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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 14, 2018, 08:17:47 am »
Just wanted to stop by and say I appreciated the modpack! Just finished a superhuman playthrough and it really added quite a bit to the game for me.

Some interesting tidbits for people...
-Flamethrower absolutely destroys almost all terror units cept the silacoid. I had a really lazy base manage to survive aggressive retaliation consistency base-raids with.... 10 soldiers. Each had simply a flamethrower. 1 cannon and eventually laser tank to stop silacoids. Flamer insta-gibs cyberdiscs/sectoids, floaters and reapers, snakemen but not cryssalids (although killing a zombie with the flamers initial damage seems to trigger a cryssalids spawn, but cryssalids love to end turn on your face stacked with a zombie so you just make a big flame roast with your other 9 hazmat soldiers. Or use your tank to eat some swipes, back away and then roast. I thought ethereals would be an issue but if just use the same strategy against sectoids, it works the same. Mind control is of no concern, you are immune to fire. Simply sit back and roast whatever pokes its head near. Wait for a sectopod to come close and spend its TUs moving, then roooooooooast. It made me highly tempted to try a flamer only playthrough actually (with a method to fight only silacoids of course).

-Another really stupid tactic is to add about 30 high explosives to the base and DO NOT BUILD THE LARGE LIVING AREA!!!!!! Make the small one, since the large one has storage. Simply use your hangers as your only method of storage which should be fine. Simply prime all 30 of them in the gear up screen, start the battle, get in position with your flamers for anyone in the access lift, end turn and watch the fireworks. A bit exploity, but REALLY amusing. Against floaters I finished a base defense during my second turn this way. Large quarters will make high explosives spawn with some of your soldiers, so dont do that.

-The magnum and tac sniper are god-tier OP early game. 38 damage beats out all starting gear, has the accuracy of an assault rifle aimed shot and near pistol snapshot aim. Research alloys and alloy ammo ASAP and you suddenly have a gauss pistol with 50ish damage. Then simply get your tac sniper with some HE/AA rounds and you are fine till mutons/gazers. Use AA round vs cyberdiscs and MiB tanks. (You must hit the rear of the tanks though to really do reliable damage)

-To be as vague as possible, the final mission without using mind control looks absolutely brutal. I had to resort to my backup plan 100/100 PSTR/PSK MC squad i left on the lift during phase 2 after being absolutely massacred by Obi-wan and his tiny little taser lightsaber thing, and the rest of the crew. After i started rolling out the MC team I saw the rest of what was waiting. I used Mr Obi-wan etherea on a muton commander, and it one shot him. Thats like 200 damage from 1 melee lol... No wonder my power suits melted. Al the other gear I saw was equally... strong. Cleared out the base using MC and finally finished the modpack. I think it might be borderline impossible without spawning near the brain room to do that with flamers or no MC. I saw dual shot blaster launchers and everything...

All in all, really fun. Enjoyed the modified research system based upon captures and all the additions!

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
« on: May 14, 2018, 07:44:40 am »
Just fired up TFTD for the first time and figured I'd give this mod a shot as a combo. Not new to xcom and have recently finished a superhuman ufo defense game. Just thought i'd throw my opinion on my first hour or so of playing. I enjoyed the cruise ship cult shootout quite a bit, I liked the farm style mutant zombie map that i got placed on as a night mission. My only real complaint is that it makes the early game feel really tedious. I had to stop playing after a really... boring polyp mission. TBH in hindsight i should have just abort the mission after I noticed whats going on. Immobile, long range, extremely accurate high armor high HP tanks.

Was dropped in the middle of 7 polyps, had my hardsuit guy throw a smoke, he proceeded to take about 40 reaction fire shots which left him on 2 hp. At that point I had him auto shot his jet harpoon at the nearest one and he hit all 3 shots without so much as denting it. Another hail of reaction fire finished him off. At that point I just realized that its just an encounter you have to game... Just drop a bunch of smokes from the inventory screen to prevent reaction fire, move to a position out of range of any polyps, and then the lack of fun begins. They dont move so you just form a firing squad line and have 1 guy move a tile to reveal it. Proceed to shoot, rinse, repeat. Counted 18 hits with a jet harpoon on the 2x2 polyp before it died. Cleared the map completely after 83 turns of a snooze fest. My question is whats the point of them? They offer no danger if you just use the same cheese strategy, but take years to kill with the gear you have when you face them. If you encounter polyps as your first mission, you simply are 100% required to abort without question. Unlocking jet poons makes them a massive grind, and then unlocking phosphorous rounds basically just removes them from the game. After seeing them twice I just insta-nope and abort usually. Am i missing something about them? The lurkers/zombies/cult felt fun.

Any polyp mission just turns into drop smoke, make a safespot, slowly slog through the map with no danger and pray that each shot you take rolls 150% damage so you get out faster. I'm loving the rest of it so far though!

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