OpenXcom Forum
Modding => Released Mods => The X-Com Files => Topic started by: Marrik on November 05, 2019, 11:37:29 pm
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Does anyone else find them to be essentially worthless due to their range? Even the plane-mounted ones have such a short range that I have never actually been able to use one. It's too bad, because the APC seems a lot better suited than the helicopter or dragonfly for attacking some of these clowncar-esque cult bases with dozens and dozens of LMG's and automatic rifles.
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ye, I never use them due their range. Shooting your agents out with catapults might get you further...
hey cult bases are fun. the more targets, the easier to hit something ;D
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Certain cult missions (Durathread factory, HQ assaults) spawn in predictable locations, so having a base with a hanger and living quarters to transfer the mudranger to is viable. It's pretty expensive, but bases like that can transition nicely into anything you want later in the campaign.
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@Marrik agree,
iagree with all of yu,
the usually APCs ( "OT", or *BVP, Bojové Vozidlo Pechoty, ~ Infantry(?) Fighting Vehicle )
should have been, & should have these :
Armored (fighting) Transporter
- he definately WOULD have at LEAST (but better really 2) 1 mount'ed weapon pods.. for lightier weapons,
( = ..up to ~~30 ~ 50 mm Melara, /Bushmasters, etc rapid-fire autocannon.. - as in automatic weapons ("turret") platform
en plus:
1x 12,7 ~ 16mm heavy machine gun, hard-mounted on pod
1 ~ 2 x 7,6 light machinegun, mounted on flexible, rotating, circle -turn-able pod
..and speed again:
top speed ~75 ~ 90 ( ~ max. ~100) mph (km/h) would be more fitting for that armored troops carrier
travel, transport range:
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ye, I never use them due their range. Shooting your agents out with catapults might get you further...
hey cult bases are fun. the more targets, the easier to hit something ;D
I agree. I never use a mudranger because of the crappy range. Sure, it would be great to have fourteen agents on a cult mission instead of up to eight (chopper), but best area for base placement wins over mudranger range every time for me. I usually try to rush research to get a Dragonfly ASAP for that reason.
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for cult missions it doesn't matter anyway.
only for missions like HQ assaults (red dawn etc) its needed to have more people available.
so not even does it have low range, its only useful for certain missions early game.
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I guess they did it so that the APC's wouldn't be overpowered, but as it is there is NEVER any chance to use them, they might as well not even be in the game.
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^^ iagree,
it would be ideally, best done as it is in C & C, where APC and infantry, (troops), individual soldiers are made and function quite realistically, - at base, troops , soldiers load into APC vehicles, /tanks, 1 ~or more armored transporters, and/or tanks, they drive soldiers just right on battlefield, (tactical map), where unload troopers, and then
but then ALSO these APCs, tanks actively drive and FIGHT on local, tactical battlefield.. (tactic.map)
~exactly as like in C & C
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´´ ..tanks,
..or any hellicopters, /milit.aircraft, too
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Using the Mudranger is an art. It's like running around with a sniper rifle in an FPS: most people don't bother, but some players specialize in that.
I know some people who unironically consider it the best craft in the mod. Doesn't mean everyone needs to agree, though.
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"Art" as in "people do it for the beauty of it but there is no intrinsic value"? ;)
well its good some people actually use it.
may be useful for speedruns...