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 - termidor

Pages: 1 2 3 [4]
46
The X-Com Files / Re: The X-Com Files - 1.6: Life Will Never Be The Same
« on: November 09, 2020, 02:22:15 am »
Hi , just wanted to say that I'm quite enjoying  the mod right now. I  originally wrote a much larger reply, but it got lost due to the session closing, so this is a brief version with some questions  and suggestions.
- Is there a way to hide items from the buying list? It gets  quite crowded  as the game goes on, but i believe is the QoL feature  that would  be most welcoming if not implemented
- You should  get the Osprey if you take  down any sect base. In my game I didn't  prioritize  Black lotus due to how the bases were positioned , but it felt bad to know that there was a competent  transport  after defeating  Exalt and the Church with the dragonfly. Feels more logical to get the big bad boy if you are preparing  to take down a heavily  fortify base.
- The Bio Suit feels quite useless right now, i don't  know if I'm missing  something  but the armored vest seem better as a load out in most situations .
- It is necessary  to advance in all the storyline to win? The zombie line seem to be very hard for what you get in return.
- One minor thing, but giving MAGNA access to titanium should  come after you research how to manufacture it yourself.
- Why is the option  for instant explosions  from grenades  not up to the player?
- After seeing that we can recruit  rats, which was a pleasant  surprise,  could  we get expand options  to recruit  other monsters for example shadow bats or werewolfs? In the case of the latter and for more OP beast, they could  get a sanity  hit in every mission independently  of the situation,  making  then unable to be deploy in every missions  and being sub par if things drag too long. Also their availability  should  be limited to those that you captured,  making then a finite resource.
- More alternative research options  would  be welcome , specially  from when the player is out of research options because  he lack something. This was something  that happen to me in the Final mod pack, as well as in my first run  of this mod andiIn the current  game  I was saved by some allien alloys while I wait for the final promotion.  They shouldn't  be very flashy things, but options to keep the sense of novelty and escalation. Some concrete example would  be for example some weapon modifications ( give a rifle a bayonet, make the farming flamethrower  useful), use for materials (the spiderweb can be a good candidate) or specialized  gear( A better weapon for different  type of infiltration  mission for example).
-Do stat gain from awards allow soldiers to go over their training  limit? Honestly  I prefer the final mod pack system of soldier awards being purely  cosmetic.
-How does unit size affect soldier accuracy?  Because there seem to be little difference  in shooting  a Rat and shooting  a zombie from a distance
-Finally about balance, two points:the cattle prod should  be better than the electric club due to difficulty  in storage and the bigger TU cost, and the 45. Cal Smg should use 30 round magazines. Also black ops contact  should  probably come after contacting  the cult arms dealer as their stuff (Black ops)is most of the time superior.
Ps: If I wanted to use TFTD damage formula or the 50-200, would  I need to modify  each weapon  entry or it is stored elsewhere?

Pages: 1 2 3 [4]