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Messages - Mrvex

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1
The X-Com Files / Re: The X-Com Files - 1.9: Free Falling
« on: June 25, 2021, 07:20:08 pm »
Kneeling and running enemies...

That actually makes me want to ask a question, but is it possible to know when enemy walks and when he runs (So its possible to estimate his energy and possible TU reserves for reactions ?) ? When i initially started using the run ability it i was disapointed that the soldier has copy and paste animations of walking and running and i had trouble finding out if i am actually running or not.

Also who are Olympians ?

2
The X-Com Files / Re: [MOD] XCom Files Arsenal Additions
« on: June 02, 2021, 05:47:22 pm »
You know, i was always thinking about making a mod similar to this, to add new toys to XCOM, but since that went nowhere i guess they are nothing but ideas but i wanted to add hollow point rounds (larger flat damage but worse against armoured enemies), dragon rounds, some WW2 weapons like panzerfaust or MG42 and i even thought off to make Goliath as drone armor as XCOM suicidal unit.

What i've came up with also supposed to add new early game weapons to XCOM through workshop, that you would get a new resource called scrap and you would use it to manufacture home made weapons for XCOM, mainly molotovs and nail bombs as a way to get incendiary weapons and grenade like weapons before the explosives license, they would be far weaker than the standard stuff but still a petrol bomb landing on cultists face will hurt alot.

One interesting concept i came up with a new weapon type, the Wavelenght Emitor Cannon, which would shoot microwave beams with auto mode (low armour pierce but would do incendiary damage) and gamma beam mode (Which would have massive penetration and would probably do emp damage but would damage living things considerably too)

And laser weapons in general could get different ammo types affecting their wavelenght and their purpose, shorter wavelenght would penetrate more while longer would do things like ignition and could work as a flashbang in the penalties it would cause.



3
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 30, 2021, 01:00:23 am »
Playing XCF and loving it as always. Some inputs on balance from me:

I think I might end up unlocking multiple tiers of research at the same time. I mean that by the time I will have the prerequisites for personal armor research, I will be already most way through to higher tiered armors and other items.



That is the exact thing that always happens to me that by the time i unlock something, something just way superior can be researched right away and its all due to the RNG reward roullette of tech and cross dependencies and dependancy on end-tier laboratory which has its own set of specific requirements. Until the whole end game and tech access is reworked, RNG completely controls the flow of the campaign. Solarious is aware of that..

And it does hurt the game which otherwise has quite smooth tech and gear progression.


4
The X-Com Files / Re: 1.8 Feedback
« on: May 24, 2021, 07:13:26 pm »
Hey wanted to leave some notes. Not sure if it is related to 1.8 or earlier ones too. Started game at 1.5 and updated to 1.8.
Played for a year on weekends. I noticed that i had no base attacks and maybe only one terror mision.
I guess my raven-avalanche tactics worked way too great.  It just sad :/ i love terror misions and base defence.
It adds extra flavour to game. Maybe we could have forced attack on base if we destroy cultist or sindicate or alien base.
 My base has no mind shield no defences, just solders waiting for guests :D

PS: Absolutilatly LOVE this MOD!! ClosetYeti letsplay reminded me about this mod, was fun to get back to it from i guess 1.2.

Oh dont worry, you will get raided eventually with something you CANNOT shoot down without plasma cannon mounted on shielded Avenger (end game craft and gear)
There are "forced" invasions actually by completing certain missions that will force a faction to retaliate and send a APC to your base.

Though, these are more or less relying on suprise factor because Scarab or Dragonfly will explode to thousand pieces if you intercept it or your base defences hit it.
And, i dont want to spoil but sometimes what you can get will suprise you, the possible combination of visitors is rather large and i hope you have some skills in tank busting in close quaters...

5
The X-Com Files / Re: Real weapons overhaul discussion
« on: May 24, 2021, 11:26:45 am »


Image human based plasma weapons for some fraction, its could be even objectively worse that aliens one but it will fit and expand lore.
This could be used for core game play too as stop gap solution to smooth transition between weapons tiers.

They do already exist, Cyberweb has some pathetic attempts, UAC has actually gotten some decent plasma weapons going, even if still weak when compared to the body shattering plasma blasts from alien, elerium powered weapons. And it does fit these two factions given their high tech and experimental nature.

Even then, even with confiscated weapons i rather not even bother with plasma weapons till i get the actually good alien stuff, alot of things resist plasma damage and its just better to shoot someone with a high caliber rifle across the entire map and drop them in one hit, with ammo you can buy whenever you want, regardless of your progress.

6
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 07, 2021, 02:47:44 pm »
Solarius, is it intended that X-Com is free to murder UAC employees with impunity? It's one thing to kill UAC mercenaries during an "arrest", but how come X-Com is free to straight out raid a UAC R&D-Lab and pretty much kill everyone on sight without even getting so much as a negative score? Most of the engineers are bystanders, yet they are treated as legitimate targets.



Its a core feature thing, you can only have 3 teams in game, XCOM, Civilians and XCOM Allies, then Enemies themselves
Engineers if they would be be placed to Civilians, they would be attacked by UAC guards which makes even less sense than XCOM trying to contain informations and forbidden knowledge.


7
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 07, 2021, 12:06:36 am »
What about some kind of mission where you ambush a UAC convoy in a forest or canyon or something while disguised as Westmen? Maybe using only weapons Westmen use?

If you are ambushing them in the open, having disguises is completely pointless since there is nothing to infiltrate, you are far from cities where things like tanks and miniguns would raise alarm.
Not even making a bait in the open would justify enforcing concealment rules, given that XCOM could have 1-2 live baits in disguises to do the talking while rest of the team simply hides with full XCOM arsenal.

8
The X-Com Files / Re: The X-Com Files - 1.8: The Shores of Hell
« on: May 06, 2021, 01:48:19 am »
Totally unrelated note, but what exactely is the point of the UAC raid in caveman disguises? Going in with absolutely no armor against superior odds is bound to end in fuck up of epic proportions, as demonstrated by my team getting nailed in the first round by rocket launcher wielding armored up UAC strike team. I also don't think arriving in a Dragonfly fits in with the cavemen disguise btw.

Going over this again right now - to be frank, the whole concept of that missions just strikes me as badly designed. At that point X-COM knows what kind of gear UAC is selling and what precautions somebody would take who is illegally distributing those weapons. Why would X-COM choose a cavemen disguise of all things? For the lolz?

The whole undercover mission thing is quite underwhelming and not exactly fun and most of them arent even required to progress (with UAC being an exception from top of my head).
I dont see the point of having missions where you are forced to use crap equipment and crap weapons and crap agent count against enemies who are fully armoured and armed with all the weapons you cannot have... like rocket launchers. If anything, the enemies should adhere to the gear rules.

If UAC has troops armed with machineguns and rocket launchers walking the streets, national guard/local military would go after them the moment any random joe would call the police to ask about some paramilitary types walking around the streets.



9
The X-Com Files / Re: Alenium shards
« on: May 02, 2021, 01:38:07 pm »
You can get more from loot crates from Osirion, but you can restore AI when it dies to its previous state

10
The X-Com Files / Re: 1.8 Feedback
« on: May 01, 2021, 09:31:26 pm »


Vanilla lore! And one I can't see anything clearly wrong with.



It is wrong for gameplay reasons, lore be dammed to have a enemy that can one shot your full HP troops across the entire map in missions that arent even mid game when every other non-melee enemy needs to actually hit you more than once to do damage and they have to get a LOS with you.

The massive damage disparity is what bothers me, no other enemy at this stage of the game can do as much pain at such range.

11
The X-Com Files / Re: 1.8 Feedback
« on: April 30, 2021, 11:37:21 pm »
...I was indeed wondering why they managed to one-hit my agents so often. Yeah, arcing attacks that do masssive damage are kind of problematic.

Carapace and webwear come with their own problems, one of them being that they have to go into backpacks - which is not only unrealstic but a trade-off with other useful items. I don't built or use them for that reason.


Vests consume slots for a reason, you trade in survivalability for firepower and utility and i find this a fair decision making. Having a dedicated slot for it would turn the item in to absolute no brainer to have so there would be only gains from it.



12
The X-Com Files / Re: 1.8 Feedback
« on: April 30, 2021, 06:33:02 pm »
Gillman's electricity attack is pure bullshit in its damage output. I wouldnt mind if they were close ranged enemies that fry you with electricity but the fact that they can shoot across the map and do massive damage at the same time is abit too much for a somewhat early game enemy.

One solution could be to add a padding type against electric damage like Webwear or Carapace plating against electricity, Carapace plate helped quite alot against sonic weapons in armoured vests and turns alot of deadly hits to just major injuries. So atleast with preparation you can do something with it.

13
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 27, 2021, 02:28:28 pm »
Researching Blackops Minigun lets you buy ammo for it, regardless if you reached Promotion 2 or contacted Blackops Industries.
So you can pretty much use it as long as you can keep the minigunner in one piece and not a ash heap.

And oh boy, minigun is sure useful when you can have only like 6 dudes in helicopter.

14
The X-Com Files / Re: Some Basic Questions?
« on: April 27, 2021, 11:18:58 am »
I`ve destroyed two MiB Bases/camps with several HWPs destroyed/stuuned (power mace). And no item after done mission. First time I wasn`t sure, but second time i`ve double checked spoil list and nothing about HWP. I`m sure.

One thing, well power mace should leave a wreck behind, energy weapons dont have to. Laser and plasma weapons can burn bodies to ash, leaving NO corpse/wreck behind that can be picked up.

15
The X-Com Files / Re: Base defenses
« on: April 27, 2021, 11:17:04 am »
Any defences reduce the number of attackers, so if nothing else, it makes the defense slightly easier for you.
Though if you build your base competently, it might be just better to have more enemy bodies and loot in the end, especially if they get thrown in one or two large corridors where they all get mass molested with rockets and miniguns.

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