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Messages - Baton_Shells

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The X-Com Files / Re: Weapon Suggestion: Gyrojets?
« on: November 08, 2021, 04:25:29 am »
Also, just watched Tremors 1, 2, and 3 on a friend's suggestion.

Remote Controlled Cars with dynamite strapped to them would be a hilarious "early game Blaster Launcher"

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The X-Com Files / Re: Weapon Suggestion: Gyrojets?
« on: November 04, 2021, 02:05:07 am »
Well, for one thing they're a lot lighter than the Cannons and they have next to no recoil, but they don't shoot a variety of ammunition. Just the rocket propelled slugs. Also, as mentioned, their range is somewhat poor at least from the base 60's technology.

As far as tech progression, they're a weapon time forgot so I'd put them in with revived weapons like the XM. So somewhere between promotion 2-3 for their initial grab and then you can engineer them up to comparable with BO/Magma tech. As far as Gauss/Rail, no where close. Those techs could provide upgrades to the Gyrojet weapons but they're 60s technology that badly needs an update, the idea is to make them more futuristic as you advance in tech; not that they're inherently futuristic.

There's an argument that they could be crossbow upgrades, make them more cutting than kinetic though to be honest thats more the Lancejet's thing (the underwater capable variant).

And I for one really like the variety of gear options available. I am using almost exclusively Black Ops weapons at the moment and it would be fun to have something else that I could try to mainline.

EDIT: One of the biggest uses I could see for Gyrojet weapons entering the game is as a low weight option for Rookies to carry (or Veteran Medic/Grenadiers) to carry as a primary weapon. The low ammo count alongside their moderate accuracy at low ranges would make them perfect as an alternative to just slapping every rookie with a Black Ops assault rifle/CAWS

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The X-Com Files / Weapon Suggestion: Gyrojets?
« on: November 03, 2021, 09:54:41 pm »
So, I've loved getting access to weird and obscure weapons as I've been doing the early game of the Files but I've not seen anything in game yet (or in the wiki) that refers to my favorite abandoned weapon design: The Gyrojet aka, the Bolter from warhammer 40k.

https://en.wikipedia.org/wiki/Gyrojet

Gyrojet weapons were a new weapon system that was attempted in the 60s and then abandoned due to various technological constraints and budget concerns. Instead of firing a bullet (igniting the powder at the back of the barrel, creating a small explosion within the gun, and propelling a projectile from the force of the explosion driving it through rifling in order to impart spin and thus accuracy) Gyrojet weapons are basically model rocket engines with a pointy tip. The rocket is ignited within the barrel, once it exits the barrel diagonal vented ports start taking in air causing the rocket to spin gyroscopically, and the Gyrojet continues to increase in velocity during travel time until it hits its target.

The net result of this system is massively reduced recoil and an overall lighter weapon, the rocket engines don't cause anywhere near the kick of a similarly sized bullet and that allows you to slim down the gun because it suffers much less stress from firing the projectiles. Rifles, Carbines, and Pistols were manufactured, the rifles could theoretically fire at 60rpm but only had 6 round internal magazines. While not in development anymore, the pistols can still be found on the market (the rifles are much rarer)

The downsides of the system included unreliability, rushed development, long reload times given the small magazines, and relatively short effectuve range of 55 yards. The project was scrapped before the technology could be fully developed including scrapped variants for a Squad LMG, and an underwater variant designed to shoot flechettes. 

Access to Xcom's team of researchers and engineers could allow for the Gyrojet to see the light of day, especially with the addition of Tritanium bullets, elerium rocket fuel, and potentially even see the develpoment of the 40k Bolter when all is said and done. They're one of my favorite "abandoned" technologies so I'd enjoy seeing them get added in, perhaps in the Revived Weapons research?

PS: I just did the Magma Reactor defense vs the syndicate, was I meant to be given an item to fix during that mission? A lot of things blew up during the defense just from large bullet impacts hitting pipelines and I didn't get anything special after completion. I'm not sure if that counts as a successful defense or not. If someone can confirm that for me, that would be great.

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The X-Com Files / Re: Question about shutting down the Cults (Spoilers)
« on: October 12, 2021, 07:30:08 pm »
As my forum name suggests, I have been quite completionist at collecting individuals for interrogation. I won't shut down a cult until I have all the juicy details I can squeeze from them. Gotta fill out that tech tree (Also why I'm sad I missed the Black Lotus Party earlier in the game and hope it shows up again soon, I want to interrogate a mandarin).

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The X-Com Files / Re: Question about shutting down the Cults (Spoilers)
« on: October 11, 2021, 07:12:00 pm »
You are a godsend, friend. I've very little technical knowhow so being told how to look stuff like this up is awesome. And knowing I can safely bring down the Red Dawn and still get Natasha is awesome. Promotion 3 here I come!

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The X-Com Files / Re: Question about shutting down the Cults (Spoilers)
« on: October 11, 2021, 05:24:28 am »
Okay, a few more questions.

1: Do cult missions repeat if you miss them? For instance, will I ever see a Black Lotus Party ever again?

2: After you get rid of a cult can their extra missions still pop up? For instance, if I get rid of the Black Lotus before finding Lo Wo  or the Red Dawn before finding Natasha will they ever show up or do I miss them permanently?

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The X-Com Files / Question about shutting down the Cults (Spoilers)
« on: October 05, 2021, 08:44:46 am »
Okay, so first off I love this mod. Just want to mention that. Its awesome and I really want to experience all the content.

Which leads me to my current issue, let me set the scene. The year is 1997. Christmas will soon be upon us, and the Black Lotus HQ is in my sights. I have taken down an Avatar thanks to numerous blunt grenades. I have however missed out on a Black Lotus Party a few months ago (only way I think I could have made that mission was to start with my base in Japan instead of the Black Sea). I'm also about to send in a strike force to take down Master Wo (or Lo?). The HQ hasn't been researched yet, but it will probably be next on my to-do list.

However, I don't really want to take down the cult without experiencing all the missions they can throw at my team at least once. Same for Exalt, Dagon, and Red Dawn. Could someone list out the missions for the cults and note if any of them are hard to get to like the Black Lotus Party?

Oh, two other quick questions that relate to Xcom's budget

1: How long can I make Humvees last? I think I could go out of my way to get a larger transportation but my science lab being fully staffed is pushing my funding into the negatives. I can't afford to suddenly double my agent count.

2: Speaking of funding, when the hell are you meant to establish your other bases? I've reset multiple runs because I keep building my second base too quickly. I've finally got a fully stocked sceince lab and I don't think I can squeeze much more science from the game for a while so it seems like I should be able to get them up and running soon but with my funding as is, I don't know if I can afford to run more bases. I've been keeping my funding up as much as possible, always completing missions (except when the game decides to play a joke on me like with the Vampire Knights or a swarm of Chupes), and I've gotten a very large number of dossiers researched (all the Orison Goon, Westmen, and 1st two ranks of Cultists). Is there anything else I can do to boost that funding?

Thanks for the help folks!

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