Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - xcomv

Pages: [1]
1
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 14, 2021, 05:57:39 pm »
I'm about to complete a genius ironman run, and oh boy  have no words to express how much I admire both who made all these mods and the genius who grouped them in such a balanced way! It would be practically impossible for me to go back to the vanilla game, it was the ultimate xcom experience! I have three observations to make:

1 It seems to me that there is some small bug or at least inaccuracy in the search tree, especially as regards the ammo of the laser rifle, the ammo of the toxigun and maybe some other small thing, maybe something is also due to some translation error

2 Dogs are great early game when your soldiers are very weak, but when you start to have heavy armor, gauss and especially plasma they are definitely overpowered. having 4 or or 5 dogs at that point seems to cheat. Maybe the TU are really just too much

3 I may have been particularly unlucky in my superhuman runs, and I will definitely try again, but the feeling I have is that the gap between genius and superhuman is gigantic. maybe trying again with the experience of now I will find it more feasible, but I really remember a notable difference, it didn't seem possible to be able to beat it

2
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 12, 2021, 03:24:42 am »
I've completed it on Difficulty Level 4 (Genius). I haven't done a level 5 (Superhuman) run of the Final Mod Pack yet but I think it should be possible.

Tips on surviving at higher difficulty levels:
Spoiler:
My advice is to move always with priority on cover and rely on mutual surprise to prevent immediate reaction fire.

And smoke, lots of smoke. Try to keep a thick barrier of smoke between you and the enemy almost constantly.

If you are using the "Alternate movement method" option, walking around corners by "Strafing" so that any aliens and the X-Com soldier will see each other at the exact same second triggering mutual surprise.

Information on "Alternate movment method" setting:
Holding CTRL while selecting movement makes soldiers run. If it is a only movment by a single tile they will keep the direction they are facing if the movement is to the left or right of the soldiers currently faced direction. (Running takes more energy)

When opening doors, don't open it with the soldier who is going to step through. Instead have a second soldier diagonal with the doorway that opens it with right-mouse click.

If the aliens start trying to mind control a soldier make them drop their weapons and don't rely on them for the mission.

For base defence remember that aliens will be coming in through the access lift and the hangers so build the layout around that.

Also during a base defence mission you can field many more tanks then when you are on a normal mission.

Thank you
can someone please also tell me why the soldiers stats are sometimes going down and not coming up again?

3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 11, 2021, 04:40:01 am »
Can someone tell me if this mod is actually working fine on superhuman difficulty or if it's just TOO DIFFICULT TO EVEN THINK ABOUT TRYING

it's like the 8th time i try on ironman/superhuman and my feeling is that there is just no way someone can finish this with this difficulty setting, am i right or i'm just playn bad?

4
Offtopic / This engine should be a xcom sequel
« on: April 04, 2020, 12:32:07 pm »
youtube.com/watch?v=YyEKgvF3PwU
imagine the possibilities. Don't you think this engine would be absolutely perfect for an x-com style game?

Pages: [1]