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Messages - ohartenstein23

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1831
XPiratez / Re: Suggestions on how to improve the mod
« on: August 05, 2016, 02:06:53 am »
Balance-wise, for when you first get it, I think it's necessary to not allow multiple gals firing it in a single turn, otherwise you wouldn't ever use grenades at all, just bombard the hell out of the whole map by a crew of gals playing pass-the-mortar.  Remember, Dioxine's point of balance is not to make sitting behind a smoke wall and shelling out everything you see the most attractive option - the closer you get, the more fast-firing options you have.  At the point you get plasma and gas mortar shells, you don't really need to fire more than once every other turn - you flatten whatever you fired at, and it takes another turn to find anything worth firing at again.

I'm not arguing that the mortar is the optimal choice of fire support, but I find it worthwhile to use, even a little later in the game; it's a great situational-use weapon.  Anyways, you should want to move on from the mortar to something like the tornado rocket mortar, or tossing high explosive packs from your uber-trained ubers.

1832
XPiratez / Re: Suggestions on how to improve the mod
« on: August 04, 2016, 10:49:45 pm »
I think it's plenty for early missions, it fills the indirect fire support role well until you can loot some hellerium grenades and train throwing.  I don't advocate using it as long as I did, but it works damn well when you need that early firepower.

1833
XPiratez / Re: Suggestions on how to improve the mod
« on: August 04, 2016, 10:29:12 pm »
Mortar needs to use less TUs (such that you can reload and fire on the same turn if you don't move) or deal more damage; as is Hellerium Grenades (and Smoke Grenades/Willy Pete; hell even Frags in most cases) are hands down better than this in pretty much every way; I've struggled to hew out a role for it, but it's just way too TU intensive and cumbersome for the utility you get.

Really?  I found it to be extremely useful, in fact one of pieces of gear I had in use the longest.  No need to worry about maximum range, hits almost always exactly on target, great damage for a non-hellerium weapon (one-shotting Marsec Bodyguards on a good roll), it's a beautiful piece of artillery.  It's a bit of a loss that you can't fire it every turn, but at least when you do fire it, anything less than power armor is pretty much dead.  It came with me to provide fire support on every supply ship raid I've done, because I use my less-trained gals just in case a nuke goes off.  Grenades require much more training, and even then don't always make it perfectly on target.

1834
Regardless of whether OpenXcom has a cap (never bothered to test it), you can't define one in the ruleset. The max psi-skill only determines the amount you get from your first lab training (you get 50 to 150% of the value), that's why the default soldier has it set at 16.

There is a cap - it's set in the statCaps tag of the ruleset (in Vanilla OXC, it's 100 for Psi Skill).
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Player_Units_.28Soldiers.29

1835
Keep in mind the max for psi-skill in the rul is not actually the maximum you can get. It's used to control the amount of skill you gain from lab training. There isn't actually a cap on psi-skill, as far as I know.

I thought that was an original-version-only thing, but OpenXcom has the hard limits on Psi Skill.

1836
XPiratez / Re: Bugs & Crash Reports
« on: August 04, 2016, 05:19:13 pm »
Ah, okay.  I was looking it up in the ruleset for making an updated ranged weapons table on https://ufopaedia.org, and I didn't look up what the string was in Piratez_lang.rul.  I was categorizing it as a bow for its fixed TU cost and the fact that it used energy to fire.

1837
XPiratez / Re: Bugs & Crash Reports
« on: August 04, 2016, 05:00:37 pm »
Hey Dioxine, is the X-Bow meant to be listed in the shotgun category (STR_BAT_CAT_SHOTGUN)?

1838
XPiratez / Re: Suggestions on how to improve the mod
« on: August 03, 2016, 11:37:37 pm »
Actually, the gals find bagpipes morale-boosting; they're an upgrade to the battle flag.  That guitar ivan posted is a further upgrade, so you can imagine your crew going on a rampage to the sounds of sweet, sweet guitar solos.  You could headcannon it as your gals channeling the sounds of bagpipes through their weapons to make them fire faster...

1839
I second keeping the 2x2 belt slot - the Death Blossom is my favorite firearm to give my plate gals a long-range option.

1840
Hey Ivan, the armor gives a +30(!) boost to VooDoo Power, so having a gal with 40 means she restores 1.0*(40+30)-70 stun per turn - this goes negative for values under 40.

1841
XPiratez / Re: Starting base location
« on: August 02, 2016, 08:05:48 pm »
This discussion makes selling the Airbus for an early Aircar seem like a tempting option, just have to be careful with negative point values.  Would dare even less to hit a pogrom, or even a ratman rodeo at that point though.

1842
XPiratez / Re: Starting base location
« on: August 02, 2016, 01:29:14 am »
Somewhere in the Americas, just not too far north or south, can work too.  The more important factor is getting radar coverage for as many countries as possible.  Wait, and the missions will come to you.

1843
XPiratez / Re: Voodoo buff ideas
« on: August 01, 2016, 03:19:15 pm »
I think it would be interesting to change what the factions' VooDoo does, based on the flavor of the faction - instead of just panic and MC, give them abilities that deal damage or disable by other methods.  For example, I find melee rush easier against the Academy than other factions, so give espers an attack to sap a gals energy/TUs.

1844
XPiratez / Re: Wands and Scaling
« on: July 29, 2016, 02:16:06 pm »
Training, and therefore VooDoo mastery is necessary to use the ghost outfit and dagger, the destructor outfit, and a couple of other weapons, especially those from researching to Doom demons.

1845
XPiratez / Re: Bootypedia (aka the wiki)
« on: July 28, 2016, 05:41:30 pm »
Awesome.  I'll work on the ranged weapons next, though that will probably take much longer.

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