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Messages - Bobit

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1
The X-Com Files / Re: The X-Com Files - 1.0.2: Judgement Day
« on: December 03, 2019, 01:06:57 am »
No he's right, psiclone is really the only easy way to get a Cool Gadget around the same time you get a Strange Creature.  Otherwise you're waiting quite a while, and All Staff Recruited is absolutely necessary for midgame progression. It's not something that is very harmful to gameplay, basically just one more random factor, so I wouldn't call it a balance problem. It is mildly disappointing that out of that huge list only one item really matters.

2
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 01, 2019, 05:57:21 pm »
Sol, RNG in combat is a little more useful because it changes your plan. Whereas victory points lossage tends to just make you lose. A rule of thumb is that the earlier in the game the RNG happens and the more you can pre-plan for it, the fairer it is. Personally I think a little VP RNG would actually be mechanically good for XCOM, as it prevents bean-counting whether you'll make it to the next month. Either way <0.1% of games will be lost by this. It would still be <2% even if it was -1000 points imo, because you tend to lose only after most of your soldiers are dead. Now if there was an RNG chance to lose a base, that would really suck. Then again vanilla practically does that, base defenses are not a fun way to go out.

3
Help / Re: Max soldiers and Aliens in a game map.
« on: September 13, 2019, 11:48:31 pm »
Taken literally, the game is  one unit per tile. So a 50x50x5 block can have 12500 units  ;)

It really does vary depending on game design. But generally "mid range" is regarded as about 12 blocks. So if you have more than 1 per 10x10, there will be a lot of splash damage and CQB.

4
The X-Com Files / Re: Minigun seems OP
« on: September 03, 2019, 02:45:58 pm »
@Hexhammer

Unfortunately Xfiles has a much much higher TTK so "just stand still and shoot" strategies are overly dominant. Also the minigum appears waaaaay before the blaster (does the blaster appear at all?)

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The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 30, 2019, 01:45:26 am »
I know they do but they can't be reduced to leaving the council by relations AFAIK, so it's not as big of a deal. In fairness I should have mentioned that.

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The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 29, 2019, 06:49:30 pm »
Tbf the scoring system is pretty shit. Flat score, which gets converted to a random % raise, which has the illusion of being tied to separate countries? No thank you. Every other XCOM-like does scoring differently from the original (see Xenonauts where UFO flyovers directly reduce income per second), because it's shit. But implementing a new system while keeping the former in OpenXCOM (and compatibility with the various rules that interact with it) sounds like a very difficult task, even for Meridian (which btw he would certainly never do).

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The X-Com Files / Re: Minigun seems OP
« on: August 27, 2019, 11:15:43 pm »
So basically you play overencumbered?

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The X-Com Files / Re: Some suggestions
« on: August 27, 2019, 11:14:39 pm »
Yes, the timer should be high. Timer being too high is the same as it not existing fmpov, so it doesn't really have  a downside except "feeling clunky".  I really don't care if things "feel clunky" if they increase depth.

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The X-Com Files / Re: Some suggestions
« on: August 27, 2019, 05:43:07 pm »
Okay Sol, that's faie.But I just want to note that my main point is Early Game Challenge, which you have responded positively to by reducing hunt frequency, and stating that hunt timers and increased retreat score penalties could be a good idea.

10
The X-Com Files / Re: Minigun seems OP
« on: August 27, 2019, 05:35:02 pm »
Holy hell that's a lot of weight. Do you carry any armor/stims/grenades or extra clips? And IIRC they cost a bunch too. I've taken out entire bases with SMGs+shields, so I'm not too surprised there's another bumrush strategy out there, but damn I really want to know how you do this one.

11
The X-Com Files / Re: Minigun seems OP
« on: August 27, 2019, 05:04:40 am »
How are your rookies carrying miniguns? I do remember them being powerful, I'm a little surprised a whole squad of them isn't a little dangerous though, as you have zero mobility for covering your flanks and taking down the boss enemies quickly. Can't really remember though, what are the stats? Acc/CrouchAcc/Shots/Damage/Weight/Range?

12
The X-Com Files / Re: Some suggestions
« on: August 27, 2019, 12:54:06 am »
Upgrades should make the previous thing partially obselete, as they do with weapons. Alternatively, there should be more armor options so not all of my guys suddenly become immobile tanks.

That would require a sweeping balance overhaul. How the hell am I supposed to balance a 100+ hour mod? Maybe I will attempt it someday, I doubt my success though, I never finish any of my projects. Actually I was working on an ASCII xcom-like a few weeks ago, since there are some things like nonexistent cover which drag the game down in any OpenX mod.

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The X-Com Files / Re: Some suggestions
« on: August 26, 2019, 11:32:25 pm »
Explosives are a bit awkward in vanilla for anything except breaching. You can use them against very high-armor enemies, but it will be more difficult than using rockets and high-power grenades if you have any. But in XFiles they are even weaker for these reasons:

1) High-armor enemies are rare. XFiles has mostly weaker but more numerous enemies.

2) Breaches / UFO landings are rare.

3) Shields are usually a better option for a breach.

4) Pickaxes can destroy terrain anyways.

5) Dynamite is of course weaker than a normal explosive. I think it has lower radius. Which is a pretty big deal for a timed explosive.

There's not really any incentive to use leather/kevlar once you have armored, or an incentive to use no shield for a one-hand weapon imo. Jumpsuits are also pretty bad compared to real armor, which is very disappointing. The extra TU/stamina/dodge just doesn't compensate for blocking 75% of shots. The vast majority of tech-equivalent enemies barely penetrate armored shields, and just hunkering down and shooting is often the only safe no-casualty strategy 8v30, so why would you pick armor that lets you move at the cost of dying twice as fast? In a way this all ties back to the unhealthy nature of the early game, which is that mission victory is fairly irrelevant, training and survival is what always matters. How does light armor help you evacuate?

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The X-Com Files / Re: Some suggestions
« on: August 26, 2019, 09:47:41 pm »
In Xenonauts, timed explosives are called explosives. Grenades are not. My vocabulary leaked over I guess. I was also referring to mines which seem weaker than proxies. Mostly it's because they don't seem useful in this mod's typical superhuman 8v30 situation.

By light armor I mostly meant shieldless vests.

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The X-Com Files / Re: Some suggestions
« on: August 26, 2019, 08:50:22 pm »
Dynamite

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