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Messages - INFERNO

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The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 04, 2020, 09:08:26 pm »
TheCurse, are you talking about materials? The alien alloy can solve all the problems. The problem is in the source of energy, which is solved by opening the elerium battery. If you have read its description, you should understand what potential it has. If humanity can invent a very compact and very powerful energy source, then we will see Gauss weapons and laser machine guns in real life. In the game, this source is an eleria battery. About weight-in the game Gauss weapons weigh a lot. Heavy options without a special suit can not be lifted. So it's all right.

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The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 04, 2020, 03:14:04 pm »
Scorch, I want to reset you again about an important topic for me. Will the system for opening Gauss weapons be reworked? So that it starts with the study of mass accelerators, and does not require a meeting with reptilians,as it is very difficult to reach them, as well as to get an underground mission. It's just very strange that it's much easier to develop a laser weapon than a Gauss. Although the principle of operation of Gauss weapons has long been known to mankind(Wikipedia). What is missing is a compact power source, which we will learn how to create from the aliens. It's the same with mass accelerators. Their discovery should not require finding samples of these weapons,because kinetic weapons, compared to laser weapons,are very primitive, and people already know how it works. The only problem is the power source.

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The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 03, 2020, 08:28:54 pm »
Mrvex, just because an enemy gives up doesn't mean they won't fight anymore. The enemy simply panicked. The panicked person is added to the list of"surrenders". If only the "surrenders" are left on the map, then you win and get prisoners. Therefore, do not write off the panicked from the accounts, on the next move they can throw a grenade at you.

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The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 03, 2020, 02:09:54 am »
JustTheDude, if you played Piratez, you should know that the tank has a machine gun(or other auxiliary weapons) in addition to the gun.

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The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 03, 2020, 12:47:41 am »
Scorch, you may have misunderstood me, but I didn't say that taking control should be removed. I mean, when you use this feature, it's addictive. You start taking control of your enemies, and you think, " wow, this is awesome!" After that, you can't give it up, because it's so convenient.

What about the tanks. You say that additional weapons must have infinite ammo. But in Piratez, the machine gun runs out of ammo. I'm not a programmer, so I don't know how to do this, but maybe Dioxine can help?

Also, about the psi-weapons. If the aliens don't do this, then maybe XCOM will develop it itself? After all, someone made The Lotus glove. XCOM could disassemble such devices, understand how they work, and then create its own version of psi weapons. After the player has disassembled and studied the available psi weapons(gloves, staffs), they will be able to discover the technology for building their models. Of course, this requires the best laboratory. And what happens next depends only on your imagination.

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The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 02, 2020, 02:35:26 pm »
 Scorch, I have this question. Will there be more advanced psionic weapons in the game? I'm not talking about amps that allow you to control your opponents, but things that do damage. What we have now looks very primitive. Staffs-as if I was in ancient times, where shamans with staffs conduct rituals. The Lotus glove is an interesting weapon, but the range is too short. Will there be an alien psionic weapon? For example, perhaps there is something in the ethereals? Some kind of sphere that concentrates psi energy and releases a death ray? Taking control is fun, but it's annoying and addictive. Then you can't do without it. I want an alternative. Some device that deals psi damage (destructively hits the victim's mind, killing it) or a psi-energy concentrator that shoots psionic beams. What do you say?

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The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 28, 2020, 04:01:02 pm »
Scorch, you say you want to do UAC. Does this mean that BFG9000 will appear in the game? If so, this is great news!  :) Also, with regard to UAC. We will fight them, because they have opened a portal to hell. Will there be an event when XCOM launches military actions against UAC, after which UAC products will disappear from the store? It would be illogical if the UAC were to sell its weapons to the enemy.

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The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 27, 2020, 11:39:04 pm »
Tell me where to get MP-40 (messer) and MG-3?I met MG-3 in the game once, but I don't remember where. And I didn't find MP-40 at all, although there is one on the wiki.

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The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 27, 2020, 11:37:46 pm »
Scorch, please tell me how long to wait for the 1.4 update? Will it be large, or will it add a little content? Also, I would like to know what's going on with the Lunar Reich? Are you working on it or is it just in the plans?

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The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 27, 2020, 05:01:23 pm »
I don't know about you, but I only go on special operations at night.Shooting during the day is certain death. On operations, the enemy is superior to XCOM in weapons and armor, so there is only one thing to do-use the darkness. In this situation, a gun and throwing knives are 100 times more useful than VSS, which can easily miss. And in special operations, mistakes are not forgiven. 1 shot and the agent is dead. Therefore, you will use only those things that you are sure of and that will not let you down.

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The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 27, 2020, 03:27:15 pm »
Besides the VSS, the g-11 is also a useless weapon.To use it effectively, you need to be the bravest person on the planet. There are 2 ways to get a high bravery value. 1-force soldiers to fall under the sectoid psi-panic. 2-to fly a plane. By this time, the G-11 is no longer needed. Or you should be lucky with the characteristics when hiring.

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The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 27, 2020, 03:17:20 pm »
Scorch, now VSS is useless junk. It must be changed. I compared VSS and SVD. VSS can only be found in the most difficult missions of Red Dawn, SVD falls from the pioneers, and it is very easy to get it. SVD has a 0.2 accuracy damage bonus. At 100 accuracy, the damage will be equal to 50.What does it take to get the same damage from VSS? The desired characteristics of the unthinkable, just to get closer to these values.Also, SVD has a good initial accuracy, it is very convenient to use this weapon with nubasami. And here's the question-why do I need VSS in the game? It's a piece of useless junk. In fact, it should have slightly better characteristics than the Bo automatic sniper, except for the range. The Bo automatic sniper is superior to VSS in everything,and you can get it very early and very easily.

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The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 26, 2020, 09:31:08 pm »
Also, please make more frequent terror attacks of aliens, as well as more noticeable fines for their admission. For my last pass (5 difficulty), you may not believe me, but I did not fight off any terror. I missed them all and it didn't affect my game in any way. It is enough to bring down a couple of resource collectors and the lost rating is recaptured. I just don't feel any penalties. In Piratez, however, skipping terror hurts your rating so much that you have to fly to it, and that's cool.

I can imagine the situation:
-Commander! The (name of the city) was attacked by aliens! They're killing civilians!
-I don't care about people, fighter! We'll shoot down a couple of ships, and the Council will be happy! We will say that we shot down 2 collectors and the Council will forget about 100-200 dead civilians!
-You are very clever, commander!
- Of course, why risk in battle, if you can not risk, and shoot down a few UFOs!

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The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 26, 2020, 08:57:08 pm »
Also, there is a suggestion. At the moment, there are 2 models in the tank branch. First comes the regular, then the hover. How do you look at adding an advanced version of a regular tank. It would have more armor than a hovertank. But he couldn't fly because of big weight. I don't think it will take much time to sprite. You just need to paint a regular tank in blue.(like a UFO). This would give the player a choice between survivability and mobility

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The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 26, 2020, 08:44:43 pm »
Scorch, I think you're wrong about tank armor. If a tank has no armor, how does it differ from a soldier with a grenade launcher? I'm not saying that it should become unkillable.But the tank should not be made of paper. You will object by saying that you will use it against people. But at the moment when the player gets the tank, the invasion begins. I have never managed to reach the tanks before 1999. At this point, all cults are affected, and only hybrids and aliens remain. Fight with a tank only with hybrids? It's not cool. And the aliens break his armor with a plasma rifle with 3 shots and destroy him. This is terrible. I have nothing against the fact that the tank is pierced with heavy plasma from 1 shot. This weapon humiliates the sectopods.But let the tank's frontal armor hold ordinary plasma. At least for a while. As it is, it is completely useless.

When a player creates their own sectopod, they don't need anything else. Fighters are only needed to clean up the ships. The robot will do the rest. A sectopod player gets after meeting with the People in Black. This is very early. The player has not yet fought with ethereals, but is already running with ultimatum killer robots.

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