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The X-Com Files / Re: The X-Com Files - 0.7.2 alpha: Snipers in The Night
« on: October 25, 2017, 07:45:02 pm »
Sooo, I played a bit further along. Made it into October, and got my first base attack conducted by actual aliens...and faced effin Etherals
Thankfully they attacked my NA base with the convienient chokepoint set up, and the same issue I had with the Syndicate applied here, too.
I had half a dozen tanks at my disposal, and since I built the large storage facility just beneath the elevator, they had a short drive, haha.
So long story short, I faced 18 Ethereals and 7 Sectopods, and slaughtered them left and right.
I've indicated it before, but during that mission, and a Terror mission with Cyberdiscs, one thing became really clear:
Miniguns are absurdly effective, a little too effective I'd say.
The dynamic of the base attack had it, that the Sectopods didn't show till every Ethereal was gunned down. After that I just parked a Minigun HWP in front of the elevator door, and waited for them to show up. Every turn I opened the door, had a "customer" and killed it with one salvo from point blank range. That went on for 7 turns and was quite hilarious, but also a little too easy.
I mean, it was Sectopods, it doesn't get any harder than that, right?
The Terror mission wasn't any more difficult. I had 2 guys with Black Ops Minigun, and they murdered just everything.
With 30% TU costs you can dish out up to 480 damage with an accuracy of 48%, and the accurate range is almost competing with Sniper Rifles, too. And I can do that 3 times a turn with a single soldier if I stay put.
That's just insane. I'm usually not a guy calling for nerfs, I like awesome guns just as much as anyone, but this is definitely game breaking territory in my book.
I think they shouldn't be that cheap to fire, and also the accuracy of these things is a bit over the top.
Thankfully they attacked my NA base with the convienient chokepoint set up, and the same issue I had with the Syndicate applied here, too.
I had half a dozen tanks at my disposal, and since I built the large storage facility just beneath the elevator, they had a short drive, haha.
So long story short, I faced 18 Ethereals and 7 Sectopods, and slaughtered them left and right.
I've indicated it before, but during that mission, and a Terror mission with Cyberdiscs, one thing became really clear:
Miniguns are absurdly effective, a little too effective I'd say.
The dynamic of the base attack had it, that the Sectopods didn't show till every Ethereal was gunned down. After that I just parked a Minigun HWP in front of the elevator door, and waited for them to show up. Every turn I opened the door, had a "customer" and killed it with one salvo from point blank range. That went on for 7 turns and was quite hilarious, but also a little too easy.
I mean, it was Sectopods, it doesn't get any harder than that, right?
The Terror mission wasn't any more difficult. I had 2 guys with Black Ops Minigun, and they murdered just everything.
With 30% TU costs you can dish out up to 480 damage with an accuracy of 48%, and the accurate range is almost competing with Sniper Rifles, too. And I can do that 3 times a turn with a single soldier if I stay put.
That's just insane. I'm usually not a guy calling for nerfs, I like awesome guns just as much as anyone, but this is definitely game breaking territory in my book.
I think they shouldn't be that cheap to fire, and also the accuracy of these things is a bit over the top.