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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!
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!