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Messages - Savior20061

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Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: July 11, 2016, 06:29:47 pm »
Don't have anything of note in my campaign. I was playing Ironman so lost the save after beating Cydonia, in which I basically mind controlled all the aliens.

One interesting thing is that I had a scout named Harkonen (like the clan in Dune) who was a squaddie with 12 missions and 6 kills. He died in a Sectoid base a few weeks before Psi Labs were built.

I checked the memorial and saw it kept scores for all the dead bodies somehow. Harkonen had a Psi score of 100.


Open Feedback / Re: Question about Ironman
« on: July 11, 2016, 07:32:09 am »
Doesn't matter now because I basically mind controlled all the aliens at the base.

Open Feedback / Question about Ironman
« on: July 02, 2016, 04:39:54 am »
This has probably been answered elsewhere on the forum, but Cydonia. Are you basically screwed completely if you fail the mission? What about saving? Can you save normally?

Open Feedback / Re: Why so Hard?
« on: March 31, 2016, 11:03:03 pm »
I had 6 cyberdisc corpses after the sectoid terror mission I did in March of my little first-time play. :-)

Oh, and cyberdiscs only have 34 armor (everywhere) and 120 hp, so enough grenades should wear them down if you aren't hilariously unprepared both in crew and equipment departments.

On a landed terror ship (infiltration), I encountered six cyberdiscs. It pissed me off. I was using rocket tanks and lasers by that point. The rocket tanks don't exactly shred discs, but they do well. My heavy lasers were sometimes able to one shot them. I was only playing on Veteran level though.

Playthroughs / Re: Let's Play OpenTFTD *Soldier diaries*
« on: December 24, 2015, 06:06:05 am »
You still playing? Add me if that's ok. I'll subscribe.

Suggestions / Gauss cannon buff
« on: November 07, 2015, 05:57:27 am »

In both my first and second playthroughs of Terror from the Deep, I equipped some Mantas with dual gauss cannons to see how they would do against an assortment of small and medium subs to see their performance. I knew they certainly wouldn't be better than sonic oscillators, nor should they be.

But holy crap.

I don't see how it was possible that someone could make a weapon that was worse than the extremely short range laser cannons from the first game, Jesus Cthulu on a rolling donut.

Let's count the features.

1. fifty rounds instead of 200.
2. The firing rate is appallingly bad for a "cannon type" weapon. It seems like there's a two-second gap between shots.
3. You have to manufacture ammo whereas the laser cannons recharge on their own.
4. Damage and range and accuracy are about the same, which makes the gauss much slower to kill because of its very slow firing rate.

I think it needs maybe not a damage buff, but an accuracy and range buff. I can't help but think that the gauss cannons should really utterly replace your tier-1 craft weapons, same as the gauss (should) do for your gas tech weapons.

Suggestions / Re: Alien Medics
« on: October 06, 2015, 05:46:21 am »
But i believe he is talking about tftd without the mod,direcly healing lost health points

I was sort of referring to both mods. Since, aliens can get fatal wounds, the medics could serve a purpose.

Suggestions / Re: Colony Missions and Terror Missions in TFTD
« on: October 06, 2015, 05:43:47 am »
LOL, if people don't answer that's fine. It is only a suggestion after all.

Good points overall. And if it's hard for people to mod, then forget about it. I understand your point about the gameplay difference between land and sea. Land fights should probably stay for that reason indeed, and to show that the aliens want to conquer the land as well.

One thing that TfTD teaches us is that we can't play it like UFO Defense. If you are using Gauss, you can't just spam auto shot all day and eat up precious ammo. You can't brute force your way through a colony or artifact site. You have to do a smash and flee instead...preferably with a sonic displacer tank.

The issue, again, was simply that much of the alien base was empty space. The many different wall textures and "furnitures" made the place beautiful, and each floor had its own "look."

But the aliens, I noticed would, stay at the edges of the map during the stage 2 assault. Oftentimes, the northern edges. The problem isn't really in other missions. The first stage of alien colony missions, you can find aliens at every corner and hallway of the map, so the size is less of a problem.

Suggestions / Alien Medics
« on: September 26, 2015, 05:37:49 am »
This suggestion I have is less serious and more throwaway. In UFO Defense, Sectoids and Floaters had medics. In TFTD I think only Aquatoids had medics. They were kind of an irrelevant class, and would only serve to discover aliens you hadn't seen yet...which was probably helpful the first few times you played the game but worthless once you became a seasoned vet.

I was thinking, maybe the medics should get an alien med kit. When an alien is wounded, whether on the ground or standing, the medic would make a conscious effort to run over and heal the poor guy.

Suggestions / Re: [OPTION][TFTD] Disable hand grenades in subwater scenery
« on: September 26, 2015, 04:28:51 am »
What about the gas cannon? It's already kind of a grenade launcher anyway, and it CAN fire phos. rounds like are basically flares anyway. Wouldn't it be simpler just to mod the files so the underwater fire lasts longer? And you could also mod the files to drastically reduce the weight of the fire rounds.

Maybe you can start by telling us which version of OpenXcom and which version of FMP you are using now...

Looking at the files, I'm using OpenXcom 1.0 and FMP 1.2. I installed them both in April.

I suck at computers, so I'd prefer to not have to move the files around and risk the mod not working. I have no friggin' clue how I got it to work in the first place.

Because I suck....

Suggestions / Colony Missions and Terror Missions in TFTD
« on: September 22, 2015, 06:58:06 am »
One of the more significant complaints that I would make against TFTD (after complaining about Gauss weapons) are the overly large maps.

On a general mission, capturing a USO, it isn't too bad. Really. Especially once you get Displacers.

But Alien Colony Missions are much, much too large. For starters, on the first stage, you land in three different areas of what is the same map layout. You've got the tower in the center with the MC asses and tentaculates and the secondary tower in the upper-right that has windows the aliens can shoot out off.

The second stage is where the crap just gets silly. You have THREE floors of the alien base, and all of these floors are as big as a general map in the game. Elevators, nooks, hallways, intersections all work to make each floor (again very large ones at that) a massive pain to go through.

There are dozens of aliens on this stage, but actually most of the base is literally empty space. In Vanilla, the the lobster douche commanders will be next to the control device, but otherwise the lobsterman stick to the edges of the map rather than the center, at least on the second floor. Tenta's will be buttholes and hide in nooks.

Granted, there's a way to deal with it effectively. Meridian's Rush, which involves running in with grenades, blowing up the control device, and running back out. Displacers are even more effective and made destroying colonies more of the "once or twice a month" thing that destroying bases where in UFO Defense.

But I just can't help but feel that the size of colony missions is unnecessary. Maybe mod them so that you only have to deal with one floor? And it would be random as to whether it would be the 1st floor type, the 2nd floor type, or the 3rd floor type.

Another idea is that maybe terror missions should be completely eliminated. It just seems like the game should be all underwater, all the time.  One thing that TFTD does well is the underwater environments, especially the alien colonies, and artifact sites. The rarer terrain types--like shipwreck, underwater lab, and Atlantis--are all cool and nicer to look at than a lame island or port.

I was thinking, we could have artefact sites with more varied alien set ups. Not just Tasoths and Aquatoids with tentas and jellyfish, but the whole gambit. I think all land terror units should be able to show up in the water. Including Triscenes (which that one document said were supposed to be "rays" as in stingrays I guess).

Lemme know what you think.

Released Mods / Re: [TFTD][WEAPONS] Expanded Gauss Arsenal
« on: September 22, 2015, 05:40:29 am »
Can you show us a video demo? Just to see the guns in action?

I complain about this a lot but I'd still alter alien stats because lobster men suck.

Open Feedback / Re: Any word on openTFTD's progress?
« on: August 09, 2015, 07:30:00 pm »
OpenTFTD preserves the vanilla values for all weapons and enemies unless they were affected by some sort of glitch. Any other changes are handled by the modding community.

That's cool, I can understand that.

That's the cool thing about PC is that if there's anything people don't like, somebody else is gonna mod it out. :)

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