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Messages - Glademist

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: April 03, 2016, 10:40:31 pm »
So. After reworking my battle strategy i claimed all continents in November. Discovered and trained a deadly squad with Psionics. And since then was loosing only one or two soldiers per missions due to me being dumb. The mod made the game so so much enjoyable.

I might switch to TFTD dmg calculations since it feels weird that the weapons do no damage from time to time. But how i was happy when i survived a plasma blast at the start of the game, yeah. I am being cocky now with Flying suits and Psi-Amps. Another bonus from Psi-Amps is capturing of aliens and i ditched all Stun items.

I wanted to perhaps note if Stun grenade works as intended? There is usually need to deploy 3-4 to stun a Sectoid. I think it needs a buff. Or i used it wrong. Stun rods - didnt use, to dangerous for my soldiers. Dart guns. Meh i lost a ton of soldiers to reaction fire after hitting with a Dart Gun failing to incapacitate. But yeh i can imagine a "wounded tiger". He doesnt fall to ground instantly as well.

As for the crafts. The Fuel capacity in number feels really weird. What kind of unit is it anyway? I mean when building a Tormentor after Thunderstorm the fuel difference is almost terrifying. But it still has global coverage. Might we update the desription somehow? Is it hours in flight? Maybe update it with something like "Continental reach" or "Global reach" or "Patrol craft reach". Sorry i am just writing what i think "bothers me". It did in original version too. Meh i still remember my dissapointment with Firestorm. Alien technology and meh range. One can see the UFOs flying indefinitely almost.

Anyway, great mod once again.

p.s. *still didnt meet Mutons or Ethereals in November.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 28, 2016, 09:57:17 am »

Hi, thanks for reply. I am sorry if i felt offensive in my feedback i really appreciate all the work in the mod and would love to help if i ws capable. I was looking at the weapon research tree and maybe could invest some time and thought in it myself. Not to play smart.

I am not Fulletal Glademist - or it doesnt make sense to me. I made my nickname for a character in World of Warcraft in 2007.

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It's a matter of playstyle. I received feedback from many people regarding this, and everyone pointed to someone else as either useless or OP, so I'm inclined to just think that everything is fairly balanced at this point.
Besides, I didn't want to change vanilla weapons - rifles and cannons are exactly as in the original game. Shotguns are new, so we can discuss these.

Oh thats true, it was just my point of view and i might have sounded like a moron. Its true. I saw many youtube videos where those HC and AC were used extensively and efficiently (think M.O.A.B.).

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Yeah, it happens. Not necessarily, but these weapons are often discovered close to each other. But I'm not sure it's that bad, since there's always need for diversity.
Besides, Alien Laser Rifle sucks. Its only advantage is lightness, and that it's your first laser ever so you can... uh... kill Sectopods... Nevermind.
You are probably right. Maybe if i wasnt so lazy i would equip soldiers based on their stats or expected enemy encounter. For that i am lazy and uneducated. So maybe if i invested more time into reading the weapon descriptions i would loose less soldiers in the process.

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Eh? They are way better than normal lasers. Gauss weapons have more damage, yes, but it's AP damage which many aliens are resistant to. (They also need no clips, but that's another thing.)
Oh i was sure there was something i missed. Must re read the description again. Sorry about that. And yes i didnt realize Gauss weapon is AP and working against armor. Sorry about that.

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I do, Plasma Beam is hard to get :)
I will try then too!

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Anyway, OXC doesn't allow for much fun with planes, so I did what I could. My X-Com Files mod - the next generation of FMP - will be more advanced, as it will be based on OXCE version, with more options.
Oh thats too bad then. It would make so much sense if you could repair planes with your engineers. Or i think so.

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Well, you said it, that was your own choice :) I don't think having one base is a strategy worth tailoring the entire mod to, so I won't do that, sorry.
Oh i would not expect you to do that.

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Thanks for your feedback!

I thank you for the MOD. And sorry for sounding like a moron probably. I will try to be more constructive and read more and use more of the options the mod and the game gives me. Thanks again for it.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 27, 2016, 05:15:58 pm »
Hey everyone, i just discovered OpenXcom and with it the Final mod pack and played extensively while aging backwards to my childhood when i kicked the alien asses over and over again. And again. And then again once more. In ocean. Sick right?

Anyway i really ENJOY the mod and openXcom. I would like to post some feedback which sort of "ruined" some game moments.

1 - From time to time, at the game start i ran out of research projects. Basically before capturing my first live alien my scientists (50) were bored for a month almost. I might be the only loser who did not capture a live alien before he ran out of research projects. But maybe this could be solved by reevaluating research durations of certain items or adding a text note to some research texts "A live alien would help in understanding further technology".

2 - Weapons. I gained weapons like this and i think its WRONG. For a long time i had conventional weapons. Mostly rifles and shotguns which feel too powerfull and too precise compared to a best of the best in the world of rifles. After that i got the Cannon and Autocannon which i almost never use because Rifles and Shotguns. Tactical sniper rifle came and yes, it is great. But then i got Alien Laser rifle, Then i researched Laser rifles and i think Gauss rifles were researchable as soon as the laser rifles. So i built like 20 Laser rifles only to finish Gauss research one week later and switched all the laser weapons for GAUSS. Meh there needs to be something that prohibits from thinking about the Gauss weapons right after Elerium. Worst moment was, when i then discovered Nuclear Laser weapons which were Weaker then both the Laser and Gauss weapons. I might miss something here or maybe i was lucky, but i think the research tree should go from worst to best and in this case the player should discover Nuclear Laser, then laser, then after long time Gauss, then after long time Railguns / Plasma (i didnt get Plasma yet). Or maybe i miss some point? If Nuclear weapons arent dependable on Elerium then it needs to be more RARE. Since i sat on 2000+ Elerium (Veteran difficulty) long before i needed it. (Yeah i am not bad with rifles and Alloy clips)..

3 - Crafts and armaments. The crafts are simply a dissapointment for me. Just as it was with the original Firestorm back in 1994. Perhaps some tuning is in order. US airforce or any other would not implement a fighter that is not a generational leap from the last one. Going from Interceptor to Raven is a good solid advance. Problem with the craft weapons is that they have short range and the newer interceptors are then all the time in repair. In modern day with modular technology a repair to the crafts should either be much quicker, or made through available Engineers (can we do Interceptor repair just as we repair Personal armor??). Otherwise the short range weapons feel totally useless. I mean does anyone of you fly with laser or gauss cannon?

4 - Oh there should TOTALLY be a mention, that IRONFIST is not a GLOBAL craft and it cannot reach the other side of Earth on one tank. (Didnt get further down the tech tree yet). I mean from the Fuel tank its sort of evident, but i researched Ironfist only to go Quickly back to Skymarshall. Yes i operate mostly from one base so its MY fault. But if there was a mention that it cant fly anywhere i would build it at all. Missed a Terror mission in Brazil due to that :) (My main base is in Siberia).

These are just some notes that i would like to express on an otherwise great JOB on a great MOD that i VERY MUCH ENJOY. Thank you for reading.


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