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Messages - Mrvex

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1
The X-Com Files / Re: The X-Com Files - 1.5.1: Around The World
« on: August 31, 2020, 09:29:46 am »
Just The Dude said it: early cults have no means to take on X-Com directly. One could argue otherwise, but I had to make some assumptions about it.
Still, this might change in the future, because I like base defences (in moderation). Maybe UAC will be more proactive here.



Base defences could have variations with different possible factions, i have doubts non-Aliens without dropships could be able to land in XCOM's base quickly enough and it would make sense that Cults would try land attack and XCOM would have to defend the surface entrance.  So XCOM would start in the elevator and have access to the surface fortifications so XCOM would have cover and high ground advantage against masses of cultists.

Or if there is like a guided swarm of monsters being lured by Cultists that XCOM decided to ambush them with full might of the base personal in a forrest before they even get close to the entrance.


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The X-Com Files / Re: The X-Com Files - 1.5: Shot in The Dark
« on: August 27, 2020, 09:53:32 am »
So I have been enjoying a long campaign so far in 1.5 but I feel like I found a recursive tech dependency and wanted to ask if I am misunderstanding something.
The invasion of 99 is well underway and I am holding on but I am now stuck fighting tiny ships and hiding from anything above small because I can't research further.

Optronics requires Alien Optical Processor
Alien Optical Processor depends on UFO Navigation, Alien Electronics and Alien Multitool
UFO Navigation depends on Alien Power Systems and Optronics.

So in order to progress in the tech tree, I need to research things I need to have already researched in order to research them.  :o

Most tech comes from RNG rullete from engineer and commanders/leader integoriation. Pretty much majority of the best gear comes from them so keep capturing commanders and engineers and make them talk. Make sure to expend trashy RNG reward like ship types with navigators first before wasting engineers and commanders because they can roll for it too and its quite enraging that you got "Small scout" info when you could have rolled for Anti-matter contaiment...

So get a mind probe to one of your guys and check who is who because the most common alien (Sectoid) is identical to each other before you capture them.



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The X-Com Files / Re: The X-Com Files - 1.5: Shot in The Dark
« on: August 26, 2020, 02:31:34 pm »
Now i know what "Visual damage indicator" means and good lord it is  a feature i never knew i wanted.

Now i know if i am damaging the target or not... or if my troops will get wounds when the ayy turn ends.

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The X-Com Files / Re: The X-Com Files - 1.5: Shot in The Dark
« on: August 24, 2020, 06:49:10 pm »
Version 1.5 has been released.

- Jumpsuit and Grav Module now have color variations (aesthetic only).


I was thinking about it when i saw in UFO pedia that these armours have camo-versions which look way cooler than the stock grey-ish XCOM color.
That being said, what i would like to see instead are colour/camo works for armours you have the longest in the game. Tritanium armour, Cyber armour, Power armour and the Juggernaut.
While Tritanium and Cyber armour looks badass enough. The Power armour could use a paint job so its not this grey-ish thing and the juggernaut armour so its not this ugly yellow plastic thing that looks like a toy.

But i guess such thing isnt important to do when compared to finishing other stuff like factions and their arcs...  ;) But anyway, great work.

5
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: August 21, 2020, 07:36:59 pm »
I agree with the user above. I always lose equipment in that mission because some culty either shoots a rocket in my craft (generally as a reaction when I step down the craft) or a tosses a grenade. It is probably it.

Hmmph, yes that might be the cause since one of my dudes who was under Kitsune got hit by 2 rockets but since he was wearing power armour he took no damage. So it seems the same couldnt be said for a dropship floor...

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The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: August 21, 2020, 06:54:14 pm »
Does anyone know the cause of mass equipment loss after a mission ?

I mopped up the CoP meeting, flawless mission and i got this report

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The X-Com Files / Re: Clarification questions
« on: August 21, 2020, 06:27:49 pm »


Finally got armored vests. Also grenades, and other explosives. Things are heating up.
I have to say, I LOVE the shield addon for the armored vest. Only heavy weapons, or explosives effect you, and while being limited to 1 hand hurts, it seems to work great with a Magnum heavy pistol. Its not quite invulnerability, but it is quite an improvement.


Armoured vest and its alien alloy variant will be your first armour that will bounce off bullets from low caliber weapons somewhat consistently and will be a godsend against cultists. The shielded variant has bonus armour and you can also bash with the shield for pure stun damage (0,8 * Strenght) so you dont need a stunweapon and you can stick to pistols. Magnum is a good pick for its decent accuracy and punch but its not the best you can have for your shield bearer, most pistols do 30 damage a hit, Magnum does 38 damage but has only 6 round drum. Normal, larger capacity pistol might be enough. Blackops pistol does 30 damage a hit and has 12 rounds (And is slightly cheaper to fire). Mk23 SOCOM does the same damage but has 10 round clip.

So you decide if you want longer lasting, more rapid fire shorter range pistol or more individual damage per hit at longer range. Shield does let you actually get closer to enemies.
Or you can simply give your guy a SMG, some of them can be fired with a single hand for maximum short range damage output.

Also, dont forget that your guys can meat shield other agents so your shield bearers can be turn in to portable cover so if for example you are expecting that an enemy will try to flank and shoot at one of your troops from behind (which would penetrate his armour) you can relocate him to him, have him face the direction of the attacker so any attack made against the flanked soldier will hit the shield bearer instead.





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The X-Com Files / Re: Understanding Nightvision
« on: August 19, 2020, 10:39:44 am »
Some enemies have better sight than XCOM troops. Especially non-humans or mutated humans.
Even baseline Dagon cultists have slightly better nightvision than XCOM.

One thing that could be causing the sudden spotting is if there are any light sources on the map, lamposts, burning bodies....
Or you are being seen by a one guy and he is working as a spotter for the rest of the cultists so your agent is being shot at from guys who work off informations given to them by the sole person that actually sees you.

Also, dont be decieved if the map is dark or not. As long as there is a picture of a moon when you arrive at the LZ, then its a night mission. Why am i mentioning this ? Because you can arrive at early in the morning, dont get the moon symbol and the map is dark af but it counts as a day mission anyway so your troops have full sight even if game doesnt look like it.

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The X-Com Files / Re: Clarification questions
« on: August 19, 2020, 01:26:14 am »
I heard that you can get vampire knights from some posts but only recently i actually got it too.
It was an instant retreat because i know damm well that they were troublesome enemies when i faced them in their "debute" mission and i was swinging around heavy gauss cannons and laser miniguns and 2 sectopods.

Flying armour would make it very easy, too bad its way, way high up in the tech tree but here is a way to get a good flying armour with lesser tech requirements. The earliest i manage to get it was during my transition between Tritanium suits and Cyber armour

Spoiler:
MiB bases can spawn Stormtroopers, they have a end-game flying armour, if you swat him out of the sky you can retrofit his armour for XCOM via workshop, you can also get powerarmours early this way. This stormtrooper armour is JUST GOOD and Powerarmour gives your dude the ability to tank alot of damage and be almost untouchable by standard firearms.
+20 accuracy, +20 reaction, no penalties to anything, flying, good sight in darkness and 80 point of frontal armour (Which means human weapons wont even dent this armour)


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The X-Com Files / Re: Clarification questions
« on: August 18, 2020, 01:53:04 pm »


-----

You can sell live capture humans. Admittedly this is true for aliens in vanilla, but I have to wonder, WHO are you selling these to.
And while I'm at it, what is up with the 10k disposal fee for civilian corpses?

Mudranger. Is there an actual use-case for this? My guess is that you would put them on bases inside a cluster of cities, in hopes that attacks snap to said cities. Obviously the larger capacity would be helpful in such a case. But, what is up with the tiny radius? I mean, can't you shove a few barrels of oil into the thing and refuel it on the way, if you can't just use a gas station? What is the justification gameplay or lorewise?

Killing downed Enemies. Is there an easy way to execute downed enemies? Obviously I don't have reliable explosives yet. Like stab them with a knife or shoot them or something.

Rifle Bash. Is there a reason that only flashlights have a melee option?

Ufopedia, in battle. If you middle-mouse button on an enemy, and middlemouse button on their portrait, it shows data. That said, there isn't everything. It only shows, I think, their armor. Not their stats, or description, nor is there a link to it. I suppose it might require more research?

You are probably ransoming the captured victims

One thing to mention is that agents are capable of melee reactions if they are close enough or without ammo. Weapon needs to have a snapshot to react-fire but if you have something like a minigun and someone tries to walk past your miniguner, the dude will cave his skull in with the shere bulk of his weapon. Though smacking people and things isnt as effective as stabing a tritanium knife through their skull and this is rather a nice way to clear out UFO's by simply waiting behind a corner with a melee weapon. XCOM Files has a feature that if two targets are next to each other they will try to push each other's weapons away so they dont get hit at point blank. This is a battle of stats but it could be safely said that your troops will be the one constantly pushing sectoid's weapons away before they strike at the alien in melee, either with the weapon's stock or with fists.

Another thing is that armour dictates hand to hand damage, a smack from a guy in the suit vs a guy in power armour is the difference between doing minimal damage and killing the sectoid in 2-3 hits.

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The X-Com Files / Re: Clarification questions
« on: August 17, 2020, 03:03:14 pm »


I am not 100% sure about this, but I think you can take agents on missions and still train them in the gym at the same time. The gym only checks, if an agent is assigned at the end of each day. Having an agent assigned to the gym does not prevent assignment to a craft and vice-versa. Only healing time can interrupt training. So you don't have to constantly shuffle around your dudes between the gym and the transport craft.


You can pull them to missions even if they are training but i mentioned it due to the fact that the 10 guys will be training while i am training 2-4-6-whatever guys by going to missions with them. So in fact i am training 16 guys at once, just 6 of them from missions while rest are training.

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The X-Com Files / Re: Clarification questions
« on: August 17, 2020, 10:14:41 am »
Alot of stuff can actually cause stun damage, you can look at weapons in ufo pedia which generates stun.

Hitting someone with a sledge hammer can stun, but you are also most likely smashing his brain out of its skull.

Batton does exist but for some reason XCOM doesnt start with it. But electric baton seems to be a better way to subdue something like a giant spider than trying to mash it with a stick, because if its alive, then electricity will do something to it.

Not sure about the vest but the standard one should increase the capacity

Tracking works by showing nearest entities that have recently moved, you should use it at the start of the round. However this and motion scanners are things i have never used in any useful way.

Gym works this way. If you go to your agents list (from base menu) there will be a sorting option but if you bring it up you will see more than that. You will see possible trainings or upgrades there and you can assign or upgrade your dudes. Gym can hold up to 10 agents at once which will train anytime they are at the base. Training permamently increases their stats to a certain level.
Eventually, more features will be added. For example Bioupgrades or Tactical implant instalation. These are permament stat upgrades for a fee, you will unlock these as you progress and there is alot of this  so by the end of the game, your troops will be abnormally strong, fast and durable. Though these upgrades usually have requirements (In short, your agents need to be able to survive it so they need some training beforehand)


How you use Gym in practise is to slap 10 dudes there all the time (Or 20 if you make 2 gyms) while you use the guys not assigned in gym to train them in missions. So when you reach the point where you can field more than 6 guys, you will have reserves of atleast average troops. Not sure about exact numbers and timers of improvement so i wont comment about it.

About chemwar suits.... yes you cannot know what you are against so unless you want to abort the mission everytime you fail then i would suggest ignoring this type of armour and just rolling for the most universally strong armours you have. Froggies have short range and their attacks are rarely lethal and your guys can wake up on their own so its possible to do their missions but you need to have long range capabilities or better yet just evac and fight somewhere else. Once you will get Tanks they will make this enemy absolutely irrelevant because tanks have too high armour to be damaged by their attack. Hazmat suits have a sidegrade variation called Bio-Exo suit which has alot of protections geared towards creatures in particular so it gives protection against creature-source damage like slashing so they become more versatile but i still prefer Coveralls against creatures due to mobility bonuses and here is another important thing, Creatures will one or two shot your dudes anyway (if they hit), unless you start running around in something like a powerarmour, then the best defence against creatures is to maintain distance (or flight once you can) While this exobio suit will protect you from rats and beetles it wont protect you against things like werewolves who have enough damage to even damage a tank and will most likely one hit KO your guys from full health.

So the chemsuit is only useful if you know you will face long range chem-based enemies and there is a mission type where its most likely useful called "Exobiological Contamination" if you see this mission, get everyone in chemsuits for this one and pray for the best.

I am not sure about research time but yes, you need to put someone on it to give you an estimate time of finishing. And yes the more people you assign the faster it will finish.

2H weapons are usually well things you would use with two hands IRL, rifles, rocket launchers, sledgehammers but if you are not sure then you can check it out in the UFO-Pedia which will tell you if the weapon has 2H penalty.


Nope, duel wielding is possible with ranged and melee as long as the weapon doesnt have a penalty (ufopedia)

Aimed mode tends to ignore or be more tolerant towards the distance falloff, in UFO pedia you can see the maximum range before the average shot will start falling off in accuracy

One thing i actually learned is to remember misisons by their music, because missions have only 1 track assigned for it you can easily memorize them and know what you are up against.
Day or Night will show up before you launch the mission, if its night (if your craft arrives and its night on the geoscape) then there will be a moon in the mission launch screen before you get to your gear.

Yes, Backpacks are tied to armours, most stronger armours have it but flying armour doesnt due to the space being occupied by a jetpack.


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The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: August 11, 2020, 08:12:04 pm »
Yeah, it's not very fleshed out yet.


Can someone tell me why Dr. Hadriex is in the list of X-Com's Friends on The Council ? He was missing and is hostile towards X-Com upon discovery.

When a bunch of MiB or WH40k guardsmen lookalike's board a ship with a helicoter or some military dropship and start shooting everyone (including ghosts). Then i am pretty sure them being XCOM troops is the least likely explanation. They could be the actual Mib, Exalt, Syndicate or some SpecOps from NATO or PRC who all spell trouble for the murderous doctor.


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The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: June 28, 2020, 09:37:52 pm »
Part 3 of my tips (Yes i hit the 20 000 character limit again)

53) Synth-Muscle Suit is great for new troops
This is a armour you can make by extracting muton corpses. This armour turns your troops in to superhumans by giving them large bonuses to time units, strenght and melee accuracy. Normally you would want coveralls for your new troops when hunting monsters but this thing replaces it by a long shot. Even new troops will be able to fight at close range with good hit chance and if you give them something like a Tritanium sword they will kill most enemies in the game in one or two slices. This is a perfect armour for melee combat and it provides good enough protection from damage though its not exactly bullet proof. But it should stop low caliber weapons.

Once you will get underground missions, it is actually a good idea to give everyone synthsuits and turn them to samurai warriors because its not like you will shoot that much and you will one or two shot anything with reaction fire anyway.


Synth suit gives +20% melee accuracy, this turns even the biggest noobs you have in to having 50-70% chance to hit and that hit will hurt alot. One of the drawbacks of melee is that if you do fail to kill them (Iek missing 5, 40% attacks in row) you just better save scum because what happens after that isnt nice. With +60% chance to hit, even if one hit lands it might kill the enemy on the spot. And once you will get really good melee troops you will be able to mow down people way more quickly than any firearm in the game.
Lets do some math to see actual numbers
Tritanium sword will be your to go to weapon you can mass produce, katana's and eventually energy melee weapons are also good candidates. But lets look at the sword alone.
Base line damage is 50 cutting, + 0.6 * Strenght + 0.2 Accuracy

Lets look at mr. Gerrit, who has 80 strenght and 86 melee accuracy
50 + 48 (0.6 * 80) + 17 (0.2 * 86) = 115 damage a hit. Thats almost as much as rocket blast of cutting damage (Cutting in general is anti-armour, not many armour types protect from it)
At cost of 12 TU a slice, Gerrit has 89 TU's, that means 7 possible stabbs, if all hit (86% to hit), then Gerrit can produce 805 points od damage in one turn. Gerrit is also a scrub (4 months in service), but synthmuscle armour turned him in to a terminator


54) Melee weapons have flat TU costs, firearms and other items have percentage based TU costs.
TLDR you can do alot of stabs with melee weapons with high TU soldiers.

55) Floater autopsy gives you the option to extract grav modules from them.
Unlike other autopsies which are generally useless (Shoot them till they die, autopsies in nutshell, also this x creature is vulnerable to flamethrowers is also quite common) this autopsy gives you access to flying suits which you will want. I can assure you. Though before you can make armoured (And i mean really armoured versions) that will take some time too.

56) Research captured ayy Engineers and Leaders last
Given the shitty in my opinion way of aquisition of essential end game tech (iek anti matter contaiment, delta radiation) which is a giant RNG rullete.
Let me explain, as you capture enemy aliens, you can capture different types of them, you can capture Engineers, Navigators, Soldiers, Medics, Commanders/Leaders and some elite variants. By slapping them on a chair and screaming at them for multiple hours and days you can extract RNG based reward from them.

Soldiers have few reward options so you can start selling them to the council's own funhouses once you cannot question them furthermore.
Medics give you random creature autopsy, so you can know that this creature dies when you shoot it with shotgun at point blank, or that its vulnerable to fire. You can also get autopsies of enemies you havent seen yet. If short on change, Medics follow soldiers to the workshop of information and joy.

Navigators give you intel on Alien ship types. This isnt as useful till you get hyperwave decoding tech which is a late game tech and even then its not that useful to know that. That that UFO over there is Harvester. The only thing you have to look for are "Terror Ships" and Troop transports and you dont need to know from navigators what these ships do. You know that if you dont shoot them down you are facing a possible Alien Terror mission... or XCOM base defence.

Engineers and Leaders/Commanders give the best rewards for XCOM, mostly essential tech you must have to advance. But they can roll for other stuff, stuff like ship types or enemy types. This is a total waste of a capture. So to maximise the chance to roll for useful tech, integoriate as many non engineers/leaders as you can before you start the questioning of them. So you eliminate the trashy rolls as low as possible.

Rather than this meta gaming for essential-to-progress tech i rather be raiding alien bases for data banks, or other major cults/faction HQ's but i have doubts this will change. Alien data slates are also a way to get good tech but these are very rare.

Note: Use mind reader to check out which sectoid is which, other alien types (well most of the time) have visually distinct roles, sectoids look all the same

57) Its irrelevant if you cannot cram a HWP through tiny corridors in 2 phase missions.
Sometimes you will be in a mission which is 2 staged and its in something like the caves. You might be tempted to simply get 4 or 8 dudes instead of 1-2 HWP's but consider this, if you kill everything on the map, your squad will proceed, with HWP's.
Not sure how did they manage to cram a sectopod through 1 title thin passage through multiple staircases but i guess XCOM called for a magician and he made these 2 planks of tritanium go *puff* and then he summoned them at the destination. Or they dismantled them and constructed them over there.

Just saying that some 2 stage missions can be brutal without something to tank the enemies on the other side.  One mission against doomsday preppers made me really happy that i did bring those tanks to the caves since now they were tanking quite damaging attacks that would quickly kill my troops even in tritanium armour.

58) Have soldiers walk in two pairs most of the time.
While grouping up can bait explosive attacks, there are benefits in massed combat at some point you will have armours strong enough to survive explosives just fine. By the time you get tritanium suits frag grenades shouldnt even dent your dudes.
One soldier can always crouch and the other can fire over his soldier but actually why you would want for them to travel in pairs is simple:

A) So they can medkit each other (Healing spray and gell can self medicate, but the large medkit requires someone else to use)
B) If one of them gets knocked out his comrade can pull him away from danger and like toss him behind a wall or fence.
C) If one of them is mind controlled, the other guy will engage in close range combat with him, either knocking him cold if he has something like a power armour. AI loves to blast your troops with MC'ed troops at point blank. But otherwise his comrade will foil his attacks against rest of your team.
D) So they can cover each other's back armour, literally. Infantry armours have weaker backside armour but if you slap two guys back to back, any attack against either of them would hit their frontal armour. This makes the difference between few days in infirmary and taking no damage from attack. This is most notable with Cyber and Tritanium suit which will easily tank balistic weapons from front but a hit to the back could do enough damage to overpower the damage treshold.

59) Utilize the fact that projectiles have to travel to its target.
Compared to modern XCOM 1 and 2, using obstacles to catch projectiles is possible.... or other people as meatshields.

But this becomes practical with heavy weapon platforms. Just like in real life, simply advance behind your tank and let it absorb attacks indended to hurt your soldiers. Sectopod takes the cake because  its the largest XCOM unit in the game with massive hitbox and massive armour.

60) Turbolaser weapons
Turbolaser weapons are step up from laser weapons, they deal more damage and have more weapon types covered. However the best features about Turbolaser weapons is its infinite ammo and decent accuracy.
Infinite ammo will turn this weapon type in to the longest lasting weapon type you will be using and this is a sort of weapon that is perfect for long missions like HQ raids or base asaults. And its damage output is like double the Blackops weapons with good accuracy on top. For example, Scatter Turbolaser (Laser minigun) deals 50 damage per hit and fires in a volley of 15 beams. Most human enemies have 50-120 HP. This is how you can mow down 5-12 people in a single volley if they line up and the damage it can do is no joke. This goes for most turbolaser weapons that they will kill most enemies in roughly two hits.

One of the drawbacks however is that they are very heavy. Its not impossible to use without power armour but dont expect to carry something else. For example, Scatter Turbolaser has weight of 51.  This means only your strongest dudes in your squad can carry it in something like heavy tactical armour. With cyberarmour you should be better off, it has better protection that tritanium armour but doesnt penalize you that much with carry weight. Turbolaser rifle has weight of 16 so thats not a problem but the hard hitting variations like heavy turbolaser or scatter will require strong hands to wield but boy they are worth it. Especially the scatter laser which actually has solid accuracy even on medium range.

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The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 28, 2020, 08:49:58 pm »
I'd agree with this. As far as I can tell - at least from my latest playthrough - is that the Taser Cannon is a pretty niche weapon given the stats and when it (usually) becomes available. The only early game mission I could have imagined using it is against Black Lotus - specifically to stun the Avatar when it's flying. But I was able to bring her down with Tasers just fine, so I didn't actually need the cannon. Everything else is probably better served by lighter weapons that can carry more ammunition or by melee (Stun rod etc.). But maybe I'm missing something here.

When i was studying its stats in UFOpedia it seems that Taser cannon has splash damage ? Well not sure when was the last time i was trying to capture 6 dudes at once, if its flying, i'll swat it out with baton shotgun shells, if its crap at melee (iek sectoids) then i will bash their skull in. If its dangerous up close, then i will snipe it with tranq darts and baton shells. If i need one guy out of group of 5, i'll just stun the one i need and mow down the rest with auto fire. Its not like you even need to capture bulk enemies, most of the time need you need one specific enemy which is usually visually disctinct from his mates and doesnt go in mobs of 5 or more. And selling them for pocket change isnt worth the risk of them waking up and shooting you in the back, i'll rather stun one, handcuff him (even multiple times, just to be sure) and then start killing others. They will surrender eventually so its not like i wont have any other captures aside from my VIP.

Another bonus for other weapons is that you can usually carry something else. Stun Rod can be in your inventory while your dude has assault rifle in his hand and can switch at any time. Baton shells can be quickly ejected and real buckshots can be loaded in when its time to kill. If you have taser cannon, what else you can bring ? So only the top % strenght agents can carry atleast a pistol ?.



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