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Messages - karry299

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The X-Com Files / Re: Pre-Invasion questions
« on: March 14, 2025, 01:10:34 am »
Speaking of formulas, what does "Accuracy modifier 0.01*Acc^2" actually means ? Depending of what "modifier" means, it is either replacing accuracy, or it is an extra bonus. If it's replacing accuracy - it's meaningless, just 100 modifier at soldier's 100 accuracy, what's the point of having an extra formula there. If it's a bonus - it should double your acuracy at soldier's 100 accuracy, which doesnt happen.

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I don't think I've ever seen a basic goon survive a direct hit,

What about a sectoid ? Sectoids certainly dont fall from a direct knockout grenade under his feet, i tested this just now. He walked it off and kept shooting.

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The X-Com Files / Re: Pre-Invasion questions
« on: March 13, 2025, 07:04:02 pm »
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Knockout grenades provide a reliable way to KO most human and monstrous enemies you will encounter before 1999.

How do you define "reliable" ? Against cult humans, i would say taser cannon is reliable, one-shots just about anyone i ever encountered. One knockout grenade does not drop a beginner level goon with a bat, in my experience. He just leaves the cloud next turn and keeps attacking. How many knockout grenades per target would you say is "reliable" ?

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The X-Com Files / Re: Pre-Invasion questions
« on: March 13, 2025, 06:12:05 pm »
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You are missing the Armor Degradation (0.3 in this case).
That means, first armor is reduced by 95*75*0.3 = 21

Are you sure that 0.3 is applied to the damage of the weapon and not to the armour on it's own ? What is the formula ?

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Explosions do damage to every tile of the unit.

That's why i said 4 times 15 is 60. Which is below 75 health.

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6. None of those are not really worth wasting research and manufacture time.

Why not ? For example, just now i two-shot a minitank with a taser cannon, which should be doing 33 damage at 150% efficiency not counting power degradation. So even if it says it has 70% armour efficiency - it really feels like electric damage bypasses armour more than it says somehow. So is it not worth getting electric darts for getting through the armoured targets, since it's the only long ranged capture option

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The X-Com Files / Re: Pre-Invasion questions
« on: March 13, 2025, 05:04:48 pm »
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2. Yes, one of the functions of miniguns is to reduce the armor so that subsequent shots (from the same direction) get through.

Is it unique to minigus ? Can you see it somewhere in the info stats within the game ?
BTW, i remember there was a bug in the original game that allowed one to see the stats of enemies. Is there a similar debug function in OXCE ?

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3. Before Promo-III, you usually only need to deal with Red Dawn Armored Cars.

There's an armored car in the jarhead terror mission.

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I suggest RPG launcher with anti-tank rockets. Those usually one-shot them.

Okay, so...95 damage * 0.75 resistance = 71 damage. 75 armour * 0.75 piercing = 56 armour. So 15 damage at 100% efficiency. Does rocket explosion count as covering all 4 enemy tiles from point of impact ? If yes - 60 damage out of 75 health for minitank. If not - even less. Correct ?

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4. Bio-Exo suit may be helpful against cutting damage

Well, my confusion is mostly at the very early point of it's appearance. There's no real reason to use it that early, and later on it's no good for it's poor stats. Like, it's too weak to protect against, say, chupacabras.

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The X-Com Files / Re: Pre-Invasion questions
« on: March 13, 2025, 02:45:45 pm »
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Just keep shoting you gonna get there eventually. If you not sure, use explosives and dynamite

How does that work ? If i got my mechanics right, armour only ever decreases if unit receives health damage. Therefore 1000 shots of 0 damage will never "get there eventually". And i've tried explosive rounds for grenade launchers and light cannons, it gives 0-0-0-0 result.

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See, every armor has a resistance to something.

That really wasnt my question.

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The X-Com Files / Pre-Invasion questions
« on: March 13, 2025, 12:42:17 pm »
1. How do i know which craft weapons are any good, and does it even matter ? I meah the machine guns you put on small helicopters, LMG, MG, BOMG, etc. Do their stats matter at all ? Or just slap any random 4 MGs on that heli and dont bother thinking too hard about it ?

2. MG descriptions say they "strip armour"...is that a joke or am i misunderstanding how armour works ? What can damage 25 and 5% pre-damage do against a minitank ? Is there a way to just repeatedly shoot an enemy with minigun for 0 damage to lower their armour ?

3. Speaking of minitanks and armoured cars...what can i even do against them ? Light cannons give 0 damage. Grenade launchers and Milkors give 0 damage. Miniguns - 0 damage. EMPs ? Minitanks take 40% damage from EMP, meaning it would take at least 3 EMP grenades per minitank, and that doesnt help with armoured cars at all. High explosives (that i have a very limited amount now with no way to get more of) ? My only Gauss pistol with a single clip that doesnt even have a reduce armour stat ?
Granted, i killed some vampire knights the other day with some sniper fire, but they are melee and there were civilian distractions as well, it took quite a while.

4. Speaking or armour, early on you get Bio-Exo suit...what is it for, exactly ?

5. Speaking of dubious items, does the knockout grenade -slash- gas grenade do anything special ? Or is it just as it appears - a small patch of concentrated smoke that enemies leave immediately with no ill effect ? Or, for instance, smart shotgun, a very late 2-shot low-damage 3-range little thing...i dont see the niche for it, over say, BO SMG.

6. Speaking of knockout, i got some dart muskets here, am i correct that bio damage has to get through armour first to do anything, but electric damage ignores armour completely ? So to capture armoured targets bio darts are useless ? And what is the point of poison darts, exactly ?

7. What is the name of that mod that puts weapon tags in the main description, like "concealable", "sporting gear", etc ? I've seen that in youtube videos, but cant seem to find it on the mods list page.

8. Are dogs the only real way to spot stealth units ? Is there anything else i can do ? Like, peppering the terrain with fire or proximity mines...err...

9. Will there later be a better\faster way to increase the usefulness of AI drones ? Because in my opinion you dont have enough time really to raise it's accuracy the hard way before the invasion starts. Outrunner armor is a complete liability in harder, more enemy-rich missions, so you can only take it on very occasional easy walks, and i'm finding myself almost at invasion with AI barely over 60 accuracy.

Thank you.

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