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Messages - LeBashar

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31
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 29, 2014, 10:25:13 pm »
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Is this some general OXC thing, or due to your ruleset?  Doing some checking, I notice your ruleset has "recoverypoints" lines for the various weapons, such as Machine Pistol, Sniper Rifle, etc.  So, it seems the game is counting these weapons as recovered and assigning points.

This come from the MiB mod where some earth tech have recovery point if you fight against MiB.
I've thank the recovery points only apply if theses weapons are really gain in the battle and not if you bring with you ?

If it's not a bug, I will remove the recovery points for MiB weapons.

I have also found a bad issue, the game crash if you try to use the craft plasma cannon. I don't have found the problem for now, this should be come from the plasma beam.

@XCOMFan419 : I know theses various mods, but I ask a more general question. The scout drone has unbalanced stats. Powersuit assault drones don't feet to my idea because if they can shot, they can totally replace soldiers or HWP and I don't want that.

32
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 29, 2014, 05:03:08 pm »
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Furthermore, tanks heal instantly, so even if damaged, they're back in action as soon the Skyranger lands.

This is really a good point !


Theses discussion about HWP make me think to what really lack for the player : some lure to attract alien reaction fire, especially when you try to run out off the skyranger and are surrounded.

Some ideas :
- scout drone (must be either cheaper or resistant but not weak and costly)
- robot designed to seem be a soldier, unarmed, but heavily armored : just make it walk in alien line of sight and make it be the good pigeon. Buildable with same technologies than powered armors, could be a flying machine able to float in air like floatter, because it's easiest to do than legs, and less fragile.
- holographic device, could be inspired by the holodrone terrorist

I search a good idea for the begining of game, lthe scout drone is interesting for scouting, but not for lure and attract fire. Ideas ?

33
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 29, 2014, 11:32:20 am »
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I always take a HWP on missions with me.

Well in fact I also take one HWP each time, but when I have powersuit and psilabo, usually I don't use them so much.

I think the usefullness of HWP depend on what difficulty mod you play, and if it's ironman or not.

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Guess with a terror mission I was thinking I needed the extra soldiers instead, less concentration of force or something.

I prefer having something armored to take reactions shot of aliens eventulally surrounding the skyrangers doors ;)

34
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 28, 2014, 05:02:42 pm »
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Then, next round, 2 of them were mind controlled.  One of them without a weapon ran over and whacked another one.  I've never seen that before so I think it's a new OXC AI thing, which can be good or bad depending on how you look at it. 

This seem already weird for me. maybe it's a bug, you should submit it ?

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Anyway, sorry if you thought I was criticizing.  Just that misery loves company and all. :)

No problem, I am happy to receive commentary. :)

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I recall seeing videos of vanilla where these Heavy Explosives were used early as Cyberdisc killers, but now I realize that your changes make them unusable for that purpose.

I never been a fan of this, even in vanilla's because if the cyberdiscs is fliyng... you're dead. Kill them with HEAT rocket seem more logical, but it is dangerous because of the high reaction/accuracy cyberdisc fire.
So I think use HWP in terror mission is a must, at least while you don't have :
- good soldier armor
- good advanced heavy weapon (laser or plasma)
HWP can sustain more fire and do good diversion. And in my mod, because I have slightly raise their weapon power, they can match aliens terrors weapons (but you have only one and them have plenty :p ). In early time, aliens use many shotgun-like plasma and pistols, deadly, but the alloy HWP is nearly invincible and could be save your team. After aliens begun to use disolvers and snipers/heavy plasma well... luck is your best friend :p
But in UFOs recovery mission, HWP can be less usefull than 4 soldiers, even rookies.

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"OK, I hit that cyberdisc with 3 Heavy Cannon shots and it's still standing ... is it almost dead or is it completely shrugging them off?"

I have trying to do something about that by reduce the cost of mind probe (research cost) and make it prerequisite for nearly all aliens things. I have also reduce the TU usage for using the probe. But for me the ideal should be our soldiers being able to see if the target seem to be injured or remain intact. But there is no such thing in XCom.

35
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 28, 2014, 12:27:03 pm »
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Sorry to be bearer of bad news, but just downloaded 1.6 from mod site and it's missing Sniper_AA_clip.gif from Resources.

I continously forgot some files, sorry :'(

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On to next experience.  Got to April and ran into my first Sectoid terror.  It wasn't exactly pleasant.  I'm sensing a theme in that once again, my Skyranger started out surrounded by 5 Cyberdiscs.  I guess I should have just ran away, but I was stubborn and thought I'd see what I could do.  Answer: not much.

It's sad but in fact cyberdiscs are the aliens I have modified the less. I have add them some vulnerabilities where they haven't not. Began the game with 5 near the skyranger door is really bad luck.
The best weapon for hunt them in my mod is rocket launcher + small HEAT rockets. But is cyberdics are packed in front of the door, you can do nothing.

Demolition explosives are not suited against cyberdiscs (except maybe if you use some guy to attract their reaction fire before trying to send him the explosive).

Plasma and Acid can't helping so much because the time you get them, you probably don't face cyberdiscs anymore (for now).

I my game I have run into a sectoide terror also, with only 6 huy because all other wounded. one HWP alloy rocket, and one HWP cannon normal one (to fit the hole of wounded guy). There was 6 cyberdiscs but I have the chance they aren't near skyranger doors. Result : win without soldier lost but cannon hWP destroyed, rocket one finish with 15 HP, and all my mens badly wounded (and nearly all the map destroyed, no civilians saved ^^" two killed by my rockets... score nearly 0 )

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I learned that the AI will do melee attacks with unarmed units.  That was exciting.

I never saw that, and it shouldn't be the result of my mod. What have you see exactly ?

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Saw something weird with 1.6.  The Sniper Rifle now only has Snap Shot mode.


It's normal. The game don't allow reaction fire with other mode than "snap" so I have gave sniper rifle only a snap shot with same TUs thant previous aimed one. It can be little weird but this way the sniper rifle really act like it should.
The autocannon still don't have snap mode, it should not allowed to fire in reaction (too dangerous friendly fire).

36
There other problems :
- items weights are not proportionals. a pistol is 5, a pistol clip 3 and a rifle 8 ? (So either the pistol is totally made of cast iron or the rifle is on plastic ?)
- all clip ans 1x1 sqares item do "3" weight no matter what they are
- the sight range is limited, but not the throw range so we can have ingame soldiers able to throw a grenade farther than with a grenade launcher

and of course all prices in vanilla's are really weird.

37
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to be honest it seems a lot less like a 'crash' and more like being 'forced to land'.
what happens when you knock something out the sky? it plummets headlong to the floor. It does not land neatly down as if it leisurely landed. it'd be cool if there was a crashed tileset for each ufo.

Maybe that's why UFOs "crash" far before damage we done to them reach their real hull resistance. And why other are just blow in pieces, not even recoverable in crash site.

38
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 26, 2014, 04:10:03 pm »
I just make another one month before sniper plasma appear it should be enought.

And change my mind about research path. Because it not be possible to do what I have think, I change pre-requisite for powered armor to a new tech "improved armor" quick to make, and unlockable by same thing than plasma cannon (any research of plasma rifle, heavy, blaster or sniper). This new armor tech also indicate what others tech are needed for research new armor, so the player should not be lost.

39
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 26, 2014, 02:15:06 pm »
I've made search but it seem impossible to make invisible the unlocking research if it has the "needitem" flag.  :-\

40
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 26, 2014, 01:23:38 pm »
hum, don't change anything to research of aliens weapons. I'll explain the logic :
Some item give you a fake research which only unlock research patch. It is invisible to you (or it should be). For example, sniper plasma and toxigun a pre-requisite for research of powersuit. But you don't need research theses two weapons, you need only to found them in battle, and bring back to your base.

The idea is your scientists receive mission to design a better armor against theses new weapons, even if we don't know yet exactly how they work : soldier report they kills them in personal armour and it is sufficient to research better armor.

So when you bring back some weapon they unlock some research. But for using them and produce them, you need research them as normal. (maybe in future I will make two step for each weapon : first you learn, quiclky, how to use them, but unable to produce. Then, you'll learn how to produce. It's more realistic, but maybe this could be make some unwanted gameplay effects by releasing aliens weapon too quickly in xcom hands. I don't known yet.)

But there is two problems with your game :
- found a sniper rifle in febuary is too early
- you shouldn't see the research

I will investigate.

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I haven't been able to use it much yet.  I carry it every mission but it's hard to get deployed in a useful spot due to high TU cost and friendly-fire concerns.  Also, a few times the soldier carrying it has been taken out before it could fire.  I'm anxious to make it useful, though.

Try to use it like a real LMG. The guy who carry it should be cover by his friend when he run to position. He don't need to reserve TUs because he can't fire after moving so, he must run as fast as he can to reach the good position. The best position is not behind his friend, but at their side. Smoke grenade often usefull to help him to run in a good position. Often, I sent another guy with him, which carry sniper rifle or rocket launcher. They two can save the battle (or just do nothing in waiting lol )

You can also make him shot the first, before his friends run in his line of fire. For example, in farms maps, explode farms with autocannon before run to them. You can also hide him behind wood wall, and force fire throught it will clear the way and make bad surprise for aliens.

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I've soured on the sniper rifle a bit because it's no longer 1-shot kill.  Have to be much more careful how it's used for that reason.

In many cases the shot has so badly injured the alien that in his turn it will run away even it is not dead.

41
Open Feedback / Re: Question about fire.
« on: August 26, 2014, 12:27:56 pm »
You can vanish fire with explosion of smoke (but I don't now if it work on soldier in fire ?)

42
With a close thinking, I have made no change in UFOs, but in some humans weapons :
- heavy explosive able to make one square hole in UFO wall, but with reduced radius blast and weight enought big to not be used like a grenade. If we can make missile with explosive as powerful to pierce UFO, why soldier can't bring them ? warhead of a missile isn't so big when you delete all propulsion system.
- HWP weapon power raised to match craft weapons. Laser has 140 power, so it can make hole in UFOs wall (not each time). canon HWP can't : craft cannon gain much power by the craft speed. Plams HWP also have much power to heavy plasma of soldiers. (hey, why the hell naming that "Heavy" weapon plateform if they can't carry heaviest weapons than soldiers ?)
- Rocket don't change. They are really smaller than a missile.

There is also a mod with plasma torch.

Maybe these not exactly what you want but can give the feeling you search by making hole in UFOs ?

43
Work In Progress / Re: Name of damage type
« on: August 25, 2014, 09:55:38 pm »
 ;D

I have asked myself if I don't better have a look in piratez before ask my question. Next time I will do it first  ::)

44
Work In Progress / Name of damage type
« on: August 25, 2014, 06:01:49 pm »
Is it possible to change the name of the damages types we see in ufopedia ?

In my mod I try to make a real armor piercing thing, with the "acid" type because it is nearly unused (in vanilla). I want to rename AP, juste "piercing" or "usual", and acid "AP". The idea is this kind of damage is inversely proportional to armor, so if you are armored, you have great vulnerability to it, and if you haven't armor, you have great resistance. Acid-AP weapon make big damage to tank but nearly nothing to civilians.

If it's possible, what is the name of items I must change in extrastrings ?

45
Work In Progress / Re: [BETA] Rebalance aliens
« on: August 25, 2014, 05:55:42 pm »
For gazmask the problem is about armor. They would be "armor" ingame, so :
- we can't equip or remove during the mission
- we need many copy for each armor without helmet : gazmask grav module, gazmask unarmour, gazmask personal armor, gazmask jump armor...
so that the reason why for now I have let it in stand by.

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As for the HWP invulnerability to Reapers.  I understand the thought behind it, but think it might be a bit cheap.  Maybe consider that the Reapers are the same size as the HWPs, so perhaps the Reaper is strong enough to flip it over or bash the weapons off of it and thereby effectively render it KO.  The Ethiopians defeated Italian tankettes prior to WWII by flipping them over so it's got precedent.

Interesting, I don't think to that.

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Only other thought early on is that I haven't found Shotguns to be of much use.  Two shots at fairly close range (3-5 tiles) don't come close to taking out a Sectoid.  Up close, I think I'd rather have a Machine Pistol.  Haven't had a chance to try Shotguns against anything else yet to make a final judgement but not sure I want to trust my soldier's lives with them at this point.

Shotgun, machine pistol and pistol have only secondary use. If soldier have enought strenght, you can give one of these in backpack. And if this soldier was surprised at very close range in house or UFO, maybe it could be better to use theses than his main weapon. That's the theory. Ingame, with no range decreasing of damage, it is very hard to simulate theses weapon and give them utility. :-/
Aliens threshold armor also don't help...

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Appreciate the mod even if I'm not in 100% agreement with it. :)  Thanks for the update.

Don't hesitate to tell me what you don't like and why. (whatever if it could be gameplay reasons or else).

Have you try autocannon ? if yes, do you use it ? it's the most modified weapon compared to vanilla.

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