor, how much damage does the Muton actually take?

Would the calculation be (50damage-28armor) multiplied by 60%=13.2 damage?

Or would the calculation be (50damage multiplied by 60%)-28armor=2 damage?

I would guess the first calculation, but I don't really know.

48
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 28, 2015, 05:41:14 am »
I'd grown so decadent, so used to all the fancy new toys this mod gave me that my first sighting of ethereals wiped half the squad in the first damn turn. I knew i should have gotten my squad to drop all of their weapons, but I got goddamn cocky and forgot just how powerful ethereals are at psyching.

I finally understood the point of toxisuits. Being able to run a team of toxisuit soldiers with toxiguns would mean that having my soldiers mind controlled would be less of a big deal. Then, I would be able to capture an ethereal with a reasonable chance of success. it's already August and I haven't captured any psi-capable aliens yet through luck and mistakes.

49
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: May 26, 2015, 06:21:52 am »
YES

THIS MOD IS NOW COMPATIBLE WITH UPDATED FMP

HELL YES

50
Suggestions / Re: Simple "balance" to broken Psi system
« on: May 25, 2015, 09:27:48 am »
The Psi system is ... in today's gaming term ... OP.  It's so over-powered that it breaks the game.

I propose a simple mechanic to partially balance this problem.  Could the soldiers who successfully (or unsuccessfully) attack psionically also suffer some brain damage?

How much damage is up for debate, but as long as the soldier who used psionic ability hits the sick bed for a couple of days (or even kills himself), it would balance the broken system somewhat.

I got this idea from the official X-Com novel actually.  Our human brain wasn't born for psionics anyway, so why shouldn't there be some brain damage?

This can be simulated with OpenXcom Extended. With a new feature that was just added, use of weapons can wound soldiers. Ask somebody to cobble together a ruleset for you (I'm lazy.)

51
Suggestions / Re: Save loadouts specific to soldiers.
« on: May 25, 2015, 09:26:03 am »
I have not the faintest idea how to merge what Fenyo to make a working client. I suppose I know what I'll spent my next Saturday trying!

52
Offtopic / Re: Sometimes a loss is very satisfying!
« on: May 25, 2015, 08:11:53 am »
Ah, yeah. I experienced my first full squad wipe ever in almost the same circumstance. I remember hopping into a fresh game with this mod pack I had never tried before. It was also Superhuman and I was creeping through a Mayan junglescape with my starting crew. As soon as I got off the Skyranger, I took heavy losses. Before the Final Mod Pack, I named my enemies Tangos, or Gellies, or Fat Charlie. Whimsical stuff that made me laugh. I took floaters more seriously after Gary Hardin, Hanni Fallis, and Jesper Falks were the only soldiers left. They blew out our brains as I marched through the jungle with only pistols and light rifles to bring to bear. It's funny how you forget how much you use every single soldier in your crew until you only have eight rookies to work with.

Oh, but the others weren't all dead before I got to the UFO. A quick handed soldier with a pistol and a slow, heavy hitter that expended four or five grenades were still there, and I prepped the breach. Unlike you, my breacher went down as soon as I stepped in. It was a poor decision jumping in like that. Gary went down, unconscious on a mission without medkits-the alien had shot him when I moved him in after the breacher. They got the grenade slugger the turn after-rat bastard of a floater just walked right out and shot her. I walked in with my three and covered a single door.

The following turn, I popped the door rather than wait for reactions to bail me out. Hanni went down hard. She hit her shot, but with a crappy pistol it wasn't enough. Private Jesper killed the alien bugger, and proceeded to draw reaction fire from another floater behind him. Incredibly enough, he survived, but took four fatal wounds in the process. Gary Hardin took his shot and missed. The bullets passed through the armpits and cape of that damned back floater.

Hardin ran for it. Jesper was shot behind him. To this day I still don't know if the floater that burst out and killed him was the same one that killed Jesper Falks.

53
Offtopic / Re: What did you like in Xenonauts?
« on: May 25, 2015, 01:57:59 am »
I found the teamsize restriction stupid.
Your initial Craft could carry up to 18 Soldiers... but the game forces you to only bring 8...

Dumbest design decision ever.

In the alpha version, the troop transport carried 10. They decided to reduce the number of soldiers so that the final tier would not have Avenger levels of troops to micromanage.

54
Suggestions / Save loadouts specific to soldiers.
« on: May 23, 2015, 09:46:10 pm »
It would be cool if we could save specific loadouts for individual soldiers.

eg. My highest ranking troops all have distinct loadouts. "Rondo" is a forward lieutenant with a specific mixture of support grenades, medkits, and stun tools. "Clara" was a flying machine-gunner. "Aino" had a dart gun (Final Mod Pack), a motion scanner, proxy mines, and other indirect destruction and support items.

Micromanaging the equipment of individual soldiers takes a lot of time. Even with the inventory template feature, it takes a while to kit out all of the individual soldiers. I personally have to use pen and paper to keep track of all the different soldier roles and subroles- other people probably use detailed spreadsheets.

Instead it would be nice if we could have, say four loadout slots on the bottom of the soldier equip UI. Right clicking on a slot would set the current items of the soldier as the saved inventory of the slot. Left clicking would equip the soldier with those items. Middle mouse would allow the player to rename the slot.

In practice, it would work something like this-

You start off with a bunch of rookies and some veterans. You load one rookie with grenade-focused gear, and save that loadout as "Nade rookie." Then, you use the inventory template to copy that loadout to some other rookies. You make minor variations to account for the different strengths of all your soldiers, and keep saving your templates as "Nade rookie" for all the soldiers you want to be nade rookies.

Then, you load one rookie with gun-focused gear. You save that loadout as "gun rookie", and use the inventory template to copy that loadout out.

When you get to your veterans, this feature really becomes useful. You would be able to swap between a "Terror Mission" loadout or a "Ordinary Mission" loadout to a "Rookie Handholding" loadout. That way, you don't need to spend as much time throwing rocket launchers and stun rods on veterans every time you want to send untested rookies against enemy psions.

55
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 16, 2015, 08:47:53 am »
Scotch, have you considered increasing the amount of stun damage smoke does? that would make the Hazmat armour more useful, and add a little more time pressure (as it stands, hanging around in smoke has almost never been a big deal).

edit: scotch lol. The finest single-malt Scotch.

56
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: May 11, 2015, 03:51:41 am »
If only the gym or the shooting range will improve reactions, it would be more intuitive if the shooting range improved reactions. Reactions are usually used to react while shooting and to duck when aliens shoot at you in game.

In my opinion having both improve reactions might be the best option.

57
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: May 06, 2015, 09:04:50 am »
I would agree that miniguns aren't useful. In that respect, they are exactly how they are in life. Too cumbersome vs other options (shotgun, assault rifle, flamethrower, toxigun) to use in close quarters combat, too unwieldy vs the assault rifle to use in cover-to-cover close range skirmishing, insufficient damage vs rockets and machine guns for point defense, and too inaccurate and poor at range for anything else.

The only way I see it being useful is against loads of small, squishy targets bumrushing me eg. hybrids. However, that is never something that's a big deal anyway. Might as well pack some real guns eg. Magnum and just use lots of snap shots. The minigun actually reduces the amount of soldiers stat improvement because it can only do one shot per turn.

58
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 27, 2015, 08:00:05 am »
Spitter Autopsy UFOpedia entry:

"The enzyme is then stored in a camera..."

Say cheese...

59
Suggestions / Re: BattleDrop/Catapult mode
« on: April 26, 2015, 09:07:40 pm »
It's OK, the aliens act according to international conventions.
(Have you ever seen them using chemical or atomic weapons?)

:)

The 'lids have got to count as infectious biological weapons!

60
Suggestions / Re: Lack of Alien/Soldier burning
« on: April 26, 2015, 04:19:07 am »
aliens also already try to avoid fire. the only difference between vanilla and openxcom in this regard is that fire doesn't do damage multiple times per turn any more.

Really! Why not?

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