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Messages - Quixote

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16
Released Mods / Re: [WEAPON] Minigun
« on: January 24, 2014, 09:43:25 am »
Isn't the auto cannon from the original game in fact a minigun? That's what I always thought at least

17
Released Mods / Re: [ARMOR] Combat Armor
« on: January 21, 2014, 02:18:51 pm »
Looks good, but a comment: Shouldn't the armour values be much lower on the sides? Seeing as the armour is made from two plates, one in front and one on the back... there wouldn't be much protection from the sides.

18
Released Mods / Re: [WEAPON] M-79 Grenade Launcher.
« on: January 21, 2014, 02:09:16 pm »
I think both rocket and grenade launchers make more sense if they are restricted to aimed fire mode. But that's just my opinion.

Stat balancing is always good. I'm wondering if anyone has made a general rebalancing mod?

19

Just tested the fate of unconscious team-members with current build 2014_01_20_1603.
Units in inventory and inside craft are recovered,

I guess warboy fixed it then.. as I'm quite sure she was in inventory as I hit liftoff.

Edit: Just checked the changelog:

Quote
Warboy, Sun Jan 12 14:31:24 2014
account for carried comrades at debriefing.

turns out i forgot to include this in debriefing, having only applied it to
units actually reviving from unconsciousness.

Seems I contributed a tiny bit to the project with my bug report, yay :)

20
Offtopic / Re: Your X-COM base names
« on: January 20, 2014, 11:00:46 pm »
I name my bases after something historical/mythical from the region. Or from an animal that lives in those parts.

In that way, I always know where each base is located, and they are named more creatively than just "Base 1, 2, 3"

21
Offtopic / Re: Do you like Xcom 2 Terror from the deep?
« on: January 20, 2014, 10:58:14 pm »
I never liked the underwater setting of TFTD. That broke it for me. Did play it for some time, but I just didn't get into it.

All the later games, well.. I played a bit of Apocalypse (like 2 missions) before I was completely sure it wasn't for me. Then I lost all faith in the sequels.

Once in a while I will look at some screenshots from the newest sequel before shrugging and saying "meh". It's a dead franchise as I see it.

22
Offtopic / Re: YCOM: Enemy Unlikely - an XCOM demake/parody
« on: January 20, 2014, 10:51:27 pm »
If you ever thought XCOM just has too much complexity, too much features, too much stuff, well this is the game for you!

If I thought that XCOM had too much complexity, I would go play the new remake...

23
Open Feedback / Re: Remove the limit of 80 items?
« on: January 19, 2014, 04:01:01 pm »
Okay you can have as much stuff s you want in the Skyranger, but the more things there are laying on the floor the higher the chance the aliens throw grenade or aim a Blasterbomb into there... :P

It would make sense as they would want to cut Xcom's supply line... ;)

Has any of you ever seen this happen?

24
Open Feedback / Re: Disaster strikes - Power Suit vs stun rod?
« on: January 19, 2014, 03:40:33 pm »
Thanks for the explanation, next time this happens I won't do the same thing :)

25
Open Feedback / Disaster strikes - Power Suit vs stun rod?
« on: January 19, 2014, 02:16:56 pm »
I had a tragedy last night... whole squad of veteran soldiers wiped out. Some of them with multiple "purple hearts" (I add a * to the soldier name after each time they get wounded and recover).

The reason for this tragedy was alien mind control of my rocket launcher guy. I had the whole squad jump him immediately, bashing away with stun rods, but the guy didn't go down. Next round, he went berserk with his rocket launcher, my whole squad lined up around him like fish in a barrel. RIP.

So, I'm wondering why he didn't get stunned after 4-5 stun rod attacks?

In the power suit description, it confusingly says "Incendary 0% Stun 80%". I take this to mean that the power suit gives full protection against incendary ammunition, and 20% protection against stun. So, there should still have been a chance to knock the rocket launcher guy down with the rods.

Was I just unlucky, or did I misunderstand the power suit? Does it give immunity against stun rods?

26
Released Mods / Re: [WEAPON] M-79 Grenade Launcher.
« on: January 18, 2014, 02:28:11 pm »
Looks nice, but I have a suggestion. How about making it only able to fire in "aimed" mode? It seems to me that it's more fitting with the way a real grenade launcher would be used in the field.

(Yes, I realise this is a computer game and that other weapons such as the rocket launcher can be used to snap fire too, but two wrongs don't make a right :) )


27
Open Feedback / Re: Alien/Sectoid Psi attacks
« on: January 17, 2014, 07:01:00 pm »

Excuse me, some people here actually enjoy that. :P I agree it would be more entertaining if less of an obvious tactics though.

Was just saying my opinion... if you like it, great for you :)

28
Open Feedback / Re: Aliens too passive?
« on: January 17, 2014, 05:03:36 pm »
missions weights are dynamically generated each time you start a game, so there's no "guaranteed" order the aliens will do mission in, they'll simply randomly choose one according to the weighted distribution.

So if I read that correctly, in some games the aliens will be doing more recon missions, which means small and very small UFOs, and in other games they will be doing more harvesting and abduction, meaning more medium size UFOs?

Interesting to know that, even though it seems a bit odd way of doing it (in the original game)

29
Open Feedback / Re: Aliens too passive?
« on: January 17, 2014, 02:01:46 pm »
I've attached my save for good measure. The game is mid-june, and there's been 15 missions total generated (1 terror + 1 other each month, 2 floater retaliations, and 1 sectoid retaliation. Only 5 landing sites so far (and I didn't catch any of them), and a total of 33 UFOs (21 shot down). 0 bases established, 0 infiltration attempts. Maybe my game just was that (un)lucky where the aliens barely do anything.

I'm not sure if I understand what you mean by "mission". If you had a total of 33 UFOs that would be 33 missions right there, wouldn't it? If every UFO has a mission, which I assume..

If you went to 21 crash sites, I don't understand why you wrote you have almost no Elerium either?

30
Open Feedback / Re: Alien/Sectoid Psi attacks
« on: January 16, 2014, 11:40:45 pm »
I never found psionics fun at all. It's not fun being gunned down by your own soldiers, and it's not fun controlling the aliens either. Since it feels like an "I win" button.

I'd say it be toned down or maybe even both toned down and exclusive to the aliens..

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