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Messages - termidor

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XPZ Strategy/Tactics / Re: Extended Piratez general FAQ/Strategy Guide
« on: April 17, 2023, 01:35:45 am »
One quick question, what are the conditions to unlock the rank:boss research? I am at Feb second year and in  general I'm doing fine, but I'am unable to advance in rank to get Krazy Hannah.

XPiratez / Re: [MAIN] XPiratez - N4 17-Feb-2023 First Ending
« on: April 13, 2023, 01:15:22 am »
I don't know if the guns of the patriots mission is from this update or before, but reinforcement comes too fast and in substancial numbers (5 that I could count on round 7). Considering the amount of nazis in the mission, I think it would be more fitting of the description  to have then arrive a bit latter. Also a countdown would be nice, as that clearly inform the player how much time is on the clock.

The X-Com Files / Re: Can't progress, only Outposts are spawning.
« on: October 15, 2022, 01:59:23 pm »
Also regarding Stun , if you want to do it from range you can use the grenade launchers with blunt ammo. A bit of a heavy handed approach but against aliens they provide the most reliable range capture option. Althogh regarding landed Ufos, you can normally just kill everyone outside and employ melee on the enemies inside the UFO.

The X-Com Files / Re: The X-Com Files - 2.6: Paranormal Activity
« on: October 14, 2022, 07:26:57 pm »
Yeah, maybe; balancing this is a nightmare and it's never just right.
For an idea, I think sharing the two techs could give you power armor squematcis which fullfil the power armor known prerequisite, and then have an event 3-4 months latter saying that M.A.G.M.A has started production of power armor and are avatible for sale (as really preparing the production line  would take time never the less) .

Also power armor gets default unharmed atatck, doesn't seem intended.

Also a different matter, are the council factions going to remain fluff or are plans regarding then? I think it was interesting to get more lore on the council and the council power struggle is probably one of the most interesting aspects beyond the MiB.
I guess you were just lucky with RNG.  I'm in late 2000 and the only power armour I have is one or two I managed to capture from the MiB.  I can't even research elerium batteries yet.

As for missions...

Some are really difficult, like trying to take on an office block with 5 or 6 agents only armed with handguns against 20-plus bad guys (on the easiest level!).  Not to mention those Cult of Apocalypse missions with lots of bad guys, some of who have rocket launchers....  ....and my best craft is a Skyranger.  Using my Kitsune on one such mission was a slaughter fest because my agents got killed with a lucky rocket shot right into the troop-bay.
I love cult of Apocalypse missions ! They are a murder fest that makes crow control weapons really shine. But yes rng is a big factor, and infiltartion mission are usually harder than normal ones, but that is fine imo, as they aren't that common and offer some variety.

The X-Com Files / Re: The X-Com Files - 2.6: Paranormal Activity
« on: October 14, 2022, 02:03:40 pm »
Is power armor from MAGMA a bit too easy? You only need elerium battery and terramite , the first one that you get once you have an improved laboratory online, and the second one I got from reptilians doing terraforming missions. I got power armor in april 1999 and it takes away all difficulty from my remaining human missions (which to be fair are hybrids and Cult of apo ) and make underwater missions significally easier as well.

Regarding that, I also get the feeling that difficulty curve is a bit strange. Hybrids for instance comes after taking out a cult base afaik and most of the missions the equipment carry is very low tier, with the higher tier missions stepping up. Same with the syndicate, although the syndicate offensive missions are a step up compare to the cults, armored vest +spiderwear , let alone if you bring tritanium vest which are going to be even harder to pierce. Finally Cyberweb Dimension X missions are hard (and that is good), but the earth missions feel surprisingly easy, specially taking the portal which can beeone with surprisisngly low numbers ( I think in this regard the lack of snap shot capacities really make dealing with then easier).

The X-Com Files / Re: The X-Com Files - 2.6: Paranormal Activity
« on: October 11, 2022, 06:28:57 pm »
So, I'm missing something or is blood boosting just plain worse than X com bio-enhament ? You get very similar stats gain with the two but Blood boosting completely tanks sanity and bravery + leaving an agent unusable for 48 days (whoa !) + blocking other transformation. Is there anything more beyond the stats gain and the 1 extra day visibility (which also seems very situational)?

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 09, 2022, 02:43:55 pm »


Code: [Select]
    executionOdds: 100 <------ 100% chance to happen
       STR_CHURCH_OF_DAGON_HQ: true <------ needs Dagon HQ research (not actually beating their HQ)

It will run the next month after you research Church of Dagon HQ, but not four months later. Just no way.

Maybe has to do with researching HQ in 97?

Also regarding the ghost storyline, cultist seem to have localisation missing and spawn the Katapeltes without any ammo.

The X-Com Files / Re: Recommended rifle
« on: October 08, 2022, 01:43:59 am »
What role does the BO rifle fill that isn't covered by the SVD? Pretty much anything else it does, something already does better.
How about consitent damage long range with growing damage with accuracy? unless you consider sniper rifle equal to rifles.

Because ofI don't know where the Hunting Rifle comes into this.
Being better than the auto sniper and the hitting like truck statements are separate . Both are also true: the SVD is better than the auto sniper due to snap shots you already mention AND it hit pretty hard.
If you have to shoot your BO Auto-Sniper at something armoured (for some strange reason), there's a significant damage difference. Up to ~50% vs an Armoured Car, for example.

Check your math, it doesn't add up. Frontally an armored car is 65, 100% kinetic damage taken. At 100 accuracy both the SVD and auto deal 50 damage, with 90% armor effectiveness to 75%. So the SVD is facing 58 armor to the auto 48-49. The difference is thus 10 points of damage. So yeah there may be big relative differences in damage but only on the regions where it matter the less bc you are dealing 5-10 points of damage.

What I'm saying is that if the BO Auto-Sniper also got 3 snaps per turn, it'd be an actual not-insignificant upgrade over the SVD. Whereas you seem to think it'd still be worse?
I didn't say that ,ofc with a 3 snap it would be better. Problem would be that it would probably to good, specially bc it gets also accuracy from reaction fire due reasons , so it could probably even outshine the BO sniper rifle (well the SVD holds another small advantage in not having minimun range)
Auto-battle tests, hit 'chance' for accuracy 100 soldiers at 30 tiles:
  • M-60: Standing: 32%. Kneeling: 48%.
  • BO LMG: Standing: 36%/32%. Kneeling: 47%/42%.

Accuracy 50 soldiers at 30 tiles:
  • M-60: Standing: 16%. Kneeling: 24%.
  • BO LMG: Standing: 14%. Kneeling: 17%.
Exactly how is this not 'largely goes away'?
Because  it ain't? Also are you sure you did the test correct? bc either by testing or by maths I don't get that results

The X-Com Files / Re: Recommended rifle
« on: October 07, 2022, 05:08:27 pm »

The BO Assault Rifle can do the same, or two aimed shots - which neither of those can. It has somewhat worse aimed accuracy and somewhat better snap accuracy, plus considerably better autofire and slightly higher damage in a range that matters a lot (good early-game enemy armour tends to be around 20-30).

The BO rifle is the new SVD, and it's indeed not very good. I'm mainly arguing for the Smartrifle, which technically is a Promo II weapon. It combines all the BO improvements into one package and adds more on top.

I also have slightly improved sprites for both the BO rifles, so I'm a little biased due to that. :)

The BO assault rifle aimed shot is rubbish, aimed shots below 100 acc are not TU efficient. Also no, the BO rifle isn't the new SVD, they fill different  roles. Ofc for most situations I think the SVD comes on top which is the sad story of AR in Xcom, lacking the real life advantage of firerate. And that's why I think the G11 is superior to either two, bc it is an effective weapon at short and medium ranges thanks to the only practically useful auto fire (seriously 65% acc at 16 range is fantastic) and is still better at long range engagement,  only losing to the BO rifle in super long aimed shots.

Look, I'm not saying the BO Auto-Sniper is better than the SVD. That lack of three snaps really hurts. Its just that it does hit as about as hard, and harder against anyone with some actual armour.
Again compare to the hunting rifle, I don't know why you keep comparing to the auto. Regardless in practical terms damage output between the two is very similar with slightly  better armor pen with the auto (and really not that it make much of a difference.
Er, what?

M-60 vs BO LMG: virtually the same damage, including armour penetration. About the same accuracy at 30+ tiles, maybe BO a bit worse for poor shots. Huge boost to M-60 with kneeling which will largely go away once your soldiers hit 100+ firing accuracy. About 25% better accuracy for the BO within 25 tiles, equalised when kneeling. Massive weight advantage for the BO, compensated for by a huge ammo capacity you'll never actually need during most missions. Better burst trade-off for the BO, 3 vs 2 snap is much more reliable. And, most importantly, can get off two auto-shots without being restricted to staring in the same direction.

I would say they're broadly comparable, with the M-60 being a better in static positions and with worse shots, and the BO being better for trained agents who maneuver around more. Guess which kind of soldiers agents I have. :P

BO vs the LMGs: better damage, better accuracy at 25+ tiles, an actual 3-round burst. 'Nuff said.

This is so wrong in so many ways. First of no, the accuracy  bonus while kneeling doesn't  go away at 100+ accuracy as you stated, you can see it yourself how it massively improve accuracy  and why the Nato GPMG get better acc. Second of all why would you run with your Mg's around? You get assault rifles and the BO smg to do exactly that. Sure snap fire in the BO assault LMg is better, specially while standing, but using this weapons that way is a waste. What you want for a mg is fixed long range auto fire, and the MG 3 does it better than the initial  BO mg. The smart gun is another matter. And anyways mg's in general are niche or outrigth bad, so not much point beating a dead horse.

The X-Com Files / Re: Recommended rifle
« on: October 06, 2022, 09:28:56 pm »
The best way to deal with manors is promo III weapons. Rocket launcher + mortar + heavy grenade launcher with gas will make your life much easier, as really manors need good crow control options. The best you can do with promo II stuff is dynamite and the Milkor (specially useful if you manage to get some napalm ammo)but I would recommned always rushing Promo III ASAP ( The most consistent way imo to prio Church of Dagon )

The X-Com Files / Re: Recommended rifle
« on: October 06, 2022, 08:53:32 pm »
Well I was leaving smart guns outside of the conversation as that is mostly syndicate missions, and that is  more promo III territory, ie only speaking about initial BO weapons + the auto sniper bc sometimes you randomly get it early. Same with tritanium ammo, you can get it not that late depending on RNG but I think it is higher tier stuff Regardless..
IMO, the BO rifles, Smartrifle and G11 all have something to offer and none is strictly better than all others at all things:
  • Smartrifle: Most lead downrange, best snap and aimed accuracy, TU and range (except aimed, where the BO Rifle is slightly better). Poorer armour penetration (90%).
  • G11: Best auto-shot accuracy and range, three auto-shots per turn, middle-range armor penetration (85%). Damage is dependent on bravery and getting a soldier to have enough to compete with alloy ammo (180 bravery) can be hard. Poor aimed shot (so it's not really a rifle, more of a pseudo-machinegun), even if you might get to shoot twice per turn every once in a while.
  • BO Rifle: Best aimed accuracy, best armor penetration (80%) for regular rounds (but not alloy ones, which are 85% for some reason).
  • BO Assault Rifle: 4-shot autofire with the same 80% AP ammo. Two aimed shots per turn. Worse stats otherwise, though.
The Smartrifle is the best general-purpose rifle, the G11 is the best medium-range autorifle (assuming your soldier has enough bravery).

Bo rifle get outshine by the L85 in medium range due to two snaps + one aimed shots (the Famas also can do this). Also the Nato battle rifles hit harder than the BO rifle with acc. Even the G11 can be better due to two aimed shots from a fix position. So yeah the Bo rifle may have one shot better accuracy, but the auto fire makes all the difference. There is no comparison between shooting 9 rounds for 84% TU to three snaps shots from the BO at 75% TU, and from a fixed spot two aimed shots > one aimed + one snap. You also get more ammo with the G11, and unlike the smart rifle, it is always accesible in 1997.


No love for the Thrasher? That thing just deletes lightly armoured targets.
I just noticed the Thraser is a promo I gun,   :o Yeah best shotgun for a dedicated shotgun role, not as multi-useful as the CAWS.

Being better might be true, hitting like a truck compared to the BO Auto-Sniper not quite, due to 1) alloy ammo and 2) much better armour penetration. Maybe it's irrelevant because you're not shooting armoured enemies much, but all the 'proper' sniper rifles have a better armour penetration coefficient than regular rifles. Which the SVD is for some reason, despite the 'S' in its name. :-\

Compare to the hunting rifle. Also armour pen doesn't matter that much when you add power bonus. Much better to get a three snaps possibility even against medium armor targets. Tritanium ammo is another matter but you also get the Arasaka 4000 in that case.

Eh, I figure the plain BO LMG is about as much better as the real-world machineguns as the Smartgun is better than the BO LMG. If you compare the auto-shots for the G11 and the BO LMG, I think the BO LMG comes out on top, especially since you can trade shots for accuracy and vice versa.
If you want to use good MG smartgun not included you use the MG 3 or the M240. Much better than the sorry excuse of BO Lmg.
  At the moment you unlock BO stuff yes.

SMGs: The BO SMG has a massively more accurate and flexible autofire, especially due to its 3-round snap. The Macro SMG has beastly damage on top of being quite accurate. Whether an SMG is something you want to use, well, IDK... But if you do, a BO version is significantly better in the SMG role (the P90 is sorta edging into assault rifle territory).
  3 shot snap is not uncommon in smg, and yes i would consider the BO smg the biggest improvement inmediatly after unlocking.

Sniper rifles: Ditto.
Not that big of a step up between the PSG 1 and the Bo sniper rifle.

The X-Com Files / Re: Recommended rifle
« on: October 06, 2022, 06:20:58 pm »
I got access to blackops stuff pretty quickly after Promotion 2.

Its hard to see past the blackops sniper rifle at the moment.

In fact most weapons you gain access to at P2 look worse than what black ops have on offer. I never really got past hunting rifles.

Maybe black ops stuff should take slightly longer to get?
I wouldn't say they overall replace all the Promo II stuff, as weapons like the OICW has no equivalent (well the Lc, but it is a joke ) and BO assault rifles are worse than the G11 due to being slower at firing. By Promo II I usually use:

Pistols: Mk23 Socom due to being common enough and having enough punch against more armored enemies. BO pistol is better due to more ammo and slighly better snap , but they ain't much difference. Although really pistols imo are better as backups comapare to smgs, so even the more weakly beretta can still be used against black lotus or Dagon. I'm not a fan of hand cannons overall, but I prefer the Deagle over the magnum at this point, or the Widley on high acc soldiers against less armored foes.

Smg: BO submachine gun is pretty good and replace the machine pistols (skorpion, rak) in being portable  enough and providing a lot of firepower. The Big Mac 10 is also an option althought frankly I find it to innaccurate. The other smg I used is the P 90 for less accurate agents as it's accurate, doesn't take a lot of TU and has good ap capacities.

Shotguns: Black ops all the way, first the BO shotgun and then the CAWS.

Rifles: G11 basically outshines everything else due to the reasons above, but also the OICW provides reasonable firepower while being long range enogh. BO rifle ain't that spectacualr without tritanium, and the BO assault rifle is a bad rifle overall.

Snipers: SVD and Bo sniper rifle.  Bo sniper rifle is slighly better than the PSG-1, and in hands of less trained agents the .308 is better. SVD are much better than the auto sniper  and really shine as reaction fire long range rifles, hiiting like a truck.

Other BO weapons include the spypistol(worse imo than the snub revolver) the miniguns (ligth one being okayish close range weapon, big one being a massive overkill), the machine guns (which IIRC the smart one isn't avatible early, so bad weapons overall) . So in summary I would say BO weapons complement, rather than replace standard weapons and really they ain't massively better with regular ammo compare to standard guns.

The X-Com Files / Re: Another balance thread
« on: October 06, 2022, 02:59:20 am »
So to not spam  the main thread:
-Is there a point to nigth ops armor when liquidator armor is an option, and you may get it before the nigth ops one? Seems to me like the nigth ops is an inferior tier, giving protection wise less frontal protection than a kevlar. Maube it could be up armored a little or be avatible sooner.

- Outrunner being 100% vulnerable to fire is hilarious but tragic. A car shouldn't be taken out by a single fire grenade

The X-Com Files / Re: Another balance thread
« on: October 05, 2022, 06:56:59 pm »
Which, under normal internet argument procedure ;), means you don't have one.
Bruh how do you expect to be given replies with such a patronizing attitude?

The X-Com Files / Re: Another balance thread
« on: October 05, 2022, 03:43:39 pm »
Hmm, maybe they are too good. It's just hgard to justify making them even harder to obtain, after all they're just gas grenades. Or maybe they're too strong? Thoughts welcome.
I think mechanically they are fine as they are using special damage. Maybe radius of effect could be decreased? Also in regards to obtaining then, I suppose the closest real life equivalent would be nerve agents, which would be funny how to explain to the UN that your agents are walking war crimes. I was thinking of hybrids bc they are the most related to  the chem trail aspect, so they could have invented a new gas that allows X-com to use it without explainii where they are getting their chemical arsenal.

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