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Messages - betatester

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1
The X-Com Files / Re: Madman Rampage with no enemy on the map
« on: July 20, 2020, 01:59:25 pm »
edit your save change one of the soldier coordinates to be the mad man ones. They will be on the same place.

2
The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: June 10, 2020, 11:49:08 am »
Once my dog was mind controlled, he had the lowest psi strength of the team.
Forgot to mention but still true never ever bring motion detection grenade (except perhaps against ninjas, vengeance after the dog death)

3
The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: June 10, 2020, 10:40:57 am »
One thing that you forgot is that dogs can be close combat grenadier. Just drop pre primed grenades at the feet of targets then go away. You can use some barking to secure the move.
They can gain the grenadier promotion and increase strength and carrying capacity.
Bonus, the EMP grenade will not wound basic dog, and works well on some targets too armored for dog bite.
Stun grenade can allow the dog to capture live targets
Stun grenade can also be used as last resort weapon. Your dog has gone too far, has very few TU left, discovered too many enemies and carry only a stun grenade, just drop ii. The dog will be stunned and ignored. Better stun than dead.
As for other XCom team member, incendiary grenade is a good way to block a way, and the last resort defense system.

4
The X-Com Files / Re: The Ghost Ship
« on: June 05, 2020, 04:19:07 pm »
The ambulance it's for ecto 01 of ghostbusters.

Maybe in ghost mission we can have all the dead Xcom operatives on our side...

5
The X-Com Files / Re: The Ghost Ship
« on: June 05, 2020, 02:42:35 pm »
The ghost ship could be an ancient ship, like in Pirates of the Caribbean instead of a modern cruise liner. => much smaller
An idea for very big maps, the possibility to send several teams at once (I know its hard, but iy could solve the boring side of very big maps like the cruise boat or the vampire castle)
Some ideas for the ghost arc:
 ghost vs Etheral mission ? We are the true Etherals of this world get out of here !!!! same as with the mummy/zombie arc ?
An ambulance instead of a van ?

6
The X-Com Files / Re: Very Early Weapon Balance, take two (1.3)
« on: May 10, 2020, 04:36:28 pm »
I agree with all that was said earlier.
My reflection about early weapons and later

About early human technology
- Flamers of all kind are wonderful with the "don't come in the flamethrower range".
- the 45 pistol was my starting weapon (and still in the late game it's still the most used weapon even if I abandoned it long ago). Later it's replace by the magnum or,the Desert Eagle (depending of the drops) then by the BlackOps Magnum (if you're lucky you can have it fast on an MIB infiltrated farmer mission). Carry plenty of ammo.
- Land Mines: a very underestimated weapon. The key to survive Black lotus HQ.

Melee Weapons:
- The kukri for it's ability to destroy landscape even if it's not the best melee weapon it's small and can be carried just in case
- The Pickaxes for digging underground especially where using HE explosives is too dangerous

Grenades and explosive
I use them if I need a different type of damage in a one time solution
- standard grenades are cheap and buy-able quite fast. And they can arc so sometimes it's the solution
-incendiary grenades same as above. Once I dropped a grenade at my soldier feet with his last 2 TU and he has just discovered too many enemies in the vicinity. Better be wounded than dead
- Flashbang grenades to avoid reaction fire
- HE explosive as the last resort weapons against cyberdiscs, MIB in too tick armors for actual weapons and pre-primed against chrysalids
- later in game napalm genades against zombies in armor, stun grenades, EMP grenades
 Also dogs can carry pre primed grenades, drop them at their feet and gain gre,adier commendation (that increase strength)

My standard unit in mid gale carry; 1 flashbang, 1EMP (sometimes depending of the mission), 1 stun grenade, 1 napalm (sometimes more depending on the mission), and 1 incendiary as cheap napalm. If the soldier can a standard grenade too for. 1 HE explosives too

Launchers
You must have one in the group
- The basic grenade launcher with incendiary ammo.
- some other models later

Sniper rifles:
A special mention for the VSS Vintorez that has the concealable quality and therefor is usable in some missions

Shotgun:
I equip psi operatives with shotgun for the TU increase of the commendation. Shotgun ammo number is always a problem... think turbolaser shotgun later.
On mid late game I like the somic version of shotgun for its firepower
The toxigun is a shotgun and can sometimes be fun
The smart shotgun for a size 2 weapon.

Cannons
special mention for the Gas cannon, with incendiary ammo sor underwater missions

Blackops weapons
- Blackops magnum a must have, with tritanium ammo for your undercover unit
- Blackops sniper rifle a must have, until you get turbolaser sniper rifle
- Blackops auto sniper rifl. Your target is too close to you ? time to use the auto mode !
- Blackops LMG smartgun a must have for the gunner commendation (with tritanium ammo)
- Blackops Minigun a must have (with tritanium ammo) solution to heavy problems

The spypistol is usable in many undercover missions but I seldom use it

UAC weapons
Usable in space
UAC Nailgun one of the best range weapon usable in an industrial mission
Some people like the UAC rifle but I seldom use it

Turbolaser weopns
Rush for them ASAP, it's the solution to your ammo stock limit

Plasma weopons
- The heavy plasma gun is the anti muton weapon

Artifact weapon
- Plasma gauntlet, light, easy transportable, arcing plasma damage source. Against zombie in armor
- storm rose. too much damage to stun, usable in dreamscape. Usually I give it to my snipers for short range heavy damage solution
- Vibroblade wonderful melee weapon that trains bravery
- Heart grip staff, for heavy armor target and complicated maps since you can target through walls
- crossblaster from the meridian mission is a must have
- Incinerator as the ultimate flamer
- Sadly I couldn't found enough neural whips or flame launcher to use them but I really like them
-

7
I don't know if it's rge case but rat breeding should be energetic blood plasma neutral. You should need as much as energetic blood plasma as it can produce.

8
The X-Com Files / Re: How to beath the Bug Eye Ghost
« on: April 12, 2020, 11:30:14 am »
Psi, laser beam, electricity, emp grenades, incendiary, concussive

9
Work In Progress / Re: [XCF][Release Candidate] Inventory special
« on: April 02, 2020, 12:19:54 pm »
new version added TU to under armor layer to correct a bug and make it impossible to remove in battlescape.

10
Work In Progress / Re: [XCF][Release Candidate] Inventory special
« on: March 31, 2020, 09:41:44 pm »
I think I've corrected the bug.

11
Work In Progress / Re: [XCF][Release Candidate] Inventory special
« on: March 23, 2020, 02:44:55 pm »
an update fixing a bug due to regex. Hope I have fixed a TU bug too.

12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 22, 2020, 04:14:09 pm »
about the shotgun problem we have talk about on discord

13
Work In Progress / Re: [XCF][Release Candidate] Inventory special
« on: March 07, 2020, 02:59:59 pm »
corrected a TU errors in inv files (thanks Solarius)

14
Work In Progress / Re: [XCF][Release Candidate] Inventory special
« on: March 07, 2020, 09:39:11 am »
It's a real mod now

15
Open Feedback / Re: Norton safe search problem
« on: February 27, 2020, 09:52:30 am »
yesterday it happened 3 times. Once there was a warning on report, 2 other tiles it was green Today it started again even with a green report.

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