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Messages - Devon_v

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121
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: December 28, 2015, 05:45:38 am »
With TFTD damage rules, you can only kill them with rockets, HE packs, or fire (or stun rods). With normal damage rules, they should also eventually succumb to AC/HC AP ammo.
Even reverting to UFO damage rules they absorb a staggering amount of fire now. It's taking the entire magazine of a multi-launcher to drop just one.


Two issues I've noted:
The commendation screen after battle is using the wrong palette, it's all pink and orange. It's working correctly everywhere else. I believe this is the 12/21 nightly.

I looked at the tech tree to try to explain where an issue seemed to be coming up with the alien laser rifle, but I notice that you can get the gun itself after an interrogation, but you cannot put the clip in it unless you interrogate an engineer. Was this supposed to gate manufacture behind an engineer interrogation? It seems odd that the gun is understood, but putting the clip it in is a mystery.

122
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: December 28, 2015, 02:25:56 am »
Hello! I just started playing FMP a few days ago, and it is amazing. I've played around with OpenXcom before, but after Firaxicom, Long War, and Xenonauts, I was never able to get into another game of vanilla X-Com. All of these new options and rebalances are so fantastic, it's like playing for the first time again.

I'm going in blind, minus the readme warnings about game settings and the need for captures, and I've been very much enjoying myself, but I've hit one snag that I'm unsure about. Cyberdiscs. It makes sense to me that small arms just bounce off them now, but they can take a half dozen hits from alloy tactical rifles and shrug off grenades and even rockets. I have difficulty destroying even one in three turns, let alone dealing with the 4+ that show up. I'm wondering if I'm missing an obvious weakness (I've made no attempt to use fire, which has been my answer to Reapers and Spitters), or if early game Cyberdiscs are meant to be something you just get back on the Skyranger when you see them.

I was able to defend my base from a shockingly early assault (loved that) because I layed it out with defense in mind and had long corridors to just pound away at them turn after turn with everything I had, but the poor sight lines on the terror maps combined with their mobility makes them almost impossible to fight.

I do have TFTD's damage scaling enabled as I have never liked the idea that a weapon can strike an unarmored target to no effect, but would that be enough to throw things out of balance despite resulting in more consistent damage?

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