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Messages - normae

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Work In Progress / Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
« on: February 09, 2020, 04:27:47 am »
This is the save file having just bought an orni, bug has replicated multiple times for me

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Work In Progress / Re: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
« on: February 03, 2020, 06:19:43 am »
tried buying a second orni, game started sending me "phantom buys" with no contents and duplicating the orni. Selling these phantoms crashed the game

I did like the premise anyways. Found myself using rockets and snipers mostly given the ineffectiveness of  rifles

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 27, 2020, 02:08:20 am »
I've been looking at the effectiveness of various weapons against sectoids for this mod currently. You might be suprised to know that the shotgun (alloy slug) appears to have the highest effectiveness of all combat tech for one-hit-kill probabillities at snap and possibly even auto against a basic sectoid until gauss sniper (snap) is used.

the average range of engagement in a confined space is aproximately 10 squares.... the range penalty at 8 doesn't reduce accuracy below 100%.  Shotguns with slug ammunition have a 73.50% chance of killing a sectoid on a single shot. Paired with a sniper rifle (alloy) at a 80% one-hit-kill probabillity at range, this is basically the ultimate riflemen combination for early game combat against sectoids

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Open Feedback / Re: Shooting Accuracy
« on: January 26, 2020, 11:14:11 pm »
I'd say this concurs with my own experience in the original game. Many times I noticed that getting closer to the target didn't help much because the shot angle just got wider, that is until they got adjacent with the target in which case suddenly all shots started hitting.

yeah, I'm not eager to run testing but I want to get an understanding of the aproximate multiplier. Right now I'm trying to figure out the true 1-fire action-kill effectiveness of various weapons vs various aliens (IE: multiplying accuracy * % of the time that the weapon has sufficient damage kill an alien), and realize that without the proper inputs for close-range fire I can't accurately model the true effectiveness of auto fire. Cursory attempts to trial weapon accuracy suggests noticable improvement at range 3, but I really need to get a set of numbers

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Open Feedback / Re: Shooting Accuracy
« on: January 26, 2020, 03:55:47 am »
on this topic, is there an understanding of how close range increases the accuracy of fire in xcom? ufopaedia has an excellent article demonstrating it happens (https://www.ufopaedia.org/index.php/Firing_Accuracy_Testing), but there does not seem to be a general formula for this topic unless it has been discovered elsewhere.

A quick glance at the figures on ufopaedia would suggest approximately a x1.79 modifier at range 2, x~1.483 at range 3, and x~1.236 at range 5. But of course these crude estimates are probably wrong.

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 19, 2020, 05:30:36 am »
Hi, played through this mod fairly recently and enjoyed it. I'm just wondering though, what are the approximate appearance rates of the various races? On experienced difficulty, I never saw a cerebreal or reptoid force the entire game... gazers only once. Can't seem to find the information in the ruleset, or prehaps I'm blind?

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Open Feedback / How do you guys compose your squads?
« on: January 03, 2020, 04:19:42 am »
UFOpaedia is coy about this, and I've not found any information about how players typically organize their forces. I've always believed in squad-type organization for my guys, with multiple active groups on the map.

Typically four man-
Rifleman
Rifleman Specialist (typically carries a flamethrower + rifle)
Heavy Weapons
Officer (small arms, medikit, smoke and various grenades)

set in 3 groups, with a small support squad of heavy weapons covering the UFO. But in the past I've experimented with 3-man (riflemen x2 and the HW specialist carries the medikit) and 6-man (rifleman x2, Specialist, sharpshooter, heavy weapons, officer) squads with varying degrees of effectiveness. I'm very interested in learning how other players approach this

How do you organize your squads?

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