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Messages - SineSwiper

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: December 01, 2024, 09:09:29 pm »
The more I look into Acid damage, the more I think it needs to be buffed to some degree.  There are soooo many creatures that our outright immune to it: Gill Men, Lobstermen (10%, but basically immune), Tasoth and the guardian form, Calcinites, Deep Ones, Tentaculats, Xarquid, and I think also the Triscene.  So, any sort of creature that has high armor, where these kinds of weapons would actually be useful, but it doesn't work.  What is it useful against?

Aquatoids and Jellymen?  Who cares?  They die to anything.

Naga and Carcharodon?  That's okay, but it's too situational.  Naga typically die from one hit of a Gauss Rifle, anyway.

Freaks?  You still need to get past the MC shield, and then they die in one hit.

Hellcrabs?  Yeah, that's useful, but again, why am carrying Acid Guns around just for a few creature types?

Worse, it's not like these guns are weak against the other types.  They are completely immune.  You don't see that with Gauss at all.  Gauss Rifles are good all-purpose guns.  Or any of the other guns, for that matter.  They can at least do a little bit of damage against creatures that are strong against that damage type.

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OXCE Suggestions Archive / Improving reaction fire in OXCE
« on: November 25, 2024, 06:20:44 pm »
As I understand it, there are relatively few changes made to how reaction fire works in OXC or OXCE.  One thing I'd really like to see is more modes that weapons are allowed to use for reaction fire.  For example, if a soldier has TU available to make an Aimed Shot, it should just make an Aimed Shot.  An Aimed Shot is strictly better than a Snap Shot, though there is a good argument for the amount of TU used would allow for two Snap Shots.  Same deal for Auto Shots, though accuracy is also a trade-off here.  If a soldier is holding a Gas Cannon, there's a very good reason to make sure they are using Aimed Shots for reaction fire, if you even want reaction fire in the first place.

With all of this in mind, is there room or desire for direct changes to OXCE, or a mod, to support this?  How would such a change work on the backend?  I know if we wanted to include options, it would need some sort of UI control, similar to how right-clicking works with reaction fire weapon selection.  But, we would need the automated version first before we moved on to that feature.

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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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