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Messages - Alazar

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31
The X-Com Files / Chemical Warfare and deployables.
« on: March 24, 2020, 12:17:03 pm »
I played around some more and finally got an idea what could be added.

First thing, chemical weapons in their current state are not exactly what I thought them to be, excluding the Dim.X ones, they are very good. Now what I had in mind are gas grenades and toxin sprayers. Gas grenades are pretty self explanatory, prime, throw, get a gas cloud with DoT effect + other effects for your own tastes, hallucinagen (moral damage) tear gas (stun damage) and so on, you get the idea.
Toxin sprayer idea is similar to flamethrowers highly inaccurate, short range,sprays over area leaving DoT fires and covering small areas, only instead of fires they leave gas clouds and deal small ammounts base damage like flamers do.

Second idea came whem I played 40k mod.  Deployable weapons, aka crouch to shoot properly, this could be applied to some super heavy weapons in game, like HMG, I am sure you can hardly fire 50 cal from hands without a exosuit. Or you could make new weapons for said purpose.

Gyrojet weapons aka "Bolters, Brothers!" lastly. I know it might sound like I am pulling this from 40k, but lets be real, gyrojet weapons did exist, but failed due to a number of reasons. But since we can apply alien tech, like alloys and E115, who said we cant make those viable and deadly?

32
The problem was that the model in XCF aimed to represent the whole range, from the earliest models made in the 50's to modern designs.

Why the past tense? Because I changed it a couple weeks ago, made a distinction between the AK-47 (classical Kalashnikov) and the AKM which is better, also now the mod properly distinguishes between 7.62 and 5.45 ammo. So I hope it will work better now.
FYI, AKM also uses 7.62 and Groza uses 9x39. But all russian guns in your mod use 5.45. AK-74 uses 5.45.

33
The X-Com Files / Re: [Suggestion] Tormentor and BEAM
« on: February 23, 2020, 09:13:11 am »
I dont feel like its a weakness. Tormentor has biggest speed, 2 heaby missile pods, gun point and electronics point and insane ammount of structural integrity. Gauss cannon is just a beast, it has shorter range compared to plasma, but rate of fire compensates that when it gets in range. Also you can build good missiles.
And boost all weapons damage with a targeting module. Speaking for myself I cant see how lack of beam weapon on Tormentor is a problem.

34
The X-Com Files / Re: [Suggestion] Macro Flamer Tank (and hover tank)
« on: February 21, 2020, 05:08:26 am »
Yes, it can be done. It's actually on my to-do list.
Kane will be pleased.

35
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 11, 2020, 12:42:30 pm »
Chainsword looks like it's intended to be a terrain-destroying tool (it's strong enough to cut USO hulls and create new entrances), not a melee weapon. I guess it could use a better name to indicate its purpose.
Ever tried opening a metal door with a chainsaw?

Anyway if I need a hole in a wall, I use disruptor launcher, yeah it also kills or heavily wounds everything in immidiate area so thats a win for me.

So technically an Eviscerator, not a standard chainsword. 55% would be pretty okay for an Eviscerator. :)
Eh, looks more like 30k early type chainsword.

Oh and its 60% TU, even less usable.

36
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 10, 2020, 02:55:48 pm »
I personally dont like the cost on chainswords: like 55% TU, for one hit, two handed?. Emperor does not approve.
Being real though, this weapon damage is insane, but TU cost of operating it is making it useless or heavily reliant on ambush tactics. Makes a good meme weapon for making shortcuts on 1st part of alien base assaults.

37
I got my first disruptor rifle. It's April the 9th 1999
I still need to research it.
But at this time I already have Blaster rifle, Blackops smartgun with tritabium ammo one of the best LMG, many psychic weapons (flame glove, storm rose, dagon staff, heart crasher staff, psiclones, some skull jacks, psi amps in research)  Blackops minigun woth tritanium even scatter blaster and because some guy still need a bit of natural bravery for the tactical neural implant some vibro blade and EMP grenades for pure mechanical targets!. And my main guys are helix knights. (I'm late with hybrids unlucky with captures, with apocalypse (twice they killrd the leaders I have captured), Psychics only after capturing one sectoid leader, I should have waited for an alpha werewolf). I'm a bit late in underwater too because I haven't realized that researching the Deep One communocator was needed.
And collecting money for my first advanced lab.
So when you say you can have them early I wonder what I did wrong ???

Not wrong, just late. I had all this stuff even before first clash with space bois.
Since you already got to Dim.X and did not quite get how I will explain(spoiler for those who did not get to Dim.X)
Spoiler:
After you beat Red Dawn and research everything about Superfabric, you get 1-2 Cyberweb den missions startng next month. You need to get a live Technomad from it. Next mission opens, you need Cyberweb plans, next mission needs just a victory and research new tech you get after you won. There you go, you opened Dim.X. Its really early mid game.

You haven't done anything wrong, the dice simply didn't give you these missions earlier. That's perfectly normal; I really don't understand why assume that every playthrough is similar. It is not, and it is not supposed to be.

Good job with the progress anyway.

I noticed the more possible missions you have, the less likely you get ones you need. So early game mission cleaning is critical to get tech faster. That and multiple research\production bases.

38
The X-Com Files / Re: [Suggestion] Psi Armor (Mentall Shield)
« on: February 06, 2020, 10:28:39 am »
Any ideas what research would enable such a device? What would the prerequisites be?

(not too early)

Dead alien brain from ambassy mission?

39
The X-Com Files / Re: [Suggestion] Psi Armor (Mentall Shield)
« on: February 04, 2020, 04:59:36 pm »
I get your point, but I think this niche is already taken by the AI units. It will be even fuller after I add the Enforcer chassis.

Or you could put stat buffing items in inventory like Dioxine did in Piratez, also a good example is UFO: Extraterestrials, you got carry shields and anti psi helmet.

40
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« on: January 29, 2020, 06:13:28 am »
Abyssian USOs keep spawning after Ceasefire was signed, bases are gone though. I figured its probably to get their stuff, but it goes against logic. We have a coop ceasefire signed, we have traded tech yet we still can attack em onesided. I suggest removal of abyssian USOs after the ceasefire research and add their weapons after tech exchange research, to the craft under, "Trade" option, currency will be Zrbite or aquaplastics or both, since they rely on it, to sustain their reserves.

41
The X-Com Files / A question about mods future.
« on: January 28, 2020, 07:57:01 am »
I am sure some people thought about this, so I wanna ask a question to you, Solarius:

Is it possible to change endgame to T'leth destruction instead of Cydonia fall?
Something like, you win the last battle, overmind is destroyed, then instead of endgame win credits, theres just chunks of frames from TFTD intro, then like "The year is 2039-2040" and we step into TFDF stuff with most of tech forgotten (including all TFTD tech, cause you know, global mass amnesia conspiracy  ;D).

42
I did not ignore the fact that sonic cannon has a 50-150% roll in those calculations, the "rolls 0" percentages are the fraction of shots that will have less power than the targets effective armor. Statistically, the 50-150 roll is better when the target's armor is low and 0-200 is better when the target's armor is high; the Sonic Cannon in TFTD is a poor choice vs triscenes but the Heavy Plasma in UFO is still usable against sectopods.

I'm not arguing that the warp/disruptor is.a better generalist weapon, if you arm most of your agents with sonic cannons of course you're going to have a good time when most of the enemies simply don't have the armor to deal with it. Warp/disruptor weapons still will damage anything and have a niche against hardened 1×1 targets. I wouldn't hand them out to my full squad unless I knew the kind of target I'd face in a mission called for it, but I would probably keep a few around just in case. That's the beauty of many options; you were disappointed by warp/disruptor and found sonic to fit your style better, but we've heard people loving disruptors around here, such as Starving Poet in his Let's Play.

As for use vs high armor robotic 2×2 units, I don't think either sonic or warp is the right choice, there are different specialist weapons and strategies for them.

Eh, probaly you are right, still does not change my opinion that warp weapons are peashooters here, especially when they are future tech endgame guns from X-Com Apocalypse. But can agree that these are early prototypes which are made by Dim.X hivemind so they are weak. (Apoc. guns have infinite power supply)

43
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« on: January 28, 2020, 07:41:38 am »
Constant Segmentation error crash after researching "Ceasefire with Abyssians" (medusa people). Game crashes always on attempt to save when research is done.

Slapping log and save file 3 days prior research finish.

44
The X-Com Files / Re: Monsters like Kaiju
« on: January 26, 2020, 08:44:24 am »
T'leth is fine, you cannot really destroy it in XCF. What you can do is crippling the early stages of the invasion so it starts in the 2040s instead of 2000s or so.
Totally does not explain the mass amnesia about sonic weapons tech, ion propulsion, aquaplastics, autopsies and other stuff, but what ever. :D

45
First of all, you need to compare apples to apples. Heavy disruptor vs. Sonic cannon vs. Warp cannon, firing at an obliterator:

  • HD: 13.22 dmg, rolls 0 ~22%
  • SC: 15.93 dmg, rolls 0 ~47%
  • WC: 7.18 dmg, rolls 0 ~52%

The sonic cannon isn't an obvious winner here damage wise, and remember the heavy disruptor can get up to 8 shots per turn if you're not all aimed all the time. Warp cannon isn't the right choice against an obliterator.

Now for a target that isn't so skewed in the sonic cannon's favor, the MiB heavy (100 armor, 100% damage from both warp and concussive):

  • HD: 34.18 dmg, rolls 0 ~11%
  • SC: 34.44 dmg, rolls 0 ~27%
  • WC: 35.37 dmg, rolls 0 ~26%

All three perform pretty similarly here, with the disruptor being the most consistent to do damage, and the warp cannon doing best on average.

As long as you're not doing something silly like expecting a rifle to do as well as a cannon against a bigger enemy, I would say warp, disruptor, and sonic weapons are pretty comparable in performance when paired with a proper target. Sonic is clearly better when the armor is low and HP is high, but disruptor/warp makes up for the difference when fighting power armor. Sonic can snipe better, but the disruptor will perform better on the move.

At this point, I'd say your dislike of warp/disruptor is based on when they happened in your personal campaign and your style, not how they numerically perform.

A. You just completely disregarded the fact that sonics always deal damage and dont have a chance of dealing 0 damage per shot.
B. Sonic cannon min.damage is Warp Rifles(Edit: the 46 damage one, not the 33) max. damage. So when luck RNG rolls 0%, WR does 0 damage, SC does some damage.
C. I used disruptors\warp peashooters extensively when I got them first and the more I used em, the more disappointed I was each mission. They are bad not because I dont like them, but because theres just too many better options.
D. Numbers does not equal gameplay, I told that to Solarius already. Its like writing tech stats of a real weapon on paper without actually testing it in live combat situations. 8 shot per turn means absolutely nothing if none of them connect or accuracy is below 30%. So snap shots, aimed shots only.
E. All this calculation show how narrow and insignifficant the use of warp weapons is, being usable only against heavily armored targets (Edit: which are not that many exist) which also happen to have biggest warp damage resists.

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