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Messages - mg2k22

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The X-Com Files / Re: Battle Rifles all the way
« on: March 11, 2024, 12:58:20 am »
the fal has bad auto shots but shines at snaps and is better for med to long range. low ammo count of 20 (less then g11),  Armor Effectiveness is 10% (Less then g11). The fal is more of a sniper but with less power and weaker armor penetration everything it shines at is something better suited for a sniper.  so why not just use a sniper instead?

Versatility. My troopers can hit accurate long range aimed shots (my preffered choice) but also go into closer quarters, say storm an UFO, with the same weapon.

Quote
on top of all that g11 has better dps based on its best shot choice
3 auto shots at X56 is better then lets say 3 snaps at x72

Multiple hits at ~30 are NOT better than one hit at ~40 when your target is a Red Dawn Coordinator or a Cyberweb Robot. Sure, there‘s always other ways to take these beefier early game opponents out, but yet again: Versatility. With most of my squad equppied with battle rifles, all of them are capable of dealing real damage to virtually any enemy in 1997 and 1998.

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The X-Com Files / Re: Battle Rifles all the way
« on: March 10, 2024, 03:52:26 am »
Had a closer look at the BO Smartrifle. TU cost is nice indeed, two aimed shots from a static position with excellent accuracy is a winner. Like an AKSU with FAL-like penetration power, and excessive clip size so my Agents don‘t need to carry spare clips. I might make that investment.

As for the HK G11 - what‘s supposed to be that good about it? Damage 22 + 0.1x bravery looks weak to me…

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The X-Com Files / Battle Rifles all the way
« on: March 09, 2024, 03:39:13 am »
So it‘s already 1999 and my average rifleman /-woman still proudly carries a FN FAL into battle.

Sure, „heavy“ enemies are seen more often as of lately. But for these encountrers, I always have one or two Blackops-or Tactical Snipers in my squad. At the moment, I could upgrade to Blackops Rifles with 40 damage and 15% armor bypass but my 50 years old battle rifles do about 37-40 (with experienced infantry - rookies don‘t fight the tough fights anyway) and 10% armor bypass as well at a much cheaper price so why bother? Besides, I only recently „found“ enough Tritanium to be able to sustainably equip those fancy bullets and I‘d much rather manufacture Cyber Amor and one or two Thunderstorms instead. So I‘ll most likely skip the very few damage points modern Tritanium rifles would give me and (hopefully soon) upgrade from 1950ies heavy rifles to laser rifles directly.

Or is my reasoning off? Please enlighten me if I missed somerhing oder miscalculated!

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The X-Com Files / Re: Ways to reduce the tediousness
« on: March 03, 2024, 02:34:03 am »
Hi

Well, you can ignore / abort most missions if you want to. Scoring-wise it's manageable.

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The X-Com Files / Re: Please, change the balance so even I can play.
« on: June 16, 2022, 03:12:58 am »
I've replayed the first year or so now for multiple times (because every time I feel overwhelmed or under-equipped I restart). So I can give some early game adive:

-Get Promotion 1 ASAP, e.g. in January 1997. You only need to research one starting tech, one dead animal and one lowest-tier cult member for that. Then you can get yourself smoke grenades (for daytime safehouse/outpost missions), kevlar vests and some good guns (I like the SKS a lot). But before you get distracted by these:

-Rush for bio lab and intelligence center. Fooling around with only 5 scientists wastes precious in-game time. Getting the small labs quickly means you'll have to make do with cars and starter weapons for the first 2-3 months, but it pays off by being able to get Promotion 2 as early as summer 1997, Osprey in fall and destroying the 4 cults by the end of the year if you so choose.

I'm aware that this thread and the criticism of the game is about other issues, grindy animal missions and cultist bases with very many enemies, but I think that having an efficient, well-planned first few months makes many of these things much more bearable.

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The X-Com Files / Re: Is "farming" cults worth doing?
« on: June 01, 2022, 03:04:33 am »
Without wanting to spoil too mich, there will be hybrid acvtivities soon. I believe after you finished off Exalt or sometning. Think of small communities of hybrid farmers and villagers for you to murder because racist/purist human ego sees them as some kind of "danger" or disgrace. Plenty of opportunities to murder or imprison them, if that's real
y what your moral compas tells you is a right thing

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The X-Com Files / Re: Is "farming" cults worth doing?
« on: June 01, 2022, 02:15:38 am »
RD HQ is quite farmable for financial reasons as far as I see, but the hybrid thing is a non-issue. Plenty of hybdrid prisoners right around the corner just after most cults are eradicated (I think, but am not sure, Exalt is the trigger for easy hybrid missions).

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The X-Com Files / Re: How do you complete manors?
« on: May 31, 2022, 07:10:14 pm »
Funny, my approach is quite the opposite: I hurry to take the ground on the most open side of the manor and then let my experienced marksmen neutralize everything with reaction fire and aimed shots. Works quite well for me, just need to be careful not to offer too many opportunities for grenades, and against Assassins I need to trust in landmines/proximity grenades and good armour.

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The X-Com Files / Re: Mysterious Hostile "Human" in EXALT Mansion
« on: May 16, 2022, 06:07:32 pm »
I certainly hope we get more than 10 turns for Manor missions, because it can take a very long time to clear these locations. It also makes my night-ops gear practically useless since these guys appear to have night vision as well.

In my experience they don't necessilary appear at a fixed turn. I believe I got the intervention team at about turn 20 once and another time already at about turn 7 or 8. They were quite a surprise to me the first time I got them...

PS: Once I adopted my tactic and expected them, they were not too much of a problem anymore. Definitely beatable.

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The X-Com Files / Re: Random events that can wound agents?
« on: May 14, 2022, 11:43:45 pm »
Thanks for the reply. I think as there are already events that give you negative scores and even a few that steal your money, my suggestion could fit in. But it depends on personal taste, I guess.

By the way, I've watched a few hours of your Let's Plays over the years. Learned smoke tactics from you. I consider you a celebrity.

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The X-Com Files / Random events that can wound agents?
« on: May 14, 2022, 03:37:53 pm »
I'm so excited about this mod that I had some ideas about random events that can send agents to the infirmary for some time. Though I'm most likely not the first one thinking of this. The question is, would this even be technically possible? Things like bio-enhancement or pilot training can make your agents unavailable, too, so maybe the same mechanic could be used in random events?

My reasoning is, that I tend to keep my most important soldiers at home when preparing for an important mission, so that they won't get wounded at the most inconvenient moment and miss all the action. Now, if there were a small (very small, less it affects balance too much I guess) chance of some accident, virus outbreak or whatever happening, it would make things a bit less predictable and therefore maybe more "fun"?

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The X-Com Files / Re: Is "farming" cults worth doing?
« on: May 13, 2022, 02:44:38 am »
I think (without knowing the code) Cults do build more mansions the longer you let them live. And those mansions will improve over time, fielded or let's say fieldable personnel -wise. If you can handle them, they're good for score, training, bounty, but: you need to discover them, first, and existing mansions seem to behave like alien bases in the original game, giving you a negative score while they exist (best observable at the beginning of every month, when you start out in the negative; means some bad things are going on).

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 11, 2022, 01:40:47 pm »
Strange enough, I was able play the Zombie mission later on.

Tried out sending another craft and a little save scumming to make it work at first: Didn't help. Then I ignored the mission, did the next mission that came along, and as the Zombie mission was still around afterwards I decided to give it another try. This time, for reasons I do not understand, it worked. With moon terrain alright.

(Don't wanna waste your time, need no baby-sitting, I'm PERFECTLY fine with one minor crash every 200hrs of gameplay  :) )

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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 10, 2022, 10:34:12 pm »
Hi there, thanks for this awesome mod!

Getting a crash when loading zombie infestation mission. Probably the same issue you talked about last, but since I have no idea about such things, I'll just drop the save from right before the issue. Playing on versions from February.

Thanks again!

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