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Messages - nrafield

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16
OXCE Wishlists / Re: Solar's wishlist
« on: February 27, 2017, 08:48:10 pm »
I've noticed that my laptop literally does not have the Scroll Lock key. As such, I am unable to try out the night vision mode, so I'd appreciate if it was possible to rebind it to another key. What does it do anyway?

Another thing that would be nice is if there was a key allowing you to put a single weapon back into ship inventory during preparations. Sometimes it just happens that multiple pages of the ship inventory are filled up, it doesn't scroll to a new page, and there's simply no room to put down an item manually without removing all equipment from a soldier.

17
XPiratez / Re: The most unusual moments at your campaigns
« on: February 27, 2017, 08:07:54 pm »
When the AI actually acts smart. Just likely there was a Church Zealot who actually was giving me trouble - he took a position on the second level of a church ship and used it to exit the ship's door, fire his explosive cannon at my gals, and retreat. Since I don't pay much attention/equip my gals for situations like this, I wound up losing 2 of my gals to this.

18
XPiratez / Re: What is your playstyle for this mod?
« on: February 27, 2017, 01:19:27 pm »
Ah yes, I have to say that save & reloading is a curse that was plaguing me for a long time when I lose my favorite soldier or somehow accidentally fire a mortar or leave an explosive satchel lying around in my aircraft. But I am trying to crack down on it. I still save at the beginning of each mission, (never know when everyone on it might turn out immune to all your weapons and you realize too late you have to bail) but I am trying to crack down on it. So I adopted a house rule - every time I reload, I will abort the mission immediately.  Looking forward to see how my playstyle will change/how much harder the game will become if I play on a harder difficulty & Ironman.

19
XPiratez / Re: City Life
« on: February 26, 2017, 03:31:25 pm »
That seems to be true, but the factions periodically organize pogroms at places, marked on the map.

Yeah, that's a leftover from original X-COM where terror attacks targetted cities that are on the map. So considering them as major mutant cities seems to be more plausible.

20
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 25, 2017, 11:09:41 pm »
I'm too lazy to switch armors up every time for weather. Still, I wish there was a better early game armor that protected against plasma and laser while not freezing gals in place in cold weahter.

Recently realized that Runt outfit has under 100% values for both heat and cold, so you can take it as an universal outfit in both these areas. Now this REALLY improved it's usefulness.

21
Well, it's your choice if you prefer it to be like that. In the end, I don't think this is as a big deal as the cut features of X-COM Apocalypse, as it's not that hard to accrue positive points after a few months of gameplay. There are plenty of strategies for that too, such as not researching the Mutant Alliance until you feel like you are ready to start doing something useful on mutant pogroms. And doesn't holding out for more research kinda defeat the point of having more weapons? I simply don't see any other reason to do it otherwise. But, that's just my opinion anyway.

22
XPiratez / Re: Add Infamy Loss for failed Alien Base attack.
« on: February 25, 2017, 09:45:05 pm »
This is an intriguing idea. Though i rarely find base assaults difficult to the point of disengagement.
It's to prevent the player from going in, kidnapping a high-ranked enemy and retreating, while also being able to repeat that as many times as they like. I don't think it's such a big issue personally though, you risk getting your gals killed just as well.

23
Maybe it's just me, but I don't think the hardest difficulty is meant to allow you at any time to just sit tight and do nothing. You have to kick ass day and night to get by.

24
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 24, 2017, 07:26:58 pm »
My main issue with weather is that the particularly unfit for cold gals end up having 0 stamina regeneration and become sitting ducks. Instead of it counterbalancing the stamina regen of gals in lighter outfits that boost it, even the ones in Metal Armor can end up with 0 stamina for the rest of the mission, removing from you ability to appropriately equip your gals against plasma/laser using enemies in cold regions. I could go for more stun/maybe even HP damage but less loss of stamina in cold.

25
XPiratez / Re: Suggestion: New Loss Ending
« on: February 23, 2017, 07:51:59 pm »
Yeah, but I think you would get the same ending if you lost because your last hideout was destroyed by a crackdown, which doesn't quite make sense.

26
XPiratez / Re: What is your playstyle for this mod?
« on: February 22, 2017, 11:55:59 pm »
Bow have unfortunately suffered from nerfs of circumstance. They are functionally snipers with arcing fire but much easier to train and be effective with with subpar stats. However because of the reduction in gal numbers for much of the early game there is much less room for support fire units. On top of this the vision changes most notably thermal vision has limited the validity of support weapons across the board. While smoke camping was a bad thing in general the player being at a vision disadvantage for nearly the whole of the tech tree makes it extra bad for low mobility support units. 

I favor a mix of melee and heavy weapons with copious grenades. Aside from chem rounds i dont find shotguns particularly attractive after the first month or 2. the foes you can reliably affect with a shotgun generally don't have the reaction score to pose a threat to a charge across a shotguns effective range.

Mercs are very difficult right now between the vision deficit and how poorly most weapons match up against them aside from plasma. Mercs having the combination of top tier camo, night vision and thermal in the same package is something the player can never match. The armors that have the vision dont have camo or vice versa. Ghost armor is an exception but is codex limited and not particularly good for the necessary captures towards tech and game completion. I rate current mercs as hard as the old LOS hack version of stargods.   

The mercenaries are literally the hardest faction to fight against in the mod right now, possibly barring a Star Gods crackdown.  But during ship assault, the Star Gods are much easier to handle - Waspites can be destroyed in one black powder bomb or even a stick grenade while Cyclopses do basically no damage, Silacoids have no time units, and Guardians are too few to make a significant difference. At this point, if I see Mercenaries on a Pogrom, I immediately retreat, it is 100% not worth it.

Also, it seems there is A LOT less Mercenary Soldiers than Commandos overall.  What's up with that?

27
XPiratez / What is your playstyle for this mod?
« on: February 22, 2017, 07:56:48 pm »
So since there did not seem to be a thread for doing this, I had felt like making one to share my experiences and tactics.

-Early game I feel (from first month) shotguns are king. While not very good for long distances, initially, neither are muskets. The difference between high and low accuracy is readily apparent - a gal with high accuracy can afford to make a shot pretty far - and if one of the pellets hits it's already as powerful as a single shot from any other weapon, except you are more likely to land multiples of them at once for the same cost. The pellets also mean the shotguns are excellent to make autoshots with - they are considerably worse than vanilla with pretty much any other weapon unless you are point blank - but a gal with high accuracy and a shotgun that can autoshot can basically deal extreme damage to zombies while ALSO being in the safe distance.

I DO NOT like bows. Don't see why so many people like them, I personally find various things obstructing the arc of fire WAY too often to justify using them. Not to mention, they only seem to be effective against very early enemies. They are also particularly awful against Osiron Security and Mechtoids - units which you will 100% have to deal with if you assault any Academy ship or Reticulan ship. Actually, there aren't many things that can deal with them at all besides close combat - in fact literally the only reliable option I found is to smack them with a hammer.

I do not use smoke. I simply do not understand how to use it properly. Especially with how Intelligence works - it makes me simply too afraid to think that enemies may be able to see me for some turns regardless of what I do, but I may not see them. Better just to take cover to be sure.

Hammer is my favorite weapon. You get it right off the bat, and it remains effective till pretty much the end of the game. The best part about it is that you are also likely to actually knock out the armored enemies this way instead of killing them - very handy when you want a Mechtoid, as literally nothing else will work.

Aside from hammer, my favorite weapons early game are:ALL the Shotguns, Ol' Carbine, Blackmarch Pistol, Black powder bombs and stick grenades.

I find it's necessary to start preparing potential pilots right off the bat. Bravery seems to be actually the most important stat for pilots - not only it means your craft will be able to close in faster to deliver airballs, but it also leaves less enemy for the enemy craft to retreat, which isn't that uncommon. So I tend to pick a gal with highest accuracy or two, strip them of all armor and do tons of things to lower their morale on easy missions - whether it's holding the banner, being set on fire, or taking combat drugs. In the end all's worth it if they can train their bravery.

For new gals I usually put them in swimsuits  - the terminal lack of stamina seems to plague quite a few of new recruits. If your max stamina is under 50, you will struggle getting literally anywhere in the battle. This also makes them sort of expendable. But at least some of them wind up getting good and graduating into a better outfit so it allows me to screen them while keeping them useful!

By midgame, I prepare to dominate the airgame. As I build a ton of bases just to manufacture stuff and advanced radar range, I am faced with the fact that sooner or later I am going to face the obligatory monthly crackdown, and if I don't take appropriate measures, at least one of them will eventually wind up finding one of my weakly defended bases and destroying it. Since I prefer to build bases for radar coverage, it means that by this point I've made sure the entire world is covered by base radars, which might not be the best thing. So I start building up the airforce. Hellerium appears to have become REALLY scarce compared to previous versions - but now we have the Scarab, which runs of batteries, and it seems marvellous for shooting down the enemy vessels they send after you. Although in some cases you shooting down one means they immediately send another, larger one, and another one after that.

I wind up transitioning mostly to explosives:Regrettably, a lot of ranged weapons you can unlock still don't pack enough wallop against such enemies.  Mortar, Assault Cannon with Superconductive cannonballs, Quad Launcher = all excellent. Of manufacturable weapons at this point I believe the boarding gun and it's upgrades to be some of the most efficient damage dealers out of which you can easily manufacture. Although the chem  ammo is a great help for that - Blunderbuss is probably the best since you can autoshot it.


-Out of enemies I found Bandits are surprisingly dangerous. Possibly actually the most dangerous and unrewarding of early game enemies as you will mostly meet them during a pogrom, they are unrewarding to capture, blood hounds and armored cars can easily wreck your gals, and ghouls use chem ammo. General Operators are basically walking 20000$ cheques waiting to be stunned and redeemed, and Academicians aren't very dangerous either, although Osiron Security and drones are much more of a pain to get rid of than Guild Security. Humanists soldiers are abouts as strong as GO's. Reticulans can be dealt with as long as you have a way to dispatch the Mechtoids. Spartans aren't very dangerous, although some heavy troopers carry guns that will instantly kill your strongest gals if you aren't careful. And mercenaries are hardly ever worth messing with...

28
Open Feedback / Retaliation mission question
« on: February 19, 2017, 04:37:51 pm »
So it is known that the more facilities a base has, the more likely it is to be found when it's targetted by retaliation. But, how exactly does it work? Does an UFO search for a particular base in an area, or all of them? If I have a fully built up base with no mind shields, and a half-built up base with 2 mind shields in the same area, how likely is it that the aliens will find the second base instead of the first one?

29
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 18, 2017, 04:36:21 am »
If I wanted awesome explosions, I would just use the Chinese Dragon. But it still probably would not be fun in this map since it would probably just result in it freezing for half of an hour as each individual tile explodes.

30
XPiratez / Re: [MAIN] XPiratez - 0.99F.1 - 13 Feb - Slave Wars
« on: February 16, 2017, 09:34:02 pm »
I've researched Alchemy, which says in the description that it allows you to build a Still, but I already had the technology and ability to construct them in the previous version, and now I found out that I can't build one anymore at all despite Alchemy. Is there something I'm missing?

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