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Messages - NuclearStudent

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61
Suggestions / Re: BattleDrop/Catapult mode
« on: April 26, 2015, 04:18:27 am »
OpenXcom sticks strictly to the original XCom in core mechanics. However, you may be able to pitch this to a modder or learn how to implement it yourself.

In reality, though, forces from your funding nations probably do this for you.

62
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 25, 2015, 02:46:04 am »
As it goes, I'm happy with the direction Solarius seems to be going. The miniguns were definitely underused and the multilauncher never made that much sense. Adding craft maintenance makes money tighter, which adds some challenge to the strategic layer.

63
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 25, 2015, 02:43:42 am »
Pilot00, I agree with you on many points. Part of the issue is that the rocket launcher usurps the role of the minigun. In real life, rocket launcher backblast means that it could never be used to clear a landing zone like it is used in Xcom. Because XCom rocket launchers can be fired inside the craft, there's no reason to use the minigun to clear the way.

Theoretically miniguns would be good at killing swarms of terror units, but XCom can just throw heavy explosive packs instead. The minigun is inherently awkward.

64
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 24, 2015, 04:11:10 am »
Only if you make them researchable and costing alien alloys to build. And slightly lower their strength requirement (because alloys). I dont remember back in the day mingun totting troopers :P

The strength requirement is so you can't have minigun totting troopers. Not until a months or two into the campaign, where fighting alien and sniffing plasma turns your scared newbies into competent shock troopers. It makes perfect sense.

65
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 19, 2015, 12:16:30 pm »
Mr. Scotch, changing the Scout Drone's reactions removes or nerfs the unique niche it had. Before, it could investigate extremely dangerous situations where you could not afford to lose a crew slot to anti-dog reaction fire. Right now, the Scout Drone feels weird. Basically, it feels like a flying dog that n't kill people. Thanks.

66
Suggestions / Re: Base Defense Mechanics
« on: April 15, 2015, 03:52:44 am »
Should also take into consideration amunition problems though I dont know if it is possible to link it somehow. Perhaps the power building module that was suggested in another thread could be used as a balancing factor to counter spamming defenses?

Only two base defense facilities can be used for active defense. As well, each module has limited ammo.

67
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 09, 2015, 09:18:05 am »
You've inspired me... Live MiB dogs should be recoverable! :)

Hella sweet! I know I can't name dogs, but the dog I brought with a stun rod will always be Lassie in my heart.

Unfortunately, Lassie (and every single member of my team but a single scout) was blown up by what appeared to be a blaster bomb. Even more unfortunately, there's no way to tell the difference between dead bodies and unconscious soldiers from the minimap, so the lone survivor is going to have to make a break for it alone and abandon the bodies of his comrades. C'est la vie!

68
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 09, 2015, 08:29:21 am »
As I move further into the campaign, I'm loving the experience.

Right now, March is my Men in Black Month. I love the juxtaposition between regular missions and the sleek, dark firefighting of the Men in Black.  I'm currently raiding a landed very large UFO, and it was extremely tense to learn that I was invading some sort of governmental meeting or MIBBY facility.

The way the game is set up makes me wonder-am I a morally grey character? My soldiers just blew up a passing dog with rocket-launcher reaction fire. It was absolutely excessive force, and I could have simply tased the dog and brought it a warm, nurturing environment.

69
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 08, 2015, 10:55:50 am »
It might just be my personal opinion, but I feel that Magnums might be too good at almost everything. They excel at mid range skirmishing. They are reliable, accurate, and mobile, and are superior to the miniguns, machine guns, pistol, and rifles in most cases. They are also effective at close range because of the large and reliable burst damage each shot deals. In addition, they hit and kill targets at long range about as reliably or more reliably than the rifle, because the sum of the aimed shots are about as accurate and Magnum shots are more likely to penetrate armour.

I'm not even mentioning that the Magnum is a one-handed weapon light enough to be carried by the weakest soldiers. When a month of time passes, the superiority of Magnums becomes even more pronounced. Tougher, more heavily armoured targets like the Men in Black Enforcers make lower damage weapons less useful and the armour penetration of the Magnum even better.

The magnum isn't game-bustingly overpowered, but many other options seem to pale in comparison.

70
Playthroughs / Re: Let's Play PirateZ! (0.9a) Now Playing!
« on: April 07, 2015, 06:52:46 am »
Lol!  I didn't even notice it was my grenade that took calamity out!

And what an awesome pro tip!!  Thanks!  I never even had a clue!  (must practice it to get it a natural part of my game play) .. :

Feel free to sling your hammock Between decks until we have some billetting space! Welcome aboard, Lass!

It's nice and comfortable in the hammocks. Reminds me of being back in the labs.

Was then a good time. Each day, free, content, with purpose...


71
Playthroughs / Re: Let's Play PirateZ! (0.9a) Now Playing!
« on: April 07, 2015, 03:05:08 am »
Sweet! I want in on this! Bloody Atom, standing for inspection sir!

72
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 07, 2015, 01:54:28 am »
It's a good thing I kept a backup! Thank Ivan!

73
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 07, 2015, 01:36:55 am »
Is this compatible with Soldier Diaries? I threw soldier diaries haphazardly to test. It crashed. However, that's because I threw it in with the latest nightly and FMP version without checking.

74
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 06, 2015, 08:53:21 pm »
I'm not sure my voice counts, but I personally use LMGs regularly. Both them and the HMG have very good autofire accuracy (relatively speaking) and are therefore good at mid-range combat.

How do you use them? I've always felt that the accuracy was too poor to use the LMG effectively at mid-range. In terms of raw DPS, the magnum is better. If it's important that something needs to be dead that turn and I can't get a sniper/grenade launcher on it, I like to use the flamethrower. I feel that the guaranteed kill range of the flamethrower and the LMG are fairly similar.

75
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 06, 2015, 09:14:37 am »
Maybe I'm missing something, but what's the point of the LMG? I just installed the mod a few days ago, and I've yet to find a decent reason to use the weapon. It's not totally useless, but I couldn't find anything it could do that other weapons weren't better at.

The LMG isn't impressive at area denial and squad support. The range and accuracy is too low to safely cover a leap frog forward.

The LMG doesn't seem to be great for an offensive point man or a defensive vanguard. It's too slow for a scout to rush and fire with. It doesn't do enough damage to hold against mass attack. It might be good marching forward in a tight urban environment, but it seems awkward to fire and doesn't reliably kill things.

The LMG is light and effective at close range, but are other weapons. In a mano-a-mano breach I would rather trust the shotgun and the magnum. They also have the benefit of extra range. When hitting a bunch of targets close together, I'd rather use a flamethrower (or possibly a minigun-I don't really understand those weapons either).

In short, I feel like the LMG does everything in a mediocre way with poor adaptability. Any LMG fans out there to prove me wrong?

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