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Messages - SineSwiper

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: November 18, 2024, 05:18:10 am »
All acid weapons causing damage to armor (before this armor is counted).
As for lobstermen, they have 90% resistance to acid, so yes, spawners and toxiguns almost completely useless against them.

Ha! One of the most armored thing in the game is resistant to the anti-armor tech.  Boo.

I did manage to clear it up, after something like eight hours of save puzzling, mostly with the Squeezers and Thermal Tazers.

Alas, no Examination Room.  I'm beginning to think something is bugged here.  Base (non-open) XCOM:TFTP didn't even have the exam room as a proper object, since it was subject to its own bug.  But, here, the Exam Room is the only path towards Advanced Bionics, according to the research tree.  And it's just plain missing everywhere.  None in alien dungeons, artifact levels, not even a carefully full-cleared alien base.

I mean, surely, mostly anything you need to get past mid-game bottlenecks would be in an alien base, right?

Where is this supposed to actually appear?  Am I running into this bug?  I can hack it in the my save file (STR_EXAMINATION_ROOM) and research it, but I can't find it in-game.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: November 18, 2024, 01:25:59 am »
I'm really not understanding acid damage.  I have a Breeder weapon here that is self-described as something that "chews through armor using highly corrosive venom".  It does zero damage to Lobstermen.  Zero.  No corrosive effects.  No damage.  I've seen similar results with the XCOM acid weapons, too.  It claims to be effective against armor, but doesn't actually do the thing it's advertised to do.

You know what's effective against Lobstermen?  The Squeezer.  One-shots them every time.  It's just plain melee damage.  It has more of a pre-damage multiplier than the Breeder, but I should not see a range of zero damage to all of the damage between a multiplier of 150% vs. 200%.

The XCOM Acid Gun doesn't even have that multiplier, even though the entry says it "instantly corrodes and damages armor".  Stats for Nerds says no.  There's nothing special about it, except that it causes Acid damage, and that doesn't seem special enough to cause a noticeable effect.

What is actually the point of acid weapons?

I'm running around in a game without an Examination Room (and thus no sonic), trying to full-clear an alien base to get one, stuck with three Squeezers, desperately trying to corral these super-top important VIPs with the only means to actually kill Lobstermen, because these stupid Breeders do no damage, and my Gauss Rifles only tickle them a little.

And sorry for the rant.  The rest of the modpack is excellent.  I really like the efforts to put in better in-between weapon/craft categories, and I make use of the surface-only equipment all the time.  But, I think acid needs a buff here.

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OXCE Suggestions Abandoned / Re: Extended reaction fire
« on: November 16, 2024, 07:33:09 pm »
Sorry for the necro, but has this been refined into a OXCE mod, or has their been a similar mod available?  This looks like an entire replacement for OXCE, and I don't want to do that for something that is 7 years old.

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