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Messages - 8mono

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136
The X-Com Files / Re: Zombie Horde mission? (Idea)
« on: April 17, 2021, 07:12:41 pm »
Reinforcement mechanics in general should be utilized more and mission types like these are perfect for it. It will also be a place where mines and prox grenades will shine.

It would also make sense if it existed for missions like when XCOM discovers a lair that is just churning out these creatures and XCOM decided to draw them out and shoot them, so creatures are coming in waves from the caves.

Or when local autorities alert XCOM about a large wave of creatures that are running towards a city so XCOM decided to make a barricade on a road to pick them off before they could enter the city.

It could also be used for X-Dimension incursions if the "reinforcement" spawn point could have some visual effects like flashes or dimensional sparks and it could also mean that they would spawn randomly on the map rather than from set spawn points at the edges.

That's exactly what I wanted with regards to mines and more stationary equipment, I think I only used one of the anti-personnel mines ONCE in one of the underwater missions


137
The X-Com Files / Zombie Horde mission? (Idea)
« on: April 16, 2021, 06:43:00 pm »
Just like those men in black reinforcement missions is it possible to have multiple waves (as in, lets say 3 reinforcements , 1 spawning every 5 turns or something) either for zombies which would make sense but I'm not sure how balanced you could make it (Id still have fun) OR like that one protect the VIP mission (which is honestly one of most fun missions to do for me when properly equipped) but the enemies come in waves rather than spawn all at once, you'd eventually either win by defeating a stupidly large amount of enemies OR you pull out if you can't handle it, I'm not entirely sure what the point of an endless defense mission would be, it's more of a what if scenario.

138
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 02, 2021, 11:05:59 am »
Is the dog barking supposed to be able to deplete armor? I literally just held a MIB heavy trooper by two dogs during a base assault and had to melt his armor down via barking until I could do some damage on him

139
The X-Com Files / Re: [MOD] Recruit Concerned Citizens
« on: January 02, 2021, 11:00:55 am »
This mod is actually pretty much what happens during the second episode Gerry Anderson's UFO TV series (one of the main inspirations for UFO defense), test pilot witnesses a UFO being shot down by SHADO (the x-com-like organization in the show) and immediately starts investigating and snooping around (like the league's missions), he gets the "Concerned Citizen" treatment at some point via some melee by SHADO agents themselves too LMAO, at the end he ends up getting recruited as one of the combat pilots.

This also gets me closer to the dream of having the "Fulton" mechanic of the metal gear solid series...without the fulton of course, just a lot of ...uhh physical violence and screening, nice job!

140
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 17, 2020, 04:38:29 am »
Is it normal that I am finding more mixed alien crews in missions? I've had at least two big scouts and a terror mission where they would have Chtonites, Floaters, Snakemen and Sectoids  as well as Reapers and Celatids, I don't remember this being the case before 1.7

141
The X-Com Files / Re: X-Com X-Files Resound Mod
« on: December 13, 2020, 11:15:10 am »
Fantastic job on the guns, the only "bug" report I have are the Black Ops Magnum reload sound being absent and the sound for the MK23 Socom being a bit too quiet, other than that loving it !  ;D

142
The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: December 03, 2020, 11:41:08 pm »
If bravery is trained by using healing items on others, and the healing sprays are also usable on yourself would that give you the bravery xp when healing yourself OR would it only give it when healing others?

Also, I really liked the shields for the armored and tritanium vests, is it possible to add the shields as standalones? as in you craft something like a "Fusion" Shield, same limitations as the other ones (Heavy, costly to equip and unequip and just being big and unwieldy) just equipable and unequipable at will and not really bound to an armor, the webwear comes to mind, just bound to your hand slot instead

Fantastic work on this mod, really liking the direction it takes in that it's not easy but it's not stupidly hard either!


143
The X-Com Files / Re: The X-Com Files - 1.6: Life Will Never Be The Same
« on: November 28, 2020, 07:59:48 am »
This mod has destroyed my sleeping schedule as well as my expectations of what a mod can deliver... from underestimating a giant rat's ability to parry to watching a pig (I think it was a pig or some other farm animal) literally downing a werewolf, I am just amazed that you can fit all of these different factions and creatures without them feeling out of place (I was half expecting a xenomorph or a T-800 at some point)

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