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Messages - zharmad

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40k / Re: Some misc 40k mod feedback
« on: April 27, 2019, 05:57:55 pm »
Slowly chugging through the campaign, finally meeting a Khorne scout ship.  I'm appreciating some of the balance decisions between the various crafts and the various weapons. Some values I would personally tweak, but there are still use cases for items like a good old Heavy Bolter throughout the campaign. Here's a bit of running thoughts:
  • The minimum weapon techs to win consistently seem to be lascannons and melta guns. Everything after that start to move into niche uses and nice-to-haves. Yes plasma are generally better than bolters, but lack the scope of the rare bolter/pistol variants. Mastercrafting make up for the damage gap.
  • Flamers stop being critical once Chaos Juggernauts disappear from the scene. They remain useful to screw up the melee AI, but I've tried to not use that - leading to me never manufacturing a Heavy Flamer. I think both flamers could be given spray shot waypoints so that players can lay down a field of flames.
  • I would probably never use hand-held Grav-guns, since in many cases even full Terminators could be either safely picked off with lascannons, or charged with several chainswords/powerfists. Except against Chaos Dreadnaughts, where perhaps I should probably try making a couple of MC Grav-guns just for them. What other juicy targets might I be missing?
  • It's borderline heretical, but assault marines carrying heavy plasma gives an impressive high-ground advantage once you get them to FA > 110 before armour. This was a tactic I used in original XCOM, taking an HE-autocannon 2+ levels up even to Cydonia. I'm waiting for the third side mission to obtain the third piece of data, after getting 6 of the other two pieces. Oh, one beacon flew into the sea and right back up again around the Russian island north of Japan. Probably a bug where it could not land, right after I upgraded to 019 with the globe tweaks.
  • The Hellfire Missile System on the Dreadnaught versus the Missile Launcher on the Centurion Warsuit. The latter doesn't need ammunition made for it, buth e former needs ammo.
  • The refuel rate can really hinder various SpaceMarine <weather><bird> aircraft. It takes 3 days to top up a thunderhawk gunship after a trip around the world, which forces me to juggle between using a drop-pod. This is good that drop-pods are never obsoleted, but you can end up in a situation where the Drop-Pods do 3~5 missions between each thunderhawk trip. ...I've just built a Stormeagle, so maybe that could finally put the Drop-pods to bed?
  • So, I got into a scrap with a Chaos Flying Fortress (Battleship) and ended up with a few injured birds. Dug into some files and wikis trying to track down why the Techmarine Bay won't help my craft repair faster.  ...Turns out they give a bonus to my solder wound recovery time instead. It would be nice if the repair could be accelerated with a facility, but I suppose this is a feature to be implemented by OXCE+ instead?

Thanks.

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40k / Re: Some misc 40k mod feedback
« on: April 20, 2019, 11:48:13 am »
Added to discovered projects no, thanks.

3
40k / Re: Some misc 40k mod feedback
« on: April 19, 2019, 05:22:04 pm »
No I can't research it. Taking Tactical Strategy does not unlock the research opion, it seems.

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40k / Re: Some misc 40k mod feedback
« on: April 19, 2019, 01:28:16 am »
There's a bug introduced when upgrading from 018 to 019. The introduced STR_CHAPTER_PURITY isn't enabled by default. Since I have already researched adamantium components, I lost the abilty to produce Tactical and Terminator Armor.

...which string should I add to the save file to manually fix this?

5
40k / Re: Some misc 40k mod feedback
« on: April 16, 2019, 03:55:55 am »
 Hey bulletdesigner and ohartenstein23,  thanks for maintaining and building on this mod! I've been enjoying much of the lore and detail put into it. There's also quite a bit of surprise challenges here and there.

I have a few questions, bug reports, and feedback to post. Spoilered since a couple concern some later content:
Spoiler:
  • I've met my first ork wagon just now, It was cool to see so many boyz piled into the little clown car - but are the turrets supposed to have reactions of 127? It was a nasty surprise to see its battle cannon(?) - STR_ORK_TURRET - one-shot a couple of my flying assault marines From 50 tiles away. The secondary turret with some kind of storm bolter also had a lot of reactions.
     Well, mostly a surprise since the turrets on the IG Chimeras had 1 reaction. Although I did check my Stormravens afterwards, whose turrets have 120 reactions.
  • I also unlocked melta grenades as part of Tactical Strategy. Is it intended that they have no armour damage/penetration?
    I was envisioning a upgraded Krak grenade with something more like radius:2, damage 150, 40% armor damage, 50 damage decay per tile. Asking this because I did throw all 8 melta grenades at said clown car. They did next to no damage to the battle cannon turret since it had 150 under armor.
  • I managed to unlock quad-linked autocannons and quad-linked lascannons as Space Marines. The Codex entry said that the quad-linked weapons are only for ground vehicles - the Marines don't have any that I can see?
  • I also researched twin-linked plasma later on and didn't expect that my flying craft could equip it as the code entry shows a vehicle. I did make one and found that my birds can equip it.
  • Right-clicking on workshops takes you to the manufacturing screen. Right-clicking on Adamantium forges takes you to the storage screen.
  • What kind of weapons are the Slaanesh Daemonette's using? They one-shotted a terminator which their "claw", upon which I head-canoned it immediately as "pressed their tits to his face and he instantly turned to the dark side."

Cheers.

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