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Messages - Bonakva

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121
The X-Com Files / Re: SHIV
« on: January 23, 2021, 01:02:44 pm »
The main difference from conventional tanks is their size (1 cell versus 4). Naturally less armor.

SHIV in xcom2012 / LongWar1 are analogs of tanks in 4 cells.
They can scout the area and take damage, so as not to substitute the main composition.
Scout drones have good armor for the early game, but not being able to get a good return fire is depressing.
Sometimes, in addition to reconnaissance, you just want to punch, take damage with the ability to respond, without putting live personnel under attack

A quick solution is to open a slot for a weapon with the ability to independently place the necessary weapon (it would be necessary to give a small inventory to lay down cartridges).
In general, according to the idea, you can simply give an alternative to a shotgun, such as a rifle or a machine gun (with the discovery of new technologies, improve it to a laser, a gaus, etc.)
In fact, even new sprites are not needed, the scout drone already looks like SHIV. After opening the alloys, you can give new armor (just repaint it blue).

The colossal advantage is that you can place 4 minitanks instead of large one, or combine with people. A large tank is good, but sometimes 4 minitanks are better.

122
The X-Com Files / SHIV
« on: January 23, 2021, 12:08:30 pm »
Just a thought
Why not make SHIV counterparts?
I don't understand why scout tanks only have a shotgun to open doors. You can also install a machine gun. This makes a good SHIV for the early game.

123
The X-Com Files / Re: Damage to inventory
« on: January 23, 2021, 09:49:13 am »
If it's not difficult, you can explain with the example of a DRAGONFLY

I was looking for this attribute in crafts_XCOMFILES.rul file
But it is present in a small number of planes, I do not understand where and how to edit

124
The X-Com Files / Damage to inventory
« on: January 22, 2021, 08:11:44 pm »
Tell me, can you edit the place where things appear in the ship? I want them to be located deeper in the ship, and not at the very exit
There are times when a bad grenade destroys my things ...

125
The X-Com Files / Re: Early gun balance
« on: January 21, 2021, 09:46:49 pm »
I did not know where to write, so I am writing here.
BlackOps SMG is just a fierce machine for the destruction of all living things. Snap shot for 3 shots crumbles a lot of enemies into cabbage. Almost 100% chance that something will fly in, and not just hit, but also cause alpha damage.
A simultaneous volley during an auto attack kill everything that appears in sight. In addition, the weapon has excellent accuracy. Even at medium-long range, there is a good chance of hitting 1-2 bullets from one weapon
Problems only appear with armored opponents
I wonder if I'm the only one who thinks so?

For me, this is not only a weapon of victory in the early game, but also a farming weapon.
Putting newbies on auto attack during a mission on monsters is a simple pumping of soldiers. You just skip turns and the enemies themselves die

126
The X-Com Files / Alenium Shard
« on: January 21, 2021, 06:25:50 pm »
Alenium Shard can only be obtained from a box?

Do I understand correctly that, as conceived by the authors in the early game, we can essentially have only 1 AI?

It's just that in some of the versions, it seems, it was possible to buy ai

127
The X-Com Files / Re: Compact handcuffs
« on: January 20, 2021, 06:40:32 am »
That's very beautiful

128
The X-Com Files / Re: Purpose of grenades
« on: January 20, 2021, 06:36:14 am »
The tritan grenade seems to me to be analogous to the needle grenade from xcom2012. It doesn't seem appropriate to me that she sets fire to the area...

Solarius Scorch, might be worth rebalancing the grenade?
Cutting damage over a large area without destroying cover and fire

129
The X-Com Files / Purpose of grenades
« on: January 19, 2021, 04:17:44 pm »
Can you conditionally explain the purpose of the grenades?
Flashbang Grenade - useful when you need to put debuffs, the only grenade that goes off after the throw?
Grenade - instant damage, versatile against people and monsters (destroys objects)
Incendiary Grenade - clearing the terrain from vegetation, highlighting the terrain at night, setting fire to enemies, controlling zombies, there is practically no instant damage, useless for causing damage
Smoke Grenade - no comments, useful for retreating or burning out a line of fire (choke damage? Can enemies / lemengi die in smoke?)
Napalm Grenade - what is its meaning? it is more powerful than a regular grenade
Tritanium Grenade - instant damage, good against many people and monsters (does not destroy items, right? More powerful than a regular grenade?)
EMP Grenade - against robots, tanks
Stun Grenade - instant stun damage to capture enemy manpower
Proximity Grenade - More powerful than a regular grenade. Does it work if you immediately hit the enemy? What is the activation radius?

130
The X-Com Files / Re: H&K G36
« on: January 16, 2021, 03:03:26 pm »
Just a thought ...
Pistol Five-seveN is effective and very beautiful

131
The X-Com Files / MIB on missions with farmers
« on: January 16, 2021, 08:02:19 am »
Mission with farmers.
For a very long time I could not find a farmer and in the next turn I saw a red inscription about some kind of reinforcement. I was shocked when people in black appeared on the map. Hell, that's great early game farming of good weapons. True, losing the entire squad can be very simple ... how long has a similar feature appeared in the game?

What missions also allow you to call in reinforcements?

132
The X-Com Files / Re: Compact handcuffs
« on: January 14, 2021, 03:03:16 pm »
Solarius, please turn the handcuffs over. It's damn inconvenient when they occupy such important slots on the belt

133
The X-Com Files / psi strength of hybrids
« on: January 13, 2021, 12:32:05 pm »
What is the reason that the maximum psi strength of hybrids is less than a human?
I think hybrids should be more developed

134
The X-Com Files / Night vision device?
« on: January 13, 2021, 10:49:31 am »
Is it possible to implement a night vision device? For example, after researching a certain technology, an existing armor gets a new subtype.

The bio-exo suit is certainly good for night operations, but it's mostly designed against monsters. There is no good alternative against humans. Especially in the early/mid game

135
The X-Com Files / Re: Tactical penetration
« on: January 12, 2021, 06:54:58 pm »
If suddenly it is important. The laser cutter is already capable of breaking interior walls. Let the outer walls also have this chance. But it must be lower than the plasma cutter. It is strange if weak technology will allow doing the same thing as high technology.
I also think it is worth increasing the chance of breaking through internal walls for a laser cutter.
It's a pity that the game does not allow you to realize the accumulative effect of destruction

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