aliens

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 ... 10 11 [12] 13
166
XPiratez / Re: XPiratez Testudo formation
« on: June 09, 2019, 03:48:11 am »
The catch is that some factions don't have any strong AoE abilities, so this really works in some mods/games.

168
Suggestions / Re: Night combat improvements
« on: June 07, 2019, 12:15:20 am »
1) Ok, flare gun exists in Xcom-files, not sure exactly how it works as I prefer normal flares

2) What does it add to the game to simply swap out night vision for day vision? Why not just make completely different armors with their own strengths+weaknesses specialized for day+night? Yes, NVG would be useful to implement in case people want to use it, but it seems mostly like complexity for the sake of complexity without adding depth.

3) Yeah. It's probably impossible to implement non-armor items with toggleable lights. But I think putting away the flashlight adds a little depth to the inventory management anyways.

4) Okay, interesting. I'm not sure if that's intended to make it weaker in night missions. In general it seems like helicopters work better in night, dragonfly better  in day, cuz you can pre-smoke the landing ramp. I'm still not sure whether day or night is better in general, just that helicopters are more night-focused than dragonflies.

169
Suggestions / Re: Night combat improvements
« on: June 06, 2019, 05:14:37 pm »
1) Exists in XCOM-files.

2) Extremely difficult to implement. Why not just have two armor variants, one with NVG, the other without?

3) You can already prime/unprime a flare, and pick it up I think. Flashlights are generally "off" when you're not holding them.

4) In XCOM-files, it's off by default, I think. Not sure why you would want a toggle or how that would be implemented. Keep in mind that some lights  (like personal lights from default armor) are actually only visible by the player.

170
Almost certainly not. OXCE keeps items as simple as possible. Craft are just items with fuel/hp stats and an inventory.

"Purple blobs" silacoids can be easily outwalked. They have 114 hp, 50 points of armor (damage reduction) and take 30% more damage from explosives. A couple simple grenades should be sufficient. Bullets generally won't do anything.

171
The X-Com Files / Re: The X-Com Files - 0.9.9c: Back to The Sewers
« on: May 31, 2019, 02:01:28 am »
True. But I don't think he meant the literal flare item. Just a projectile that lights an area.

Btw, I don't think the game is that difficult early. You lose a lot of guys, sure, but the chance of losing the campaign is near zero. Melee monsters can oneshot your entire squad on the first turn, which is a huge threat, but they're not as profitable so more evaccable, and most other missions are pretty winnable. I also think kevlar first is more important than vans because getting oneshot is way too common and it can frequently block a shot entirely. Meanwhile armored shields block like 80% of bullets... it's pretty absurd, which makes sense for a "low-tech" game.

I do think it's funny how much retrieving a single alien corpse can unlock a lab which can result in a 50% tech boost. And yet since the aliens oneshot all your guys, have a very tiny window for landing, perfect reflexes, and enough hp to survive a couple shots, this is actually the most difficult early game goal.

Love the mod and all the quirks above. Only real complaint is it can get a bit grindy against high-hp low-threat enemies like zombies or some outposts you out-tech. But I prefer short but randomized/replayable games in general, unlike a lot of XCOM players.

172
The X-Com Files / Re: The X-Com Files - 0.9.9c: Back to The Sewers
« on: May 30, 2019, 03:49:12 pm »
I would be surprised if #1 was difficult. There's no script to end of turn remove thrown items? Don't sectoid plasma guns basically already do this?

#2 is much more difficult, yeah, and has almost no advantage over armor with built-in vision items.

173
The X-Com Files / Re: Does TU damage affect the next round?
« on: May 28, 2019, 03:49:11 pm »
Two more questions:

Do flashlights make it easier for the enemy to see you?

Is enemy human night vision shorter than day vision?

174
The X-Com Files / Does TU damage affect the next round?
« on: May 26, 2019, 12:34:48 am »
In XCOM-Files there are flashbangs and pepper spray which deal TU damage. Does this damage just prevent reactions, or does it also slow the enemy next turn?

175
Offtopic / Re: Base defense tips?
« on: May 25, 2019, 06:43:25 pm »
Was never really sure whether the AoE was increased on those. Makes sense.

176
Offtopic / Re: Base defense tips?
« on: May 25, 2019, 09:41:20 am »
Didn't know that landed assaults don't trigger retaliation, thanks.

177
Offtopic / Base defense tips?
« on: May 24, 2019, 06:32:28 am »
Playing FMP on Superhuman. Generally pretty manageable, unless there's an early base defense (which there often is).

I understand you're supposed to build your base so that you don't get flanked. But even then, the enemy often has more armor than any of my ballistics can penetrate, as well as AoE damage that can oneshot everyone in a huge radius. What should I do?

  • Stock up on way more soldiers, tanks, and heavy explosives than are needed for other purposes?
  • Build a secondary living quarters base, evacuate at first large UFO sighting, and simply accept the inevitable loss of sighted bases?
  • Avoid downing UFOs within range of the main base?


I don't think I can do all of that without going into deadly levels of debt. I need to pick 1-2. In any case I'm very surprised how much more common this lose condition seems to be than the other ones (score loss, debt, unrecoverable soldier/equipment loss).

178
Help / Re: Any weapon balance tips?
« on: May 17, 2019, 03:39:05 am »
1) Close combat range is 1. It only activates if you're directly adjacent. See the Battlescape rule "close combat enabled". Basically close combat is a feature not enabled in normal XCOM that allows the target to dodge if their melee+reflex roll is > your melee + reflex roll. Thus shooting in melee has a downside. I doubt that changing the closecombat accuracy would do anything if you didn't enable that feature.

2) View range is 20. Shotgun range is generally 6. Sniper range is generally 30. But imo it should depend  on your mod, and/or you should use other mods' stats as a starting point.

3-4) I don't know, but I think it's very likely that yes, these things are possible. I've seen LMGs that are very slow to reload, and incendiary bullets.

179
Suggestions / Re: Mortars and custom psi
« on: May 16, 2019, 11:02:11 pm »
Thx for the info, maybe I'll use it someday.

180
Suggestions / Mortars and custom psi
« on: May 16, 2019, 03:29:46 pm »
Don't take me too seriously cuz I haven't modded anything yet. But it seems like it would be nice to have and (maybe) easy to program this feature:
  • Arcing attribute set to 0 = current "false" behavior
  • Arcing 1 = current "true" behavior
  • Arcing 2 = uses a high arc, as with a mortar. If your opponent (and you) don't have a roof above them, you can shoot them.Only really balanced with/as a victory/defeat timer, or with limited ammo.
  • Arcing 3 = doesn't use a projectile, as with psi attacks. Simply targets the target directly if it hits, and doesn't target anything if it misses. Does not require LoF

Also it would make sense if you could use the attributes of the target (if any) to determine accuracy, as with psi attacks. So there might be a Decay spell which is easy to  resist for strong soldiers.

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