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Messages - Surrealistik

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31
XPiratez / Re: [MAIN] XPiratez - 0.99C.1 - 10 Sep - Become an Idol!
« on: September 14, 2016, 10:31:56 pm »
Mass captures are (fairly) easy, and I make a point to capture everything I can enslave on JS Ironman. Star Gods are perhaps the only truly annoying thing to capture consistently between their invisibility, the danger of their close range psi, armour ignoring ghost beam, flight, stun resistance, psi resistance and choke immunity.

How do I do it?

TK Projectors (these only vs choke immunes; it badly needs a buff; useless on anyone without maxed out VD), Chokenades, Tower Shields, Force Maces (shield and mace are my go-tos vs choke immunes), Choke Wands, and Mind Control (which either captures if everyone's mind controlled, or allows you to train up reactions with stun batons/handles upon luring them to your ship). Stun bombs and stasis grens are too precious and are only used for true VIPs if the alternatives won't do.

An upgraded prison would be definitely handy.

Tower Shields are situationally great, especially early/mid and prior to VooDoo but problematic? Definitely not. They have a solid niche; they're fine.


With regards to other things being discussed, personally I've never needed more than one ground team, though I do cultivate plenty of backups for rotation at HQ into my ship slots when gals get wounded.

32
OXCE Wishlists / Re: Solar's wishlist
« on: September 12, 2016, 10:50:14 am »
Telekinesis that would allow you to push or pull an enemy unit for example.

Teleportation items/armours that would allow you to well... teleport, not unlike the personal teleportation devices in Apocalypse.

33
Troubleshooting / Re: Units on Inclines Appear Immune to Psi Attack
« on: September 12, 2016, 01:52:30 am »
It seems that this is oddly true only for northwest inclines.

34
Troubleshooting / Units on Inclines Appear Immune to Psi Attack
« on: September 12, 2016, 01:38:06 am »
Per the summary; units on inclines like hills, ramps, etc appear to be completely immune to psionic attack (Mind Control/Panic Units).

https://openxcom.org/bugs/openxcom/issues/1274

36
OXCE Wishlists / Re: Solar's wishlist
« on: September 11, 2016, 09:04:13 pm »
The map generator can't do this sorry. Though a map paying homage to the Infernal Runner would be much fun :)

I'm referring to mechanics for items/weapons.

37
OXCE Wishlists / Re: Solar's wishlist
« on: September 11, 2016, 11:08:36 am »
Forced movement and teleportation mechanics would be highly desirable.

38
XPiratez / Re: Ship Layouts
« on: September 11, 2016, 10:49:13 am »
Awesome, thanks, this will make things much easier.

39
XPiratez / Re: Ship Layouts
« on: September 11, 2016, 06:28:35 am »
Could someone provide me a list corresponding ship map files with their craft names?

40
XPiratez / Re: sprites
« on: September 10, 2016, 09:45:24 pm »
Really hoping for a better frag nade; the current one looks overtly bulbuous and cartoonish, no offense, and because it's such a solid item, I end up having to look at it all the time. :p

41
XPiratez / Re: Ship Layouts
« on: September 06, 2016, 04:02:39 am »
Reactor was walled in both for the reasons of realism in that it's a damage control mechanism to absorb most of the detonation as Cruisers are space faring warships (also creates a sealed chamber for coolant/temperature and environmental controls/etc), and to deal with the unintuitive LoS blocking that reactors present.

42
XPiratez / Re: Voodoo buff ideas
« on: September 06, 2016, 03:44:40 am »
I think translated Liber Occultus books should allow you to cast various spells.

43
XPiratez / Re: [MAIN] XPiratez - 0.99C - 3 Sep - Death In Smoke
« on: September 06, 2016, 03:29:58 am »
Just want to reiterate my position on the Ghost Armour (buff the as-is super situational Ghost Beam by reducing its cost to use in TUs and/or energy, or increasing its damage output) with the addendum that nerfing the max vision of Ghost would be a bad idea, particularly given the current meta.

Ghost Armour is the uber scout, but seeing as it's a late game armour, there's nothing wrong with that; there's always going to be a best and Ghost Armour is perfect for that role. The main problem is that the beam is just awful for a fixed weapon on an endgame piece of gear.

44
XPiratez / Re: [MAIN] XPiratez - 0.99C - 3 Sep - Death In Smoke
« on: September 04, 2016, 08:04:42 pm »
I wouldn't call it "mandatory", but it'll probably end up on the bad end of nerfhammer due to how good it is now. Almost invisible, weapons ignore armor, voodoo resistant, and now has an all-seeing eye.

It's mainly good because of the invisibility which is now required to deal with smoke ignoring enemies. It's either use ghost or facetank, and if you don't have some seriously upper end armour, the latter is a pretty bad idea.

Ghost knife/beam seem amazing up until the point you realize you can have the former on any armour, and the lethality of the latter is readily matched or surpassed by most late game weaponry (especially given the beam's insane TU cost, and energy drain that I feel was needlessly increased). Meanwhile no nades/medikits/utility/stunning items or equipment flexibility for you which is a massive drawback. Overall I think it's in a pretty decent balance space (though the Ghost Beam should probably be either a little less prohibitive to use, or a little more powerful), because I'm running them strictly as scouts rather than the core of my force (that would be Witches).

45
XPiratez / Re: Ship Layouts
« on: September 04, 2016, 08:00:49 am »
Thanks; going to be overhauling most of the others as well.

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