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Playthroughs / Re: X-Com Files Mod, Superman, Ironman-ish
« on: June 14, 2022, 08:20:52 pm »Enforcers have NV 11, too. And you did say 'soldiers'.
I meant general enemies.
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Enforcers have NV 11, too. And you did say 'soldiers'.
Liquidators have NV 12.
I am also surprised you managed to pull through after clustering for a while. You were about one explosive away from a catastrophe for some time. I guess being so close to the outer walls was a boon?
How much did you lose in that pile of equipment, anyway?
While only Enforcers and Liquidators have Sniper, pretty much everyone has spotter. My worst experience of being sniped came from a bunch of Enforcers and Liquidators opening up on me from one of the old mansions/bases, with pretty much everything, despite smoke and attempts to distance myself. It doesn't really matter if the shots have a 95% chance to miss if the enemy shoots you 50 times with machine guns, rifles on auto and explosives.
This is coincidentally why I'm so soured on the sniper/spotter mechanics, because they don't really gel with how enemies spot and 'remember' your units.
I am actually surprised you managed to 1/2 survived that attack on a mansion. Mansions are challenging even with OSPREY on lower difficulties, and you used Dragonfly with rookies wielding pistols... To be honest, I was morally prepared, that this would be the end of the playthrough.
So you have you storage problem solved. Did the cultists blow up your pile of guns in front of their mansion? Checked the screenshots but didn't figure that out.
btw if bleeding out enemies is too easy there is way to prevent it, you could add script that will have 10% chance to heal one wound per turn.
This mean one wound on average will do 10 damage, 2 wound will do 30 damage, 3 will do 60 damage etc..
This could even have interesting game play consequences, medkits become less critical but you will pay for it by lot longer hospital time after battle.
Not mention that will be small chance that bleed do not stop and unit will die