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Messages - mumble

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XPiratez / Re: [MAIN] XPiratez - 0.99F - 4 Feb - Blood is Life
« on: February 12, 2017, 01:58:58 pm »
Say, why cant the boarding gun, and custom shooty gun use the boarding gun ammo large, only the super boarding gun can? I honestly prefer the custom over super, but would LOVE to use the large chain ammo, and I see no reason why it wouldn't work, since its literally just a longer chain of bullets.

Robin, as for the civilians, it works out as each unit has a score for killing, or capturing.

tough girls, or tough guys, both deduct somewhere around 10 points for killing, sharp guys (men in flashy looking blue suits) deduct I think 40, since they are kinda higher up in society

Anyone whos DIRECTLY part of a faction, (temple, guild, bandits, ect) can be killed off for a points value, but those who aren't you should try to capture.

You can capture with the handle weapon (good early on) gun butts of most larger smgs or rifles, or other means. Stun damage can still kill depending on the weapon and how strong the person is (dont try hitting a sharp guy with a gal whos using a B-bat with a strength above 80, you will shatter his skull)

As a general starter, dont if you can help it, shoot tough girls / guys, sharp guys (especially) savvy girls, fat guys, and especially any government agents you ever run into, unless you are OK with the ramifications. I for instance, a few years in, am perfectly ok with gunning down a few tough guys, because they carry magnums which can punch through armor. Besides gov employees, or sharp guys, they don't really hold much of an influence if you kill a few within the month, but indiscriminately nuking temples might cause you problems

So yes, stunning works. If your starting out, you can also try using a small weapon (rusty niner, pocket pistol, ect) to shoot them. These do less damage, but are enough to knock them out generally, without killing. You can even shoot, and let them bleed for a turn, then bandage them as they are bleeding out. Theres a score hit for killing, but maiming is perfectly acceptable ;)

XPiratez / Re: [MAIN] XPiratez - 0.99F - 4 Feb - Blood is Life
« on: February 11, 2017, 03:45:27 am »
Kinda curious, why is it pre-primed grenades are removed from inventory?

Every time I have say, a preprimed smoke, the smoke ends up in the item pile in the ship, and blows up....almost seems like the engine is having a fit after landing :D

I have pre primed grenades on, so I'm not sure what the issue is. What is REALLY strange, is this happens even after I get out of the ship. For instance, lets say I leave the airbus, cook a smoke, but then don't throw it that turn, the item magically warps back into the ship and blows up...

...Its rather frustrating, as it makes items with timers next to useless

XPiratez / Re: [MAIN] XPiratez - 0.99F - 4 Feb - Blood is Life
« on: February 09, 2017, 10:11:39 am »
I'm noticing the same issue with tac vests, have several, but cannot research them, and theres no bootypedia article .

Also, I get what you mean about the darts, but the effect, chemical induced pacification, is from the same source (chemical) isn't it? I just fail to see why the stat difference, especially since daze is more blunt trauma than anything also makes capturing shark men very tough.

XPiratez / Re: [MAIN] XPiratez - 0.99F - 4 Feb - Blood is Life
« on: February 09, 2017, 05:04:07 am »
why are the darts from the dart RIFLE daze, but from the dart pistol chem?... Shouldn't they be the same?? Is this an oversight, or is there a lore reason behind it??

Also, I just want to say, your mod, even though I don't necessarily like the "all female tribe" aspect, has pretty interesting tactics and gameplay more than regular xcom. The mansion invasion was particularly fun, if overwhelming, and its interesting how you emphasize on finding items in the battlefield many times.

Khade, iirc uber clothes are never researched, they are simply used as materials to build things. You can't wear them, iirc.

XPiratez / Re: [MAIN] XPiratez - 0.99F - 4 Feb - Blood is Life
« on: February 08, 2017, 03:05:16 am »
What? damn, and, what exactly am I supposed to do about these? It takes forever just to get a jetbike which can have the slightest chance of taking down a ship, so I really don't know how I'm supposed to counteract this...

Sorry if I'm seeming noob like, this mod is fun, but its the 2nd time I've failed in February, first because of the mutant aliance (those guys throw you under the bus unless you act as their bitch) and 2nd, everything was fine, few kills of civies, but still a -1000 score...

.. .. am I missing something to keep score up?

XPiratez / Re: [MAIN] XPiratez - 0.99F - 4 Feb - Blood is Life
« on: February 08, 2017, 01:57:20 am »
Neat mod, but its a bit of a headache understanding notoriety. The bootypedia could REALLY use some updating for this, with a whole post on actions that do / do not raise / lower notoriety (murdering civies, murdering factions, abducting x groups, slavery, ect) so the player can plan.

For instance, I have no clue if slavery, murdering factions, murdering civies or differences in civies, what they have as differences. Does killing a tough girl matter as much as a sharp guy? Does killing a priest raise or lower notoriety? Does genociding a warehouse make things worse? Is it ok to kill off security forces?? SO many questions, but no answers  :(

It would be REALLY nice, if posts for all relevant notoriety effecting things said what they did, with a [REP] tag, or something, and after interrogating a person, it also gives rep information for enslaving, ransoming, or killing someone....

I'm partially complaining because I cannot get past February of year 2, without getting -1000 or less, and I honestly don't have the slightest clue why, and its also aggravating that I don't even get an impossible to do raid mission, but merely get a game over screen, so I really feel like I had no control...I realize its the mechanics of xcom, but it feels a bit different when its not just the bill not getting paid, and the lights turned off due to beurocracy (in normal xcom) and instead a raid apparently so big, that none of my weapons, gear, or pirates, could hope to destroy it. It would be cool if that could be changed in the future, to be just a swarm of tanks and heavy equipped govt personnel, so its hard, but possible.

It MIGHT because I enslaved a bunch of people, it MIGHT be because i got too violent with temple raids and warehouse attacks, honestly I don't know, and not knowing is what makes it so much more aggravating. It would also help if I can see what kind of ship it is when I attack on the ground, as I'd like to not attack govt fighters, but I can't  find any distinguishing marks on the battles-cape, and by then, its kinda too late anyway

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 02, 2017, 08:32:20 pm »
@yrizoud : I understand what you are trying to say with bleeding, except that gazers in particular, are waaaay tougher than anything else I've ever encountered. I actually turned off bleeding JUST for them, which is honestly a bit irritating, as I really LIKED bleeding otherwise, but them with bleeding was just impossible to capture. Its kind of annoying : on one hand I love it, because a floater bleeding to death has saved my ass before, but on the other hand, gazers, and to a MUCH lesser extent, alien commanders are beefy enough where you need a bit more damage.

Kinda makes me wonder if advanced fire arms could make a big, beefed up version of the tazer, firing a small harpoon, firing far more volts, but having only 2 shots, and being a full sized weapon, heh... Big, big tazer, with a higher stun, harder to aim and shoot, but stuns like a baseball bat to the face, and a slight boost to range.... kinda like a compromise between the stun-rod and the dart rifle (dart rifle is nice, but does jack against armor)

Kinda reminds me of the heavy machine gun actually, its stats look amazing, until you realize you literally cannot use it for almost anyone, unless you either work them out for several missions, or get power armor. Would be nice if explicit automatics had a "burst" function for this reason, like a halfway between auto and snap. As much as I like things like miniguns, they are far less flexible than rifles or pistols because of this...but I suppose its part of the balance??

@scorch well, I did just start using the mind probe, which helps, but the mind probe is something which needs research too...

....I think the biggest thing would be multi branch research, so your research does BETTER if you get an alien, but is not completely stopped if you don't capture them. I DO like how capturing them is more important, just not to the point where if I fail to capture x race z rank, part of the research tree is locked out.

Perhaps you could keep original research, but with maybe 5x - 10x delay in research compared to interrogations, and a note upon researching alien biology, that interrogations are better? This way its clearly better to capture, but your scientists don't just sit around with their thumbs up their butts if you can't capture anything... Because is aggravating to have 2 labs, and 100 scientists, and nothing to do, and have to sack half the work force.

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 02, 2017, 10:46:40 am »
Gotta say this mod is interesting!

I haven't beaten vanilla xcom yet  but this mod, as well as the older, imo SUPERIOR mechanics is refreshing! I found the new xcom, and this mod, and man is it great.

This said, I have a few things to point out

1 : compatibility with other vanilla openxcom mods seems odd, particularly gun melee (it works, but does not apply to the NEW guns...which would be handy, and make aliens with no ammo a threat still) and alien bleeding. Alien bleeding works, but it seems like it should be disabled for gazers, reason being, it is almost IMPOSSIBLE to capture one with bleeding on, as stun does not work well on them and any attacks big enough to be worth using, cause fatal wounds. I've caught one, by literally using a med kit to heal it after a stun, but thats a PRETTY extreme length to go for a capture. I also think with how sturdy they are, perhaps bleeding just shouldn't be a factor. This also goes for any other extremely hard shelled beasts out there, as normal stuns don't work without extra damage, and extra damage does wounds...which...makes capturing nearly impossible.

2: Research seems a bit odd... I get it prioritizes capturing new aliens, but between the different classes to capture, and them all having stuff to learn from, and stun weapons being much less effective, it seems like a pain in the neck sometimes to do that. It would be nice if there was perhaps, more chances of data slates which also gave research, but was also much less reliable than studying a live alien, as I'm stuck at research around November of the first year, and my stats show I've captured HALF of all aliens I've encountered... maybe I'm not going in far enough, but its a thought. I'm also on my first year so what do I know? its just obnoxious trying to capture say, a sectoid medic, when 1, I cannot identify it, and 2, can't really check as to which alien classes I've researched already, as far as I know. This is made worse by "rare" encounters, like MIB, or hybrids or others... I only have MIB agents researched, as all others are incredibly hard to capture alive. Its also a bit odd how say, I know how to create a laser rifle, but my scientists cannot figure out how to make a laser shotgun, without getting this info from the aliens themselves... I guess maybe alternatives to capturing, be it very slow research, or whathaveyou, would be incredibly handy

3: gun classes could use some love. I honestly loved the SMG, but once you get lasers, you can never use them again effectively. Would be nice to get a laser variant of it to use, as the smg was a sweet weapon, but is quickly useless due to low damage, and kinetic damage type, making it barely tickle stuff like gazers. And honestly, a bigger "machine gun" variant might be interesting too... Infact, its pretty disappointing that you get all tons of varying kinetic weapons, but so few options for lasers... What about a laser magnum pistol? or smg? just a thought... But I understand there may not be art assets for this, or that it would take time to do. Though honestly, even pallet swaps would be neat.

Sorry if I'm ignorant of the presence of features, or information, I realize I haven't beaten this, but its just my input so far. I'm admit-ably a noob to the old xcom, so sorry if I'm completely missing anything.

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