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Messages - Stone Lake

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1
In a nutshell, keep doing what you're doing. Seems like a typical midgame to me.

You need to interrogate many leaders/engineers to proceed. They have 20-30 things to interrogate. After you get nearly everything they have to offer, you'll get advanced lab = next tier of research. Also improved lab, if you haven't yet.

You can get electronics as item and research it (e.g. from turrets), or from interrogations.

Smartrifle is from osiron/syndicate arc.

Mibs are mostly RNG, but you can get more of them via MiB enforcer interrogations -> MiB activities. If you didn't manage to capture one at Vincent's, go to crop circles and wait 8 turns or something, they'll come.


2
The X-Com Files / Re: Too many similar missions
« on: April 03, 2025, 05:06:15 am »
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Please tell, how long does it take to complete the entire walkthrough?
200-600 hours, depending on how focused you are on finishing it

3
The X-Com Files / Re: The X-Com Files - 3.7.1: Best and Brightest
« on: March 31, 2025, 04:40:08 am »
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Do the Psi strengh bonuses from death dealer commendation not count for transformation requirements?
Depends on transformation. In the wiki, there's `Include Bonuses for Min Stats? TRUE` for Martial Arts, but no such thing for Spartanism, so no bonuses are included. This mirrors `includeBonusesForMinStats` rule from ruleset.

Probably can mention "base stats" or "base" in the in-game description to distinguish.

4
The X-Com Files / Re: Need other radars after HyperWave Decoder?
« on: March 30, 2025, 05:54:01 am »
no older radars needed
decoder is a radar with 100% detection chance AND "ufo explain" feature

5
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 19, 2025, 01:46:33 am »
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Worse, there are other strange interactions, like bonking one of said hedgehogs or retrievers on the head with a big club not doing anything to stun them.
What club? Pretty sure 2x2 units have pain immunity by default, so they all need that set to off, or every weapon with stun damage needs "ignore stun immunity" on, or a variation of it.

6
The X-Com Files / Re: Psionics
« on: March 17, 2025, 11:25:53 am »
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The formula is also different, scaling off psi-skill entirely (and the maximum coefficient is indeed higher).
No, it's the same formula, with 0.024 coeff instead of 0.02 (0.014 for hybrids).
In ruleset, accuracyMultiplier: psi * 0.024, psi means psk * pst.

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The thing's also got 3/4 the range of a regular Psi-Amp, so it's not all roses.
Sure. There's 2x range dropoff, but it doesn't matter much for good psionic.
Also, about 1.5-2x greater usage costs, which are mostly nil'd by eating nobelon.
Sometimes psi-amp has its uses when enemy is directly visible. Better choice for training psi in-battle, for one. Yet it's better just leave it to psi labs anyway. 

Compared to that, controlling through walls is often much more useful, so multi-amp ftw.

7
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So a hit from an RPG Anti-Tank Rocket should deal around 48 damage (= [95 - 55 x 0.75] x 0.9), while a Shrapnel rocket would do around 27 (= [100 - 55] x 0.6).
Didn't carefully read, but it seems your calculations are incorrect?
Resist is applied first, so it should be (=95 * 0.9 - 55 * 0.75 ~ 57) and (100 * 0.6 - 55 = 60 - 55 = 5 (yes, 5)).

It seems that shrapnel is clearly inferior here. But I'd also say Vampire Knight is somewhat an outlier, it's basically an APC-level armor (!) without a weakness of having 4 tiles to damage with a blast (!!) and with 250+ health (!!!). Even said ~57 damage of AT rocket is peanuts to him, he'd need 5 of those or more. So it'd make more sense just searching for a better weapon (usually sonic / mass driver / gauss) than blaming it on rockets.

Large turrets is another thing shrapnel rockets handle just fine.

8
The X-Com Files / Re: Psionics
« on: March 17, 2025, 04:49:27 am »
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skulljack
Has special formula for psi-attack, different from amps.

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psi-amp
Yes, PSI-Atk decreases with distance - you can see the value decreasing like how accuracy does.
Maybe needs holding ALT.
Multiphased PSI-amp is often a go-to, as it's usually stronger (same formula, bigger coefficient).
Hybrid's innate PSI is inverse - weaker coefficient, so hybrids need a psi-amp too.

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my best hybrid has like 80+ strength while I have a couple of humans nearly or even over 100
Your hybrids would've been stronger. The hybrids can have more PSK than humans (especially after trainings), like up to 80 was it?
Psi-attack is given by ~ PSK * PST, so 80 * 80 > 100 * 50 hybrids make better psionics.
In fact, "mature" hybrids can mind-control anything controllable, including ethereals and alien sectopods (mib sectopods are mechanical/uncontrollable).

Even weak (by "weak", I mean 100/50) psionics can reliably control psi-vulnerable enemies like mib grunts, hybrid girlies and mutons, thus yielding huge benefits on battlefield. Strong psionics trivialize many aspects of the game. E.g. scouting (via enemy psi-vision), drawing fire, doing/finishing assaults, capture of aliens - leading sectoids out from the UFO, etc. You can look up enemy stats (mainly PST) using mind probe or use wiki, to determine if it's worth it.

So, yeah, using PSI requires know-how and basically metagaming (or exhaustive in-game tinkering). If you're just doing casual playthrough, it probably isn't worth it, but it's OP when mastered.

P.S. You should never judge something "on paper" in X-Com, only test and see if it actually works for you. Unless you exhaustively know how each mechanic works.
P.S.2 I wrote a "raw" guide to PSI, but dropped it at some point...

9
The X-Com Files / Re: Pre-Invasion questions
« on: March 16, 2025, 02:13:04 am »
Remember that value displayed isn't hit chance, but "accuracy". 3% accuracy is 99% hit as close range. Most autos never exceed 35-50% in accuracy either.
I'm not a fan of auto-sniper or snipers in general either, but at high stats you can reach 50-70-100% auto accuracy + comparatively big damage, especially on advanced soldier.

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Ah yes, that one "enough shots at 3% means it's actually 100% accurate if you look at it the right way" type math. In practice, chance is still chance, 5 shots per attack means it's 5 wasted shots that didnt hit anything.
What's the point of asking questions only to jeer at answers given? "In practice" you're completely wrong. If you know your ranges, autos are monstrous even with low accuracy.

10
The X-Com Files / Re: Pre-Invasion questions
« on: March 14, 2025, 06:36:17 am »
Yeah, gas doesn't one tap sectoids. But it's still best/one of best options when you want to capture them across the map.
Also knockouts are a bit stronger at 10-30 stun damage, but only on direct hit.
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I don't think I've ever seen a basic goon survive a direct hit, but it's not too hard to throw a second one to make sure.
Against most humans gas deals ~5-10 + 5-10(stun) => 10-20 * 400% choke => 40-80, (to everyone in the cloud). Knockouts do 10-30 * 4 = 40-120, but on direct hit. For most explosives, power drops off in distance from ground zero by 10 per tile - not for gas because it just deals 5-10 damage flat * many bonuses. So if knockout is off by tile, it's half as much damage or even none.

This is usually plenty to OHKO common units pre-invasion and sectoids (rd goons have ~55 hp).

Also gas ignores (under) armor value (armor eff is 0), but knockout doesn't. Which is usually up to ~10 early on.
Knockouts are one of the best ways to stun a coordinator early, and maybe to nab sectoids. But otherwise are hard to produce and somewhat situational.

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Speaking of formulas, what does "Accuracy modifier 0.01*Acc^2"
It means "to the power of two", aka "squared". So
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but using that formula they have 50 x 50 x .01 = 25
Is correct.

For armored cars, you'll roughly have these hits-to-KO:
Spoiler:
1-8 grenades
5-7 napalm grenades
~8-10 incendiary grenades (or 8-10 hits of most incendiary ammo)
3-4 gas grenades (promo 3 or loot)
2-3 proximity grenades
avg 4 heavy mg hits
avg 3.5 blops sniper shots at 100 acc
avg 2.5 heavy cannon shots (HC-AP, 2-4 HC-HE)
avg 1.9 tac sniper AP shots at 100 acc
1-2 blops minigun volleys 1 tile away
1.5 dynamite sticks (precisely under one of tiles, don't seem to destroy each other)
1-2 rockets (promo3, shrapnel / smol / large)

I usually prefer proxy grenades (dmg + weight = range) early on, then switch to whatever. Gas is again surprisingly strong here - once I've blasted 3 APCs grouped up at RDHQ from one TGL x3 salvo, fun times. There are ghosts weapons to think about - I guess thato-manus would one-shot an APC.

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Minitanks take 40% damage from EMP, meaning it would take at least 3 EMP grenades per minitank, and that doesnt help with armoured cars at all.
EMP calculations are tricky, too. 40% is actually "normal" or even "low-ish" resistance against EMP, because: 1) it ignores 75% armor 2) deals +4x stun damage, so 5x damage 3) damage per tile for 2x2 units.
Thus, for average EMP gren. hit of 65: 65 * 0.4 - 50*0.25 = 24 - 12.5 = x * 5 = 57.5 damage on main tile, and >100 from secondary tiles, one-shotting the minitank on average. If i'm not forgetting anything, that is.
EMP grens one shot light robotics (turrets, drones), minitanks, and, well, units in power suits... EMP mines one shot tanks (armor ~100) and sectopods.
Shrapnel rockets are your best friend otherwise. They work about just as well, but rockets can be a bit harder to use.
Spoiler minitunk hunt video:

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Like, peppering the terrain with fire or proximity mines...err...
"Being on fire" status DOES disable camouflage, IIRC. But proper use of dogs/rats/ai and their scanners is usually a better way. And you'll probably need them anyway, to see through the smoke / break reactions / take bullets for you.

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Will there later be a better\faster way to increase the usefulness of AI drones
Once you get HWPs, minigun tanks with AIs are useful from the get-go, no matter how bad they are. "Invasion" often is a joke anyway.

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Once you get X-Com Seeker Drones, they actually become very useful (20 night vision, 100 % thermal vision, huge amount of TUs and attacks).
Holy shit, no need to hunt for bats anymore  :)

11
The X-Com Files / Re: Cult of Apocalypse missions
« on: March 11, 2025, 05:24:11 am »
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Also I imagine the enemy can sneak up on you just as you can, so it's hardly a panaceum for overwhelming forces.
Well, "obviously" you bring dogs/rats/bats with like 16-20 night vision against their ~12. Then you do have the advantage, unless you stumble into the light.
For enemies and aliens with rivaling ~20 night vision, you're on "equal" terms, but at least they won't snipe you from 40 tiles away, hence my preference. That is, until you also drop smoke and use same dogs/rats/bats to see through it. And now enemy is at visual disadvantage again. Well, unless it's a few who's immune to this, too. It's one of things that let you play safely without reloads.

12
The X-Com Files / Re: "Obsolete" missions
« on: March 11, 2025, 05:12:30 am »
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And the other side of the coin is what I already mentioned - boredom and these missions from new arcs refusing to spawn. Forget that scorpoid village you need to progress, but hey, don't worry, here's the hybrid chemtrails site no. 23165464 instead.
Old missions don't affect spawn of the new ones in this way, there's no limit on the mission pool.

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The X-Com Files / Re: Cult of Apocalypse missions
« on: March 10, 2025, 06:49:05 am »
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Literal edge, even 10-15 tiles from it and you'll already have a welcoming comitee you can't hide from with this spawn density.
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That's not something you can know unless you dig into the guts of the mod or have someone tell it to you, but in that case I guess it's a valid strategy.
It's something you can know after trying once. And going at night is usually preferred tactic against humans (I prefer close range and extend it to aliens, too), for this exact reason (lots of enemies that swarm you).

Also, it's one of the rare missions where you can easily grind Mass Killer or Whirlwind commendations. Not that these matter much now that you have spartans, but still.

14
The X-Com Files / Re: Cult of Apocalypse missions
« on: March 09, 2025, 05:35:36 pm »
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How do you take cover in such situations if you're surrounded on all sides and the enemy is in almost melee range?
Hide in ship. Bomb them into oblivion.

Enemy counts here pretty much mean nothing except the lag. There can be a few dangerous guys, like rocketeers / minigunners, but overall next to no resistance. And to top it off, there's no snipers IIRC, so you go at night and just enjoy the massacre.


As for lags, opengl /w raw filter should get you max game/scrolling speed at all times.
This mission is fairly benevolent as much as high-count ones go. Cyberweb late stages are a chore, and so are couple of others (MiB lunar is nuts).

15
The X-Com Files / Re: Spartanism
« on: March 06, 2025, 01:29:36 pm »
The next is
Spoiler:
Research (on the base with Lunar Control Room) stuff up to Lunar Satellite Launch \ Observation. After this, next month is moon outpost and somewhat linear chain of battle / capture unknown Ethereal / research new battle / battle... up to Cydonia, where you board Avenger, and button "go to Cydonia" appears (like in original, not mission site).

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