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Messages - Mrvex

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The X-Com Files / Re: The X-Com Files - 1.5.1: Around The World
« on: October 16, 2020, 06:45:08 pm »
Reacting to melee attacks ?

As in, they will now try to fight back with their weapons stock (if possible) or shoot at point blank ?.

The X-Com Files / Re: The X-Com Files - 1.5.1: Around The World
« on: September 26, 2020, 11:52:13 am »
You misunderstand, on the Cyberweb Battleship mision I HAD to take a mudranger, even though I used an Avenger to get there, It's on the mission brief, I was wondering why Solaris decided to make it that way

Before this change, you started in the crosshairs of 20-40 enemies the moment the game started, now you atleast have some cover so your tanks can roll out first to absorb reaction fire before your infantry will step out.

The X-Com Files / Re: Questions on Promo 3 and relative progress...
« on: September 25, 2020, 01:40:01 pm »
Blackops weapons are solid and will stay with you for some time. If you have access to miniguns then use them in the caves. As weird as it sounds miniguns are a good close range weapon if you step one title away from the enemy and unleash a barrage at them.

Due to how old Xcom's projectile work, it doesnt matter that its 20% to hit, it will hit anyway in this scenario and miniguns have 95% armour piercing, so only 5% of the targets armour does something to the bullet.
What this means is that miniguns will instantly kill most enemies in the game at close range.

Also regarding finishing off Cults

Dagon HQ will be a total nightmare without good armour because its a jungle and tons of enemies and psionics and monsters will barrage your dudes the moment they step out of the vehicle. The easiest one is still the Red Dawn because its an underground base. It has been buffed to not be that easy recently so now they have armoured cars at the surface but you can demolish them with explosives or miniguns (Or rockets if you have them). And once you get that over, you can camp the entrace with two guys with melee weapons and enemies will be walking one by one to their shaking and your guys wont take any damage. And once theres like 50 corpses on the same spot the rest will surrender that XCOM is 2OP.

The X-Com Files / Re: The X-Com Files - 1.5.1: Around The World
« on: September 25, 2020, 01:29:41 pm »

EDIT: So the mission spawned in but why do I have to take a mudranger?

I think you need a space capable craft for it. Mudranger apparently can do it but you are better off with Kitsune since it has massive range and can still carry tanks you will need.

And i mean, you really need them in this mission unless you have high-end armour (Power armour and up). I had sectopods (2x, because Ayys failed to destroy my base twice so i had something to work with). This might be the mission so far in the game with largest body count ever. If i remember correctly, it was either 76 or 96 enemies. On open plain, with almost no cover aside from few rocks, dunes and buildings but that is a long dash while you are in sight of 20-40 enemies at once. So i did well by using sectopods as cover for my troops but this mission took like a hour or two and i had to sped up the projectiles so i wont die of old age as 20-40 enemies will shoot their lasers at long range. Make sure to arm all of your troops with turbolaser weapons due to infinite ammo and the fact that they can incernate enemies so the Cyberwebs technolads wont have 2 lifes.

The X-Com Files / Re: The X-Com Files - 1.5.1: Around The World
« on: August 31, 2020, 09:29:46 am »
Just The Dude said it: early cults have no means to take on X-Com directly. One could argue otherwise, but I had to make some assumptions about it.
Still, this might change in the future, because I like base defences (in moderation). Maybe UAC will be more proactive here.

Base defences could have variations with different possible factions, i have doubts non-Aliens without dropships could be able to land in XCOM's base quickly enough and it would make sense that Cults would try land attack and XCOM would have to defend the surface entrance.  So XCOM would start in the elevator and have access to the surface fortifications so XCOM would have cover and high ground advantage against masses of cultists.

Or if there is like a guided swarm of monsters being lured by Cultists that XCOM decided to ambush them with full might of the base personal in a forrest before they even get close to the entrance.

The X-Com Files / Re: The X-Com Files - 1.5: Shot in The Dark
« on: August 27, 2020, 09:53:32 am »
So I have been enjoying a long campaign so far in 1.5 but I feel like I found a recursive tech dependency and wanted to ask if I am misunderstanding something.
The invasion of 99 is well underway and I am holding on but I am now stuck fighting tiny ships and hiding from anything above small because I can't research further.

Optronics requires Alien Optical Processor
Alien Optical Processor depends on UFO Navigation, Alien Electronics and Alien Multitool
UFO Navigation depends on Alien Power Systems and Optronics.

So in order to progress in the tech tree, I need to research things I need to have already researched in order to research them.  :o

Most tech comes from RNG rullete from engineer and commanders/leader integoriation. Pretty much majority of the best gear comes from them so keep capturing commanders and engineers and make them talk. Make sure to expend trashy RNG reward like ship types with navigators first before wasting engineers and commanders because they can roll for it too and its quite enraging that you got "Small scout" info when you could have rolled for Anti-matter contaiment...

So get a mind probe to one of your guys and check who is who because the most common alien (Sectoid) is identical to each other before you capture them.

The X-Com Files / Re: The X-Com Files - 1.5: Shot in The Dark
« on: August 26, 2020, 02:31:34 pm »
Now i know what "Visual damage indicator" means and good lord it is  a feature i never knew i wanted.

Now i know if i am damaging the target or not... or if my troops will get wounds when the ayy turn ends.

The X-Com Files / Re: The X-Com Files - 1.5: Shot in The Dark
« on: August 24, 2020, 06:49:10 pm »
Version 1.5 has been released.

- Jumpsuit and Grav Module now have color variations (aesthetic only).

I was thinking about it when i saw in UFO pedia that these armours have camo-versions which look way cooler than the stock grey-ish XCOM color.
That being said, what i would like to see instead are colour/camo works for armours you have the longest in the game. Tritanium armour, Cyber armour, Power armour and the Juggernaut.
While Tritanium and Cyber armour looks badass enough. The Power armour could use a paint job so its not this grey-ish thing and the juggernaut armour so its not this ugly yellow plastic thing that looks like a toy.

But i guess such thing isnt important to do when compared to finishing other stuff like factions and their arcs...  ;) But anyway, great work.

The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: August 21, 2020, 07:36:59 pm »
I agree with the user above. I always lose equipment in that mission because some culty either shoots a rocket in my craft (generally as a reaction when I step down the craft) or a tosses a grenade. It is probably it.

Hmmph, yes that might be the cause since one of my dudes who was under Kitsune got hit by 2 rockets but since he was wearing power armour he took no damage. So it seems the same couldnt be said for a dropship floor...

The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: August 21, 2020, 06:54:14 pm »
Does anyone know the cause of mass equipment loss after a mission ?

I mopped up the CoP meeting, flawless mission and i got this report

The X-Com Files / Re: Clarification questions
« on: August 21, 2020, 06:27:49 pm »

Finally got armored vests. Also grenades, and other explosives. Things are heating up.
I have to say, I LOVE the shield addon for the armored vest. Only heavy weapons, or explosives effect you, and while being limited to 1 hand hurts, it seems to work great with a Magnum heavy pistol. Its not quite invulnerability, but it is quite an improvement.

Armoured vest and its alien alloy variant will be your first armour that will bounce off bullets from low caliber weapons somewhat consistently and will be a godsend against cultists. The shielded variant has bonus armour and you can also bash with the shield for pure stun damage (0,8 * Strenght) so you dont need a stunweapon and you can stick to pistols. Magnum is a good pick for its decent accuracy and punch but its not the best you can have for your shield bearer, most pistols do 30 damage a hit, Magnum does 38 damage but has only 6 round drum. Normal, larger capacity pistol might be enough. Blackops pistol does 30 damage a hit and has 12 rounds (And is slightly cheaper to fire). Mk23 SOCOM does the same damage but has 10 round clip.

So you decide if you want longer lasting, more rapid fire shorter range pistol or more individual damage per hit at longer range. Shield does let you actually get closer to enemies.
Or you can simply give your guy a SMG, some of them can be fired with a single hand for maximum short range damage output.

Also, dont forget that your guys can meat shield other agents so your shield bearers can be turn in to portable cover so if for example you are expecting that an enemy will try to flank and shoot at one of your troops from behind (which would penetrate his armour) you can relocate him to him, have him face the direction of the attacker so any attack made against the flanked soldier will hit the shield bearer instead.

The X-Com Files / Re: Understanding Nightvision
« on: August 19, 2020, 10:39:44 am »
Some enemies have better sight than XCOM troops. Especially non-humans or mutated humans.
Even baseline Dagon cultists have slightly better nightvision than XCOM.

One thing that could be causing the sudden spotting is if there are any light sources on the map, lamposts, burning bodies....
Or you are being seen by a one guy and he is working as a spotter for the rest of the cultists so your agent is being shot at from guys who work off informations given to them by the sole person that actually sees you.

Also, dont be decieved if the map is dark or not. As long as there is a picture of a moon when you arrive at the LZ, then its a night mission. Why am i mentioning this ? Because you can arrive at early in the morning, dont get the moon symbol and the map is dark af but it counts as a day mission anyway so your troops have full sight even if game doesnt look like it.

The X-Com Files / Re: Clarification questions
« on: August 19, 2020, 01:26:14 am »
I heard that you can get vampire knights from some posts but only recently i actually got it too.
It was an instant retreat because i know damm well that they were troublesome enemies when i faced them in their "debute" mission and i was swinging around heavy gauss cannons and laser miniguns and 2 sectopods.

Flying armour would make it very easy, too bad its way, way high up in the tech tree but here is a way to get a good flying armour with lesser tech requirements. The earliest i manage to get it was during my transition between Tritanium suits and Cyber armour

MiB bases can spawn Stormtroopers, they have a end-game flying armour, if you swat him out of the sky you can retrofit his armour for XCOM via workshop, you can also get powerarmours early this way. This stormtrooper armour is JUST GOOD and Powerarmour gives your dude the ability to tank alot of damage and be almost untouchable by standard firearms.
+20 accuracy, +20 reaction, no penalties to anything, flying, good sight in darkness and 80 point of frontal armour (Which means human weapons wont even dent this armour)

The X-Com Files / Re: Clarification questions
« on: August 18, 2020, 01:53:04 pm »


You can sell live capture humans. Admittedly this is true for aliens in vanilla, but I have to wonder, WHO are you selling these to.
And while I'm at it, what is up with the 10k disposal fee for civilian corpses?

Mudranger. Is there an actual use-case for this? My guess is that you would put them on bases inside a cluster of cities, in hopes that attacks snap to said cities. Obviously the larger capacity would be helpful in such a case. But, what is up with the tiny radius? I mean, can't you shove a few barrels of oil into the thing and refuel it on the way, if you can't just use a gas station? What is the justification gameplay or lorewise?

Killing downed Enemies. Is there an easy way to execute downed enemies? Obviously I don't have reliable explosives yet. Like stab them with a knife or shoot them or something.

Rifle Bash. Is there a reason that only flashlights have a melee option?

Ufopedia, in battle. If you middle-mouse button on an enemy, and middlemouse button on their portrait, it shows data. That said, there isn't everything. It only shows, I think, their armor. Not their stats, or description, nor is there a link to it. I suppose it might require more research?

You are probably ransoming the captured victims

One thing to mention is that agents are capable of melee reactions if they are close enough or without ammo. Weapon needs to have a snapshot to react-fire but if you have something like a minigun and someone tries to walk past your miniguner, the dude will cave his skull in with the shere bulk of his weapon. Though smacking people and things isnt as effective as stabing a tritanium knife through their skull and this is rather a nice way to clear out UFO's by simply waiting behind a corner with a melee weapon. XCOM Files has a feature that if two targets are next to each other they will try to push each other's weapons away so they dont get hit at point blank. This is a battle of stats but it could be safely said that your troops will be the one constantly pushing sectoid's weapons away before they strike at the alien in melee, either with the weapon's stock or with fists.

Another thing is that armour dictates hand to hand damage, a smack from a guy in the suit vs a guy in power armour is the difference between doing minimal damage and killing the sectoid in 2-3 hits.

The X-Com Files / Re: Clarification questions
« on: August 17, 2020, 03:03:14 pm »

I am not 100% sure about this, but I think you can take agents on missions and still train them in the gym at the same time. The gym only checks, if an agent is assigned at the end of each day. Having an agent assigned to the gym does not prevent assignment to a craft and vice-versa. Only healing time can interrupt training. So you don't have to constantly shuffle around your dudes between the gym and the transport craft.

You can pull them to missions even if they are training but i mentioned it due to the fact that the 10 guys will be training while i am training 2-4-6-whatever guys by going to missions with them. So in fact i am training 16 guys at once, just 6 of them from missions while rest are training.

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