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Messages - Salt Factory

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IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: February 14, 2020, 12:25:33 am »
Good day Mr. Reaver, it's a been a bit since we've last talked but considering your recent update I'd like to explain what I believe to be the issue with automatic weapons.

     In order to make aliens stronger and the game more fun and challenging you have made enemies far more durable. I enjoy this change as it adds more depth to the tactical layer and more than just a spray and pray of laser rifle and later heavy plasma shots.

     The issue with this is that instead of balancing things around having heavily armored units like cyberdiscs and sectopods while also having units like snakemen chrysallids and mutons with say, beefy hp pools but low armor, it is instead the case that all alien units stronger than a floater or sectoid enjoy significant armor pools.

     In order to combat these armor pools, one must utilize concentrations of firepower. Dealing the maximum amount of damage in one shot to have the armor "apply" the least amount of times. As if you shoot something 3 times and hit, the armor got to reduce the damage multiple times. And currently the only way to shred it is AP ammo and I think incendiary.

     This fact coupled with the fact that ufo-extender accuracy for automatic weapons is painful beyond the first few tiles leads to one conclusion. Semi automatic weapons are superior in all cases. Including close combat, the 48-50 ish damage of a pulse laser rifle compared to its semi auto counterpart is pathetically weak when snakemen and mutons have 20-35 armor. Meanwhile the dreaded superhuman sectopod armor is nay uncrackable by anything but a heavy laser (heavy auto laser will not damage it on a maxroll of 200%) or one is to use extreme and dangerous explosive weapons. I enjoy the risk of either trying to chip away at the pod with heavy lasers or blast it out with 1-2 well placed fusion rockets/or an alien HE. (pro tip, do not give this to soldiers who are not psionically gifted and have less than 80 psi strength, or the ethereal will target their meager 60 psi strength and have them squadwipe you on cydonia.)

     To fix this issue, I believe a more dramatic overhaul would be needed. By making 1 tile (non 2 by 2/tank/terror) aliens have increased HP but reduced armor, this could make automatic weapons a more genuine alternative in closer combat. With semi autos still king of aimed and mid range snap shots. While keeping the tank units with their heavy armor to make semi autos still useful against them with the heavy "tank buster" semi auto weapon class.

     Lastly, it would be interesting if the arc shot of the auto-cannon was applied to all heavy semi automatic weapons. Giving them more of a role as they are currently even weaker than the auto rifles due to their TU cost. Perhaps making them arcing shots with small explosive radii (although this may change their damage type and mess up their balance) and then calling them say "laser mortar" and "terran plasma mortar".

     Of course, these are just my ideas from the time I've spent in this mod. And I understand if you haven't the time. I currently believe it to be the best available as it injects a much needed difficulty spike while sticking true to the original. FMP X-FILES and X-PIRATES seem to be too easy, add too much, and eventually develop the issue of "super soldier" syndrome from the new games. The worst offense is that psionics are still insane, where as in this version the power fantasy of "bouncing heads" with a mind control chain to win cydonia turn one is thankfully removed. Not to bash the creators or fans of these mods, it is just a game after all.

     Thanks and have a good day.

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: July 26, 2019, 07:21:32 pm »
At long last, I'm done. You know, this campaign wasn't as exciting as all the others up until the end. I guess I've grown numb to it, the rookie spinning in place and then falling down to his death is no different than hearing a bird chirp outside my house. But alas it is done, Cydonia is finished. With only 3 deaths through both stages, and a turn 1 bombardment of blaster bombs. Which were painstakingly farmed by entering an easy floater base, mind controlling blaster bomb floaters and returning them to the deployment zone. Over, and over, and over. But hey, if the alien ai wants to cheat, I have some tricks as well. And the alien ai also loved to smash its head into my walls of missile defenses, not a single nation or base was destroyed. And it wouldn't be X-COM if the alien brain wasn't killed by a blasterbomb that missed veared off course and hit the brain. That's perfect. As always thanks for the hard work on this mod and have a nice day.

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: July 15, 2019, 08:58:17 am »
Scratch that! Base defense is unwinnable. I have 2 laser tanks and 25 soldiers and each time the base and it's always a steamroll. I'll build walls of missile defenses on all my bases and farm alien base assaults for bbs and bb ammo.

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: July 07, 2019, 01:27:47 am »
Ok, here it is. The winning strategy to prove that s-human is beatable.

1: don't lose my base in NA 2 times costing me millions of dollars
2: Take that cash and get firestorm production earlier to prevent nations from pulling out. (If I had it a month earlier the council would be full but instead the terror ship landed before I could intercept and it was ethereals so...)
3: Don't wipe against march chryssalid terror mission costing even more money
4: Win/farm base defenses to get blaster bombs and launchers
5: Do not enter cydonia until I have 2 100 skill and strength psions and 2 guardian hovertanks
6: Don't skip turn 1 on cydonia, rush with tanks to spot as many enemies as possible and blaster bomb them all hoping to panic ethereals or outright kill them
7: then use fusion demolition charges (which will be placed on the floor at the end of each turn they are not used for fear of psi) with suicide bombers (cause the blast radius is insane) to ELIMINATE the sectopods guarding the brain room. The end I win
8: ...
9: profit
10: Quit X-COM for good, I've been playing it for 6 years and never beat anything on superhuman/impossible

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: July 06, 2019, 03:29:57 am »
Why did I bring alien HE? And it's gone, cydonia's lost. Great, how can I continue to mess this up.... Campaign 6 begins Superhuman is more than well at living up to its name. Max psi strength on all my soldiers. 2 psions with 60 skill and 80 strength, so close...

Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 27, 2019, 08:02:45 pm »
I tried and luckily did kill that Chryssalid, but there was another hiding behind the van. Thanks for the great work as always. I'll see if I can salvage this. After having to abort.

Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: June 27, 2019, 07:37:26 am »
Great mod, it's been a real rollercoaster so far. I like the capture rework, making live soldiers worthwhile and all. One thing I'd like, but just an idea is to make it so XCOM has to manufacture human plasma weapons. And well, I think I need to start a new campaign after, well, this.

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 18, 2019, 04:34:42 am »
The answer to every and any early game threat like those Exalt tanks is rookies with horrible stats you can throw away charging them with flamethrowers. It's been working well in my S-Human run. Cyberdiscs, spitters, Exalt tanks, all toasted in 1 or auto shots. But wait, why can't we build alloy tanks?

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: June 14, 2019, 06:31:55 pm »
Wait a minute, the floater doesn't die in 1 shot to a laser rifle? Oh no these reapers are actually scary when there's 10 of them right outside the custodian. Oh no my funding died...

Campaign #3 begins!

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: June 12, 2019, 12:48:39 am »
Oh I tried before, and they don't do any damage. The cyberdisc has an explosive resistance modifier, and the incendiary rocket does about as much damage as the heavy cannon shot. Only it takes more time units to use. I'm not complaining, I love this. These "alien armored vehicles" are like actual tanks. 

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: June 10, 2019, 05:11:17 am »
Oh ok those cyberdiscs on the first terror mission packed a bigger punch and more armor than I thought they would. HE directly on them and Heavy Cannon Incendiary rounds fired into them 5 times wasn't enough to take one out. Superhuman campaign #2 begins!

EDIT: 8 cyberdiscs on the first terror mission? They only take damage from tank cannon shells and heavy cannon incendiary rounds. How did I survive that? Almost like I'm waging war against a highly advanced alien species far ahead of human technology or something. Time for some of my troops to hold a spare heavy cannon clip for the snipers...

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: June 04, 2019, 11:49:01 pm »
I noticed that, but I assumed  the early Mutons were for the difficulty and I personally like the "oh crap" moment when you first encounter them with nothing but lasers and kevlar. Then you get psi amps and crush them. Although even with max psi skill time unit and strength psi ops most aliens were a tough nut to crack with psi, I only ever managed to mind control 2 chryssalids on cydonia some floaters and every muton that came my way in the late game. Sectoids and Ethereals were practically immune where as in vanilla no alien is safe.

In other news I decided to now come back into this after about a week and a half break and beat genius. Was definitely an extra kick but with the knowledge from veteran I was able to beat it on my 2nd try. More and more I love the air battles as constant terror ships bombard the skies trying to infiltrate countries and having strong long range defenses. I lost some marauders shooting them down in 3v1 engagements but it sure was worth it. Only lost 3 countries this time. And with 10 fusion rockets the Sectopods on Cydonia never got to use their added armor from genius. Looking at the alien stats on superhuman has me terrified, but that's the point. See you after my first superhuman run and thanks for the mod as always.

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: June 04, 2019, 12:26:15 am »
Wait, so you're telling me all the deaths I took because custodian doors are always open and my tactic of smoking the doors wasn't intended? Well gee! (just joking) keep up the great work.

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 20, 2019, 06:11:56 am »
October 17th, 1999. Campaign attempt #6. After 67 deaths, most of which to night operations with cyber discs I had to defeat or lose the campaign, after teching the right craft this time (vanquisher) after having only 1 soldier survive the 1st terror op, become commander, then die to a shot in the back from a ninja sectoid that somehow snuck through my entire squad while on a landed terror ship trying to stop a pact signature in Russia, after multiple base assaults trying to get a live commander, after an ethereal base defense with only rookies with heavy auto lasers, and a whole lot of blaster bombs on Cydonia. It is finally over, I finally beat this mod. I have to say, thanks for making this great addition to the roller coaster that is X-COM. Never thought I'd use a heavy laser, or a plasma weapon beyond the heavy, or have to use laser cannons for 3 of my 5 aircraft (1 custodian/vanquisher 3 marauders 1 firestorm) or use power armor instead of flying suits, but there you go. This felt really rewarding, no strategy guides or youtube videos I'd seen a million times that I then replicated, the strategy I needed to win was learned entirely through the game. I'll give this another go on superhuman at somepoint, but for now I need to take a breather. Thanks for all the hard work on this masterpiece.

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 16, 2019, 11:05:57 pm »
I'm not sure if you understood me, that campaign was start to finish in your mod. I just didn't notice the avenger was called "ultimate fighter craft" and not "ultimate craft." Which then meant I hadn't teched a good craft for Cydonia. Great mod that definitely makes the game way harder.

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