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Topics - TheCurse

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16
The X-Com Files / Minigun seems OP
« on: August 26, 2019, 11:17:28 pm »
The last ingame half year i had access to Blackops miniguns (no alloy ammo yet) and gameplay has changed drastically.
Basically, give everyone who can almost carry it a minigun (if ~70 str a spare ammo pack) and just blast everything that comes across, with up to 3 salvos per turn, no matter how close or far.
This may probably change once the alien missions get more, but thats still 6 months out as far as i know.
So for any cult/creature mission a squad (5+) of non-rookies carrying miniguns just seems like the repetitive solution to all your problems for a very long time.
Given the variety of useful weapons, I´d propose a role change for the minigun so its not the best "all purpose gun" anymore...
Since its a minigun, making it weaker would be very weird, those things are meant to be powerful as f***.
But they´re heavy and cumbersome...
So what about fewer but more powerful salvos?
E.g. 15-20 shot each, but costs at least >50% TUs. It´d still be devastating against any target, but you could not take out too many distinct enemies per turn anymore without resorting to spray&pray.
Might even be worth it to have a short burst / long burst mode, with short burst 5 shots at current TU cost and long burst with 15/20 at double of current TU cost, for area fire.
Also considering to lower ammo capacity would be an option, what other full auto gun has 25 salvos per mag...

With current stats at least its cheap to take on any mission, since its fast and doesn't seem to require strategical adaption.

17
The X-Com Files / Different mission goals
« on: August 18, 2019, 09:20:56 pm »
I think it´d be nice for a change to have different mission goals, in terms of not just killing/stunning everybody.
The asylum mission is a really good example for that.
Not sure what the engine is capable of, but it seems "blow something up" is definately possible as goal.
Alternatives would be "steal something" as in "take from A and put down at B". Could be a person too...
Or as a modifier, if x happens (e.g. you get spotted in an enemy turn or something else) heavy amounts of reinforcements spawn.
Of course the possibility of just killing everyone still is valid, so thats probably what most people still would do.

any thoughts on that?

18
The X-Com Files / General Feedback
« on: August 05, 2019, 09:52:31 pm »
Hi there,

hope this is the right place for this, otherwise just delete plz.

First of all, i´m out of words to describe the awesomeness of this mod!
Its great, and so insanely huge o_O
Almost 2 years ingame (been playing the last months) and there´s not even a hint on whats going to come...
Incredible mass of details and content, very well done!  :)

Don't wanna question your big masterplan, but here´s some feedback on some minor details:

-skipped/lost missions:
Since its very hard not to get a good monthly score, missions can safely just be ignored or if too hard aborted at first try.
I think this should be compensated by loosing a huge amount of score for skipping known/detected missions or just starting but aborting them.

-short strategic guide
like a rough guess when you can afford to keep a 2nd base (i still cannot, had to sell...) and maybe what to focus research early on first, since research is very very slow the first year or so.

-gym extension
don't know if it exists, but if not it should. 10 people is awfully few for a gym. And melee stats are just horribly low for new agents.

-ski/beach missions
i´ve found almost no weapons available for those, even now. Its demotivating to loose good people armed with crossbows and surfboards to enemies with proper equipment.
Nice for a setting change though. (and while concealed is mentioned in ufopedia, there´s no list on what to take there)

-savegame compatibility
since new version is just out, is there general savegame compatibility or does it have weird side effects?

-asylum mission background song
whats the name? its catchy ^^


hope you know how freaking great you are at creating all this  ;D

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