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Messages - CaptainVietnam

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1
The X-Com Files / Re: Battle Rifles all the way
« on: March 11, 2024, 11:32:57 am »
You don't get Smartguns until quite a while after FALs and G11s, while the regular BO LMG is available at roughly the same time. Yes, the smartweapons are much better, but this is about what to upgrade to at a specific time.
You must have tested this on a mediocre agent with ~60 melee or so. 75 melee is where these become equal, and then the knife scales both accuracy and damage off skill. My mid-game agents had 99% vs 120%. For non-melee specialists, machetes are indeed more accurate. At least the bots don't dodge.

Armour effectiveness very much matters against the bigger bots: ~40 average damage * 1.4 (resistance) - ~30  armour * 1.2 = ~20 damage on average for the machete, ~26 for the knife. A bot has 55 health, you have a noticeably higher chance of two-shotting these on average.

And there's of course the fact that this was about reliable non-zero damage, which is what the knife delivers.

large ammo supply and relatively light g11 18 pounds for 100 rounds is nice to have. it keeps me from upgrading since before heavy tac vest I spam more frags to counter sniper/spotter so I almost have no need to do so until smart.

as for the melee I said " if you don't have enough axes when you reach cyber web lairs use machete it can still get job done" so its more of a training tool around the time I get heavy tac vest I don't use it past 65 melee I especially don't use it If I have enough deep one axes. maybe Ill use combat knife again once I reach the upper levels of melee to try it out as backup but I usually can Field 15 axe boys far before then. alloy knives are also a thing so It's no wonder I ignore combat knife probably still will If rng gives me enough alloy or axes before mid game.

Machete is great for training guys before you get martial arts training. since untrained folks can still swing at 60% range I will still use machete over the knife 50% knife or lower (heavy tac vest 40%) more swings to kill gives me more chance at melee xp its a win win.

2
The X-Com Files / Re: Battle Rifles all the way
« on: March 11, 2024, 09:38:13 am »
If all you do is auto-shot, you could just as well use one of the BO light machine guns. Comparable accuracy, more damage, especially with alloy bullets, full autofire for close range. Probably one less auto-shot per turn though. And if not, you need either a groomed agent or something else for the long-range shots.

Also, if you're concerned about zero damage rolls, why are you recommending machetes? The humble starter combat knife has 50-150% rolls instead of 0-200%, almost the same TU costs, better accuracy and no armor-penetration penalty.

I use the Smartgun when unlocked so yeah.  I skip the black ops version since it just to heavy to bring ammo and other tools with you smart version is just better and I usually get cyber armor soon after so I just wait till then. as for the melee.

tested on 62 melee unit with nothing on

      time unit cost
machete  combat knife
6 tu               7tu

        damage
machete  combat knife
0-84         21-64

    chance to hit
machete  combat knife
64%           52%

there was armor effectiveness but I guess it don't matter since I was slicing up bots with it lol. It just boils down to machete being more accurate even with heavy tac vest equip and that's when melee training starts for my guys.  I think combat knife dips into the 40% hit chance
 range with heavy tac vest. 



3
The X-Com Files / Re: Battle Rifles all the way
« on: March 11, 2024, 05:15:34 am »
Versatility. My troopers can hit accurate long range aimed shots (my preffered choice) but also go into closer quarters, say storm an UFO, with the same weapon.

Multiple hits at ~30 are NOT better than one hit at ~40 when your target is a Red Dawn Coordinator or a Cyberweb Robot. Sure, there‘s always other ways to take these beefier early game opponents out, but yet again: Versatility. With most of my squad equppied with battle rifles, all of them are capable of dealing real damage to virtually any enemy in 1997 and 1998.

you ain't meant to keep the g11 all game it's just the best option (riffle wise at least) till you reach smart guns. You don't have to use it play however you like. It just seems counter productive to me  to use FAL instead of other better options.

most enemies pre invasion can be killed with a glock. stacking rate of fire to cancel out 0 damage rolls is just a better option. If it was all about damage then light cannon would be good instead of the 0 damage roll, inaccurate, smelly gun that it is.  (every time I try it does 0 dmg to cultist whenever it hits this gun needs 50-200 rolls sniper has).

as for cyberweb bots I use them as melee practice. Deep one hatchet is bonkers trust me use them. 12 tu for triple digit damage (150+ I think) and high accuracy guys who are trained can hit at like 90 accuracy. That's why they get smart pistols melee is crazy mid game.  If you put any effort into it.

edit if you don't have enough axes when you reach cyber web lairs use machete it can still get job done less one shots though. don't try to melee unless you have at least a heavy tac vest for best results even with -15 melee the machete and axe are good.


4
The X-Com Files / Re: Battle Rifles all the way
« on: March 10, 2024, 05:30:28 am »
Had a closer look at the BO Smartrifle. TU cost is nice indeed, two aimed shots from a static position with excellent accuracy is a winner. Like an AKSU with FAL-like penetration power, and excessive clip size so my Agents don‘t need to carry spare clips. I might make that investment.

As for the HK G11 - what‘s supposed to be that good about it? Damage 22 + 0.1x bravery looks weak to me…

it does 56 damage on 60 bravery guys (or a number close to that), 50 round mags, great auto shot range of 15 means you can and should always auto shot with it (I always always auto shot with it). 15 armor effectiveness. it is a close to med range beast that can shoot at long range if needed.

the fal has bad auto shots but shines at snaps and is better for med to long range. low ammo count of 20 (less then g11),  Armor Effectiveness is 10% (Less then g11). The fal is more of a sniper but with less power and weaker armor penetration everything it shines at is something better suited for a sniper.  so why not just use a sniper instead?

on top of all that g11 has better dps based on its best shot choice
3 auto shots at X56 is better then lets say 3 snaps at x72

all that being said tho black ops auto sniper beats everything.  8)





5
The X-Com Files / Re: Battle Rifles all the way
« on: March 09, 2024, 09:11:16 am »
Fal Is Meh G11 is where the real money is before smart guns show up. As for smart guns, I use the Black Ops Smartgun over the Smart Rifle. 

I don't use much riffles; however, I tend to just use cyber armor guys with smart handguns, explosives, and deep axes. Since you can't have much cyber armor from a lack of alloy early on, I tend to just solo everything with the few sets of armor I have while the others cover the ship.


As for tritanium ammo, just ignore it and pretend it doesn't exist; it ain't worth the cost or time involved in getting it. I tend to just sell the ammo. If I run into any, it would be a chore to put any effort into using it in its current state. It would be better to make armor or other tools.

6
The X-Com Files / Re: Ways to reduce the tediousness
« on: March 04, 2024, 12:59:33 pm »
I might do just that, where can I tweak this value ?

Even in lore, I see the Cult Apprehension mission as a way to gain intel, there is no imminent threat. Once I've enough low rankings cultists in my jails I can skip some without the world falling appart.

This is all from the top of my head but
use notepad++ go into the rule set folder it is called alienDeployments (or something like that)
press CTRL + F TO OPEN search
type in STR_ALERT_CULT_APPREHENSION
from there you will find despawnPenalty: 150 replace with zero
find next on the bar repeat steps for all the cults

X Cult Apprehension missions stop once you have researched X Cult Network, i.e., very early on (depending on RNG and research priorities usually in 3-6 months). You're likely doing something wrong if these really trouble you that much especially in the long term.

I restart often as an ironman player and as perfections to see If I can do better.

It is not wise to do cult network without being able to get them all done at once and get promo 2. you can get armored vest, black ops weapons, frags before ever even having to face a outpost. Why fight outpost with kevlar armor and bad guns and no way to avoid sniper/spotters?

If RNG IS bad sometimes a cult safe house just wont spawn and delays promo 2 but at least i'm not fighting outpost like I would searching network. It's a lot like not attacking manors without promo 3 it just makes life hard just don't do it lol.

so yeah I get stuck with brain rot if RNG sometimes wont give me one of cult safe houses I need.  leading to 6 months of cult apprehension  and I got sick of it after a while. 

another great tip is to research trigger research
(things that say may effect game progress) at start of month since they don't take effect until a fresh month.

7
The X-Com Files / Re: Ways to reduce the tediousness
« on: March 04, 2024, 08:51:07 am »
I personally tweak the cult apprehensions missions de spawn penalty to 0 I get sick of them. Restarted this mod so much and all they are is me rushing into a dark corner throwing x2 flares and skipping turns till they die to over watch. A faster way to cut them off sooner would be great.

as for in game missions I use
[OXCE] Forced Bughunt
https://mod.io/g/openxcom/m/oxce-forced-bughunt

I tweaked it to kick in after 30 turns (like xenonauts) most  things are dead far before then. limit it to 1-3 enemy units left on map before trigger.

nothing is quite as annoying going 100-300 turns looking for 1 assassin boy so I don't anymore never looked back since.

8
The X-Com Files / Re: Sniper and Spotter Explanation/Red Dawn Help?
« on: March 03, 2024, 10:56:47 pm »
stay in the dark and Throw grenades they don't trigger the goofy sniper/spotter mechanic. try placing snipers far away as possible if you do shoot to avoid getting shot. Kill off key targets and  avoid shooting to much with the snipers they will inevitably get shot. everyone and their mother is a sniper on red dawn besides the lowest rank guys. So don't bother with smoke. make a ring of light around lz and never leave it stay in dark.

use riot shields with frags  until you get your hands on heavy tac vest. then you wont have to play so careful. I usually take down red dawn first Because I just hate the play style you need to fight them them without heavy losses.

Sniper/Spotter is basically an AI cheat. If you shoot anyone or get seen who is a spotter the snipers can see you no matter were you are. for a turn or more depends on enemy.  they will shoot you through walls if thin enough farm (mib missions). they will also throw frags (if spotted) if they don't have a clear shot at you so try and hide under something or use a wall to avoid that they still know your location but at least you don't get frag thrown at you.

You will recognize who has sniper/spotter after some time and learn to play against it good luck.

9
The X-Com Files / Re: Red Dawn Cult Manors are crazy!
« on: December 27, 2022, 08:44:39 am »
If you are counting on flares, that is not what I'd call an "Ironman-safe" strategy as you agents will happily yeet a flare into the back of the head of anyone in 10 yards lighting up your team and getting you instantly gun down. Sure, it you are save scumming, you can undo the sillier behaviors of thrown items, but in an ironman run, every thrown item is spinning the wheel on a squad-wipe

I'm sorry but your grasping at straws with that one lol. just pick up flare and throw it alternatively move away from the light. Wouldn't pre primed grenades be worse then since now you blow your own people up?

Dogs have better vision, but so what, they can't reaction fire, enemies are real dumb, they walk to the point they can see you and open fire, with superior night vision, that'll be from outside of your range, so no reaction fire before they drop a rocket on you, unless you have surrounded yourself in rings of flares

Surround with flares and shoot them, yes. throw frags to avoid snipers like I have been saying. Dogs don't shoot they are scouts bite is a nice addition but there abilities are better they see things run away and you flare those things and shoot them.

which is a bit of a craps shoot if you are running ironman. In my experience, the best way to survive is to kill anything that could shoot at you

Would love to see you kill everything that can shoot you turn 1 on a manor that would be insane. otherwise things will shoot you.

I don't know why you keep saying if you stand in the light you get gunned down and squad wiped instantly when in the day you always stand in the light, Do you get squad wiped instantly then? you get shot at night if you stand in a light source but that's about the only time they even shoot at you if you play your cards right.

It's not exactly a hot take to say fighting cults at night is far better. I'm pretty sure it's universal knowledge.

10
The X-Com Files / Re: Red Dawn Cult Manors are crazy!
« on: December 27, 2022, 03:43:10 am »
On the enemy side (a sampling):
Elite soldier - Night Vision 13, you'll see around 15 of those on any higher level manor mission
Hybrid Assault - Night Vision 12
EXALT Liquidator - Night Vision 12
EXALT Enforcer - Night Vision 11
Red Dawn Coordinator - Night Vision 11
Red Ops Soldier - Night Vision 11
Red Dawn Pioneer - Night Vision 10 + camo at night

dog still has better vision then any of those you mentioned. Besides that a flare ($60 item) an item you can buy day 1 can be used to make vision range pointless. walk around landing sight with dog, kill people close to lz, throw flare stay in dark, profit. If your walking around the dark with no flashlights, flares, dogs your doing it wrong.

At night if played correctly you have a high chance of never even being fired upon. In the day you don't get that and have to slug it out and hope your armor doesn't fail you. The benefits you get for attacking cults at night are far greater then the day in almost all cases.

This boils down to

you can see them as good as the day with a flare and they cant see you unless close vs you both can see each other and they outnumber you.

Tell that to the Ironman players. :P

Ironman here and I love being beat up. that's why I play xcom. It's not very healthy.


11
The X-Com Files / Re: How do you get guns for the little bird?
« on: December 26, 2022, 02:30:13 am »
Black ops mini guns or heavy machine gun. you gotta have them in your stores and ammo for it as well.

I don't use little birds however they seem meh I usually rush jets. Anyone know if they are worth it?

12
The X-Com Files / Re: Invisible Ninjas??? Black Lotus HQ
« on: December 26, 2022, 02:26:16 am »
Some enemies can be stabbed more easily in the back than from the front, but not ninjas. :(

Assassin stats
Melee Dodge   1 * REACTIONS
REACTIONS   70
Back Dodge Penalty   0%
Side Dodge Penalty   0%

so that's 70 dodge? yeah lol don't bother with melee. tasers seem to be more reliable then melee is anyway since you don't have to google how much dodge they have to smack someone in the head with a stick.

13
The X-Com Files / Re: Red Dawn Cult Manors are crazy!
« on: December 26, 2022, 02:10:04 am »
I thought, well what if I just wipe out the red dawn? So I researched their HQ, went to their HQ, and killed everyone and 3 tanks. I only lost 1 dude. It was easier than the manors! And the manors still stayed after the red dawn was destroyed! FML.

AND

One of the damn manor's is on top of my base so if I use any vehicles they get blown out of the sky and I lose everything. So I had to built another base nearby and ship everything to it! WTF. I wish I could pay them to leave me alone. Like here's 2 millions dollars, fuck off! :p

That's good news now you have to research promo 3 your almost there look up the prerequisite for it. Trust me all starting cults will be a cake walk with this armor and motors. You also get large radar jets and a funding boost. This game is still salvageable if you work fast to get it.

14
The X-Com Files / Re: Red Dawn Cult Manors are crazy!
« on: December 26, 2022, 02:01:25 am »
In this mod, every faction has multiple units that have better night vision than your agents in armored gear and there isn't any good night vision gear that can stand up to even weak small arms fire. Showing up at night is just asking for someone to spot you on turn one and to have snipers and grenades raining on you immediately.

The best advise I have for an early manor, is saturation bombing, the faster you can cause a loyalty cascade, the better. Most manors have corner to the NE of the starting location where many of the enemy units will try to navigate at one point or another, burying that corner in explosives and gas is a good start. You'll also want to save at the end of every turn before passing since the game can spawn reinforcements one tile behind you and wipe you out instantly.

Most factions have 9 vision same as you besides Dagon. A rat or a dog has like 15 or so vision. one dog and a few flares and suddenly you have better vision and can see them across the map while they have to scamper 9 tiles away from you to shoot you. As long as you blow up and shoot the snipers no one will harm you. I often don't shoot guns till I take out priority targets.

"Showing up at night is just asking for someone to spot you on turn one and to have snipers and grenades raining on you immediately."


THE OPPOSITE ACTUALLY
If you attack During the day anyone who is seen gets seen which is everyone turn one basically can be shot upon and blown up from across the map by snipers. when you run or pop smoke they still know you exact position thanks to ai hacks, so smoke doesn't help. now boot up a mission in the dark you can spread your units apart chuck a few flares and hide turn one and be safe to rain down hell on them. You can also hide wounded soldiers in far corners of map you can't hide very well in the day. wounded soldiers can also still help by putting their weapons away and throwing bombs at them and not be at risk of death. only downside is if a maid is spawned one tile away from your spawn and sees everyone lol.

I already mentioned saturation bombing on my first post but you don't get the good stuff till promo 3. I also said you don't get sniper ai hacked if you throw frags so you don't get fired upon in the dark like you would the day.

"You'll also want to save at the end of every turn"
I don't like to save scum. It ruins the tension for me. It makes victory not so satisfying. Probably why I would get my teeth kicked in on ironman/immposible in Enemy within and love it.


15
The X-Com Files / Re: Red Dawn Cult Manors are crazy!
« on: December 25, 2022, 02:00:59 am »
I have armor, and dragonflies, experienced soldiers, and blackops and uac weapons. And I can't do shit about these things. If you attack it you get blown up by like 5 grenades instantly. The one I'm trying to assault now has a tank in additional to all the other bullshit. My dragonflies are frequently getting blown out of the sky on the world map when I'm trying to do regular missions because I can't escape from their jets. It's just nuuuuuuuts. I can't do shit. It's game over :p

    Best tip ever
Always attack humans in the dark never at day unless you have good armor like tactical suit

This mod has a looks like you didn't know about this mechanic/feature, now you lose. Restart and do better next time mind set. Just like a lot of beginner traps in this mod a easy fix is to rush promo 3. Taking on and manor without it is a bad idea. Motors and tactical grenade launchers with gas are a must. I have blown up like 20+ with a single shot before.

 
after rushing promo 3 you get tactical suit (amazing armor) and better weapons makes early cults a lot easier to deal with after that. you also get large radar and you can make basses with jets to track down these cults so they don't get to strong.

usually I get promo 3 by the end of first year or early 2 year. a few months in year 2 I have global large radar coverage and 1 jet per base. Then I usually see a a craft moving I follow it with my jet and patrol and I find and wipe out the base while they still have cars lol. car vs jet combat ftw.

I personally take out red dawn first since it's easy to get. After you research durathread you get a durathread factory spawn next month. You have a few ko grenades to take out the dude in the trench coat. after you research him you get hq spawn (again next month).

       Tips for red dawn
 you spam grenades to avoid sniper spotter if you shoot they shoot so don't and throw frags (sniper/spotter mechanic is the worst).
Only use black ops sniper anything less wont do they are tanky. Only fire if you have to or are far away crouched and in the dark.
don't bother with smoke most of them are snipers anyway just stay in the dark
Bring tnt and make it a priority to kill tanks asap (again don't shoot just spam tnt at them) (takes 1-2 tnt to kill them)
Don't bother chasing them down to their hq since they usually surrender when I'm still on the surface.

Also you don't have to kill them all or take the base just steal the memory card and communicator from trench coat guy.  You can do this as easy as turn 1-2 if your lucky

my best attack on red dawn was with a helicopter no deaths and only one person was shot for like 2 hp lol. I'm not counting the time I beat up trench coat guy turn one and left with him and his stuff







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