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Messages - Doc

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16
The X-Com Files / Re: E-115 weapon ideas
« on: June 30, 2020, 03:48:48 am »
I wonder what the niche use for it would be? Chryssalids are allergic to it apparently, but what other enemy types would be vulnerable to it? Is it intended to be a late stage damage type that nothing is particularly resistant to?

17
The X-Com Files / Re: Idea for mission
« on: June 29, 2020, 07:47:45 pm »
High Ex is the only way to be sure about anything.

18
The X-Com Files / Re: Question regarding enemy deployment
« on: June 26, 2020, 01:12:50 am »
I can only assume I've been having terrible luck so far, they've yet to show up on any of the previous ones I've done. And yet I still had to put up with Vampire Knights on a citizens vs. Monsters mission I was sure would have them...truly this RNG is cursed.

Ha, yeah it's so weird getting those Vamp Knights early on. Since you can't research them yet it's like no one was even the least concerned about the giant sword wielding maniac that took an entire squads firepower to put down.

19
40k / Re: 40k
« on: June 25, 2020, 02:48:48 am »
Thanks for the info!

20
40k / Re: 40k future plans and Work in progress / Suggestions
« on: June 25, 2020, 02:48:28 am »
Very cool, I look forward to whatever gets implemented.

21
The X-Com Files / Re: Verly early UFO's?
« on: June 23, 2020, 05:21:10 am »
There tends to be an early spike of UFO activity in the first month of the game that tapers off with the occasional early fly by before 1999. Presumably they're traipsing about setting up all the nonsense you'll be spending the first years cleaning up.

It's possible to reach them at times early on, but I wouldn't recommend it. Very little chance of success with two rookie agents in a rental car. Waste of good suits that.

22
40k / Re: 40k future plans and Work in progress / Suggestions
« on: June 22, 2020, 08:16:08 am »
https://wh40k.lexicanum.com/wiki/Shotgun#Astartes_Assault_Shotgun

Pretty please? A heavier auto-shotgun would make a fun thematic addition to the arsenal.

23
The X-Com Files / Re: Idea for mission
« on: June 21, 2020, 05:33:08 pm »
I guess getting a pile of High Ex thrown at your feet is a better send off than tripping into the sarlaac pit.

24
40k / Re: 40k
« on: June 16, 2020, 07:23:46 am »
Ah good, thank you. I've been using it, but have noticed my guys get fatigued quickly. Starting to use it sparingly now.

Oh, another question actually. Do smoke grenades work vs all enemy types or do some see through it?

Edit: Further questions!

-Is it possible to eradicate the orks completely by taking out all their bases?

-The scout strategy rhino drop has two scanners that can do the motion tracker thing. Is there any other functionality there or is the point to just give vision?

25
40k / Re: 40k
« on: June 16, 2020, 01:21:30 am »
Quick question for the mod devs. Is this mod balanced around the use of advanced movement options or should that be left off?

26
The X-Com Files / Re: zero casualty runs
« on: June 15, 2020, 03:34:50 am »
Ha ha, no! Proud graduate of the Zapp Brannigan School of Command here. I once went a year without casualties and it was very unsettling. Those agents need to earn their salaries after all.

27
40k / Re: 40k
« on: June 14, 2020, 09:11:50 pm »
Innovation? Research?! Careful with that heresy brother!

28
40k / Re: 40k
« on: June 14, 2020, 09:33:04 am »
Finally got to try out the new version, really great stuff all around. Hats off to the mod developers for continuing to put so much new content out.

29
The X-Com Files / Re: incendiary grenades
« on: June 13, 2020, 07:42:50 pm »
Speaking of, is there any real difference between regular incendiaries and napalm grenades other than radius and the overkill setting?


30
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 09, 2020, 10:34:40 pm »
Civilian engineers carry them sometimes. Had a cool moment during a Dagon town attack where one went hero mode and whacked 4 cultists in an alley. I like to think we left that guy our business card.

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