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« on: May 16, 2023, 06:07:35 pm »
Id like to give a bit of feedback too.
About me: This is my first time playing Old-Xcom, but i have exp in New-Xcom and maybe more relevant in Jagged Alliance 1,2 and Deadly Games.
I also started and played through unmodded OXCE and UNXCOM since i took a break from Files - and am now early/mid in my first TFTD run.
Files i played on the second difficulty, one below veteran. The others i played on Veteran.
First, the stuff i liked:
- The mod feels overall polished compaired to the others i played. I realy like that everything is linked to a full description, stats for nerds etc.
- i especially like that i get the combat analysis once i interrogated someone
- I love the atmosphere in the beginning of the game, two Agents driving around in a car, detaining people for interrogation, and then going on to fight cult safehouses once i know about them
- Cant say enough about how much i like the storyprogression, especially in the beginning of the game
- Weapon progression - i like that there is a lot of progression not only in firepower, but also in utility. MG-Licence, Explosive Licence, stuff like MORTAR open whole new worlds every time.
- AI-Units. Love the way they are implemented. I would have loved to have 3-4 More to have one in each base and 2-3 in my Main squad, but RNG wasnt with me this run. Every Tier is either great in utility or Tankiness/Firepower at the time of unlock. It also just feels good that its not wasted XP to use them.
Stuff i dont like:
- Hangars / Missions requiering certain Vehicles. For earlygame its great and i like it, but later on i run out of space. I need a Fighter, a good Trooptransporter (SkyRaider/Kitsune i like most) and a Landrover for Undercover missions - but on some covered missions im also allowed the Dragonfly (or was it osprey?) - Anyway, i would prefer if there was at least one vehicle less needed. Maybe a research a bit later, after i get the Landrover "Local contacts - you are provided with the biggest fitting vehicle on the missionsight" - so i can just go there with less people on the Skyraider but get the other vehicle on the battlescape.
- Beam Wepons. I was hyped to finally have Laserweapons for my Craft - and was very disappointed that Cannons and Beam are different classes - even the Tormentor cant use Beam, i think its too restrictive to only have them on Alien-Adapted-Crafts.
- Unfair missions. Maybe its because im bad/undergeared/ didnt know each mission before going into it - but some missions felt just bad. Im kind of fine going to a Wild Creature mission, seeing my 2 Agents surrounded by 8 Spikeboars and just leave again, or going to a Cult-HQ with a helicopter and very quickly recognize that i need to upgrade my Transport first - but for example "Cyberweb attacking a member of the council", and other missions where i cant take a look and just leave just felt bad. It feels like it is ment to be played by someone who already knows every missions in and out.
- Alloy/Tritanium, especially in light of having the research ready for Tritanium Ammunition, Tritanium Vests and Tritanium Heavy Suits - but not having Access to enough Alloy to build them. The first thing i did with it was the first fighter jet that needed Alloys to produce - i saved up for it since i thought i need to shoot down ufos to get more alloys. That was all the Alloys i had until the Invasion started. The first Armor i produced because i had enough Alloys were Cybersuits. Tritanium Vests and Heavy Tritanium Suites are useless right now, and Tritanium Ammo is something i sometimes looted from MiB but never produced myself.
- Agents are too Valuable. The Mod is realy hard. i kind of need God-Agents, fully trained with atleast Bio-Enhancement and TNI to carry decent gear and also hit the 100s of enemies, wich takes ages to get them there. I cannot affort to lose them so i savescummed. A lot. The later i got into the game, the more i savescummed. The earlygame was great. 2 Agents surrounded by Spikeboars, turn around with one to see them, Reactionshot-> Agent dead - lol, thats X-Com, and take off with the other Agent. Fine, just a Rookie easy to replace. But leaving the Kitsune on Turn 2 with one of my Elite-Soldiers, with smokescreen on the ground, 3rd person to leave it got shot from half the map away by a Turret on a Battleship that i hadnt spotted yet - yep, thats a reload. It would take probably multiple month to replace him, and a month in this mod takes longer (Real-Time) than half a full campaign of unmodded XCom. Combined with the need for high sanity, i need to only send expirienced soldiers on hard missions - sanity also forces me to push forward harder, the harder the mission is - wich leads to more death - or reloads in my case.
- Also: FK Zombie Caves & Vampire Castle
I know i rambled a bit about the stuff i dont like, thats because it felt realy frustrating. Sorry about that.
Overall i realy like the mod, and will probably restart it soon.
On my restart i will probably look for a bigger hangar mod, edit recruit sanity to be basicly infinite, and increase startingstats & price of rookies as i progress through the game. I will also start with a Tritanium-Matrix in my inventory.
Hopefully thats enough to not make it a savescumm-fest again.