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Messages - HelmetHair

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Yeah, naturally, there are different playstyles... And I can't promise to deliver for every single one of them. ;)

Yeah... I don't think you planned on having a guy saying "ok, I need long range accurate firepower, area of effect, and building busting capability. Well, Better go with the old A3K in the left hand & Multilauncher in the right hand commando style. Hmm I better wear powered armor too and prime
a few grenades and HE."

queue me at the Black Lotus HQ with a dude at an X intersection. Move one square around the corner; two steps total advance. Ass ton of point blank reaction fire 5 dudes. I drop an HE pack and turn around to retreat. Clusters of enemies directly behind just out of view from the intersection like 7 dudes down a long hall in clusters of 2s and 3s. Autofire the rocket launcher...7 kills. Walk back to start position and reveals ninja trying to sneak up on me. Give him a new eyehole in his forehead. make it back to my orginal location and HE goes off at end of turn.... there was another ninja somewhere in the HE AOE that got blowd up.

14 kills in a turn.

Hey, it's already much better than before! :P

Yes.  ;)

Incendiary grenades make everything 200% more awesome.

Oh yes. One thing also happened that made me laugh my ass off.

Base defense mission. Shoot dinosaur, dinosaur tries to shoot back and suddenly their is fire everywhere and dead snakemen.

The X-Com Files / Re: Want to help?
« on: March 04, 2017, 07:27:49 pm »

Thanks for the addendum. Some of the problem you mentioned are already solved, some will be. It's a slow process, but we're getting there!

Yup, Of course!! Bug smashing takes time and a ton of effort is expended at the same time. Besides, with RNG and everything; mileage will vary. I also  have a direct play style that emphasizes "kill the shit out of it with creative problem solving" which is probably not conducive to using all weapons effectively.

Oh, and ninja weapons being able to pierce powered armor? lol no dude. I don't care how well you are trained throwing a knife or using a sword against a piece of armor that takes heavy plasma on the regular, hundreds of bullets, explosions, fire, and what wounds the operator is fucking knife? or a sword? wtfe  ;D

By the way, just want to say I just had the MOST awesome moment last night : Attacking a cult stronghold (church of dagon) and when spraying the building with tommygun fire, a bullet nicked a barrel, blowing out a wall, then another went through the hole, hitting a missle rack. The explosion was huge enough it killed literally 95% of the force, I was standing there for what felt like a minute, watching all the bodies fade in after the kills, it felt like maybe 15 bodies, maybe more. After that, everyone left over panicked for literally 3 turns at the sight of the stronghold being blown to dust, and only 1 person was willing to fight past that.

I know this isn't a new idea in xcom, but seeing this happen unintentionally, was absolutely amazing  ;D

"Sir, It appears to be raining meat".
"Carry on"

My personal favorite for me was a cult mission where I lobbed an incendiary grenade into the buildings 1st floor on turn 1. A dozen cultists got caught on fire and ran outside in a panic to be mowed down via reaction fire ... It was a quick mission.

Work In Progress / Re: hwps with inventory
« on: March 04, 2017, 06:31:30 pm »
That is a solution I've been playing with. Nothing serious, but I was simply curious.

Work In Progress / hwps with inventory
« on: March 04, 2017, 08:36:10 am »
alright so I have a crazy one.

is it possible to have an HWP with an inventory?

like a large humanoid robot that has the ability to use normal sized weapons still counts as an HWP for the count but is in the equipment screen? crazy I know. I've seen most aspects of this but not all.



Biggest hurdle is the logical one of being an organization to fight aliens and showing proof they exist and then the dudes just "swamp gas" or "venus" it away... I mean we are the ones who say "Venus swamp gas", you can't snow us :) wtf

Firearms are still rough, but it will sort.

Railguns are high damage but not ultimate weapons, and the craft mounted ones net too much profit.

The craft upgrades are ok. but an 8 man team can kill almost anything with access to BlackOps gear with no sweat at all. Cultists, aliens, monsters...piffle.

the tanks are only good for defensive situations and pretty marginal at that... their accuracy sucks.

The cyber disk tanks require resources that make them unattractive in favor of flying suits and heavy weapons. more shots, mobility, overwatch capabilities and can go anywhere etc. they need love, quite honestly I don't need an armored flying lethal machine... I need a stun wagon with machine dart guns and stun bombs.

or a fusion torch and LMG tank for cutting open a ufo.

The early armors are basically crap, until the armored vest, but then personal armor states it sucks against bullets so back to allot vests until powersuits.

I'd say armor that added strength but wasn't clomptastic would be a good add so heavy weapons wouldn't fuck your stamina.

Fatigues should be a research topics from the beginning that at least offers you use of the backpack.

I think the big swing in difficulty towards the player will change with more Midgame enemies and I didn't face any super badasses so there is that.

Squad support weapons that are decent are lacking for sure. LMGS are meh and if you have accuracy to support accurate fire with an LMG then a sniper rifle is more than likely a better choice.

laser weapons for me were an after thought because copious bullets and HE got the job done and by the time blasta weapons came about I had plasma weapons.

a rocket launchers should not be a weapon able to be fired one handed lol.

I didn't use the flamethrower, but getting close enough to use it seemed really bad for agent survival.

shotguns were meh and had superior accuracy to almost all guns I used, but code is law, right?

didn't bother using Psi, but I did screen all my agents and built troops resistant to psi to handle naughty sectoids.

The vans were a great option for rapid response outmoded by the first true aircraft, not bad just kinda disappointing. I loved the awww fuck feeling of scrambling to respond to a wicked bad attack.

I only ever saw the MIB at crop circles and they died like dogs and were easily overwhelmed, I remember in a previous version fighting them from a ufo they had built with crazy weapons.

never got the MAGMA mission.

spider caves were cool but a wash as by the time I encountered my first one I had bad ass gear.

the pointless research topics that added only flavor without giving access to gear were super annoying and eye rolling as they made me feel I had wasted my time... that is a personal failing not one of this mod.

certain logical failings made me scratch my head. even police in super fun hating countries have access to rifles a UN sponsored taskforce should as well. also, seeing Civillians in certain countries at a terror site packing made me giggle.

All things considered for the amount of things I know are undone I'd give my experience a solid 7.5/10 and know this run will be way different than one next release.

Railguns or plasma at range... the only way to be sure.

This run has been... interesting.

Literally been abducting aliens out of their ships for intel. Only faced 6 races. First terror site was ethereals and cyberdisks...immediate dust off; haven't seen them since. Tons of landings consisting of sectoids and floaters with a smattering of gazers and arthropods. The only terror sites I've had have been floaters or snakemen. I've had 2 base defense missions both snakemen and brutally suppressed in a few turns.  The cyberweb didn't net me any benefits so meh.

Destroyed 2 out of the 4 cults only 1 spawns anymore and the concealed weapons crap means I need like all 26 guys to do it right.

I'm swimming in resources from farming supply ships. Just grabbed a commander for Cydonia or Bust and have 6 alien bases on the map. So I'll gut a few cyberdisks and then get the electronics out of them, build the Avenger and win.

I'm curious about what the next version brings.

Stun a cyberdisk? fuuuck. ok...

I need it for the Avenger... after that it's all over but the screaming.

I noticed the same... especially after researching the farmers. It became better and easier to simply show up and shoot the farmers and leave.

Anyone found any alien electronics? like the physical object?

Awww yeah!

That's pretty awesome.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 02, 2017, 12:59:22 am »

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 02, 2017, 12:13:36 am »

So how do I do that and where is it documented?

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 01, 2017, 11:31:59 pm »
Finally fucking found it...

Manufacturing needs better organization or clarification :(

Why the FUCK would you put clips under batteries?

The X-Com Files / Re: The X-Com Files - 0.5.5c alpha: I'll Dissect You!
« on: February 28, 2017, 09:53:49 pm »
Haha, the aliens are something to be feared for me. Even before 1999 UFO Landing missions were a major disaster for my agents because of superior alien weapons and mind control. Cultists can be a real pain too, but at least you have Alloy Vests (and Shields) that will probably protect your agents from gunfire (well, except "holy shit" enemies like Black Lostus Avatar). Aliens are completely different picture - even Alien Alloy armor can't help againt laser or plasma weapons.

Play your strengths, Avoid night missions but prepare for them  with flares, flashlights and Incendiary support.

Concealment can save your soldiers, and spotter/sniper combos moving carefully through smoke can prevent landing craft massacre.

The aliens are meh at shooting, but have really high damage weapons, but they have a distinct disadvantage or equalization with humans when engaged at range.

this combined with concealment gives a good chance of not losing tons of dudes to reaction fire and psi.

if you are really want to screw their day up rookies as reaction fire sappers work... in a brutal we gotta win way.

the Avatars panic way too easy. kill their minions and they flip out and run away letting you stun their stupid ass with impunity.

ninjas are stupid and judicious use of fire, explosives, and mines thins their idiotic "I can be dressed in black under full daylight 1 square away being directly observed and be invisible" bullshit.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 28, 2017, 09:29:56 pm »
Well I can use it but not manufacture it so... yeah. you want a copy of a save to confirm/ mock me? :)

I dunno either.

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