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« on: February 15, 2017, 11:17:28 am »
I just fired this mod up after a long hiatus from OXC. I'm not sure if I did something wrong, but here are some of the issues I ran across:
Sectoids - they stopped appearing before I could ever capture one alive.
In three games, Veteran, Superhuman and Superhuman, I have never once ran across a Chrysalid or Celatid.
The spacing between alien types showing up seems really quick at the start (like I mentioned, Sectoids disapear fast), and then insanely slow at the end, which I love the slowness, but the researching doesn't keep up. In all three games, I got the research and gear necessary to complete the game before I ever even researched anything psi-related. I never saw an Ethereal until I went to Mars. In one game I researched some medics to uncover various other alien species that I never actually ran across in any game.
Interceptor research is spaced out weird. You get the updated interceptor from alloy research fairly soon, but then you don't get anything for quite a while. And then you get upgrades so quickly that they will be outdated before you even finish crafting them.
Some of the craft just felt like fluff, and nothing I would actually use. The one really fast interceptor with only one weapon slot I never found a use for.
I could research the blaster bomb, but never got the research for the launcher. I dug in the files and saw it requires psi research. This doesn't make any sense at all, they are not mind guided.
Along the same vein, I researched the small bomb and ellerium bomb long before I ever got to research the small bomb launcher.
MiB don't seem to...go anywhere. After the first research, it mentions you should capture a Commander to find out more. I managed to get one, TWO, in fact, but it didn't do anything for me.
I'm trying really hard to find a use for any weapon that isn't a sniper rifle. I equip all of my high accuracy units with them, burn as many TUs as I can to move them to the tops of buildings or other high places, and then just basically reaction fire the entire map, or shoot anything that comes out of hiding. Flying armor just makes this even more silly.
Similarly, Shotguns are absolutely amazing for clearing large ships and bases. Being able to point-blank all those pellets into an alien, really clears things out quickly.
I had an overabundance of Ellerium. Even taking into account Plasma Weapons now require it to charge, in my last game when I left for Cydonia I had a combined total of about 3k among my bases.
In an older version of this mod, the MiB were ridiculously hard. I loved it. In this version, by the time I run across them I have decent armor and they are still shooting at me with conventional weapons. Same with Hybrids. I never once had an MiB related mission that I even took damage on, much less lost a unit.
Electronics are freaking impossible to find. Cyberdiscs seemed to have gone the way of the dodo about mid game, and I never saw Sectopods until Cydonia. I never checked to see if I could make them, but they were in great need when I had none and no way to get more.
What type of damage do Gauss Weapons deal? Are they just another form of Laser weaponry?
Something I think would be amazing, make Rail weapons the endgame for XCOM. Leave plasma to the aliens. Those weapons are just boss.
The primary advantage to laser weapons in the OG was the lack of a clip. Giving them clips really gimps their usefulness.
My first two games, I played with your mod completely unedited. Third game I tweaked some numbers, as far as armor and weapons go, so that I could keep using certain weapons and armor longer. I didn't touch anything major, and nothing that gave me a clear advantage. Sorry for the long post. I do love this mod, I refuse to play OXC without it, but it has some issues.