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Messages - Bonakva

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76
The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: August 12, 2021, 12:09:01 pm »
Guys, how many soldiers on average do you have at your bases?

The personal lights which are turned on by the "L" key de-mask the units during the night?

How far can soldiers see (how many cells) during daylight hours?

77
40k / Re: 40k future plans and Work in progress / Suggestions
« on: August 10, 2021, 09:53:36 pm »
It's funny, I went through the whole game with heavy bolters.
In the beginning it's hard and very oblique, but once the marines get their strength and accuracy up, the weapon's efficiency goes up significantly.
I tried switching to plasma and melta from time to time, but quickly abandoned that idea because I didn't see the effectiveness. The heavy bolters were more reliable.

I also liked the assault bolters. Very often they kill fat targets with 1 shot.
Only I don't quite understand the mechanics of the shot.
The info says 2 die rolls. What does that mean?
One shot, but the 2 damage adds up?
I know assault bolters have two barrels, it's very strange to see 1 shot...

78
The X-Com Files / Re: New weapon suggestion XM-25
« on: August 09, 2021, 06:59:47 am »
This is not a high-tech weapon of the future... although it depends on how you look at it...
It's an existing weapon. The project was developed, but was frozen because it was too expensive to produce and did not satisfy the army's "wants".
It's perfect for the "REVIVED WEAPONS" line of research.
https://en.wikipedia.org/wiki/XM25_CDTE

I have an eternal problem with grenades. I find it difficult to use grenades because of the fact that you need to perform a lot of actions (go to the inventory, move the grenade, activate the grenade, throw, wait for the turn). A lot of action, and the result you find out in the enemy's turn. For me this was not acceptable. I like instant damage.
So instead of grenades, I started trying to use grenade launchers as additional weapons (grenade launcher, Milkor and tactical launcher).
Grenade launcher was the worst, very TU dependent. It's like grenades, only you do not need to activate ...
A great plus was that in the hour of need you can grab a grenade launcher from his backpack and make an important shot. And also the fact that two of them have a magazine. But in general, grenade launchers do not do much damage (perhaps I'm a loser and randomizer mocked). They are also very inaccurate. I would have settled for the tactical launcher, but damn, it's very heavy.
Then I tried rocket launchers, the power of most of them was overkill for me, but the main downside to my game was the constant reloading and sheer weight. In general I would have used launchers with multiple round magazines, but again, very heavy. It just so happens that in my style of play all soldiers are kitted out universally. And I did not want to make a specific grenade launcher. Also, to shoot the enemy if he is close. It hurts...
Suddenly I saw the love of my life on the horizon. The XM29 destruction machine. It's like the child of a grenade launcher and a rocket launcher.
It has a magazine for several rounds.
Damage per shot is excellent.
If the enemy is close it's not scary, the blast radius is small.
Weight complete with shells is not great - can be carried as an additional weapon in a backpack.
Accuracy and TU shot is excellent.
Direct aiming is more of a plus than a minus, allows you to fully fight if the ceiling is low.
I love this weapon. I carry it in addition to my main weapon, exclusively with high-explosive shells. If there was a separate grenade launcher with the same concept, but without the assault rifle it would be perfect.

And the pictures are taken from Call of Duty: Modern Warfare 3
 :D

79
The X-Com Files / Re: Entere the alien embasy
« on: August 08, 2021, 06:32:22 pm »
You can instead apply tiny mod with just one ruleset line https://www.dropbox.com/s/ldm0p0npa9q85oj/Liberation.rar?dl=0
Oh... It's really more comfortable that way.
Thanks

80
The X-Com Files / Re: Entere the alien embasy
« on: August 08, 2021, 02:03:40 am »
For myself, I do this. If I destroyed the base, I edit the save and return the country...

81
For lack of a better way out I will have to use the crutch with the melee in the tank. But I would like to see a more thoughtful implementation of the idea in the project itself.

I would like to think that the developers will take note of this idea, at least in the form of additional settings.

82
The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: August 06, 2021, 10:07:30 am »
Acid Bolt conceived as a grenade?
I think we should add a "grenade" tag to it. To make it easier to find when rigging a ship

83
I meant something different.
The idea is that the tank could move through the bushes while breaking them.
Probably with increased energy consumption. For example, when using "running". When you press "ctrl" it starts to move where a normal unit can not.

Is there a way to make fists break things in front of them? O_o Just now, fists only hit if there is an enemy.
If so, I'll add fists to the tank...

84
Suggestions / Tanks are not afraid of obstacles! At least the bushes...
« on: August 04, 2021, 06:00:56 pm »
Please make it so that tanks and large ground units can break some obstacles. I start to hang myself every time I come across a map with jungle or dense urban development.
Surprisingly, in order for a tank to pass I have to shoot bushes and small fences.
I'm not talking about that they would pass through the bearing walls of the houses, but a small fence and bushes to break down, they clearly should be able to, and perhaps the trees. (Although probably would be cool to fly into a house in which there are locked enemies with the words Surprise motherfucker)

85
The X-Com Files / Staff of Heart Grip rebalance
« on: August 02, 2021, 09:55:31 pm »
The Staff of Heart Grip either doesn't work, or it definitely needs a boost in accuracy. Since 15% is very low... Seriously, I've shot a farmer 100 times and never hit him.

86
The X-Com Files / Help with the game's features
« on: August 01, 2021, 09:20:22 pm »
1) How to remove the pause during the enemy's turn (messages about panic and the like). Sometimes, when the enemies in sight one by one begin to panic each time I have to press the "space bar" to remove the window.
2) There is a wonderful key combination "Ctrl + End", which allows you to turn night into day. Is there a way to make it so that when you start a mission/load a save is activated by default?
This feature allows you to brighten the night in several levels. I like that one of the stages has a medium "brightening" value, plus it displays some enemies that sometimes can't be seen in the "fog of war". I know you can shoot at them, but sometimes it's hard to know where to point. This feature saves a lot.
I got tired of every time to press this key combination on every night mission and loading.
In fact, I think you should add a separate openxcom setting to lighten a certain level by default.
3) I found out about this key combination by accident when I was trying to find out how to make all missions in the daytime, because night missions annoy me in terms of color scheme (my eyes get tired of everything dark...). So is there a site/list/post with all possible openxcom/OXCE combinations?

87
An interesting addition to the mod. I have a suggestion for the general development of your mod.
How about mobile weapon platforms from xcom 2012 (S.H.I.V.).
I already said something about it in a separate thread (https://openxcom.org/forum/index.php/topic,9289.0.html)
In xcom 2012 S.H.I.V. is analogous to tanks, only instead of 4 cells they take 1.

In essence, it is a mini-tanks, which can be without harm to the main squad to swallow and deal damage, as well as scout the area.
The game already has everything to implement the idea. Drone scout is essentially already a S.H.I.V. All you need to do is change the armament and play with the armor settings.

In my game, I changed the shotgun to a machine gun m-60, as well as slightly increased the frontal armor. It turned out a kind of assault version of the mini tank. After I went into lasers and alloys I once again tightened the characteristics to those of the analogues.

Of course, the armor characteristics should be less than those of full-fledged tanks. Compared to full tanks, the S.H.I.V. has an order of magnitude less armor, but they can be placed in greater numbers. And they are also able to storm rooms with the squad.

Spoiler:


88
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 28, 2021, 08:33:47 pm »
mg-3 and m-60
I found and researched the m-60. Now I can buy m-60 and 7.62 ammo. But I will get information about the damage of this ammo weapon only when I research mg-3

89
The X-Com Files / New weapon suggestion XM-25
« on: July 27, 2021, 08:09:22 pm »
I really like the XM29 OICW weapon. But only the part that is implemented as a grenade launcher. It's very cool to shoot grenades directly. But as technology advances, the 5.56 bullet is getting very old. Nevertheless, the direct fire grenade launcher is useful even late in the game.

Guys, how do you look at adding another weapon to the "Revived Weapons" branch.
I'm talking about the XM-25. It is essentially a grenade launcher based on the XM29 OICW only without the rifle part.
Direct fire grenade launchers are excellent!

90
XPiratez / Ship race
« on: March 30, 2021, 07:11:45 pm »
Where and how to edit the game files so that any plane can fly to the races?

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