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Messages - HelmetHair

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Playthroughs / Re: The story of Maksym Polishuk and Alma Blanco
« on: October 20, 2017, 05:14:55 pm »

The creature sauntered over and promptly mauled them both to death.

I lol'd.

The X-Com Files / Re: The X-Com Files - 0.6.8b alpha: Alien Hunter
« on: August 06, 2017, 08:22:34 pm »

Grenade launchers are strictly military equipment. I'm afraid it can't be made more accessible.
(But maybe the flamethrower can...?)

Grenade launchers are available for legal sale in much of the world to civilians. I speak not only of the U.S. and it's Leaf Bros of the North, but a ton of different places. I literally have a coworker who a year ago paid for the privilege of shooting a cow with an RPG in Thailand.

There is a catch. Grenade launchers that are available easily to anyone are 37mm and not 40mm. Some places have the real deal civilian legal 40mm or both 37mm and 40mm legally available for serious. It isn't the law that's usually the issue, but the expense of all the required safety measures of a manufacturer or wholesaler selling to you. Now, 37mm can be considered the "utility" size as just about every thing except HE is easily available.

Flame throwers actually have about the same laws associated with them than grenade launchers due to things like uncontrolled wildfires and something like an attack in Belfast in the 90s but are just as available and "legal" as grenade launchers. I mean for fuck sake there was a dude who had an anti-car jacking system for sale that was a flame thrower.

Strictly military equipment does not mean strictly military availability and quite frankly you should just come out and say that you don't want the players to have too good of equipment too early. :)

The X-Com Files / Re: The X-Com Files - 0.6.8b alpha: Alien Hunter
« on: August 05, 2017, 10:26:37 pm »
Oh, it surely must be just a silly rumour!

As long as we don't have to face the Sakkra...we'd be F U C K E D .

Guh, a horrid brutish race who glory in the destruction of their own gods that were most likely an advanced race that engineered them for a multi-generational war of attrition. That combined with the exponential population growth, a willingness and capability to colonize any environment, and whose culture only respects strength and violence...yeah.

So, we have a radical expansionist feudal nightmare enemy perfectly bred to flourish on Earth, who would be happy about and capable of absorbing incredible casualty levels and when pinned down happily dig in for the long fight... and they can move among the stars.

The only worse race I can think of facing in X-Com is the fucking Posleen or maybe the Cthonic Dark. Fucking nightmare lizard centaurs or semi-invisible vampire acid beasts...

I'm no expert on missiles... can someone enlighten me if something like that is realistic?
(please note that minimum possible distance in dogfight in xcom is 8 kilometers)

As for implementation, should be no problem...

Meh, A dude shot himself down in 1956 with a 20mm cannon and it hasn't happened since. Since minimum engagement range is 8km i'd leave it be.... but that's just my opinion. Safe distance for torpedoes, Air to Air and even nuclear weapons less than ~1 megaton all have minimum safe distances of less than 8km just hanging out, not counting being in a super advanced fighter which is shielded etc.

The X-Com Files / Re: The X-Com Files - 0.6.7 alpha: Apocalypse Who?
« on: July 31, 2017, 12:36:02 am »
You could also use this one instead:


I noticed a lot of blackops guns are cheaper than alternatives, namely the blackops SMG cheaper than an mp5 despite being better in almost every way.

Blackops should be noticeably more expensive, considering its not even on the civilian market.

HK is notoriously overpriced so I'm totally ok with this. Also, their service sucks and getting replacement parts is like impossible so I'm giving points to Sol for realism.

I'd like to see an AK pattern shotgun which could fit the timeline for you know... reasons.

The X-Com Files / Re: The X-Com Files - 0.6.7 alpha: Apocalypse Who?
« on: July 28, 2017, 09:09:21 pm »
The Judge wasn't even manufactured until 2006.

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: May 04, 2017, 01:04:37 am »
Small update on current status, right now I'm near finishing multiple ammo weapons (I will probably be ready before or after Easter).
Primary goal is that each attack can have separate ammo types loaded independently e.g. instead of auto shot you will have grenade launcher shoot.
Secondary goal is have attachments to weapons like laser sight or scope, this will be handle by scripts.
Another change piggyback on this feature is multishot for every attack (you could have "short burst" and "long burst" attacks).

This will be only big change in that release, adding another one will postpone release even further.

This is exciting. I'm looking forward to seeing all theses features.

The X-Com Files / Re: The X-Com Files - 0.6.3 alpha: Super Electric
« on: April 29, 2017, 09:26:47 pm »
Stat accruals from the Gym are not monthly. Cycling in and out is to be expected as you cycle in Rookies and cycle out hard bitten badasses.

I personally began a program of selective hiring for bravery followed by 3 months of gym time. Followed by assignment to a team. I abused the hell out of the Van and flying Mudranger like this....

Step one: Have a shit ton of vans
Step Two: Load vans with badasses and gear
Step Three: Send Vans out to Patrol with at least two per continent.
Step Four:???
Step Five: Profit

I'd have teams out for a month at a time coming home to rearm and unload wounded before being placed back out in it. By the time I had something better than MP5s I had over 150 agents in 12+ vans and 5 mudrangers for brush fires and major events. Plus. always keep a free hangar open somewhere so if you have to do an upgrade rearm or drop off loot or wounded you could direct them to the nearest base via transfers rather than half way around the world. Especially important if you have to scrub a mission. Losing fucking DAYS of operation time for a dust off sucks.

Then every so often you hand pick a team of absolute cracker jack nut job ass kickers for a strike team of REALLY hard missions and play merry hell. Missions like Black Lotus Bases or Headquarters where your only real way to win is judicious use of extreme prejudice via HE and HMG. Also remember that you don't have to kill them all to accomplish the mission.

I actually lost a mission with a +700 score because I'd utterly shot the fuck out of so many dudes at CQB dump mag ranges outnumbered 7 to 1.

Good LUCK!

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 28, 2017, 06:10:50 pm »
Great video :)

The X-Com Files / Re: Early gun balance
« on: April 27, 2017, 06:18:27 am »

I agree with most of these points, except the not using pistols by security agencies - the exception being the US in the latest years, when the arming up skyrocketed so much that any police station must have a tank, and therefore a special agent needs at least a tactical nuke. But it's not a real tactical issue, since any normal, practical agents from around the world still use pistols most of the time.

Wrong, your European is showing. :)

The X-Com Files / Re: Making money
« on: April 04, 2017, 03:07:34 am »
But what kind of profit can one make on a BL witch? First of all, she's a person, so you can't just pawn her off to some sort of lab - this isn't Piratez. Secondly, yes, she has some unique abilities, but her psi, while scientifically interesting, isn't exactly useful to a potential "owner".

Brain dissection/vivisection. Provable ESP/ Psionic combat ability. The U.S. AND Russia had a remote viewing program and the U.S. for sure had a psionics research program that lasted for over a decade where millions of dollars were dumped into it.

Every tin pot dictator and superpower would LOVE to have something to look at and replicate.

food for thought.


The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 03, 2017, 02:09:59 pm »
Interceptor should have a cannon slot and a light rocket slot. Raven should have two cannon slots, a heavy rocket slot and an engine mod slot.

Gauss Cannon is a Cannon, while Laser Cannon is a Beam (which is something else).

Yes, all of this should go in the Ufopaedia... The problem is, half of this is bugged. I just need to finish this up.

Could you expand on this for me?

So you have different weapon types for different slots...Cool. It might need to be explained via ufopedia, but you've acknowledged that. Can you change the buttons on the weapon numbers to reflect which is what on a craft in the equip craft scree? Maybe a C or cannon, R for rocket, E for enginemod etc etc etc?

Chin up buddy you're doing awesome work that we all appreciate. Black Boss is indeed Morgan Freeman good.

The X-Com Files / Re: Re: Bugs, crashes, typos & bad taste
« on: March 21, 2017, 06:58:02 pm »
ninja dick faces.... all of them.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 21, 2017, 04:01:06 pm »
Yeah, I've always wondered why they looked they were having a seizure.

Well, the Mongorns I  just thought were into disco.

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: March 16, 2017, 02:30:51 pm »
Can we expect (hope) two ammo weapons in the next version OXCE+?

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