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Messages - HelmetHair

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346
Work In Progress / Re: 'Equal Terms' 1.0 Mod Discussion.
« on: September 20, 2014, 07:42:52 am »
Oh Ivan. You crack me up. :)

347
Playthroughs / Re: Let's play OpenXcom (Hawaii challenge!)
« on: September 20, 2014, 06:46:10 am »
Meridian,

I'm Finally all caught up on your let's play videos.


I am SUPER impressed with how you handled the terror mission. Use of cover and risk management was superb and a loss of only 4 soldiers in Jan on superhuman is stunning. I could not match that and tip my hat to you.

I had a few questions for you, if you do not mind.

1. Where are you from? you speak English with a slight accent(better than me) but grammar and word choice point to British English being taught to you vs American English. Belgium?

2. How old are you, I can guess,  but my curiosity has gotten the better of me.

3. 20 years playing Xcom? holy shit.... me too :) Do you prefer TFTD or UFO defense?

4. You played the new Xcom or Xenonauts?

5. Did you play fallout tactics??

-HH

348
Playthroughs / Re: Let's play OpenXcom (Hawaii challenge!)
« on: September 19, 2014, 11:30:22 pm »

@HelmetHair: I know that smoke is very useful (and I will be using it a lot during the terror mission)... I just don't like the visual aspect of it (the effect/animation).

Ah! much becomes clear.

Sure, why not I'll be a guinea pig. Maybe I'll get to go to Cydonia!!! (or die in a hole somewhere :) )

-HH




349
Playthroughs / Re: Let's play OpenXcom (Hawaii challenge!)
« on: September 19, 2014, 09:32:42 pm »
I love this Let's Play.

I noticed you said you don't like smoke in video 3. Why!? in a night mission it is an equalizer and with a scout tank to pop it you can take the cake. 4 tiles of smoke means that your guys are invisible.

In turn 1 Bjorn could of been saved by smoking the Skyranger and would of allowed you to deploy more soldiers to be used on turn 2. By smoking the Skyranger your soldiers could have responded better in turn 2 and eliminated possible cover and concealment the aliens were using with HE, Rocket, and Cannon fire. You applying smoke to an alien only benefits the alien on a night mission if you don't kill him on that turn, but luckily you did  :). Incendiary ammo is useless except on a night mission by using it in an auto cannon to light up wide areas using autofire.

in Video 4 you did awesome. Merlin is one lucky guy.

I'm loving watching this. Your tactics are sound and you don't make too many dumb moves.

350
Fan-Stuff / Re: Tactics to survive early games
« on: September 19, 2014, 06:29:21 am »
It is the prevalence of extremely good throwing stats that has me convinced Xcom has a minor league baseball team as a front for it's recruitment program.

It also explains why I get so many Julios, Joses, Angelos, and Marcos with hilariously high throwing, I must of gotten the Dominican dudes who didn't make the cut into the Majors. 

351
Released Mods / Re: [WEAPON] Daichi Blade
« on: September 19, 2014, 06:18:21 am »

352
Fan-Stuff / Re: How to defy logic in OpenXCOM
« on: September 19, 2014, 05:17:22 am »
Got me again....

"Nope, no Narnia in there".


-HH

353
Also, was playing TFTD a long time ago, with a ball mouse. Ordered my guy to shoot at a Gillman in the dark. My mouse slipped and I accidentally ordered to shoot an empty tile next to the alien. But my guy missed the shot too, and hit the alien square in the chest,

I know that feeling. So hilariously bad and awesome all at once.

I was once playing TFTD and had an operative cruising around 4 levels up trying to see over all the maze coral/cave bullshit. Ended the turn, Direct hit with a DPL. Instakilled and fell 4 stories.

-HH

354
Work In Progress / Re: 'Equal Terms' 1.0 Mod Discussion.
« on: September 19, 2014, 04:55:58 am »
Much like the shotguns as they stand now ;)

But seriously, even with all the limitations that you have to work with/around I deeply love the additions that you have made. It makes one of my FAVORITE games of all time better.

Now my brain won't shut up so here comes more suggestions/ things I want to see.

1. Alien Smart grenades. A step between a blasterbomb and a grenade. Works like a blasterbomb but has only 1-3 way points (1 being least overpowered and 3 being WAY overpowered, 2 being ideal) Does less damage than regular alien grenade and needs more Elerium and alloys to manufacture. So you can throw a nade AROUND a corner.

2. Flare gun. Single shot high accuracy, low damage pistol that shoots a phosphorus slug that burns for X turns. Would be cool if you could shoot an elctroflaresuqe device.

3.Incendiary proxy grenade. For those night missions with aliens sneaking in the dark, it is an insurance policy that illuminates and keeps our ET buddies toasty. You know what they say; build a man a fire  and he's warm for a day, set him on fire and he's warm for the rest of his life.

Just had a squad wiped on a night mission...ugh.

-HH

355
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0 - Beta 1.975
« on: September 18, 2014, 07:36:50 am »
-1 square tanks

A 1 square flying UAV with no other abilities or weapons.

A 1 square tank that has electro flares it throws out.

A 1 square minelayer tank that chucks proxy mines

A 1 square "METAL STORM" tank that uses the shotgun weapon and can do like a 5 shot burst.

A 1 square scout tank that can pop smoke

A 1 square scout tank that can self destruct for 75 dmg

A 1 square rifle tank that can autoshot and pop smoke

A 1 square "little dog" that acts like an equipment bearer that can throw ammo, grenades or other gear and has LOTS of time units so I can have it follow my dudes around so they don't get overburdened.

A

-four square tanks

A foursquare "Big Dog" tank that fufills the same function as above but with a built in medkit and gun.

A Four square javelin tank.... shoots rockets straight up and the come straight down or shoots directly

A four square "Sapper" tank that blows up when killed or by using main weapon. goes off for 210 damage.... Hurray for HMX!

A four square "Soak" tank that is nothing more than a target for aliens to shoot at. HEAVILY armored and cheap, no gun.

A four square tank with a SAW and 2 SSRLs

A four square tank with a Laser sniper and a smoke generator

A four square tank with a Plasma gun and Blaster launcher

A four square tank with a fusion torch and a close combat weapon

A stun tank with upgraded stun stick.

thoughts?


-HH

356
Work In Progress / Re: 'Equal Terms' 1.0 Mod Discussion.
« on: September 18, 2014, 07:05:26 am »
I do have a feature request... just a few things that I think would be great. grain of salt of course :)

1. A street sweeper shotgun like a Saiga 12 or a Pancor Jackhammer. Offers burst fire mode and has a 20 round magazine. Burst is three shots no option for aimed or snap, and it costs 40% TUs to shoot, and weighs a ton.

2. Incendiary shells for shotgun. These exist and they use them to start backfires fighting forest fires and I've shot a few myself and they would be SUPER useful on those night missions where you need light.

3.Backblast on the SSRL. like 1 square at 35 dmg, and another directly behind it at 17 and then nothing more. destroys terrain and has a little smoke.

4. A 5 shot pump action grenade launcher that could shoot smoke, HE, Phosphorus, and Buckshot. Look up China Lake launcher if you haven't seen it. It wouldn't have to be super powerful. 30 HE would be plenty and have it cost 45-50% to use. Buckshot would shoot 12-20 pellets at 7-15 dmg of AP.

More ideas... but I'm tired.

-HH

357
Dude, I remember a mission where I had a guy in Powersuit Armor fighting one single alien, but on the Alien's turn, two more aliens flanked the powersuit guy from either side and fired at him, but he soaked the damage. He was down to 4 health and had 5 fatal wounds (!), so I decided that he should go out with a bang, and the only explosive on him was a High Explosive.

...You can guess the rest of the story.  ;D

I laughed WAY harder at this than I should have. I was imagining a squadie all burnt to hell saying "ALLUH AKBAR" and blowing himself up... Terrible.


I had a few operatives that were total characters. Armand Jackson... How can I remember his name so well but forget my birthday??? Armand was a grunt who seemingly had a knack for causing explosive havoc. He was from the the uncanny valley of having max starting strength and max throwing accuracy. I would quite regularly use him to relay grenades or throw them in crazy positions to bust cover or flush an alien. Before long I was loading him down like a mule and he got hulk strong. Once he hit like 65 strength he would just He-Man an HE into where ever. Once he threw 3 in a turn and brought a building down and racked up 6 (yes 6 )kills in a turn.

I had an operative who was death incarnate. Wounded a dozen times, and was my aliennapper. She would run up and poke the Xenobear with a stick until it quick twitching... hilarious.

But to answer your question, by some strange twist of fate I had a guy autoshot and kill three sectoids. I was aiming at one, missed and hit another killing it. Second shot hit killed intended target and last shot sped off into the dark... striking a third and dropping him. I dubbed him "Tailor" for the brave little tailor doing SEVEN IN ONE STROKE!!!

I used to regularly shoot across the map with a rocket sniper I had groomed, until he rounded Pi to 3 and went 'Splode.

Playing TFTD I had a sub that had a one tile hole in the rood and was next to some scaffolding rock bullshit so I used that as the entry point. This was before I had Mag Ion armor so I spent two turns crawling these guys up there and had them jump in. I thought " HA! I got 'em" and the first guy landed face to face with a Xarquid. DOH! yeah he died... But his BUDDY! well he landed and gutted that squid with his vibroblade.

I once forgot to put more men on my sky ranger after a particularly nasty mission full of kills and wounds and had ONE guy on the ship when I dispatched it to a terror site. Through sheer fucking luck and a few wise decisions and patience I managed to clear a terror site with one guy. It took me like 85 turns to do it, so much collateral damage but HOLY SHIT I did it. That guy eventually made Captain through attrition.

I shot a cyberdisk out of the air and landed on the gas pumps on a terror site killing two sectoids and revealing a third who just panicked.
 
-HH

358
Work In Progress / Re: 'Equal Terms' 1.0 Mod Discussion.
« on: September 17, 2014, 05:04:44 am »
I love this mod, but have 1 and ONLY 1 beef with it.

the SAW... When doing a burst from it, you should get MORE accurate as you fire. In reality you "walk in" a long burst which means you see where you miss and compensate. It wouldn't have to be a huge bonus, but something like 1% a shot and make a long burst be 7 shots.

But other than that... it is frickin' cool.

-HH

359
Work In Progress / Re: New Base facilities/ soldier stuff
« on: September 16, 2014, 04:31:54 am »
Great ideas!

360
Work In Progress / New Base facilities/ soldier stuff
« on: September 15, 2014, 05:39:57 am »
Hello all!

Huge fan of OXC and played the original TO DEATH and even modded it for my entertainment when I was a teenager. However, there were always a few things that bugged me and even as an adult it still kind of eats at me.

1. Why in the HELL could I not set minimum stats for recruits? I mean COME ON... 10 bravery? I could drop my coffee and he'd head for the hills.

2. Why could I not pay for more stringent testing criteria? I mean some of these guys they found behind 7-11  obviously.

3. Alright so why can I not train up recruits to better suit my purpose? I mean if little Tommy Toughnuts can't shoot to save his life, can't I send him to learn?

4. Ok, so I have a troop who basically got blown in half and is in recovery for 80+ days... I Think it may be time for a little six million dollar man....

I did all of these things manually to make my game more  fun for me.
I charged myself obscene money for decent soldiers.
I Paid monthly to pay for "tutoring" of my soldiers.
When one of my soldiers got REALLY screwed up I charged myself money and resources and made them cyborgs with great stats.

Now... What does that have to do with you ladies and men?

I think it would be a great mod to have. Where you have a hospital, cybernetic prosthetics lab, and training centers and all can work in conjunction.

So you spend more to get a better soldier, or roll the dice and can enroll them in various training courses to improve their skills which you get a report of once a month like psi training. If they get blown up or you want to augment them, you pay money and resources to do so and they are super soldiers.

Ideas, thoughts?

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