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Messages - TheCurse

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16
The X-Com Files / Re: The X-Com Files online Wiki
« on: July 08, 2020, 11:05:04 am »
I did a dmg/hit ratio simulator. 1000 is definately not enough, i´m running at like 100k for each distance and even there are differences.
the area calculation would be the right way if you want a proper percentage. but its really hard to do.

17
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: July 07, 2020, 09:11:49 am »
ye but even a capacitor of that immense charge would be a lot lighter than that...
(i´d suspect a smaller battery part to charge the large capacitor, its usualy for setups with those requirements)

18
The X-Com Files / Re: Verly early UFO's?
« on: July 04, 2020, 10:56:40 pm »
you sure darkness is a good idea for that? You can't see shit, but the aliens see just fine...

19
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: July 01, 2020, 01:34:41 am »
those shots better be kinda more powerful then... >_>
for comparison (additionally), a 50cal bullet carries 15-20kj at muzzle exit.
so that tazer is like 36 HMG or barret shots.
thats in the "punctures UFO hulls" category, on the far side...
400kj is like 1kg of TNT, so kinda highEx. but taser is concentrated in one tiny shot...


20
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 29, 2020, 06:31:07 pm »
Why would I go with an extremly heavy weapon that can only fire twice (with each shot costing 40% TUs) and risk reaction fire when I can carry multiple flashbangs and a taser/stun rod instead? I simply don't see the rational behind the weapon the way it's currently implemented.
I agree. Sometimes you need ranged stun, if enemy stats are too high, but that thing is just too cumbersome, even compared to the smaller taser.

21
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 09, 2020, 09:42:00 pm »
don't have the stats completely in mind, but even without bonus, 35dmg*5, cutting, at just 30% TUs is far out in the "insane" category...
plasma sword will definately top it though.
it does not seem a hightech lategame item, so its insanely strong, until stuff gets really armored.

22
The X-Com Files / Re: The Tyson Challenge
« on: June 06, 2020, 03:00:22 pm »
with power suits it might actually do something... ^^

23
The X-Com Files / Re: Alien Embassies
« on: June 03, 2020, 10:48:00 pm »
Is there a way to deal with 4 or more alien embassies?
no
Are the aliens even supposed to set up more than 3?
they can.

24
The X-Com Files / Re: Troop Deployment: Unfair?
« on: May 30, 2020, 02:02:46 am »
its supposed to be hard. its not even supposed to have every single battle winnable.
so there are losses. There are some losses you can't do anything about it, otherwise it´d be "play perfectly and win every time".
on "normal" difficulties like veteran, what the game is balanced for, its not that much an issue.
Superhuman is possible. (at least some people claim they did it)
So basically you´re just complaining that a) superhuman is too hard or b) you´re not good enough. Whats the point in that...

25
The X-Com Files / Re: Heavy machineguns
« on: May 29, 2020, 12:19:55 pm »
don't need that strength to use it though.
just to carry it.
if you got less, you only need enough that the TU reduction (because too much weight) is not so much you can't fire that thing...

26
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 28, 2020, 12:43:47 pm »
yes that happens with tanks.
but they can make a new door ;)

27
The X-Com Files / Re: The Arasak is too stronk!
« on: May 26, 2020, 01:16:08 pm »
that is because the body is on a slope.
Not sure if thats fixable in any way, since the body is flat by definition, and the slope is not...

28
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 25, 2020, 05:04:18 am »
Well, you can hurt people by negligence in a lot of situations, the point is that it's relatively harder to kill a guy with classic handcuffs.
well there´s positional asphyxiation. Does happen for police too sometimes...

29
The X-Com Files / Re: Quick Grenade Throw
« on: May 24, 2020, 04:12:36 am »
Interesting idea. Though it needs a lot of TU, so i´m not sure a quick action is appropriate there.
Not sure if the engine supports that though...

With the item selection (on buy/sale/manufacture) it would actually be great to have a 3rd option, +100 or so. The "all" is pretty handy already.
But everytime you wanna manufacture like 500 alloys or so you gotta hold the button for 2mins...

30
The X-Com Files / Re: Troop Deployment: Unfair?
« on: May 24, 2020, 04:09:49 am »
Agreed, night time with melee and crossbows is a bit more manageable. I've also had some luck in day time by popping copious amounts of smoke, but it's just not quite worth it. The beach missions tend to be far easier despite coming later and having tougher enemies.
Interesting. i always found the ski missions a lot easier than beach. Beach is just pure horror...
(i do both at day though, usually with crossbows)

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