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Messages - X-Man

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271
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 09, 2019, 06:56:38 am »
Not me saying it, Solarius has stated multiple times that everyone playing this at Superhuman shouldn't complain about 'unfair' missions. Again, unit stats etc. aren't balanced for anything beyond experienced.

I'm not complaining about 'unfair' missions. I'm complaining about broken mechanics of using smokes. Such thing forces to abandon missions in situations like I've pictured in my post above. If there were elite Red Dawn or EXALT I'd like to abandon mission instantly, because of 1-2 grenades which are using by RD and EX regulary will put the point in this question :D

I've met just one 'unfair' mission before (in my last walkthrough of 0.9.9c) when there was attack to my base in August of 1999. Sectoids and cyberdisks are normal and destructable by default weapons, but only one sectopod - SECTOPOD with sectoids in 1999 :o - ruined all my efforts, so the base was lost. But for that moment I thought it is some kind of feature: inevitable loosing of base or smth like that. Now I know it is not a feature, but 'unfairness' of the mod ;D

272
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 08, 2019, 09:43:50 pm »
Please keep in mind that the mod is not balanced for superhuman difficulty.

What do you mean it's not balanced? How could it ever be? Difficulty only adds more enemy soldiers and increases their stats, aren't it? What exactly changes this mod so you decide it is unbalanced?

273
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 08, 2019, 08:41:20 pm »
Are you playing on superhuman?

Yes. I've done this assault about 10 minutes ago. I'm just wondering about some ideas how to use smokes in such situations correctly... If it could be so, ofc  :)

274
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 08, 2019, 07:49:54 pm »
There is not enough smoke there, smoke has like 9 levels of density and you need about 3 (almost) fully stacked tiles to break line of sight. There is no way to tell exact density on glance, (and there are different smoke sprites nowdays) so its all about your experience with smokescreen tactics.
Scout-snipers will get you through smoke, and thermovisors will ignore about 30-40% of smoke (if there are any in xcom files), so youll have to adjust your habits for those as well.

Look here http://prntscr.com/oq5egz How would you manage such situation if there were not this puny Dagon fanatics, but elite Red Dawn or EXALTs soldiers?

275
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 08, 2019, 06:51:38 pm »
There is not enough smoke there, smoke has like 9 levels of density and you need about 3 (almost) fully stacked tiles to break line of sight. There is no way to tell exact density on glance, (and there are different smoke sprites nowdays) so its all about your experience with smokescreen tactics.
Scout-snipers will get you through smoke, and thermovisors will ignore about 30-40% of smoke (if there are any in xcom files), so youll have to adjust your habits for those as well.

Looks unpromising... In vanilla UFO and Final Mod Pack smoke was the first thing you should do at the landing place to hide yor first moves. Now its useless even against humans. Very strange...

276
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 08, 2019, 04:44:27 pm »
Some enemies are scouts and will provide squadsight for enemies defined as snipers, its a feature.
Also there is a fire in 9~ tile radius, your unit is visible.

Wow, I thought AI can use direct line of sight only :o I got the point, thanks!

Still, I don't know WTF with smokes... How to use them it the right way? It should be a good defensive device, but enemy can see my soldiers through it! Look at my screenshot in the post above, please.

277
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 08, 2019, 12:42:46 pm »
I love this mayhem! A huge zombie army.
(Superhuman/ironman)

Wait till assault mission of cults' HQ, he-he :P

278
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 08, 2019, 10:58:49 am »
Judging by the sight radius you didn't attack at night though. Check the 'assault'-popup you get when your craft reaches the site - if it doesn't have a small moon in it you're attacking at daylight conditions.

There is no mistake - it IS the night (I've been waiting for full dark cover). Assault screen had a small moon. It seems that game mechanics does not work or AI units have some cheats at superhuman difficulty... Same shit with smokes: my units have a vision penalty, enemies' haven't. All these bugs/features decrease tactical variety... This is very sad.

279
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 08, 2019, 10:04:11 am »
Night missions

I'm always wait till daytime to begin mission... Today I've decided to go into the NIGH. And what is the result? Have a look http://prntscr.com/opvznx

Here is my soldier. He had shooted at frontal enemy and catched reaction shoot from the right corner. What does it mean? The night does not give you any tactical advantage, so the nightvision of drones and biosuits is useless. AI soldiers are cheaters ;)

280
The X-Com Files / Re: Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 07, 2019, 07:56:24 pm »
Beach / Swimsuit mission: no escape  (Superhuman/ironman)

What is the purpose of this mission?  Four of my agents are allowed in swimsuits. There were at least 8 gang members with automatic weapons and they moved down my squad.  I had dart rifles and managed to tranquilize two of them.

I've done the mod (ver. 0.9.9c with superhuman/ironman). Its difficult but completable:) Now playing 0.9.0e.
The The purpose is to kill all Osiron's members and capture some alien artifacts. Try to capture one of these bad guys and interrogate him - it will open a very interesting and profitable line of missions ;) 

The main trouble which could be on that mission is the bad spawn point (too close to bad boys). The good tactics is to take knives and tasers, make an ambush in starting house near double doors, close them and wait till enemies come inside. To do so successfully you need to take agents with good melee accuracy and strength. If you train them at the gym before, so that shouldn't be a problem.

281
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: August 07, 2019, 07:17:29 pm »
SMOKES!!!

Is there any hope for the fixing of smoke grenades? Typical situation: my agents sitting in the smoked area, and MY guys can't see anything while enemies can see them and shoot with no penalty accuracy! WTF??? Look at this http://prntscr.com/opoflg
He can see me and I can't! How could that be???

P.S. Sorry for my bad english.

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