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XPiratez / Re: [MOD] Delayed Ninja Base Spawns
« on: April 19, 2022, 06:58:37 pm »
Definitely going to be using this, thanks for making it. Totally agree about the ninjas currently creating that feeling of reluctance to play.
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The exception is any hunt where you're within melee range. Hunts are just training missions where you spamfire from the van until you're in the slightest bit of danger then immediately abort. I really don't like them at all.
Enforcement of storage limits is disabled by default (for this mod that is, you can enable it in the options). I don't know why, honestly. I always felt that dealing with limited storage space is one of the things that made the mod interesting, especially if you have to choose and manage your interrogation priorities.
1. Sometimes in outpost missions enemies can start with like ten enemies staring right into your face on your first turn (especially fun when you have couple of exalt agents with grenade launchers), ready to blast the entire mag at once the second you do anything, you have no chance of survival even with a smoke and killing as much enemies as possible on your turn with grenades or whatever, until later on when you can afford tanking all of the damage with armor.
2. On jungle maps, various plants can block your path around the spawn vehicle and it's not easy to break them, I also had a cult hideout mission with the building placed in the corner of the map with a lake in front of it and the only tiny path it had to it was blocked by plants again, so enemy melee fighters had no chance of getting to me, but so did I. I didn't have fire at the time too. Is it possible to use machete to cut them down?
3. I guess you're not meant to tackle some missions very early on your first year, but I generally did well with everything game was throwing at me, even the early reaper mission with two reapers while I only had pistols and shotguns (captured them both, had a good map where I could shoot them without getting smacked using bait&switch tactics and the fact that they're too fat and couldn't fit between the trees and small lakes), but the only legit mission I had to abort because of how bullshit it was, was the bullfrog infestation mission. The map had like ten of them and they all had insane reaction fire and shoot three-four times a turn across the map with lethal precision, with each of their projectiles instantly knocking you out and burning your TU if you manage to withstand, and I had absolutely no means of dealing with them at that time, I couldn't even kill one with everything I got (reaper-tier health and defenses too?!).
5. At one point when I was in a pinch I accidentally activated incendiary grenade instead of smoke and burned my entire squad. May I suggest changing incendiary sprite a little to make it more distinct? It looks too similar to a smoke right now.
Adding 'yet another hangar' would probably be less of an issue if we had different craft/hangar sizes. As far as i can tell this is actually on the feature roadmap for OXCE and it would probably play nicely with all the cars X-Com Files has. Using a whole hangar for a Van or a Porsche just doesn't feel right. What we need is a carpark. It would free up three (or four, if you have more than one) additional base tiles per ground craft, if you allow multiple cars per carpark.
Commits suicide
Psionics should be nominally unknown and scary in my opinion.
The gym is very very good already; I agree on the mission grindiness though. It's my own fault to a point, I needed the cash so badly I couldn't skip a single cryptid hunt.
Night missions are valid and useful in this mod. In fact I get utterly ruined everytime I try day missions against human enemies in the early game.
Press 'l' to switch off the personal lights. The lights on the craft are actually flashlights lying on the ground. Don't bring flashlights! Flashlights are a death trap! Bring a dog and some E-lights and stick to the black squares. A few enemies will shoot at you from across the map for no discernible reason even when you've gone perfectly dark but they usually miss.
I agree on the Magnums.
Rifles are useful, especially precision ones. The only "real life" SMG I ended up using was the MAC10 for 16 fucking shots per turn. the best "real life" machine gun is the M60, being useful at rifle range and reaction fire, the others have a pitiful effective range. It would be nice if more MGs had Snap Shot(x2) or (x3).
All the Black Ops machine guns and miniguns are hella sweet though.
Maybe it was before I set that? Or something is just wrong. Please tell me it's not wrong.
Well, almost no "tutorial" is hidden behind research, except some psionic stuff. I can add more articles, but it's never easy to recognize what is unclear.