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Messages - DoomSlayer

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The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: August 23, 2021, 04:59:48 pm »
I beg your pardon. I write from my phone, so I have problems with paragraphs. I tried to correct the text as best I could.

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The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: August 23, 2021, 02:54:55 am »
Solarius Scorch,Also, I would like to write a review about the plot branch with UAC. Scorch, that's great ! You did a good job, thank you for that ! Early plasma weapons, and (the cherry on the cake) BFG-amazing and very relevant. But there are problems.
1-Search for a special UAC weapon.I was able to find the BFG, but I couldn't find the Hangman machine gun. Where can I find him ? I wouldn't have found the BFG either if I hadn't looked at the map and accidentally saw a strange loot that interested me. When I looked at his sprite, I was seized with a fit of joy. I would like the player to be given a hint that experimental weapons are lying somewhere on the level,because this is, in fact,the only mission with a secret in the game,and you don't even think that BFG is hidden somewhere on the level(cyberdisk helped me find it). 
2-After the study, the BFG disappears. When I started exploring it, I was smiling, when I explored the BFG, I was even more happy,but when I decided to put it in the ship and found that it was gone, it was extremely unpleasant, because I had already activated the UAC codes and the final mission would no longer appear. Very unpleasant. I lost the coolest gun in the game due to ignorance. I,as a player,after finding this, thought that I had found an artifact that can only be one for the entire game,and this artifact disappears after exploration.(the BFG description says that UAC was only able to make one instance. And the crooked-armed scientists of X-COM broke it). 
3-UAC plasma weapon. Namely, its use. How should I guess that in order to use this weapon,I have to explore the Sphere of Darkness,and it opens only after studying the Ectoplasm,and the Sphere itself can only be obtained in the final mission of the Apocalypse. There is too much illogicality.If I hadn't climbed into the technology tree,I would have been tormenting myself with the question-what didn't I do ? The first thought when you can't take the UAC Plasma in your hands-Seriously? Only when opening a plasma weapon ? This sucks ! I propose to change the UAC Plasma discovery branch to a more logical one. The player gets the opportunity to use the UAC Plasma after interrogating the leading UAC engineer, having received from him access codes to weapons that are blocked by a cipher. X-COM gets the code, cracks it,and can use this weapon. Very logical and much simpler. 
4-The final mission with the portal and the development of the plot. The mission description says that we can either activate the self-destruct codes of the space base, or fight until we kill EVERYONE. I realized that there are 2 endings, and I decided that if I don't blow up the base,I will get a prize. But how to do this when reinforcements are constantly coming, the demons are running away and there are 1-2 hidden enemies on the map. You try to find them,reinforcements come again and everything starts over again. They are running away again, again searching for the last one. Madness ! I lasted more than 60 moves,I couldn't do it anymore. The imps burned through my cyberdisks and there was simply nothing to tank with,I had to activate the codes,as a result, I lost the true ending and the opportunity to buy plasma batteries. This is very unfair. It is better to make a fight with a Cyberdemon than to engage in masturbation with the search for the last enemy. Next, well, we blew up the base, lost the portal,but why do we lose the opportunity to buy batteries ? We find a Sphere of Darkness(and the description of this Sphere says that it is a bottomless source of chaos energy). Why can't we donate it to UAC so that they can use it to produce batteries and then sell their X-COM? 
5-A lightweight UAC plasmometer. Please redo this weapon. Compared to the UAC Plasma Rifle, it is much less relevant. It has worse accuracy and higher TU costs for firing bursts. As far as I understand,this is either a plasma machine gun or a more advanced plasma rifle. Then you need to make more shots in the queue(6-8), or increase the accuracy of the shot offhand and aimed shot. Please think about it. 
Also,I would like to ask, Scorch, when will the valiant agents of X-COM go to the Doom Portal to meet the Fiends of Hell ?
					

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The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: August 23, 2021, 02:02:35 am »
Solarius Scorch,Praetorian Armor - the armor of the Executioner of Doom, well, or Doomguy, so it's clearer. Yes, it's from the new Doom, take a look if you're interested. It is not suitable for UAC,it is an artifact, like a Crucible(the name blade of the Executioner, which you can also read about) and this costume was found in hell,in a sarcophagus with the Executioner, according to the history of the game. You can even add a very strong melee attack based on a retractable blade built into the armor. Why did you suggest adding it ? Well, who knows what the UAC found on the other side of the portal? We weren't there,were we ?
 Further, regarding the lethal gas weapons. Yes, just like in Piratez.
 Now about the RPG-7. You say it's easier to find than a launcher, and it really is. Getting only 3 promotions? I don't agree with you. Let's take a look. RPG-7 is a very easily accessible and cheap weapon. It seems to me that all the terrorists of the world have it. These are not state-of-the-art launchers like javelin and the like. Military equipment ? Then we should get all the machine guns,grenades,mines on the 3rd increase(madness). Will it be too powerful if you get it earlier? Not at all. It is very necessary when attacking cult bases(and headquarters) to break buildings and shelters. Well, seriously, my 8 infantrymen are sitting near a Dragonfly and they shoot 50-100 people one by one from machine guns. Well, this is kind of strange. Moreover, the Council, seeing the threat posed by cults, gives us Osprey(something tells me that this is a very serious thing,and it is much more serious than an RPG). The grenade launcher is basically useless in such an assault-a small explosion area and poor destruction of shelters. RPG-7 is just right for a 2 increase, but only with high-explosive missiles. It will be much easier to cope with huge crowds of enemies. You should not move the Launcher away-it is located where it should be. 
Next, let's talk about rocket ammunition. You mentioned all the rocket launchers, saying that they should not be damaged. Let's figure it out. The UAC rocket launcher is a really interesting weapon,which has a huge potential,but its low power spoils everything(we recall the Launcher). You can use it a little,but only a little. It would be more relevant if it had a damage of 80-85 (at least to be guaranteed to cope with sectoids). In this case, I would say that it is possible not to add new missiles for the RPG, but to add Plasma missiles for this installation. Why? 1-UAC developed plasma weapons, could also develop missiles. 2-Will be the same light rocket launcher, very mobile(plasma damage 115-120) and medium in power, which will give the player a choice in a late game. 3 - It is futuristic, a rocket launcher with a clip is cool ! Next, a 4-barrel rocket launcher is garbage, uselessness, irrelevance. Low damage,poor accuracy,poor area damage-why is this necessary ? If we talk about it as a multiple launch rocket system, then due to the disgusting characteristics, the effect will be minimal.The effect of one Heavy rocket will be 3 times better. The launcher is the initial version of the development of a heavy rocket launcher. She's fine. Improved rocket launcher-the final development of heavy missile weapons-now you can launch guided missiles! Oh, my God, this is amazing ! Also, in the late game we get an Eleria rocket,which makes MLG with Sectopods and Obliterators with a single hit ! O HOLY SHIT !(It remains only to add guided Eleria missiles and the Blaster installation can be flushed down the toilet). I will not continue,I will only say that this is the best weapon of mass destruction(yes, even cooler than a Blaster launcher, after receiving Eleria missiles). A small alien launcher - only to capture enemies, no more. For causing damage, it is a garbage dump. It is much more profitable to use a Plasma Destroyer(12 charges in the store, and more damage, baby). So,the most terrible weapon for X-COM,a Blaster launcher. It is needed for terraforming and destroying unarmored meat. It is useful wherever there are no Sectopods, because they laugh when purple balls fly at them, which clap hard, but they do nothing.There are no analogues of this rocket launcher. So, what we have. In the late game,there is only heavy missile weapons, but there is no light one(well, this function is now performed by a Plasma Destroyer, but this is not the case, the damage and damage to the terrain are too small).A UAC rocket launcher or an RPG-7 with plasma ammunition will be very useful.
					

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The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: August 01, 2021, 07:03:48 am »
Juku121, it turns out interesting. Do these "snipers" initially see your fighters or after the soldier has fired a shot? Or are they just shooting at the place where they were shooting from? For some reason, I always thought that the Red Dawn has infrared vision. If everything is as you say,then my attempt to widely use smoke grenades for the first time failed.They do not make sense,the aliens ignore them(this is normal), dangerous opponents from among humans, too. Use the smoke against ordinary enemies ? It's easier to shoot them. Usually you throw a smoke grenade so that elite opponents don't shoot at you,with their excellent accuracy. About M7A3. I found information about the grenade and gas on the Internet. I don't know about you,but the Russian Internet reports exactly this. Regarding fragmentation grenades. I don't know why the mechanics with a lot of bleeding are not widely used,although it is really very realistic. If we are talking about damage to armored targets in the game, then you can add a tritanium fragmentation grenade-the metal is stronger,the fragments are larger, the penetration is an order of magnitude higher. Although there is a simple tritanium grenade, but its arson of the surface, which is not needed everywhere, makes it a separate type of grenade. You give priority to daylight, but I'm already bored with this. I want to play "special forces". Only at night you don't get shot at from all over the map by the whole crowd. Only at night, snipers can become snipers(well, by 50%), when they are not under a hail of bullets, but sit somewhere far away in the dark,when they are not seen through the entire map(after all,they have not yet added anything with good camouflage(the player does not have a very interesting tactical opportunity), although I asked,a very long time ago, to add a Russian camouflage suit "Kikimora". Only at night you CAN take cover in the first turn without collecting shots from all the enemies on the map(if you are lucky and there is not a crowd of gopnik waiting for you to come around the corner near your ship). In this case, the game becomes much more interesting. Not the standard sitting in the ship until victory, because if you decide to go out, then gifts will immediately arrive, but an interesting tactical deployment, a game from houses,stones, etc. It's really interesting and pleasant. I immediately remember XCOM 2012 , I really like city battles,shootouts at close distances.

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The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: August 01, 2021, 04:44:34 am »
juku121, I agree with you that a bulletproof vest and a helmet can protect against grenade fragments, but it depends on what distance.The distance of destruction by F-1 grenade fragments is 200 meters. At a distance of 5 meters, the target is completely hit by shrapnel, which means that even if the bulletproof vest and helmet are not pierced(a miracle will happen), your arms,legs and head will be torn (the front part).I think you overestimate the protective properties of a bulletproof vest and a helmet, modern versions are mainly made to protect against accidental fragments, but not from the explosion of a grenade nearby.I agree that a person may not immediately die from injuries,but what they will be ! In a couple of minutes, the target will die from bleeding from numerous wounds. By the way, this can be implemented in the game. As far as I remember, this is affected by the"wound multiplier" parameter. If it is increased to the desired amount, then we will get 6 fatal wounds per turn, or 8, there is already how to configure it.Therefore, a fragmentation grenade is a terrible and effective weapon.

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The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: August 01, 2021, 04:09:36 am »
juku121, about the spotter. I have been playing this mod for 3 years, all the mechanics are familiar to me. It is the EXALT Bouncers who have too good night vision.I also thought that I was being discovered by ordinary EXALT soldiers,but this is not the case. This is quietly checked at night, especially in the desert. You get out of the ship, throw out the lights and watch. The following happens: ordinary fighters try to approach you and find out,they do not fire,because they do not "see" you,you are in the dark,you are hidden from them,but the Bouncers are already firing at you, although no one sees you. I was wondering,if I throw a smoke grenade, will they stop firing at me? Nothing like that, these individuals shoot through the smoke as if it does not exist. You can repeat this situation and you will see everything. In general, in the game 2 cults that fight well at night are Red Dawn, with their mind-blowing disguise and infrared night vision, which allows them to fight at night as during the day, without noticing the smoke, and the cult of Dagon, who just see well at night,but the smoke affects them. This seems to push the player to the fact that it is necessary to fight with EXALT and Black Lotus at night,getting a tactical advantage,and with Red Dawn and Dagon-during the day,so as not to be vulnerable at night. But Bouncers break this system. About the M7A3 grenade. If you read about these grenades, you will find out that there are 3 types of these grenades-M7A1,M7A2 and M7A3. A1 and A2 use CN gas,which paralyzes,and A3 uses CS gas,which causes burns on the body, paralysis of the heart,lungs. The lethal dose of CS is 1 minute of being in a gas cloud. I think that paralysis of the heart is very lethal,and 1 minute is very little. Therefore, the M7A3 can be fairly added as a gas weapon(thanks to USA for this).

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The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: July 31, 2021, 08:40:58 pm »
Scorch,Also, I would like to ask you to fix the EXALT Bouncers, namely their night vision. It is too good, although this is not supported by anything,because they are dressed in a business suit with a hat,they do not have a night vision device. It is more logical to give such a night vision to the Liquidators of EXALT, who are dressed as special forces. Also, please add fragmentation grenades to the game.In the game we have a high-explosive grenade(offensive( RGD-5,M61)),but there are no defensive(F-1). It would deal cutting damage and cover a larger radius, but it would cause extremely little damage to objects.You can say that there is a tritanium grenade, but it sets fire to the surface and is already an alien technology,but what about our human capabilities ? We can take a look at X-COM 2012 , there are two types of grenades that give different tactical capabilities. You will say, why is this necessary ? Well, here's the situation for you - your squad has taken up defense in the house, and the enemy has already come close to the walls. If we throw an ordinary grenade at them,we will break the wall,that is,our potential shelter,after which we will be shot like ducks, but if we throw a fragmentation one, then the enemy will kill and the wall will be whole, allowing us to continue firing from cover. The same applies to alien ships,when the enemy is in a room with energy cells, and you don't want to break them at all,a fragmentation grenade comes to our aid. Appearance ? In X-piratez there is a green color option.Since you are in contact with the author of this mod ,this will not be a problem(we recall the sawn-off shot taken from there). Also, please add lethal gas grenades.There is no need to go far for examples,the M7A3 grenade is in service with the USA.What for? The answer to this question will arise when you meet with the super soldiers of the syndicate or with the special forces of the red dawn, whom you pick one by one ,the whole team, to no avail with your rifle, and they only laugh in response, calling you clowns. Also, I would like to ask you to rebalance the RPG-7, namely its receipt. You get it after 3 boosts, but you also get a launcher. You look at the RPG and the launcher and think what to take.You see the damage of the launcher and all questions disappear. Yes, the launcher does not have such a penetration of armor as an RPG,but it is needed only for MIB tanks, nowhere else, in other cases it is much worse.And I am now talking about the 3rd increase,this is most likely the end of 1998-the beginning of 99, when the invasion is already beginning. Sectoids with a chance of 30-45 percent will withstand an RPG shot, but a heavy rocket from the launcher does not leave them a chance,which means that the player will use the launcher to avoid unnecessary risk,and the RPG will lie and be covered with dust.The idea of the weapon itself is very interesting,a light rocket launcher that causes less damage than a launcher, a more compact ammunition, allowing you to have 7 shots ,not 4, less TU for shooting and reloading, allowing you to charge and shoot in one turn. I really like how the RPG is implemented in X-piratez.A wide variety of missiles allows it to be relevant at all stages of the game.What do I suggest:1-The player gets an RPG after 2 upgrades, but only with a high-explosive missile,getting an anti-tank one on 3 upgrades.This will give the player a good explosive weapon that will help in the fight against the impenetrable special forces of the red dawn and with the super soldiers of the syndicate,as well as give the opportunity to destroy objects at an acceptable level.A grenade launcher? This is rather an early version of the mortar, no more.It is good because it shoots with a canopy, allowing you to attack enemies behind obstacles, but not break them.It is not necessary to compare it with rocket launchers,these are different types of weapons.2-Add thermobaric,tritanium and plasma rockets for RPG to the game. A tritanium rocket will have an even greater armor penetration than an anti-tank one,but the explosion radius will be extremely small(1 cell),a thermobaric rocket is incendiary, but the fire damage is significant,I will not talk about a plasma rocket,we all already know what plasma is and how it hurts.This will allow you to update it at all stages of the game.The player will have a choice-a light mobile rocket launcher with medium damage or a heavy launcher with colossal destructive power and the ability to shoot guided missiles,but it is heavy and slow.I think this will add a choice for the player in tactical terms, and when a player has a choice,it is extremely good.

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The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: July 31, 2021, 07:29:10 pm »
Scorch, a year ago I wrote to you about adding a special suit for a sniper to the game,which gives excellent camouflage, but very much cuts mobility. Then you said that you would think about it,so what do you say about it ? Also, a huge request, add a tracked version of a tritanium tank to the game,it's just that the hovertank looks flawed and funny and not at all brutal.  And also, regarding UAC. If we find a BFG, can we add Praetorian Armor to the game in addition to this ? Something like " A mysterious set of armor created from a material unknown to science. We fired at it with all sorts of weapons,but the hits do not even leave a scratch on it. During the test, the agent who dressed him entered a state of extreme aggression and a thirst for murder, gaining superhuman strength, reaction and endurance. The influence of the suit greatly affects the agent's morale, so he can not withstand its impact for a long time,causing a nervous breakdown, but it is noticed that murders bring an inexplicable sense of satisfaction. A strange mark is drawn on the helmet, there are no similar ones in human history. The presence of demons nearby causes its bright red glow. Interestingly, if demons see this mark, it causes them an uncontrollable attack of the strongest horror. The technologies of this suit are beyond our understanding,we are not able to create even something similar."

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