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Messages - TheCurse

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286
The X-Com Files / Re: Final thoughts of a lost campaign
« on: September 21, 2019, 06:55:28 pm »
i had a lot of plasma stuff in stores, couldn't use or research it.
also several 1000 elerium. kinda didn't want to sell it...
sold everything else i don't need.
the problem with the mass of UFOs was, i couldn't shoot them down yet (had raven researched, but not built, it seemed kinda weak), so they seriously dragged the score down.
research at that stage was only living aliens, alien tech and such (no plasma yet... D:), but progessing there took so many months.

287
The X-Com Files / Final thoughts of a lost campaign
« on: September 21, 2019, 03:45:33 am »
We´re writing the year 2000. Somewhere mid.
Xcom has like 150 mio in the banks and a serious tech problem.
Research tree is at 24%, but there´s so much aliens and tech to research the meager 50 scientists can't keep up with it at all.
Current state is cyber armor, still miniguns and there´s some laser tech.
2 cults are done for. Various cave missions have been ignored, since they cost dozens of tries and still pay a heavy toll on experienced soldiers.
1 alien base and 1 embassy stand, nowhere near being raidable.
daily several ufos spawn, but wtf to do with them? raven sure won't shoot down that many.
there has been a groundhog day with 40h til alien retailation on 2nd base and about 20 tries how to survive it. no chance, its some tentacly psi monsters (apparently weak to lasers), they just psi control about 7 soldiers each turn.
about every ufo type has been recovered, alien prison (2) are full, and research can't keep up.
been ignoring all missions for a month since its just grind anymore, wanted to make up for it next month.
failed to find enough landed UFOs, lost with -2000 in 2nd month...
(about 3rd try by now, restarted 2 times because i kept getting nowhere)

so for many many weeks play time not to go to waste, some lessons learned for next try:
-get a base just for manufacturing
-get a base just for training soldiers (like 8 gyms or so) so i can loose more and keep up with it
-maybe secondary research base
-hope 20mio income covers most of that
-miniguns rock everything, except psi tentacle aliens and sectiod reaction shots
-cave missions still no idea (except the syndicate ones, they are easy)

some feedback on gameplay:
-large storage facility could use a buff in capacity
-gym definately could use a large buff in capacity
-a little more streamlined story advance. its really cool that there´s no actual order of stuff to do, but with the mass of content and no apparent priority its easy to loose a year or 2 without actually going anywhere...
-some proper way to defend soldiers in cave missions. killing stuff is easy. something coming around a corner and killing 4 people is too... (god i hate cave missions... D: though i do like that they exist. just like to have a way not to loose 80%+ crew each time)
-research tree adaption in terms of usage/manufacturing. having plasma weapons in store for a year. understandably without reseach i can't produce ammo or so. but by that time someone should have been able to figure out how to pull the trigger on one of those...
-armor/HP/resistance of stuff on autopsies instead of live ones. makes sense you could get from a dead body how to damage it, without needing a live one
-is it possible to color stuff different in sell screen that is/not already researched?
-maybe less UFOs at that game stage. every day 3-10 is seriously overkill...

but in the end, still an awesome game  ;D
the only thing dreading me is having to start all over and it´ll take so many weeks just to get there again... so time consuming... D:

288
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 20, 2019, 04:59:43 am »
well 3 is like half the size of the whole tank...
don't really wanna add another large storage, so not using them for now.

another thing thats really bothering me though, mid game research (25% so far). i got 50 scientists, nowhere near a better lab and researching advanced/alien stuff just takes forever.
i got like 10 engineers/leader/commander/navigators piled up plus like half a dozen ufo interior (incl battleship), but can't really progess atm.
current research topics take several months (5 topics a 10 scientists each), so current gameplay is just waiting for better stuff and doing like 2 ufos per month for non-negative score.
trying not to take on any more (including alien bases), since that only costs soldiers, but can't give me any better tech for at least a year when i researched what i already got...
thats kinda not that entertaining...

289
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 19, 2019, 07:02:22 pm »
why has HWP minigun clip storage size 3? that seems awfully much for a simple ammo clip...

290
The X-Com Files / Re: Strategic advice - cave missions
« on: September 19, 2019, 03:14:39 pm »
Vanilla-style, where most of enemy troops killed from squadsight shoots  ;)
That isn't good. This mod contains many close-quarter missions, where could be a lot of surprising situations where you can count only for appropriate reaction shots. And one more thing... I'm not sure, but I think that the value of our soldier's reaction decrease chance for enemy's reaction shoots. This is vital for superhuman difficulty, especially with fighting against aliens.
Ironically its quite the opposite for me.
In vanilla i was counting more on reaction fire and usage of nades/rockets, since the first enemies were vanilla sectiods and snakemen. and the maps had a lot less cover that could not be easily destroyed.
Now you may start a mission in sight range of 10+ enemies in various range, they don't just go down with 1-2 rifle shots, so i rather take them down by the masses asap.
if i don't have some really beefy guns, reaction fire won't even do for zombies. yet alone chupas, non-vanilla sectiods or even those how-to-goddamn-kill-them gazers...

291
The X-Com Files / Re: Specialist training
« on: September 19, 2019, 02:06:46 am »
thats interesting. and kinda sad...
i take it there´s no possible work around with training of a soldier being a manufacturing item or such... or un-removable implant items...
why of all things are stats hardcoded.

292
The X-Com Files / Re: Specialist training
« on: September 16, 2019, 11:51:13 pm »
Interesting.
So you can make a general training, improving all stats by some %, but could not differ between stats?
Or cannot have multiple training categories?
I´ll put it in my list of features, in case I ever have enough time to write my own engine  ;)
(unfortunately current time schedule says never)

293
The X-Com Files / Re: Strategic advice - cave missions
« on: September 16, 2019, 11:47:22 pm »
I see, thx.
Well reaction is out of the play with my usual play style.
Sensor grenades and mines make sense.
But in the end it seems to come down to not letting any enemies come to melee range it seems.
I'd pay 60% TUs for a heavy shield that takes one hand just to have like double armor in front...
Unfortunately that'd be severly exploitable everwhere else since AI pretty sure won't bother walking around you to attack from the back.

294
The X-Com Files / Strategic advice - cave missions
« on: September 15, 2019, 01:38:45 am »
so i really struggle with cave missions, no matter what i try.
is there an advisable strategy / loadout that does not lead to heavy losses if you can't keep the enemy at distance?

My current equipment (miniguns all the way) is seriously at a disadvantage there, yet still the best results i have.
Tried going melee, UAC rifles, sonic pistols, CAWS and some others. Basically if stuff gets to close i keep loosing a bunch of veterans. every time. except if its just a few syndicate guys, thats easy as cake  :P
but the monsters or certain zombie types really get me.
(Armor is heavy tritanium and some cyber atm)

295
The X-Com Files / Specialist training
« on: September 15, 2019, 01:33:38 am »
Nope, its not another thread about introducing soldier classes  :P
Would it be possible to have multiple different trainings (in the same gym), basically one for each stat?
Well not exactly one for each stat, but more or less role.
E.g. you get a rookie that just really sucks at shooting but has decent melee.
Instead of putting him for some months into a general training, you just put him in melee training to get a usable strength/melee rating and he´s gonna be a brawler...
So still can't shoot for shit, but decent melee attacker in faster time. You can put him in other trainings after that as well, each just once of course.

296
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 08, 2019, 05:12:32 am »
thanks, that explains.
no hybrids yet though, hence the confusion.
another one, does the zombie cave respawn?
couldnt take it (got seriously wiped out no matter what i tried) and wanted to wait for better tech...

297
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: September 08, 2019, 01:40:55 am »
finally got heavy tactical suit.
But it gives me 2 ufopedia entries, one for the suit and another one exactly the same, but with (H) added to the title.
whats the difference?
(tritanium version does that too)

298
The X-Com Files / Re: Stupid dummy question... and less dummy questions.
« on: September 05, 2019, 04:12:01 pm »
Ok, thanks :).

BTW any of you know some reliable stratagy for mission, when you are surrounded by 30+ enemies at landing? I know running is probably only possible strategy, just asking in case somebody thought of some superior tactic :).

With dragonfly I've decided to try ?hard fibers? factory. Classic first turn, kill one enemy, blast smoke grenade. After 10mins of shooting second turn starts with only one of my soldeirs slightly injurned. Tried classic, got all my crew out of dragonfly, killed around 8 enemies, survived next bullet storm somehow, but ofc in the end they swept me with grenades. 
So i tried getting only half of my crew out, using ramp as coverage. Conclusion...ramp is not a good coverage, and no help against grenades as well.
Another try, staying in dragonfly, hoping enemy would run out of ammo :D. Well maybe they would, but i've ran out of medical supplies much faster.

Not sure what else to try... i will just abort that mission and hope next time that idiot pilot won't land at factory front door.

from my (little) experience, if you do that mission without alloy vests its gonna be a lot of wounded soldiers.
my pilots happen to prefer such landing spots as well.
Recommendation: use miniguns. and aim for people standing behind other people, so you´ll kill multiple per salvo.
doesn't help against grenades (they hit me hard too, especially since usually all my soldiers are standing close), but they can't throw nades if you kill them first...
throwing range is kinda insane though.
also a nice possibility: use incendary/napalm grenades. if someone is burning they panic and can't throw stuff at you ;)

299
The X-Com Files / Re: Minigun seems OP
« on: September 03, 2019, 05:51:17 pm »
Yeah, I managed to do this... exactly once in my life. :P
about every 2nd turn (if there are +3 people visible)... then again, most of my guys have way above 100 acc already. and pretty much everyone has a minigun... XD

But over powered, I don't think so unless the player decides to overuse it.

Compare to having ten guys in the field and arm them all with blaster launchers and just wipe the whole map out? Overpowered much?  ;)
i get the point, but i think thats what actually makes the definition of OP... overuse should have a drawback countering it out, then its not OP.
for mass blasters thats probably destroying all equipment and bodies in the process, as well as massive ammo costs. oh, and civilians standing in the way...  :P
have not yet discovered any drawback for miniguns yet.

sure, its definately not "game destroying"-OP. far from it. just think it makes it way too easy...

300
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 03, 2019, 05:43:03 pm »
for the mission, I was using 0.9.9d at that time.
as for the ammo, should be still the same in the bug.sav a few posts upwards. its 0.9.9e2 already.
(checked, its still persistent in that savegame)

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