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Messages - Evil_bl

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And he used TFTD damage rules if i recall.

It was another streamer. :) Mister Jopper

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He recently said that is you want to learn playing OXC well, you should finish Hardmod (I think he recommended Veteran, but not sure).

If you want to learn how to play XCOM - you should finish Hardmod in SH/IM

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: August 28, 2020, 01:13:18 pm »
So I tried to give superhuman a try...and the game becomes unplayable.

I finished this game in SH IM. It`s playable =)

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« on: May 14, 2020, 02:35:45 am »
But things what he did - used instant grenades what I'm consider is cheating
Even with instant grenades - it is not easy. Any way I used grenade settings that were allowed.

and changed something in Gauss line research
I downloaded "TWoTSfix for OpenXcom" when i started a new try (12 try) in 2.37 version. On First stream on 12th try i had that mod (i didn`t have a gauss weapon whole stream any way). And second stream was on 2.38 version. In that version was some balance for a gauss weapons. So, mod, which i downloaded, was not actual in my 2.38, and so on. You can check it any way on my youtube records=)

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« on: May 13, 2020, 04:49:36 pm »
It is deadly boring.

Next time I will tell some jokes while playing in ironman mode ;D :D ;)

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« on: March 29, 2020, 06:23:16 am »
it's pretty useless against Tasoths, Lobsters and Sharks resist them.

You Wrong=) Gauss weapon is good against Tasoths and Sharks. Sharks weakens is HE also. Tasoths just have a lot of HP. Against Lobsters u should use only stun or weapons with melee type damage(Abyssians weapon).

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« on: March 26, 2020, 03:27:49 pm »
How many turns I need wait while enemies on Barge is shows up? They only MC me that's annoying but refuse come close to Triton. I can abort any time but why AI just refuse attack using weapons? Or this mission has Sneaky AI option On what disabled default by mod rules?

You can`t do this mission without MC resistance. I always fly away from it until you get some chips in heads of aquanauts =)

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« on: March 25, 2020, 05:29:27 pm »
Wow, impressive, I did around 50 attempts to do it about half and and year before

I did only 12 attempts. All previous attempts I spent on studying the game and possibilities =) I can only say that experience from another mod helped me a lot (Hardmode Expansion, that i also finished in sup\iron)

Any chance to see you playthrough?

Yes. You can find my gameplay on my youtube https://www.youtube.com/playlist?list=PLuRqrGgfk1RSfyuEzb4TcxRHJE2Qkbh-H (there is some short videos, because of some kind youtube issues and my internet. Sorry about that. On my Twitch a have more "Stable" videos but they will expire soon)

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« on: March 24, 2020, 05:19:07 pm »
Big alien waves is hardest part of this mod. You could lose game at the middle of you progress through story  or even at the end if they're decided build up few bases on the globe. They just send bunch of USO's and always protect them with HK. The only way is sacrifice few of you Barracudas (sometimes big landed ship is protected by 2 of HKs) while you approach to big landed USO with Triton. If you playing on genius or superhuman all you interceptors just useless because alien fire rate becomes instant - it's just evaporates you ships. It could even damage Leviathan 3/4 of it's health.

I`m finished this game on Sup/Ironman.
"Big alien waves is hardest part of this mod." - not really. You can ignore them if you have good rating(as practice shows, there are no problems with the rating, even if there a lot of UFO`s and terrors missions). You should hold on up to first armored Gillmans or Lobstermen (After that, the game will go much easier). In my last try i had 8-9 active alien colonies (2 of them i destroyed). The hardest part of this mod - main base defense (Because of stupid AI. They just waiting for you).
As for Barracudas vs interceptors. I find out only one way to destroy them without losing Barracudas. You need 2 barracudas with coward pilots and "Shkval" rockets (i don`t know how it called in ENG version, because i`m played on RUS. They have 60km range, 50% hit, 40 dmg). Cowards pilots slows down interception speed, and you can shoot twice. Shoot only on Caution Attack. It will help on first phase of the game. And yeah, always launch your Triton with 2 Barracudas in escort....ALWAYS!=))) Against interceptors with a shield i use only Disruptors rockets.

Another tip. Use you sonars to hold on mission spots on a globe. Just send them to a terror or another mission(not all) and you can buy some time for reorganization or making some staff.
Also, You can do a trick. Just build a base on colony. Build a dock. Send to this base you triton with staff. And launch a Triton to assault =) I didn`t do that, but in theory it should work

P.S. Sorry for my English

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