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Messages - dashyr

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Open Feedback / Re: FinalModPack Question - Laser Rifle.
« on: March 07, 2016, 12:57:22 am »
No offense intended but that looks like a Volkswagen wiring diagram. But at least it gives me an idea. I could create a sort of research ufopedia in HTML for FMP. Or even better I could modify the text of the ufopedia to include the requirements. Like a sort of optional mod that adds a submenu with the complete tech tree. Cannot be harder than moding/balancing a T4C server.

Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: March 07, 2016, 12:48:46 am »
I ignore if it is a bug or just fate but once I entered a terror mission and there was a cyberdisc right in front.
And one on top of the skyranger. Shit sandwich. -_-'

And of course, my first encounter with a chrysalid. 0_0

I remember I used XFire' recording function and it worked really well. Surprised me in fact. I got no idea how good it is now but back then I really liked it.

When you choose your soldiers that will take place in the skyranger notice you can change the order in wich your soldiers are listed. But thats not IT yet. From the lander' door to the front, the soldiers will be in the same order than in the list. So it is a really time-saving and efficient idea to rename your soldier and add a tag next to it identifying his speciality.

(Job)Rocketeer - RCKT(Tag)
Marksman/Sniper - SNPR
Assault - GI
Grenadier - GRN

Having your soldiers lined up according to your strategy can help you avoid tons of useless losses of lives.

My own setup is as follow. (Im using FMP but dosent matter its an example.)
2 Attack Dogs
2 Rocketeers (Holding smoke grenades in their free hand.)
2 Machine Gunners
2 Assaults
2 Marksmen/Snipers
2 Assaults
2 Grenadiers

Hope it will help the new players showing up.

Offtopic / Re: Recommendations starting out with OpenXcom?
« on: March 07, 2016, 12:22:10 am »
There is no perfect ways to play openxcom. Try stuff for yourself. Remember that the changes alsp works in battlemode in case you want to try your settings before starting a new game.

Im using SimpleScreenRecorder for linux. Since I do not know if you use windows or not I thought I might mention it. Not the most attractive UI but takes very little ressources compared to some other, Been using it for years now and the only thing it lacks is a straight upload to youtube button.

Troubleshooting / Re: Live aliens and no available research
« on: March 06, 2016, 01:38:55 pm »
is your game modded?

Offtopic / Re: Decided to pop my face in here.
« on: March 06, 2016, 01:24:41 am »
Damn! I hope ill be there then. ^^

Playthroughs / Re: Newbie in need of advices!
« on: March 06, 2016, 01:15:42 am »
Another question here! How much time do I have to complete the game? (By that I mean at wich point it becomes really hard. Wich month?)

Not so sure about that! xD Im still an explosive maniac!

Offtopic / NewbieTacticsForNewbie - Capturing your first alien!
« on: March 06, 2016, 01:10:48 am »
Requirement: Alien containment, Stunrods.
Make sure all soldiers who can carry a stun rod do so. Best first capture if you want it easy on a Small or Medium scout ufo. One that landed if possible. Once the map is all clear stack up near the doors of the ufo. Of course send a scout in and out to make sure no aliens will pop out the door and go postal on your guys. It is easier done on a medium scout from my experience since you can go in from two sides. From there its simple. End turn, Rush in and stun them. (If they face your soldier you might wanna hide inside or use your second squad on the other side. Usually, floaters and sectoids gets knocked out with one hit. But make sure you can approach with a second guy just in case or you will lose a soldier in a most useless way.

There is no real strategy from there as capturing them alive is always risky but needed. If you are lucky you might like me catch a Navigator, Engineer and a Medic on the same ufo. (Im using final mod pack so you might not get some of those depending on wich mods you use.)

I heard that every mission with cyberdisc includes psionic opponents. If a cyberdisc is already watching you on turn 1, the psi puppet theater can begin immediately, with your rocketers packed like sardines in the skyranger. The show is going to be short, but a blast.
Except that if I see a cyber disc I simply unload all my launchers and keep the rocket in hand for fast reload. I only load when I need to fire. But yeah noticed I totally forgot to mention that. adding it

Open Feedback / FinalModPack Question - Laser Rifle.
« on: March 06, 2016, 12:15:40 am »
I unlocked the alien laser rifle and produced some. Noticed it uses ammo. But I cannot produce the clips for it. Am I supposed to use those wich are dropped or I need to do some more research? Wich research it is if that the case?

I usually react like this when it comes to Chrysalids.

Oh I could stun them? Oh.. Not sure their families will buy the 'im a noob' argument. o_o

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