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Messages - Tyrfing

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 30, 2023, 03:36:14 am »
Some notes on 3.3 (and maybe earlier, I haven't played FMP for some time, also I might have got more recent game engine)

Hasn't the game been heavily randomized recently? I am just player, not acquainted with randomizations of data vs engine (using OpenXcom on SuSE Linux), but this time I witnessed phenomenons like MiB Laser tank surviving 2 hits from the rail sniper rifle and several hits from laser equipped HWPs. This was pretty unsettling, because these things pack one of the biggest punches in the battlescape. Later on, Obliterator went happily surviving full auto fire from the heavy plasma. To be honest, I'm glad I did not encounter them earlier with just alloy bullets! :-)

On the randomization, I also saw my HWPs auto shooting like crosseyed novices, the auto cone was like 60 degrees, which I think was a wee bit much for machines, unless they've been secretly bought from Wish. Also my senior soldiers missed with the laser pistol auto fire from a point blank range. I don't think I saw this on the earlier FMPs/engines. Not sure where this comes from.

I don't remember which level I played, maybe the randomization increases as one plays on harder difficulties? The randomization is definitely there (surviving many hits from ultra hard hitting weapons), I was also spending more than one plasma torch battery to get a single hole in the UFO hull.

I was surprised that the UFOs did not contain commanders (except battleships), but I got my tech advances all from leaders, then had to pick one commander in a base to learn about Cydonia. That was a nice twist, I could care less about the bases in the previous games.

 Fortunately at that point I had my psippet masters working very effectively, so it wasn't that problematic. I abducted one commander from a sectoid base and ran away; when I went in for a second time for another one to see if he yields any further info, and I ran into this unfortunate base configuration which made my ammo/equiment depot located on the lift, this meant that I had to win the base battle, or run away and lose all my stuff, or transfer it from the lift. It was like 200 items, mind you, so I decided to win the base battle. The depot location is definitely not a problem of FMP, I saw this on TFTD game with OpenXcom too. With that I found out my Sectopods had asthma, as they were running out of "energy" after longer strolls in the largely emptying base. That was a surprise indeed. :-)
 
 Is anybody using the Plasma cannon or the Stormlance missile? The Avalanche beats them hands down on availability+range. One has to gang up more fighters on large UFOs, but once I have Ravens and Thunderstorms, I can bring down any UFO safely down that is not Very Large.
 
 I liked that I didn't have to have alien electronics for the Stormtrooper armor repair, that made sense.
 
 I saw things like Battle Ships (not MiB terror missions) crewed by MiBs. Surprising.
 

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 28, 2023, 03:16:50 am »
What is a better way to stun an alien? In my whole last game (inculding the end game) i basically used the stun rod only, i tried the tazer gun and also one grenade, that supposes to stun the alien according to its description (forgot the name of it), but neither of them was effective, so i turned back to the stun rod again.

In the beginning, I also use just the stun rod. And a smoke, lllllots of smoke. All of my soldiers are carrying at least one zero-armed smoke grenade, so they can either throw it quickly, or when they drop dead/unconscious, they immediately obstruct the vision since the smoke grenade(s) go off. This helps applying healing too, if the guy is still alive. Anyway, I get a some smoke around the alien and then try to sneak on him. I smoke even inside UFOs. The small scout tank is very good unit for this, too. Then I have some 2 dedicated stunners, with light or even no armor in the beginning, and they have only a SMG and the stun rod. Stronger heavier armored soldiers also carry a stun rod in the backpack, as they can guard the stunned ETs against reviving for long, while the dedicated stunners go on further being stunning.

No need for stunning in the beginning though, as there's no Alien Container.

Later in game, my stunners get the synthsuit, and a laser pistol to the stun rod. They work prettly well. Since Skymarshall allows for large crew, I have some stunners, some dart rifle shooters and some seriously armed guys.

In the end it's stun bomb all the way.  ;D  Great way to improve on Alien life forms is hunting down the small scouts, once even the weakest dart rifle is available. Then there's a big tank, scout tank, many dart shooters and one sniper with alloy ammo. Either I turn the alien into a sleeping ostrich or the tank + sniper plug him dead.

The best small scout hunter is the Thunderstorm with the smallest cannon. It brings the small scout down safely every time and the UFO cannot run away.

I love this mod. As I am not too reckless player, it can make the way to Cydonia so much longer and more winding road.  ;)

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