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Messages - Bobit

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The X-Com Files / Re: Minigun seems OP
« on: September 03, 2019, 02:45:58 pm »

Unfortunately Xfiles has a much much higher TTK so "just stand still and shoot" strategies are overly dominant. Also the minigum appears waaaaay before the blaster (does the blaster appear at all?)

The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 30, 2019, 01:45:26 am »
I know they do but they can't be reduced to leaving the council by relations AFAIK, so it's not as big of a deal. In fairness I should have mentioned that.

The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 29, 2019, 06:49:30 pm »
Tbf the scoring system is pretty shit. Flat score, which gets converted to a random % raise, which has the illusion of being tied to separate countries? No thank you. Every other XCOM-like does scoring differently from the original (see Xenonauts where UFO flyovers directly reduce income per second), because it's shit. But implementing a new system while keeping the former in OpenXCOM (and compatibility with the various rules that interact with it) sounds like a very difficult task, even for Meridian (which btw he would certainly never do).

The X-Com Files / Re: Minigun seems OP
« on: August 27, 2019, 11:15:43 pm »
So basically you play overencumbered?

The X-Com Files / Re: Some suggestions
« on: August 27, 2019, 11:14:39 pm »
Yes, the timer should be high. Timer being too high is the same as it not existing fmpov, so it doesn't really have  a downside except "feeling clunky".  I really don't care if things "feel clunky" if they increase depth.

The X-Com Files / Re: Some suggestions
« on: August 27, 2019, 05:43:07 pm »
Okay Sol, that's faie.But I just want to note that my main point is Early Game Challenge, which you have responded positively to by reducing hunt frequency, and stating that hunt timers and increased retreat score penalties could be a good idea.

The X-Com Files / Re: Minigun seems OP
« on: August 27, 2019, 05:35:02 pm »
Holy hell that's a lot of weight. Do you carry any armor/stims/grenades or extra clips? And IIRC they cost a bunch too. I've taken out entire bases with SMGs+shields, so I'm not too surprised there's another bumrush strategy out there, but damn I really want to know how you do this one.

The X-Com Files / Re: Minigun seems OP
« on: August 27, 2019, 05:04:40 am »
How are your rookies carrying miniguns? I do remember them being powerful, I'm a little surprised a whole squad of them isn't a little dangerous though, as you have zero mobility for covering your flanks and taking down the boss enemies quickly. Can't really remember though, what are the stats? Acc/CrouchAcc/Shots/Damage/Weight/Range?

The X-Com Files / Re: Some suggestions
« on: August 27, 2019, 12:54:06 am »
Upgrades should make the previous thing partially obselete, as they do with weapons. Alternatively, there should be more armor options so not all of my guys suddenly become immobile tanks.

That would require a sweeping balance overhaul. How the hell am I supposed to balance a 100+ hour mod? Maybe I will attempt it someday, I doubt my success though, I never finish any of my projects. Actually I was working on an ASCII xcom-like a few weeks ago, since there are some things like nonexistent cover which drag the game down in any OpenX mod.

The X-Com Files / Re: Some suggestions
« on: August 26, 2019, 11:32:25 pm »
Explosives are a bit awkward in vanilla for anything except breaching. You can use them against very high-armor enemies, but it will be more difficult than using rockets and high-power grenades if you have any. But in XFiles they are even weaker for these reasons:

1) High-armor enemies are rare. XFiles has mostly weaker but more numerous enemies.

2) Breaches / UFO landings are rare.

3) Shields are usually a better option for a breach.

4) Pickaxes can destroy terrain anyways.

5) Dynamite is of course weaker than a normal explosive. I think it has lower radius. Which is a pretty big deal for a timed explosive.

There's not really any incentive to use leather/kevlar once you have armored, or an incentive to use no shield for a one-hand weapon imo. Jumpsuits are also pretty bad compared to real armor, which is very disappointing. The extra TU/stamina/dodge just doesn't compensate for blocking 75% of shots. The vast majority of tech-equivalent enemies barely penetrate armored shields, and just hunkering down and shooting is often the only safe no-casualty strategy 8v30, so why would you pick armor that lets you move at the cost of dying twice as fast? In a way this all ties back to the unhealthy nature of the early game, which is that mission victory is fairly irrelevant, training and survival is what always matters. How does light armor help you evacuate?

The X-Com Files / Re: Some suggestions
« on: August 26, 2019, 09:47:41 pm »
In Xenonauts, timed explosives are called explosives. Grenades are not. My vocabulary leaked over I guess. I was also referring to mines which seem weaker than proxies. Mostly it's because they don't seem useful in this mod's typical superhuman 8v30 situation.

By light armor I mostly meant shieldless vests.

The X-Com Files / Re: Some suggestions
« on: August 26, 2019, 08:50:22 pm »

The X-Com Files / Re: Some suggestions
« on: August 26, 2019, 07:33:29 pm »
I never tried to suggest buffing grenades (except flashbangs relative to the other grenades). I'd rather carry 1 stim + 3 grenades than 4 grenades, so I'm surprised no one uses stims, that's all. What you say is understandable.

The X-Com Files / Re: Some suggestions
« on: August 26, 2019, 05:49:23 pm »
1) Yes. I never was a huge fan of timers over LW2's endless reinforcements. Still better than nothing imo.

2) Okay, but could you do something about the difficulty? Because no matter how hard the missions are, the early game is still unloseable. And I imagine a safehouse  where you fight 20 enemies is not much more fun than fighting 10. If you don't want to make difficulty balance more complicated, can you just make all difficulties possible to lose early? Or if not to lose, to receive any sort of punishment that doesn't involve losing your agents? It's not a very healthy mechanic when the mission doesn't matter at all and  you just play passively as possible to train your agents (by extension having rookie suicide screens for your vets). I suppose increasing the score penalty for retreating as in #3 would do that a bit.

5)  Wow, nobody uses stims? They're amazing for sprinting and reviving k-o-ed agents, and absolutely crucial for melees. Only downside I can see is that they replace grenades, but if you're only using flashbangs, or you already have 3-6 grenades on the agent, what's the point? They also replace healing sprays, but those are very expensive and only stop the rare bleedout death fmpov. Flame gloves are a great 1x in your squad so long as you consider stims ammo, oneshots everything, highly accurate, arcs. Reload rate is slow and you can't carry enough stims to reload forever, range is bad. Wasn't advocating for a direct flame glove nerf, just it seems a little silly that psi weapons don't actually use your natural recovery but just rely on stims. Guess that's not really a fixable "problem" unless you have a "psi suit" with high stun recovery. that's probably the real solution here.

Long range weaponry seems better than pistols for a short amount of time but more importantly the long-range auto rifles tend to beat out the real long-range bolt/semi rifles by quite a bit, at least until auto-snipers and MGs. I've never really seen shotguns do great, I'd much rather use a shield+SMG for most close range, as I've taken entire bases with shield+SMG rookies. Maybe shotguns are more TU-reliant in terms of avoiding danger?

About the dodge, I just proposed it as a method of buffing player melee without enemy melee. Guess that's kinda the same as lowering enemy melee. I'm not sure if it's just because I don't reflex-train my soldiers much. I'm not sure I would prefer points in reflex over accuracy anyway though. Classic XCOM I guess.

6) The pages on the UFOpaedia which describe, for example, a Red Dawn Grunt, show stats involving their armor. This might be difficult, but it would be neat if they showed more useful stats, like Reflexes.

7) :D

The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 23, 2019, 05:53:53 am »
IIRC Solarius actually doesn't like the tech tree. Maybe because he doesn't want all his filler/flavor/dossier techs being tagged as such the first time around... or just because he wanted more complex tech unlocks that a tree doesn't properly represent.

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