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Messages - Arthanor

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76
Ah! Yes, I remember you saying that. But given that base #2 is significantly harder (cyberdiscs in close quarter are a pain), I think the advantages are outweighed by the risks (If you don't get the tech, you'll eventually get sunk by harder aliens, and it seems like you need the tech to take out this base, so it's a bit of a catch 22: Need the base for tech, need tech for the base.

I'd suggest you just build a farming base real close to base #2 soon (with the money from looting base #1?). It'll be good to have something in Oceania any ways.

77
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 20, 2016, 11:10:33 pm »
lol I'm just the quartermaster of a dead armory :P (and mod player/critic(/complainer? :P) If I were one of our major mod makers, I might dare bother Meridian ;)

78
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 20, 2016, 08:46:25 pm »
Thanks Arthanor, I was wondering myself which one would be easiest. If I were to choose, I'd probably say Dagon, but as you said, they can be troublesome too. EXALT has tough basic troops, which is why I don't like fighting them, so I'm a bit surprised you haven't complained about that. (On the other hand, Dagon and Red Dawn people have less armour, but generally more health too.)
I don't know why, but I've never had issues killing EXALT. I can't say for sure, but maybe their health+armor is lower than for the other factions? Although it's usually not the basic soldiers that give trouble (those a chumps, with crap stats and crap weapons), it's the higher ups that get annoying if they don't go down because they have the weapons and accuracy to take you down. Actually, I remember one van team that had to run away with 3 wounded, 2 unconscious because of the first EXALT enforcer I met. That guy was a pistol sniper! But I thought that was fair. I'd have gone after the church of Dagon too, but after the first attempt where I killed the sorcerer, they never showed up again. Generally I'd rank it: EXALT&Church/Red Dawn/.../.../Black Lotus :P

Also, complain?! comment, criticize, sure, but I only complain about assassins :P

Quote
Also this post from Yankes' thread:

Yeah, or just shoot everyone like usual. :P

It's a fairly interesting idea though! The bomb would have to be indestructible too, but okay - this can be done. I'd do it, if only for the sake of having a bottomless pit, something like 30 levels deep, to throw stuff I want to get rid off. :P

Yeah, you'd need a "hard enforced" survival win condition where you have to actually wait those extra turns even if there are no enemies left on the map.

Alternatively, you could have a "bomb disposal" mission with a 0 TU enemy that actually is the bomb. If you kill it, it blows up like a cyberdisc but way worse and destroys everything. If you don't kill it, mission doesn't end and you lose on T25 (fluffed as bomb blew up, everybody died). Only way to win is to "stun" the bomb with a specific "bomb disarming gizmo" that does stun damage and requires 100% TUs, but against plasma/laser/hacking resistance. Give the bomb 100% resist to stun so you can't use other means of stunning and pick a damage type for the gizmo that has no other way of applying stun so you can't cheat by bringing a "laser stunner" instead of the gizmo. Stunning the bomb requires multiple applications of the gizmo, to represent the agent(s) working on disarming it.

Gah but that doesn't really work since you'd also need to kill all enemies before T25 in order to not lose, instead of just the bomb. Can you spawn units in a specific spot? You could... spawn the bomb unit on top of a bomb item which comes pre-primed and kills everybody in 25 turns, then make the victory condition survival to turn 26 (only manageable if you stun the bomb unit, and disarm the bomb item by taking it in your inventory to un-prime it like a grenade) and the other enemies you don't care about.

So convoluted for such a simple game mission idea..

79
In general, rifles are a good skirmishing weapon, with decent close up damage but also the ability to reach out and hurt something further. In bases though, the distance over which you might need to reach something is severely limited so shotguns are generally better. You could use the soldiers who are usually snipers with rifles, so their retain their "sniper" role, but indoors sniper with more mobility and close range power with the autoshot.

Some HE is always good to have, it's kind of a FU card to play on the AI for many things. Cyberdisc gonna kill you, why not take him with you instead and kamikaze yourself with a high explosive. If you didn't use instant grenades, you could also throw it and retreat immediately around the corner, allowing your soldier to survive because the wall shields him from the explosion. You do need something to take care of cyberdiscs and it looks like rockets are not particularly good at it, on top of being rather difficult to move.

One thing I'm wondering though, having pretty much caught up on the LP, is why are you trying to assault Alien Base 2, which has floaters, reapers and cyberdiscs, when you could assault Alien Base 1 which only has floaters and reapers? That would get rid of the worst enemy, allow you to grab the tech and progress, then you could eventually go back in Alien Base 2 with more tech to kick their asses. Or did I misunderstand about the first base?

80
OXCE Wishlists / Re: Solar's wishlist
« on: November 20, 2016, 08:10:34 pm »
Yeah, actually playing around with the image in paint, I agree that just "weapon power" is enough under the hit %. It saves some space, can represent power drop with distance, and the RNG range is something the player should be able to calculate (50-150% or 0-200% are not hard calculations, the important, annoying number is the A*X+B*Y+C of listed power)

81
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: November 20, 2016, 07:48:27 pm »
And in some future I will add option for grenades exploding in inventory.
queue XComFiles crazy mission where there is an explosive set for 25 turns somewhere on the map, with enough power and radius to raze the whole place, which you must find and throw in a deep, deep hole somewhere on the map to save everyone. :D

82
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 20, 2016, 07:45:20 pm »
I've found EXALT to be the easiest to deal with in my experience. Generally, weak units with insane damage you can deal with (by tactics to avoid being shot, and killing them before they kill you) but tough units, even with comparatively lower damage, are more of a pain because you can't drop them before they shoot you as reliably.

The church and red dawn both have tough units, and the black lotus have wtfpwn assassins (Camo is WAY worse than being tough, I still hate them :P Maybe in my next playthrough I'll hate them less, especially now that I realized Exo-Armor, with it's cutting resist, is probably the thing to wear when facing them).

More hardware and more people will certainly help with the HQs.

83
OXCE Wishlists / Re: Solar's wishlist
« on: November 20, 2016, 05:27:33 pm »
I was thinking just in the attack bar, next to your hit chance. Power loss would be cool on the cursor though, for sure.

84
OXCE Wishlists / Re: Solar's wishlist
« on: November 20, 2016, 04:39:32 pm »
Nerd pop-up screen would be cool, as would a simple number written on the clips (or x5 for a 5 bullet clip).

What I'd like to see in the attack bar, instead of the rng, are the actual minimum and maximum damage for the gal that has the weapon equipped. So the numbers you have now (ex. 0-200%) but multiplied by the weapon's power calculated for the gal specifically, with her current stats.

Then you know how effective a gal is with a given weapon when you're just about to use it and you can get away from cluttering your brain trying to scale stats and stuff. If you're not sure, you just equip both weapons and on the next mission you can check which is better on T1 while waiting.

85
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 20, 2016, 02:53:39 am »
The best would be getting the warning and having a choice instead of just "ok", like: "Abort" where you abort the launch and go pick your pilots, or "Take volunteers and launch!" which just takes some people (random or last in the list) and launches with those as pilots. The "not enough pilots" message is indeed a bit annoying, especially for transports since pilots matter the least, but get injured the most.

86
Tools / Re: OpenXCom Modding Tools
« on: November 18, 2016, 06:19:52 pm »
Glad it was the right one. I did:

1 - go to: https://falkooxc2.pythonanywhere.com/
2 - in tools, select "XCom Converter"
3 - upload my "TDXCOM_1.PCK" and "TDXCOM_1.TAB"
4 - select tftd-depth zero as the palette
5 - click convert
6 - ?!? (ie Falko's magic)
7 - profit! :D

87
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: November 18, 2016, 06:56:07 am »
Another humble request:
Could we get hotkey in most screens to open the ufopaedia. "u" isn't bound to much on many screens (buy/sell, for example) and it'd be nice sometimes to be able to consult it. The middle click giving a list of item use on the sell screen is great, btw.

88
Tools / Re: OpenXCom Modding Tools
« on: November 17, 2016, 09:02:42 pm »
This one? I just extracted it from my TftD files using Falko's tool, it certainly works.

89
For sure, it's just that it's been mentioned so many times that we didn't care to respond to it. It's something everyone things of yet nobody has cared to implement (probably because it doesn't have enough gameplay impact).

90
XPiratez / Re: [MAIN] XPiratez - 0.99E.1 - 13 Nov - Dead in Space
« on: November 17, 2016, 05:46:29 am »
I'd probably just save right before deciding, then do all of them, but I can see what you mean.  I'd appreciate access to the other codices, albeit with difficulty.  More menace type ship hulls would be nice too, though probably less necessary.

The problem is that the choice of which codex to pursue happens pretty early in the game, while psi-power tends to be unlocked fairly late since they often depend on rare/difficult captures. Saving right before deciding will save you some time in a replay, but not that much.

I would be happy to have to work really hard to unlock other codices, like doing some crazy academy library mission that is even more twisted than the mansion (an academy library would logically be staffed by high level, psi-capable enemies), since in the later game there's not that much that challenge you while providing you with the incentive to go against it. Mercs and Star Gods are hard, but at the same time you can often ignore them, especially after researching the no-pogrom and no-infiltration techs. Having hard missions that you want to do would be good for the later game too, as a change from trying to trigger retaliations to get VIPs.

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