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Messages - Mrvex

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1
Solarius, is it intended that X-Com is free to murder UAC employees with impunity? It's one thing to kill UAC mercenaries during an "arrest", but how come X-Com is free to straight out raid a UAC R&D-Lab and pretty much kill everyone on sight without even getting so much as a negative score? Most of the engineers are bystanders, yet they are treated as legitimate targets.



Its a core feature thing, you can only have 3 teams in game, XCOM, Civilians and XCOM Allies, then Enemies themselves
Engineers if they would be be placed to Civilians, they would be attacked by UAC guards which makes even less sense than XCOM trying to contain informations and forbidden knowledge.


2
What about some kind of mission where you ambush a UAC convoy in a forest or canyon or something while disguised as Westmen? Maybe using only weapons Westmen use?

If you are ambushing them in the open, having disguises is completely pointless since there is nothing to infiltrate, you are far from cities where things like tanks and miniguns would raise alarm.
Not even making a bait in the open would justify enforcing concealment rules, given that XCOM could have 1-2 live baits in disguises to do the talking while rest of the team simply hides with full XCOM arsenal.

3
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 06, 2021, 01:48:19 am »
Totally unrelated note, but what exactely is the point of the UAC raid in caveman disguises? Going in with absolutely no armor against superior odds is bound to end in fuck up of epic proportions, as demonstrated by my team getting nailed in the first round by rocket launcher wielding armored up UAC strike team. I also don't think arriving in a Dragonfly fits in with the cavemen disguise btw.

Going over this again right now - to be frank, the whole concept of that missions just strikes me as badly designed. At that point X-COM knows what kind of gear UAC is selling and what precautions somebody would take who is illegally distributing those weapons. Why would X-COM choose a cavemen disguise of all things? For the lolz?

The whole undercover mission thing is quite underwhelming and not exactly fun and most of them arent even required to progress (with UAC being an exception from top of my head).
I dont see the point of having missions where you are forced to use crap equipment and crap weapons and crap agent count against enemies who are fully armoured and armed with all the weapons you cannot have... like rocket launchers. If anything, the enemies should adhere to the gear rules.

If UAC has troops armed with machineguns and rocket launchers walking the streets, national guard/local military would go after them the moment any random joe would call the police to ask about some paramilitary types walking around the streets.



4
The X-Com Files / Re: Alenium shards
« on: May 02, 2021, 01:38:07 pm »
You can get more from loot crates from Osirion, but you can restore AI when it dies to its previous state

5
The X-Com Files / Re: 1.8 Feedback
« on: May 01, 2021, 09:31:26 pm »


Vanilla lore! And one I can't see anything clearly wrong with.



It is wrong for gameplay reasons, lore be dammed to have a enemy that can one shot your full HP troops across the entire map in missions that arent even mid game when every other non-melee enemy needs to actually hit you more than once to do damage and they have to get a LOS with you.

The massive damage disparity is what bothers me, no other enemy at this stage of the game can do as much pain at such range.

6
The X-Com Files / Re: 1.8 Feedback
« on: April 30, 2021, 11:37:21 pm »
...I was indeed wondering why they managed to one-hit my agents so often. Yeah, arcing attacks that do masssive damage are kind of problematic.

Carapace and webwear come with their own problems, one of them being that they have to go into backpacks - which is not only unrealstic but a trade-off with other useful items. I don't built or use them for that reason.


Vests consume slots for a reason, you trade in survivalability for firepower and utility and i find this a fair decision making. Having a dedicated slot for it would turn the item in to absolute no brainer to have so there would be only gains from it.



7
The X-Com Files / Re: 1.8 Feedback
« on: April 30, 2021, 06:33:02 pm »
Gillman's electricity attack is pure bullshit in its damage output. I wouldnt mind if they were close ranged enemies that fry you with electricity but the fact that they can shoot across the map and do massive damage at the same time is abit too much for a somewhat early game enemy.

One solution could be to add a padding type against electric damage like Webwear or Carapace plating against electricity, Carapace plate helped quite alot against sonic weapons in armoured vests and turns alot of deadly hits to just major injuries. So atleast with preparation you can do something with it.

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 27, 2021, 02:28:28 pm »
Researching Blackops Minigun lets you buy ammo for it, regardless if you reached Promotion 2 or contacted Blackops Industries.
So you can pretty much use it as long as you can keep the minigunner in one piece and not a ash heap.

And oh boy, minigun is sure useful when you can have only like 6 dudes in helicopter.

9
The X-Com Files / Re: Some Basic Questions?
« on: April 27, 2021, 11:18:58 am »
I`ve destroyed two MiB Bases/camps with several HWPs destroyed/stuuned (power mace). And no item after done mission. First time I wasn`t sure, but second time i`ve double checked spoil list and nothing about HWP. I`m sure.

One thing, well power mace should leave a wreck behind, energy weapons dont have to. Laser and plasma weapons can burn bodies to ash, leaving NO corpse/wreck behind that can be picked up.

10
The X-Com Files / Re: Base defenses
« on: April 27, 2021, 11:17:04 am »
Any defences reduce the number of attackers, so if nothing else, it makes the defense slightly easier for you.
Though if you build your base competently, it might be just better to have more enemy bodies and loot in the end, especially if they get thrown in one or two large corridors where they all get mass molested with rockets and miniguns.

11
The X-Com Files / Re: 1.8 Feedback
« on: April 26, 2021, 07:51:56 pm »
Well, I tend to not force people to anything unless really necessary, but I can add this within a minute if you guys want me to :-*

Given how much it changes the gameplay for better, makes melee more of a thing i would suggest turning it on by default for everyone. Its not like they will be forced to use it, they need to actually discover that they can even sprint, i havent discovered it till like 15 hours of X-Files played and it changed alot.

12
The X-Com Files / Re: Some Basic Questions?
« on: April 25, 2021, 09:19:27 pm »
Cannons in general are shorter ranged rifles against larger oponents or enemies with large HP pools.

Incendiary rounds are also a way to destroy enemies you cannot penetrate since fire ignores armour (universal rule, but cannons have better range than flamethrowers). This is how you can take down armoured cars or even tanks, even if it will take alot of hits.

AP round is self explanatory, against armoured targets

Buckshot are perfect against low armour enemies like zombies or really big animals, or for spraying alot of targets in one blast.

HE is splash damage, but compared to incendiary it will blow up cover and it wont leave fire behind so you can quickly march towards the objective without dancing around fires.


13
The X-Com Files / Re: 1.8 Feedback
« on: April 22, 2021, 08:55:20 am »
I haven't gotten super deep into this mod yet
As more advanced player, i can explain abit

Melee weapons have a certain purpose and they do the job well. They are not a primary tool of killing on a modern battlefield.

To make it short, melee weapons are hard hitting ambush weapons, high risk high reward weapons requiring experienced commander AND soldier.
They should only be used in closed up maps like caves or maps with tons of cover, or as a secondary weapon for heavy weapons soldiers during UFO breaches since you can park them next to a door and they will shank anything that tries to enter the room.

Melee weapons dont wear out or require ammo. They also have a variation of damage types for multitude of targets, lethal or non lethal.
And its damage output usually scales with strenght and melee accuracy, so they get stronger and stronger by the user.

And really, the damage output should not be underestimated, a tritanium sword can pretty much kill most non-massive targets in one or two hits. A noose can kill a lobsterman five times over in one swing (12x damage multiplier towards choking)
And it works on enemies too, Deep One's can destroy a tank with their spear, Werewolves too, Vampire Knight can destroy a sectopod in one or two swings.

Most melee weapons are either cutting or concussive in damage, cutting is generally considered "Armour piercing" since most armours get full damage from it. There are also energy based weapons like Plasma Swords however they are actually crappier than its Tritanium counterparts because :
1) Requires high tech
2) They do more damage, but its plasma now (So more armours will reduce its damage) and the boost is actually rather negligible in grand scheme of things.
3) For some unknown reason plasma sword requires 2 hands to use and costs more TU to swing than its Tritanium counterpart.

So the MvP's of melee weapons are Tritanium swords and knives once you can make them for ease of manufacture, damage output and TU management.

Edit: The most critical feature you need to use for melee to be usable is the Sprint ability, make sure you enable "advanced movement types" in advanced settings which lets your soldiers sprint(costs more energy but less TU) and also you can strafe with soldiers (more TU economic sidestepping from cover). And your tanks will gain the ability to swing their turrets around, independent on the chasis rotation (another TU saving tool, also for looking around for enemies).



14
The X-Com Files / Re: Zombie Horde mission? (Idea)
« on: April 22, 2021, 08:37:40 am »

Yeah im starting to try out more of the weapons i've previously missed, the problem with the mines is how heavy they are they feel more like anti-tank mines, I don't recall you being able to throw them that far away, I'd actually prefer to have like a lighter throwable (claymore?) but I guess thats where the proximity grenade would shine (which I've yet to try) I've had to deal with ninjas by having an X-rat appointed to the base near Asia/Europe

For sure, some lighter variation accessible even earlier than a mine would be useful.
Actually, mines were buffed recently, they now damage TU's so they are more useful than ever for ensuring if enemy doesnt get blown to thousand pieces he wont likely do much.

In certain missions, you can always pre-prime mines before the mission so your agent can go over his carry capacity since he only needs to throw them and move a little to turn a corridor in to a death trap.
Just...make sure you dont leave a primed mine lying on the weapon pile... that would be quite the fiery suprise for your whole team at turn 1.


15
The X-Com Files / Re: 1.8 Feedback
« on: April 18, 2021, 11:59:41 pm »
Muckstar is a flying enemy that can adjust its altitude.
Yes, its probably way too simple as a lifeform to ever think of using that ability to dodge melee attacks.

Really, this is just the case of gameplay and realism segregation for sake of having a game.
(Yes, i would still prefer if we had enemies that couldnt dodge melee, enemies too bulky to be missed like some aliens or vehicles, or enemies too dumb to dodge).

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