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Messages - mumble

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91
The X-Com Files / Re: The X-Com Files - 0.7.3 alpha: Dirty Money
« on: October 26, 2017, 03:20:01 pm »
Well, can you make the effect of strength plateu at a point like a curved graph line? I mainly suggest that, so firing is the ultimate determining factor, but lower strength is a penalization. What about every point of strength under 60 (flexible obviously) deducts aim, or something? Just a way to penalize people who struggle to hold it steady / handle the mule like kick of large automatics, while super gym rats won't be magically better past the "ok, this is effectively as light as an ak with my strength", level of power?

It would also be a good addition to xcom in general having soft "floors" for skills of several types..

I'm not entirely sure if this kind of math would be doable, but if it is i imagine it would be a good way to skill floor (in a sense) many guns.

92
The X-Com Files / Re: The X-Com Files - 0.7.3 alpha: Dirty Money
« on: October 26, 2017, 08:18:26 am »
I think miniguns, and many other guns would do well to have a heavy reliance on strength for accuracy. In fact, i honestly would love dropping the tus of the heavy machine gun by 10 or 15 and making a semi exponential increase in accuracy with higher strength, but allowing use of it by weaker troops, albeit very poorly. (currently its not possible to even fire unless you have pretty high strength and no items / armor)

I think this would be a great way to capitalize on meat head troops, having gun accuracy more attributed to strength than JUST accuracy. In fact i think magma weapons would also do well with this.

And honestly this is very realistic especially for automatics of large caliburs. Weaker men struggle to handle ak47s on automatic, i imaging a minigun would be far worse, and this would allow a minigun or similar guns to have better performance with accurate firing hulks than accurate firing featherweights, even if they are under the weight limit. And while this especially applies to automatics, single fire guns are still an issue... Holding A heavy gun steady for a good shot isn't as easy as holding a lighter rifle steady, and this would allow for higher cannon accuracy for particularly gifted troops.

Say, just an idea, but could selling AA ammo to magma result in AA ammo eventually on the free market of cultists? This would be a fun twist if possible, seeing nasty results of breaching the xcom code of secrecy. Also, since AA are lighter than normal steel, any possibility we could get lighter versions of some guns using them? I'd love an AA thrasher shotgun or other items.

Also, i still think the beach / ski resorts are bs missions, they might be possible packing a lot of crossbows, but they feel badly balanced.. I know it is optional but still

93
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 16, 2017, 04:05:05 am »
solair, since outfits can have versions of them for underwater, cant weapons have the same?

Is this remotely possible?

94
The X-Com Files / Re: A mission idea from news
« on: October 16, 2017, 04:03:55 am »
Maybe people are injecting pure zombie blood / eating zombie flesh in ghettos for an insane high / performance enhancement, which expedites the zombification process?...

95
The X-Com Files / Re: A mission idea from news
« on: October 15, 2017, 11:49:46 pm »
Any chance we could get a VIP rescue sort of thing like one of the missions in xcom enemy unknown? Perhaps a spawn point for xcom, spawn point for cultists, and spawn point for VIP's and security, and trying to rescue the VIP before hes killed.

Also, What if zombie parasites were connected with a drug outbreak? Like zombies outbreak in the slums because a dirt cheap "drug" is being sold and converting drug addicts into literal zombies... Would be interesting to see, particularly if it involved gangers and ghetto people fighting zombies in the streets in a police no go zone. It would also better explain the large zombie presence in the world.

96
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 15, 2017, 11:40:20 pm »
If the idea of all of these weapons is restricted, then how about ultra concealable pistols?

There's 2 in mind, one is a 22 magnum pistol with 1 shot in it, which can fit inside a wallet, and another is a 2 shot 45 pistol which is only slightly bigger. I figure these could be concealed even in swimsuits, and would at LEAST allow some sort of conventional firepower, and would be much more available than crossbows.

Also solair, no there is no notification for weapon restrictions on mission details or anything, and you can check everything you bring by launching the mission in "new battle". Just crossbows and dart guns, darts being a more promotion 3 item anyways, and unavailible : and I figure if the groups are paranoid enough to check for stuff like pistols, crossbows would also raise eye brows.

Beyond that, it seems rediculously balanced even if you see it coming, crossbows against guys with machine guns, and no armor? A bit much, really... And I figure xcom agents could manage sneaking in mirco pistols...they are AGENTS after all.

97
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 15, 2017, 07:31:10 pm »
I know it may be illegal, but by this logic, why have guns in ANY european country, china, japan, or all these other (freedom hating) areas?

Beyond that, xcom at day 1 is an international investigation agency with authorization to bring weapons into countries : I know the whole deal with tourism and stuff, but I figure one could flash their badge to sneak in a few small pistols and such

Besides, the weapons availible are very limited, and not even indicated unless you know beforehand, so if you pack a crew with pistols and no crossbows, you  are completely fucked, and killed off all your agents the moment you started the mission : we should AT LEAST make it clear pistols are not allowed, as this was how I started off, and it was a very nasty suprise, especially with no retreat chance

Perhaps this? Maybe such resorts could have archery ranges / sporting rifle spots for procure on sight operations, while tiny pistols are allowed? This would make more sense than weapons as big as crossbows, and still provide unique challenges.

In short, I dont understand why the agents, even when undercover, could not carry concealable pistols, but could totally bring in MASSIVE CROSSBOWS AND DART GUNS into the resort. I would figure these places would have such weapons on sight only, if anything, and it would be easier to smuggle in a handful of snubnose pistols than crossbows ::)

98
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 15, 2017, 06:10:51 am »
Theres a BIG difference between dart guns right near a diving area / on a diving boat, and actually just on a sun bathing beach.

And by this logic small pistols would still work, since small pistols are used for catching large fish to shoot them in the head.

Besides that, this REALLY limits the weapons you can use to approach in these missions pretty drastically, making the mission a bit of a shit show.

EDIT : actually this applies to both of the things, ski resort and surfs up : you spawn in with mostly melee weapons and can only bring crossbows / darts for ranged weapons, while fighting cultists with machine guns, and you have no armor?!

Something is horribly unbalanced with these missions man =). I at very least think anything which fits in a quick draw slot should be allowed, period.

99
The X-Com Files / Re: The X-Com Files - 0.7.2 alpha: Snipers in The Night
« on: October 15, 2017, 06:09:13 am »
maybe injectors, or the odd fat zombie should drop a parasite...honestly they are cheap enough, I wonder if they should just be present with any zombie mission. It would better explain the spread to be honest.

100
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 15, 2017, 02:53:19 am »
Is there a reason "surfs up" mission  forbids all firearms, but allows all kinds of bows, crossbows, and dart guns? I can see not packing a full gear load, but I figure mini pistols like the snub-nose and light pistol could still work just fine, and CERTAINLY be more discreet than a crossbow.

101
The X-Com Files / Re: The X-Com Files - 0.7.2 alpha: Snipers in The Night
« on: October 15, 2017, 02:40:02 am »
Honestly I'm not for pistols in general getting it : I guess you could use the nitro express as a good example : the whole idea with that gun is it EXCELS at killing squishy targets very easily, while a high quality armor vest or armor plating will make it bounce off

this honestly isn't necessary for glocks or others because they are already well mitigated by armor CURRENTLY : a glock can sometimes be resisted by kevlar, and is almost always resisted by the heavier combat armor.

When using a colt however, the only differences are TU usage, weight, accuracy, and magazine size : a colt still use just as effective against an armored target point blank as a blackops rifle bullet is. Magnums go slightly further though, being most effective outuside shotgun slugs until larger sniper rifles are had, and with no real downside outside of a range trumped by a rifle.

The whole issue is specifically LARGE and COMMON pistols, which are comparable to rifle rounds in damage, but the large, fat, rounded, non AP bullet is still just as, or more effective (in the case of the magnum) at going through armor than your bread and butter blackops rifle : which seems very odd

honestly I find this particularly strange since you gave m16s an armor piercing effect, yet don't want to give a meager +25% armor  to the 2 pistols in question, even though both would still remain a risk in the areas used.

honestly its not a huge issue, but it is a big nagging thing in the back of my mind why a 45 pierces armor just as good as a 7.62.

102
The X-Com Files / Re: The X-Com Files - 0.7.2 alpha: Snipers in The Night
« on: October 14, 2017, 08:49:55 pm »
the bit about berretas being better is hyper dependent on target in question actually. As far as I know the armor thing, it would more taper off colt / magnum to be more COMPARABLE to other pistols than rifle rounds, when compared to an armored target

Lets take a +25% armor, with a 40 armor target (just for example).

The armor jump would be 10 points

A berreta at 23 damage, with a max roll damage of 46. Enough to penetrate the armor or 40 obviously, but making it a majority bullet resistant.

A colt at 30 damage would have a max roll damage of 60, but with the 25% extra armor, any rolls under 50 are now blocked. Its not much, but it makes options like the AK47 more potent, and makies taking on armored goons with a colt much less viable.

Obviously both pistols indeed work, but colt is still better per shot, it just isnt as exponentially better vs armor.

As for the glock, I don't mind because it still a relatively low damage, but high damage like 30 or 38 ends up making the armor in many enemies, or even kevlar early on slightly pointless

Also, I'm not for lowering the damage of the colt 45, just amplifying how it effects armor.

103
The X-Com Files / Re: The X-Com Files - 0.7.2 alpha: Snipers in The Night
« on: October 14, 2017, 03:33:32 am »
I've mentioned this with the colt, recommended giving colt a +10/25 armor but solair wouldn't have it. I think its a little too powerful too early, i agree. Honestly, I even think this should apply to magnums, they are an absolute STAPLE early on since they deal the highest damage till explosives / alien alloy ammo for rifles. I get they are powerful guns, but flat / rounded rounds are ALWAYS less efficient against armor than rifle rounds : kevlar for instance can stop small caliber pistols, but don't do crap against rifle rounds or blades : because the wider round has more opportunity to bounce rather than poke through. Granted, slugs and 44s may force through them / cause lethal blunt force trauma, but the kevlar will do more than it would for a rifle round. And even level 3a body armor in real life is rated for 44 magnums, so I think something really could be done. Not like a 10% extra armor would make a huge difference, even at 30 armor, its only 3 extra armor points, and 25 would still make them effective against all but really tough armor.

The corpse is WAD, its basically an analog for paying off officials to make the person show as ""missing"" while the weight is an analog for council investigators at your base nagging and slowing down your operations, till you pay up.

Hey solair, any chance we could get a pistol and sniper variety of the magma industries cannon?

maybe a pistol which drains energy to fires because its so damn hard on the wrist, or inflicts a little morale damage (my damn wrist is bruised after 1 shot jeez!) but fires light cannon rounds, with a high dependence on strength for any semblance of accuracy?

The idea of an uber heavy, crazy badass "pistol" to replace the workhorse magnum would be pretty sweet, even if it was unwieldy as fuck. And with only 4 shots, it would be a pretty niche weapon... Though honestly it would give an (imo) needed item to late game xcom agents : a backup weapon which is potent, and multi purpose. And I imagine it would be very good for "hunts".

Also, I think it would be neat for missions in cults which interact with civilians : maybe an underground fight ring for lotus (to acquire gambling funds, and get recruits, and gain fame from martial arts prowess), dagon holding a cult complex to convert wayward souls, red dawn moving stuff on a military base / forcing a bio lab to work on storm, and exalt doing the same with a tech company to produce psiclone. I know the cults are technically done, but this would be good to 1, diversify the lore for the cults, and 2, make missions which have a bit more difficult arrangements...don't want to accidentally shoot a scientist or bigwig whos caught up working with a cult, after all. I think it might be a good idea to mix them up half and half between the small hideouts which seem rather generic, and would certainly make things interesting... And could allow for research opportunities

104
The X-Com Files / Re: The X-Com Files - 0.7.2 alpha: Snipers in The Night
« on: October 13, 2017, 06:54:56 am »
Really depends. Pump uses its own ammo, the "shotgun"  and blackops shotgun use the same shells, and all other shotguns have their own shells. I suppose you could make some of them interchangable, maybe... but I'm not sure how that would balance

shotguns are nice, but they don't penetrate armor well at all, so I prefer rifles generally. Also, I find I prefer slugs over buckshot, because such a damage burst is handy.

I also like the double barrel shotgun, for what its worth, the ammo is odd to handle (2 shot pieces) but the gun performs great in all other respects.

just be aware of how it performs against armor, buckshot can often bounce off harder armor pretty easily, its not an issue early on, but higher grade cultists have high armor and HP which makes shotguns less ideal.


By the way solair, I think "shotgun" could really use another name...maybe Remington, or something?

105
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 13, 2017, 06:44:34 am »
Yes, the AI can't use limited range weapons at all, they just freeze in place. But, if they bait you to come closer and then kill you, then it's not so bad. ;D

Samurai armour? Why? They aren't samurai, they are more like ninjas. Just like the Assassins - they are pretty much the same thing, just a different level.

Because we ALREADY have ninjas, and the assassins are badass as fuck, while the warriors feel like the lotus warrior feels like the black lotus grunts stole the assassins clothes, put on kevlar and bought a better melee weapon, and forgot a firearm. It really feels kinda cheap, as its a reskin of a STRONGER enemy, and warriors really provide little value in a battle. Honestly this is a big issue I have with black lotus, they are really meh besides the footmen, witch, and assassin, as the melee weapons make for such an easy kill.

You also missed the point, that this guy stood around like a dingus and did nothing UNTIL I got close enough, and had I just lit him up with mp5 bullets, this death wouldn't of happened whatsoever.

Beyond that, warriors really just don't provide much challenge, short of the time listed (which was 100% preventable) I've never died from a warrior since they always prefer melee and knives. I could propose 2 solutions, 1, that they get a boost to overall tu's (faster) and possibly get kamikaze AI, or 2, that they get armor, and a new skin which isn't just a pallet swap.

honestly, I think even giving the black lotus grunts higher TU's would be good : they train daily right? I figure they would be swifter because of this, and this would make them slightly more formidable this way.

In short, warriors don't feel particularly formidable or special in any real sense, to the point I actually prioritize them LOWER than grunts on most occasions... but besides witches, assassins and footmen, lotus is still a slight joke. And giving both warriors and assassins the same texture honestly just seems lazy on your part : no offense.

Whole point of such an outfit is stealth, which they dont have, and so for charging head long, traditional Japanese / Chinese armor would be very fitting.

And either way, the knives locking them in place feels like an exploit, as you can ignore them entirely this way if you stay outside the range.  Maybe for the meantime you should remove knives from them....

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