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Messages - Anon011

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16
The X-Com Files / Re: Some suggestions
« on: November 12, 2019, 12:20:52 pm »
I got a small suggestion, recently i have been playing 1.0 and im loving it! But despite all its great content i feel like i need to address two things.

First one is rather small, i thought that Red Dawn might have a little bit larger selection of weapons, because right now its rather small compared to other cults, noticeably it lacks "tier 2" rifle like other cult have, AKSu 74 and AK47 just dont cut it, (and VSS is classified as rifle instead of sniper rifle in the equipment selection screen, is this supposed to be this way?)
So my suggestion is to add something like AN94 rifle (could have 2 shoot similar to UAC rifle but damage of 5,56 ammunition), maybe even ASh-12.7 if you feeling fancy (a 12.7mm experimental rifle, i know it was developed in this decade and not in the '90 but i think that 12,7mm close combat rifle fits perfectly to theme of fighting extraterrestrials, maybe it could be a research project instead of a Red Dawn gun?)

Second suggestion is about UAC rifle, or more specifically its balance/lack of alternatives to it. Dont get me wrong, i love that weapon but it just outclasses all other rifles, with ability to deal 60-90 damage per snap shot (because of 3-shoot) and ability to make 4 snap shots per turn its just the ultimate weapon against anything not kinetic resistant. It makes buying and using blackOPs rifles useless, it makes Tier 2 (2nd promotion) weapons useless. Sometimes it even outclasses shotguns in close quarters. I dont really know what to suggest here since i dont really want UAC rifle to be nerfed but i also dont want to be running 40% of my campaign using only it.

Anyway love the mod, keep up the good work.

17
The X-Com Files / Re: Re: The X-Com Files - 1.0: Judgement Day
« on: November 06, 2019, 08:32:50 am »
Congratulation on releasing 1.0, played this mod since 0.7 and its amazing how much it grew. Keep on being awesome Solarius.

18
Of course there still is. Just use pickaxe.
It only works in missions taking place in mexico tho

19
Offtopic / Re: XCOM Inspired Fantasy Game
« on: April 09, 2019, 05:45:56 pm »
Very nice game Nikita, I like it so far.
Will you make a Russian localization for it one day?

20
40k / Re: Sharing Is Caring (Contributions)
« on: March 09, 2019, 11:58:39 am »
I liked the version with face scarf little bit more, Xcom really needs more masked characters  ;D

21
The X-Com Files / Re: [weapon] MG 3 machine gun
« on: March 04, 2019, 08:30:01 pm »
Hmm, who should use this weapon? Dagon, maybe? (Same question about the Galil.)
Hmm really makes me wonder who could be using a MG 3, maybe a certain faction from another planet  ::) ;)?

22
40k / Re: Sharing Is Caring (Contributions)
« on: February 27, 2019, 01:44:02 pm »
Looking really good Lord Flasheart!

23
40k / Re: 40k
« on: January 06, 2019, 09:55:20 pm »
Ok this is absurd, you made the chaos warbeasts and raptors WAAAAAAAAAAAAYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY too tanky, nothing short of a heavy bolter burst to the face of one these units or a lucky sniper shot or 6 is enough to kill them
Thats nothing yet, wait till you see Chaos Terminators, this is pure suffering to fight with, at least Raptors and Warbeasts die from 1-3 Sniper AP shots or 1 Lascannon shot, same cant be said about Chaos Terminators.

But really no offense but armor values forced me to come up with some radicilous troops composition, like 2 snipers with AP, 2 marines with Lascannons, one medic marine and one guy with bolter or something light for scouting.

24
40k / Re: Some misc 40k mod feedback
« on: January 04, 2019, 10:17:10 am »
Thanks for the replies guys.

If you come up with some fitting sprites for the Rough Riders, they will be all the more likely to be included in the mod.
I wish i could but i got no skillz in pixelart/sprites/anything-requiring-any-kind-of-artistic-skill  ;)
Grav guns ignore all armor
I didnt know that, but thats pretty interesting, their one shot nature is still kind of tedious since there is a need to manually reload after each shoot but i guess i accept it as a balance thing.
We can't do much about the AI, you'll have to accept that it's somewhat quirky, and genestealers without a melee option just doesn't make sense.
Agreed, but i was more thinking about filling map with more melee only 'nids. In the end it could make AI act little bit more logical, but i guess  how it is now works well enough, as they say if something isnt broken dont fix it  :D
I'm working on more IG special missions, you're seeing only the bare bones of the content on want to add there.
Awesome! Speaking of IG content tho, i just got this idea, since we already have different pattern bolters for SM, how about rare different pattern hellguns/hotshot? They could serve as high tier IG weapons, but they would have to be rare and fit into specialization to fit the weapons progression. For snipers for eg. LongLas -> Cadian-pattern Hotshot (scoped), Heavy Stubber -> Hotshot Volley (i know its already in the game).

Also thanks for clearing some things up Bulletdesigner, i kinda understand design decision here.

25
40k / Re: 40k future plans and Work in progress / Suggestions
« on: January 04, 2019, 09:59:39 am »
I've just meant that some xenos if you will capture them alive can fight on your side
Im not a type of guy who is super lore purist and i understand that in somecases gameplay takes priority over lore, but i think thats a little bit too far we stretching wh40k lore here.

or some your men can go heresy and attack you while on mission. It will add some challenge.
Is that even possible from a engine standpoint? Also i dont think that would really be a good mechanic, enemy psykers mind controlling your forces are annoying enough as it is.

26
40k / Re: Some misc 40k mod feedback
« on: December 19, 2018, 01:03:23 pm »
After playing version 14 for some time now (8th month in game as IG, 7th as SM both on "Force commander" difficulty) i decided to throw in my 2 cents to the feedback.

The Good:
-Space Hulk mission is on point, great mission really, adds tension, 'nids go down exactly as they are supposed to. Nothing as satisfying as burning trough hulk with flamers
-IG got balanced really well from my last play trough, difficulty spike is much more bearable and now IG stands a chance against the horrors of the warp
-There is lots of other great things already mentioned itt. about the game, sprites, music, atmosphere etc... I'll just say that if i had to rate this mod i'd give it 8/10.

But now onto
The Bad:
- Chaos space marines are tough nuts to crack, and i get it but its fine but Chaos Terminators can get 4 shoots from heavy plasma point black to their back and shrug it off like nothing. I think that Chaos space marines armor values need some balancing.
- Morale, I found my Space Marines causing panic among the Chaos Raptors and Chaos Terminators making them drop their weapons and run aimlessly. Im sure that my guys might be scary but to cause a panic among Chaos Space Marine elites? Kinda dubious to be honest. (of course i mean last 2 or 3 guys that usually panic when they are last chaos marines standing)
- Anti armor weapons lack the "anti armor" punch, heavy plasma gets shrugged off by chaos terminators, let alone normal plasma rifles. Heavy bolters are just weak all around. On the other hand Sniper rifle and Lascannon are the king for the most of the game. There is no point in using any heavy weapons but the Lascannon as heavy bolter is too weak to cause any substantial damage to enemies and 5 shoot burst isnt that strong either.
- Tech tree seems kind bloated, for first time players that dont know what research leads to what it can be confusing
- Attacking and successfully destroying enemy base doesn't seem to yeld any Honor Badges in loot? Maybe i missed something.
- 'Nids can both shoot and melee, this leads to some wonkynes in AI in my opinion. Example, one tyranid was standing 5 tiles away from my space marine, he had another one in sight that was 15 tiles away, he decided to shoot the guy that was further away and hide from the guy that was closer instead of just clawing the closer guy to death, maybe split nids into melee only and primarily ranged?
- I found Craft Plasma to be kind of weak compared to Craft Lascannon, what is a next step on a tech tree feels more like addition, 5 shoots only? Not that great, sometimes i found my planes missing all 5 shoots from both guns without hitting the enemy craft.
- Some options are unexplained, what does "Vox" special action for IG do? Why some space marines glow red during battle (i know that red glow is meant to mark guardsmen who did friendly fire?).
- For IG, both stormtroopers acquisition and veteran guardsmen acquisition cost honor badges, whats the point of veterans then? If the cost is the same as with stormtroopers why would anyone chose them instead of stormtroopers? Maybe im missing something here.
- Grav Canon got only one shot before need to reload? And that one shot doesnt seem to be worth it since it doesnt do great damage and isnt that accurate either. Pair it with need to manually manofacture ammunition for grav and you got yourself lots of micromenagement.
- SM got no "special action" box on the upper right of the screen like IG has. Not that this is bad, just a misc observation.
- I dont know if this is my fault or what but "special" missions are pretty rare, for 8 in game months for IG i got not even one special mission besides monthly city attacks and one or two attacks on my base and one enemy base, but riot suppression and training spawned at appropriate rate. For Space Marines i only got Hulk mission once.

The Ugly:

Spoiler:
I didnt had any idea what to put here so here are my random ideas 
- Next tier of Airgame, Vendetta gunship as it is the most costly IG gunship in tabletop, mounting 6 lascannons.
- Psykers for IG
- Sentinel armor with heavy flamers
- Maybe stormboyz or burna boyz for Orkz?
- I know that this one is kinda crazy but how about Rough Riders for IG?


Btw i hope im not too harsh or whiny, its a great mod and i'd love to see it grow even more. Keep up the good work!

27
The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 18, 2018, 11:58:39 pm »
The problem with ADS — it was designed only in 2007.
How about this one? https://en.wikipedia.org/wiki/APS_underwater_rifle
Designed in the '70s
Could fit nicely for underwater missions

28
40k / Re: 40k
« on: December 12, 2018, 02:23:50 am »
Awesome update! Thanks for the merge.

29
40k / Re: 40k future plans and Work in progress / Suggestions
« on: November 20, 2018, 06:49:54 pm »
I got a small suggestion.

A recently released Wh40k game called "Mechanicus" (with is quite good to be honest) really grew some appetite in me for Tech Priests and Skitarii.
And since we already have Tech Priests in this mod and Hereteks, more of Mechanicus would be awesome addition to this mod  :D.

Just a lose thought

30
IDT Modding Hub / Re: [WIP] The Great War of the Worlds
« on: November 07, 2018, 06:55:55 pm »
Further on the research tree you will get advanced tanks, some based on the chassis of these 4 tanks, some others very different. Definitely you will use a lot of tanks, alinare drew a lot of them.
Cant wait for Tesla Tanks :D

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