Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Bobit

Pages: 1 ... 8 9 [10] 11 12 13
136
Help / Re: Increased detection chance against specific missions
« on: August 13, 2019, 04:29:08 pm »
Not directly. But it's another method of having missions be unlocked, which I feel is the function of what he's asking for.

137
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 13, 2019, 07:36:09 am »
HQ is a small research center that doesn't require any tech and gives a radar bonus. Wouldn't recommend it. You can find this out by clicking the info button on its UFOpaedia page.

Early game weapon progression is generally (but not always) Colt->Deagle/Magnum->BlackOps Rifle->FAL

138
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 13, 2019, 02:37:27 am »
Pick logistics first, focus on promotions, blackops, research facilities and armor upgrades over fairly usless stuff like a crowbar.

139
Help / Re: Increased detection chance against specific missions
« on: August 13, 2019, 01:42:25 am »
I mean you can research a DAGON BASE technology and then DAGON BASE missions will start spawning. But you can't research an ALIEN MOTHERSHIP technology and then start detecting alien motherships. I don't know if you can research an alien mothership technology and then start having alien motherships appear, hm...

140
The X-Com Files / Some suggestions
« on: August 13, 2019, 12:57:26 am »
1) Add turnLimit 12 and chronoTrigger 2 to strange lifeform missions. After turn 12, all remaining monsters flee. Reducing the mission frequency was a nice touch, but this would make the missions strategically interesting instead of a spamfest where only mid-long range assault rifles (or pistol equivalent if low-tech) are  used.

2) Under difficulty settings, increase difficultyCoefficient or defeatScore, so that it is possible to lose in the early game on higher difficulty levels, rather than just giving up because you will suffer from having less veterans later. Maybe reduce number of enemies and increase number of monster terror missions, so that instead of being a grind, hard difficulties are actually hard to survive in. Buff score technologies so players can sacrifice their research to hold on, plus it would be nice for non-promotion-related researches to be more useful.

3) Give less (or equal?) score for arriving at a mission and aborting it than not arriving at all. From a gameplay perspective, missions where you arrive only to abort when it gets intense are not fun, and aborting is super  OP. Thematically this could be seen as a failure of the project.

4) I would prefer less minor missions to shorten the game a bit. If you could implement a setting for that, that would be nice. Right now, it's a bit too easy to get a full squad of 100%-TU agents with 100% of available research covered, yet you still have to do every safehouse and such if you want to play well for EXP reasons.

5) Buff reactions/bravery melee (and slight melee in general), light armor, throwing (especially knives which seem much worse than stars), rats, dog armor, flashbangs (enemies outnumber you), civilians, lone madmen, dagon in general (so easy), bolt-actions, explosives, drone armor, reactions training, heal gel, cannons (except for explosive automatic and buckshot non-automatic), hazmat, skulljack, maybe kneel accuracy. Nerf shields, FAL and similar mid-long-range automatics, enemy dodge (makes swords much better for them than you), stims (increase cost, probably too spammable, basically just ammo for the flame glove instead of waiting for recovery for example), agent bravery (non-psi panic seems too rare).

6) Unit pages on UFOpaedia could be better. I don't really care about armor, I care about resistances, dodge, stats. Dunno why there are so many pages for civilians. But I could be wrong.

7) How about adding transformations? There are four cults, why can't I resurrect people or turn them into 10-bravery 90-psi tentacle monsters, lol. Plus I think being able to bring back a veteran soldier at a high price if you recover the corpse is pretty neat.

141
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 12, 2019, 11:40:52 pm »
Jwinsler, you were not getting "destroyed". Many, many missions are outright unwinnable. But the first half of the game is outright unloseable. Abort everything dangerous and you really can't go wrong until 50 hours in. Not how I would prefer the game to be, but that's how it is.

142
Help / Re: Increased detection chance against specific missions
« on: August 12, 2019, 03:29:08 am »
For automated (terror-style) missions, yes. For detecting UFOs (landed or otherwise), no.

143
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 12, 2019, 01:03:08 am »
https://i.imgur.com/O1go1wH.png

Your TUs are reduced due to armor. They will never "heal" unless you take off the armor.

144
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« on: August 11, 2019, 12:36:52 am »
Shiroi 2 months  ago: this mod suck I never playing it again

Shiroi now: mod dead authro won't listen to me

Sorry if this is harsh, but you should calm down, you clearly like  the mod, and usually your "bugs" are just minor design disagreements. And it seems really easy to have design disagreements for OpenX mods since they're all hardcore in their own way.

145
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 10, 2019, 12:16:36 am »
You could land and be surrounded inicially, and nothing could be done exept abandoning such mess.

Agreed. I abandon ~50%. Many of those are before the enemy gets a turn, a few are even before I take a turn.

Hunting for aliens with 4-5 units in kevlar and with Glocks is a roulette.

4-5 in kevlar is missing the point. I've suceeded with 2 rookies, both in suits. Of course you bring as many as possible though. The goal is to take a single alien corpse, worth more than double their lives. Wearing kevlar gives maybe a 5% extra chance to survive here, it's not worth the $, much less the TU loss on rookies. I don't bring meds either, just the heaviest weaponry you can get for <10k. Even though the sectoids can frequently 180 and oneshot your soldiers after getting shot, if they miss or you brought a lot of men you can kill one of them in 1-2 turns after spotting them. If they shoot at you and you don't see them, you abort, because you won't be able to overwhelm them. And this will more or less be true whether you send 2 men or 6 after them, hence why doing it with 2 is not so bad: you only win through a lucky surprise attack anyways.

There's definitely a luck factor in getting enough UFO spawns, especially if you don't have a ready private car. Solaris plans to change that though. Anthropods do seem a bit easier, insanely durable but at least they don't kill/notice all your agents before you can react as often.

146
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 09, 2019, 09:03:39 pm »
That's a biiiiiiig roulette, man... If you are not playing on the beginner difficulty, of course ;)

Explain how exactly? The only way you can get your soldiers killed is by 1) reaction fire, which is often only lethal on base or alien missions, or 2) passing the turn (when in visible danger or a monster hunt).

This mod has a few very hard missions but many of them are perfectly safe. I can't really imagine how you guys get by without all that exp. My capped agents who've never been on unsafe missions are a godsend.

Also there's like no lose condition for the first half. Why would you play on anything but superhuman?

147
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 09, 2019, 05:48:53 pm »
too early for me to launch UFO missions.

There's no such thing.

If you manage to capture a Sectoid corpse in the first 5 hours of the game, that can be a huge boon to research. If you lose 3 rookie agents on average and get one plasma gun, the missions are pure gain as you can buy 5 rookies with that money. UFO missions are absolutely worth it at every phase in the game.

But more than that, it's best to send a crew to EVERY mission. Even if you plan to abort on the first turn, the experience gains from even getting a single kill is very high, and aborting a mission is instant. ALWAYS send a squad to a mission if able. Only exception is the missions with no evac, if your chance of survival is particularly low. Meaning beach, party, snow, etc. Participate in every mission (except those), abort up to half of them if you need to.

148
The X-Com Files / Re: The X-Com Files - 0.9.9d: Samael's Passage
« on: August 02, 2019, 11:51:43 pm »
The exception is any hunt where you're within melee range. Hunts are just training missions where you spamfire from the van until you're in the slightest bit of danger then immediately abort. I really don't like them at all.

You can abort half the missions in the game and be perfectly fine. So long as you just shoot a little, you get the exp, and that's about all you can get from a hunt.

But yeah Chupas have by far the largest range, and are incredibly powerful, frequently oneshotting you on the frst turn from out of range. I might go so far as to say that if you don't know what you're facing in a hunt, you should abort as it could be a chupa.

149
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« on: July 18, 2019, 04:11:20 pm »
You could just look through units.rul. Not sure what the string is for freaks.

150
Suggestions / Re: Silensing the game when it's not in focus
« on: July 10, 2019, 09:44:47 pm »
Some turns can take many  minutes, so I play other games while waiting. Would be very nice for this to be an option, unless difficult to implement.

Pages: 1 ... 8 9 [10] 11 12 13