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Messages - Doc

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31
The X-Com Files / Re: Sanity
« on: June 09, 2020, 02:15:54 pm »
Has anyone run into any sanity issues yet? I'm not very far into the new version, have only seen sanity drops on UFO landings and the Dagon Soul Harvest, and very negligible there. Could Zombie missions be added to the list of sanity degrading ones? Those seem like they'd be inherently disturbing to be on.

Edit: NVM they already do!

32
The X-Com Files / Re: Cult safehouses/outposts
« on: June 07, 2020, 09:18:25 pm »
Yeah for sure. I've been getting the regular variety of outpost and safehouse buildings so far, including the ones with munitions stockpiles.

33
The X-Com Files / Re: Troop Deployment: Unfair?
« on: June 07, 2020, 05:58:33 pm »
I could add smoke projectors to some vehicles :)

The Mighty Mudranger, make it even more tantalizingly useful and out of reach!

Also, addressing the general concern of the thread does this setting "percentageOutsideUfo:" apply to cult missions and their buildings? I'm pretty neutral on the subject of starting deployments, they can be punishing but imo reasonable since they are entirely avoidable but maybe tweaking this setting would work for some?

34
The X-Com Files / Re: Cult safehouses/outposts
« on: June 07, 2020, 05:49:38 pm »
There might be a problem with your install, I just started a run on the latest version and I've got buildings on cult maps.

35
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: June 06, 2020, 01:43:59 pm »
Thanks! I like helping!

Btw... I went to a mission in South America, southern Argentina or Chile I think... I got desert terrain and people who look like arabs and Bedouins.

You know, I never went there, got relatives who did. Don't remember them telling me about those guys. Sounds like a bug to me.

The secretive Bedouin tribes inhabit all deserts, even in the American Southwest.

36
The X-Com Files / Re: The Tyson Challenge
« on: June 06, 2020, 01:42:45 pm »
Filing that one away for later, right after my Pepper Spray / Boombox only run.

37
The X-Com Files / Re: Questions on damage and armor
« on: June 05, 2020, 11:40:44 am »
3. The power bonus, do you just add that to the bullets power, or is it a added percentage (i.e. bonus of 30 would be +30 or +30%)

Added to the bullet power. IE: Base DMG + (Skill x Modifier). 

Not 100% on your other questions, hopefully someone else knows.

38
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 05, 2020, 11:33:59 am »

I meant pure power. Even with the power bonus, average damage is lower or same as Magnum. Felt kinda underwhelming

7.62 is a helluva powerful rifle round.

Its a wonderful gun otherwise.

Ah gotcha. Pistols in general compete with rifles in terms of power and mid range accuracy in this modpack. Bit weird, but I like it.

39
The X-Com Files / Re: The Second Base - when to build it?
« on: June 05, 2020, 11:29:34 am »
Don't you have to destroy a Cult in order to get Promo II? I sure as hell am in no position to destroy any cults any time soon. Can't even beat a base.

Oh no, not at all! You just need to recruit all the staff experts. Promo II is really key for cult fighting, you're definitely swimming against the tide here!

IRC the requirements are :

Xenologist - You get him by default I think
Military Envoy - All cult networks researched, probably the next easiest to get.
Chief Engineer - Alien device researched, a Psiclone will do.
Chief Researcher - Live capture of one of the big mutants (Mongorn, Werewolf etc.) and an Alien Fuel trace. This one can be harder to get.

And yeah, the Mudranger rocks in the .001% of cases you actually get to use it.  8)

40
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 04, 2020, 09:16:35 pm »
I have been using a FAL I got from some mooks in big missions. Sweet gun, but feels underpowered? Brazilian army was using FALs until 2000s something, and I know ex-military people. It should be quite stronger than M16.

Strange, I find the FAL to be the best all around assault rifle for its highly accurate snap shot and power bonus. All you're giving up vs the M16 is a little firing speed and burst fire accuracy, but I use rifles for aimed and snaps anyway. The M16 puts a lot of the other rifles to shame of course, but I'd rather take most of the 7.62 line if given the chance.

41
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 02, 2020, 07:38:02 pm »
Maybe tie them to the interrogation of higher ranking cult members? As in "Cult member [X] offered to get us into contact with dealer [Y] in exchange for [...]". That way players could get access to higher tier weapons for cult bases but would still have to rely on earlier weapons for hideouts&outposts. How/when do you get access to black ops stuff again?

Perhaps the requisite cult network and one of the low tier officers interrogated? IE complete Red Dawn network and interrogate a Pioneer to get the AK-47. That would put player access somewhere in between Promotion I and II which is about the relevant stage for those weapons.

(Basic Black Ops stuff just requires the Military Envoy, though a lot of it is gated behind Promotion II).

Furthermore I think the Mosin/Bolt action along with the MP5 maintain their own niche against the lower tier assault rifles as superior DMRs and CQB weapons respectively. Playstyles vary, but I find them all useful alongside each other.

42
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 01, 2020, 01:45:02 pm »
Quote
- Option to choose preferred hand for reactions (right-click on the hand in the battlescape HUD); indicator is moddable via sprite called "reactionIndicator" (same size as bigobs)

Just noticed this. I LOVE IT! Million thanks for the continued OXCE goodies.

43
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 01, 2020, 06:34:46 am »
Solarius, what was the reason for changing the Red Dawn HQ map? Not that I'm complaining, but it's extremely easy to cheez the assault now. You might want to redesign the entrance/exit a bit - right now it's a death trap for the enemy. Just station two soldiers atop/to the side and watch the bodies pile up. It's kind of entertaining tbh.

*Step* *Pop* *Pop* *Scream*

It's true that you really have no incentive to wade in and forgo camping the bunker entrance. However if you do opt to storm the base you are treated to one exciting corridor shoot out and a fitting send off to what I consider the toughest cult faction.

I haven't tried the new version with armored cars yet. I wonder if this buys time for more mooks to wander up to the surface? I expect it still plays out rather the same though. I wonder if some kind of time limited objective might work here that puts the player on the offensive?

Edit: Additionally I have a small suggestion. Could we get Cult Arms Dealers moved up earlier in the tech tree? Possibly to having all networks researched instead of operations? As it stands by the time you get it most of those weapons are quite irrelevant. The better ones can still be locked behind promotion tiers or later cult stages, but I don't see the harm in having access to an AK-47 or M-16 a bit earlier if one is so inclined.

44
The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: June 01, 2020, 06:24:18 am »
Quote
23) Dogs
Dogs are rather underwhelming, they cannot wear sufficient armour to not die from a first plasma weapon that hits them but their teeth will melt enemies extremely quickly, their bark ranged attacks also reduces time units so you can use them to protect your ranged units against charging enemies. So in close quaters they are absolute beasts since their bite does ALOT of damage.

IMO dogs are best used as highly mobile scouts/spotters in conjunction with smoke or night ops vs early game human factions. Their combat abilities are a secondary (and sometimes impressive) feature but not a big selling point. Interior missions like the EXALT and Lotus HQ being the exception, dogs will absolutely wreck shop on those.

Consider reassigning them to pampered base mascot status when the ayys and other advanced enemies show up or risk a guilty conscience. Still, will never forget the time K9 Pickles (Hero of XCOM) racked up 6 CQC sectoid kills in a row while holding a door on a dicey terror mission.

45
The X-Com Files / Re: Troop Deployment: Unfair?
« on: May 24, 2020, 01:23:54 am »
Ski Resort Missions are viable at night. Just toss your flares right and you will see the enemy, but they won't see you. Hope there's nobody too close. You can then snipe the enemy from outside of night visibility range, while leaving your soldiers with close-range guns and melee ready in case enemies march out from the dark. Extinguishers help.

At day through... Yeah nope, that little lodge has no cover at all. Early Retirement Resorts indeed.

Enviado de meu moto e5 play usando o Tapatalk

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.

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