Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - HelmetHair

Pages: 1 2 3 [4] 5 6 ... 24
46
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.

47
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.

48
Stun a cyberdisk? fuuuck. ok...

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

49
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?

50
Awww yeah!

That's pretty awesome.

51
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 02, 2017, 12:59:22 am »
cool

52
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?

53
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?


54
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.

55
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.

56
The X-Com Files / Re: The X-Com Files - 0.5.5c alpha: I'll Dissect You!
« on: February 28, 2017, 07:12:37 pm »
Heh, and cultists are the story for another day 8)

Shit... It is common practice for me to literally kidnap 1-2 dudes and interrogate the shit out of them. It has gotten to the point that I can basically go in and abduct ALIENS right out of their own ship in 3-4 turns in a grab and go.

1. Cut the hull open
2. Stun the shit out of them
3. Pick them up and run like hell. 

But, I'm really picky... the most valuable aliens are leaders and engineers. Medics are good for a bit, Navigators are ok. Leaders though will tell you all you want to know.

Cultists are just annoying. Every month I take a trip or two out to the murder farm and murder the shit out of some cultists for some quick points. This next month in game I'm going to try to remove 4 Alien Bases... Should be interesting.

57
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 28, 2017, 05:52:02 pm »
nope, can't manufacture heavy plasma. necessary searcher is done, but wtf I don't know

le Sigh.

58
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 28, 2017, 06:43:17 am »
I am seemingly unable to manufacture plasma weapon clips.

Feature or bug?

59
The X-Com Files / Re: The X-Com Files - 0.5.5c alpha: I'll Dissect You!
« on: February 28, 2017, 02:28:33 am »

BTW, Promotion II and introduction of BlackOps weapons (and M.A.G.M.A. stock later) became a really major event for me - it was the end of HKMP5 era for me. I'll miss these days when my "inquisitors" (who dealt with cultist cases) could rely solely on non-letal arms and "monster hunters" were grim badasses in Armor Vests, armed with HKMP5 and shotguns. Yeah, that was a long and colorful era for my Bureau.

Ha! No doubt! Missions also take a way longer when you have to shoot the everyloving piss out of monsters to kill them. Like I had a beetle mission with 35+ of the creepy crawlies where I expended literally over 600 rounds of ammo because rookies can't shoot for shit. it. took. for. ever.

Also, the van is like the best thing ever for quick reaction teams. I at one point had 12, 4 man teams patrolling the globe  on constant patrol... living in the vans smelling like blood, body odor, and coffee for years. Those agents earned their pay, and most didn't live to spend it. my units were colorful also... so many crazy missions, so many wounds and close calls, and tons of serious spec ops professional kidnappings.

the dragonfly killed most of that, and the skyraider buried it.
BlackOps weapons changed the balance towards my agents with high accuracy shooting from the "close" assault weapon that made any rifle besides the A3K pretty much useless. Considering that it is currently comparable in damage to the gauss pistol in damage only more accurate at range and cheaper and easier to obtain and was my main battle rifle for all troops until I had RAILGUNS should show how OP it is.

Anyways... have a good one.

60
Work In Progress / Re: Making more UFO sizes attack your base
« on: February 27, 2017, 09:11:48 am »
Meridian,

bad phrasing on my part.

Disagreement is fine and actually intellectually healthy. You've disagreed with me publicly more than once and were polite about your thoughts, a perfect gentleman and a total bro. It is not even the words themselves but the tone here recently so very angry, dismissive, trite, and impatient.

 I'm actually a little concerned. You, through your labors have brought so much joy into something I thought I was alone in enjoying in xcom. Over literally years I have come to know your writing and natural tone and inflection, not you as a person but how you express yourself in our special corner of the world. As stated ive noticed a changed recently that hurts the soul because of what you as Meridian represent in my eyes as a community leader.


I AM NOT a model internet citizen and won't pretend to be and if my post came across as a correction, please know it is not. I'm not your daddy and it ain't my place. I will give you feedback and accept in and all vitriol in honest discourse because unlike you...I am a jackass...professional top tier. The silencing of your voice is unacceptable to me and I don't want that and in all reality your opinion is an actually expert opinion and the community does matter.

however, you don't owe us shit. we are not entitled to make you crazy and to drive you into some self imposed exile over "disagreement".

In short; fuck the haters, but please don't be a dick.

I am going to break protocol and say my name is Alex and I'm here to be whatever you need because I believe you are the community and deserve to feel whole and accepted within it.

,only the best

-HH

Pages: 1 2 3 [4] 5 6 ... 24