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The X-Com Files / Re: [submod] XCom Files - Ratatat 0.2 (Dawn of the Rats)
« on: January 19, 2022, 02:34:03 pm »
Who would've thought the Madman's Diary was that literal

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- Your M83 Barrett rifles and ammo will disappear, sorry.You may find it's still there, "downgraded" slightly... if only in name.
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why
it was 1 of my most favourites heavy sniper guns
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But if we'll back to 'normal' model, napalm grenade still have no significant advance. Lesser damage, lesser blast radius (napalm square 3x3 against 5x5 incendiary)...see:
Most likely one is using vanilla fire damage model (5-10damage ignoring armor), while another does proper listed fire damage on top of that.
Which rifles would you say are worth using? I found the Nitro Express and Hunting Rifle decent before I got magnums, and later it was worth keeeping a couple of Arasakas on my guys for those really long-distance shots (on the 120+ Firing Accuracy guys, obviously), but for everything else the magnums were top-tier. Particularly with tritanium ammo, which tied up my engineers but was otherwise pretty cheap to produce.I like to mix and match and experiment so I have always around 5 uniform templates. But the most standard early game agent had a rifle in the right hand, a pistol in the left hand, empty QD holster to put away the pistol easily, electric club in the belt.
But I assure you the mod development continues in the background. For example yesterday I rebalanced all rifles and sniper rifles.And now nothin I said matters anymore!
Commits suicideOh no?!
How alien psionics work, particularly vis a vis enemy sight - is the thing where if they see one of your guys, they can control any of your guys still a thing? Do they still focus on the weakest guy (which is pretty exploitable)?Psionics should be nominally unknown and scary in my opinion.
I'd suggest buffing the gym to work faster and take agents to a higher level, and potentially nerfing a couple of the more bullshit 'death from nowhere' things, like Lotus Assassins. I've heard people say that the grindiness is something that's still being worked on though, which is good to hear.The gym is very very good already; I agree on the mission grindiness though. It's my own fault to a point, I needed the cash so badly I couldn't skip a single cryptid hunt.
I was surprised, given the Piratez influence, that night ops are so harshly punished here. It was great fun in that mod sneaking around and taking out unsuspecting Academy guys, even if it was a little OP in the earlygame. Here it seems borderline suicidal, at least in the first couple of years. Is there at least a way to turn off the lights on the car/van/craft/whatever you came in? They're doing my agents absolutely no favours.Night missions are valid and useful in this mod. In fact I get utterly ruined everytime I try day missions against human enemies in the early game.
Weapon balance could use some work. Magnums are too accurate, and there seems little incentive to use rifles and machine guns instead. From something like month 6 to month 30, the vast majority of my squad went from using magnums, to black ops magnums, and eventually smart magnums. A couple of them had Arasaka 3000's, and one had a Milkor (eventually upgraded to a rocket launcher) but aside from undercover missions there rarely seemed an incentive to use anything else.I agree on the Magnums.
Anyway, thanks for all your hard work on the mod. It's a lot of fun, and one day, when someone combines it with XPiratez and then remakes the whole thing in the Jagged Alliance 2 engine, we'll have achieved gaming perfectionI can see the light now...